Ice Urchin

Large monstrosity, unaligned

Armor Class 14 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 5 (–3) 11 (+0) 5 (–3)

Damage Immunities cold Senses passive Perception 10
Languages understands Aquan but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Fear of Fire. An ice urchin is inherently fearful of fire. If presented forcefully with fire, or if it is dealt fire damage, the ice urchin must succeed on a DC 13 Wisdom saving throw or become frightened until the end of its next turn. Once it has been frightened by a specific source of fire (such as a torch), the ice urchin can’t be frightened by that same source again for 24 hours.
  • Ice Slide. The ice urchin’s speed increases to 60 feet when it moves on snow or ice. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
  • Melting Away. If the ice urchin takes fire damage, its AC is reduced by 2, and it has disadvantage on attack rolls until the end of its next turn.
  • Spiny Defense. A creature that touches the ice urchin or hits it with a melee attack while within 5 feet of it takes 3 (1d6) piercing and 2 (1d4) cold damage.
  • Venomous Spine Regrowth. An ice urchin has twelve venomous spines. Used spines regrow when the ice urchin finishes a long rest.

ACTIONS

  • Ice Spine. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 2 (1d4) cold damage.
  • Venomous Spine. Ranged Weapon Attack: +3, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing plus 2 (1d4) cold damage and 7 (2d6) poison damage.

ABOUT

This cattle-sized lump bristles with spines of blue ice.

Ice urchins are large, porcupine-like creatures native to the coldest reaches of the world. They are voracious omnivores, traveling far and wide and scavenging any food they can find. They sometimes come into conflict with humanoids, attacking livestock and raiding food stores.

Wary of Fire. Ice urchins are infused with elemental energy, giving them an affinity for ice and snow and a fear of fire. They avoid open flames, and they can be driven away with torches or displays of fire magic. If a ready meal is evident, a hungry ice urchin may still brave a campfire or torches.

Cryomancer Minions. Ice urchins have a semblance of intelligence, and they can be persuaded to serve in exchange for regular feeding. An ice urchin might work as a guardian, using its bulk to block a passage or entrance, or it may work as a courier, delivering packages swiftly over snowy terrain.

Dragon Snack. Dragons in cold regions prey upon ice urchins and may keep some in their lairs. If a dragon eats an ice urchin, the dragon absorbs its elemental energy. For the next hour after eating an ice urchin, the dragon’s breath weapon deals cold damage instead of its normal type of damage. If the dragon’s breath weapon already deals cold damage, its breath weapon deals one additional die of damage.

Section 15: Copyright Notice

Tome of Beasts 3 © 2022 Open Design LLC; Authors: Eytan Bernstein, Celeste Conowitch, Benjamin L. Eastman, Robert Fairbanks, Scott Gable, Basheer Ghouse, Richard Green, Jeremy Hochhalter, Jeff Lee, Christopher Lockey, Sarah Madsen, Ben Mcfarland, Jonathan Miley, Kelly Pawlik, Sebastian Rombach, Chelsea Steverson, Brian Suskind, Mike Welham

This is not the complete license attribution - see the full license for this page