Enters combat hidden, DC 10+lvl.
- •Claw.1d8+3
- •Bite.1d10+2
Crits roll one additional die.
- Thwomp.2d8+6.
On hit: push 1.
When killed, deal 1d4 Cold damage to all adjacent enemies.
- Ice Club.2d12+6
When killed, deal 1d4 Cold damage to all adjacent enemies.
- Slush Strike.2d4+7
Drops: Rusty Plate
Critical hits freeze the target for one round.
- •Circle.
Move 8.
- •Paw.
1d10+6
- •Breath.
15 ft cone. DC 13 Dex save or 1d10+6 Cold.
75 HP, both fire their cones. One wolf dies.
60 more. Choose three now.
When killed, deal 1d4 Cold damage to all adjacent enemies.
- •Cone of Cold (1/enc).3d12+10
- •Ice Dagger.2d8+10
- •Poison Tail Flyby.
Fly 8 and attack a target you pass by. 1d10+10 slashing damage. On damage: Poisoned.
- •Pounce.
Fly 4 then land and attack, 1d10+15. On damage: Prone.
- •Bite.
1d10+20.
At 90 HP, the Wyvern immediatly flies 8 spaces for free.
The Wyvern is dying! 70 more damage and it is dead. Until then: Frenzy. All attacks from and against it gain advantage.
Wyvern's Poison. While Poisoned by a Wyvern the creature is also Slowed. The first time each encounter a creature is Poisoned by a Wyvern it also takes 10 poison damage (ignores armor). Wyvern poison wears off after a minute.
Vulnerable to Fire. When crit or dealt Fire damage: (AoE, Reach 2) 2d12 Ice damage and Dazed.
Roll with advantage against targets that have taken cold damage this round.
- •Ice Lance.
(Reach 16) 1d12+ 6 damage. +1d12 if beyond Reach 8.
- •Frost Axe.1d12+6.
(Cone 3)
Bloodied: Blizzard. (Reaction: at 53 HP, Reach 6) 1d12 Ice damage to all enemies.
All melee attacks Prone on hit.
Take no Cold damage.
- •Dance.
Both twins move 5.
- •Dash n Smash.
One moves 8, the other does 1d12+13.
- •Doubleteam.
both attack the same target for 1d12+32.
- •Person-pong. (once).
The twins pick up a hero and toss them between themselves a number of times. Eventually, they drop them. 1d12+6 per toss, drop on miss.
150 HP, recharge Person-pong.
120 more. Recharge Person-pong.
- •Bum Rush.
Move 6, 1d12+13
- •Fists of Fury.
Three strikes, 1d12+13
- •Rock Toss.
Range 6, 1d12+32
150 HP, Fists of Fury becomes five strikes.
120 more. Fists of Fury becomes eight strikes.
Others suffer 3 damage for each space they move while within Reach 4.
Vulnerable to Fire and Bludgeoning damage. Arkrhyst is enraged and gains advantage on his next attack.
- •Wall of Ice.
(1 use, Reach 20) Summon a wall of ice 10 spaces in a line.
- •Bite.
Move 4. (Reach 3) 2d10+10. On damage, Frostbite: Can't use Reactions (healing or fire damage ends).
- •Shattering Claws.
Move 8. (Reach 3) 3d10. Any die can be chosen as the primary die against a Hampered target. On crit: deal +30 damage instead of rolling additional dice.
- •Blizzard.
(1 use, AoE, Reach 10) 3d8+20 damage. DC 17 STR save or frozen in place (Restrained). Escape DC 17, or any Fire/Bludgeoning damage.
Brutal Storm. At 160 HP Arkrhyst summons a mighty blizzard. Others are Blind beyond Reach/Range 8 and take 1d8 damage at the end of their turns.
Arkrhyst is dying! 120 more damage and he dies. Brutal Storm intensifies, dealing 2d8 damage.