Frostclaw Charger - AI-generated fantasy Monster

Frostclaw Charger

Nomads tell of the first Frostclaw Chargers being born during a winter so long it became a trial. Shamans bound hunting spirits into a herd of strong horses. Some say the elemental spirits were invited and later refused to leave. Wherever a Charger passes, frost follows and old songs say those who slay one without ritual risk cursed winter in their family.

HP85AC15SPDSpeed 60 ft., Burrow 0 ft., Climb 0 ft., Swim 20 ft.CR5 (1,800 XP)PerceptionStealth
STR
18
save
DEX
14
CON
16
save
INT
6
WIS
10
CHA
12
Pack Hunter. Pack Hunter. The Charger has advantage on attack rolls against a creature if at least one of the Charger’s allies is within 5 feet of the creature and the ally is not incapacitated.
Coldborn. Coldborn. The Charger is immune to cold damage and has advantage on saving throws against extreme cold and effects that would restrain it with ice. It leaves a faint frost trace that can be tracked with a Survival check.
Tremorstep. Tremorstep. The Charger’s heavy steps cause the ground within 10 feet of it to tremble. When it starts its turn, each creature of the Charger’s choice within 10 feet that is standing on the ground must succeed on a Dexterity saving throw or be knocked prone.
Feral Intuition. Feral Intuition. The Charger has advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell and hearing in snowy or windy conditions.
Multiattack. Multiattack. The Frostclaw Charger makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () piercing damage. If the target is a creature, the Charger can attempt to rend, dealing an extra 4 () piercing damage. When the Charger bites a creature that is grappled by it, the bite deals an additional 2 () piercing damage.
Claws. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 15 () slashing damage. If the Charger moved at least 20 feet straight toward a target immediately before hitting it with this attack, the target must succeed on a Strength saving throw or be knocked prone and take an extra 7 () slashing damage from the Charger’s momentum.
Frostbreath (Recharge 5-6). The Charger exhales a freezing fog in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 22 () cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have their speed reduced by 10 feet until the end of their next turn as frost forms on their limbs. Recharge 5-6.
Pack Defender. Pack Defender. When a creature the Charger can see attacks one of its allied Chargers within 30 feet, the Charger can move up to half its speed without provoking opportunity attacks and make one claw attack against the attacker.
Hooves. Hooves. The Charger makes one hoof strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () bludgeoning damage.
Shimmer of Frost (Costs 2 Actions). Shimmer of Frost. The Charger sheds a chill that grants it or a creature it can see within 30 ft. resistance to cold damage and a bonus to AC against the next attack that hits it before the end of the Charger’s next turn.
Vengeful Regeneration (Costs 3 Actions). Vengeful Regeneration. The Charger regains 11 () hit points as biting frost knits its wounds.
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