Frozen Form. The ground within a 15 ft. radius sphere centered on the elemental is considered difficult terrain as it becomes lightly frozen. Whenever a creature enters or moves within this area for the first time on a turn, they must succeed on a DC 14 Dexterity saving throw or fall prone.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
Ice Shard Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 12 (2d8 +3) piercing damage and 9 (2d8) cold damage.
Frost Explosion (Recharge 4-6). The elemental sends out a flurry of frozen shards and snow. Each creature within the area of the elemental's Frozen Form feature must make a DC 14 Constitution saving throw. On a failure, a target takes 22 (5d8) cold damage and its movement speed is reduced to 0 until the end of its next turn. If the saving throw is a success, the target takes no damage and has its speed halved until the end of its next turn.
Sunlight Sensitivity. While in sunlight, Naergoth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Naergoth makes three attacks, either with his longsword or longbow. He can use Life Drain in place of one longsword attack.
Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (5d6 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. Naergoth can have no more than twelve zombies under his control at one time.
Longsword Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.
Longbow Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 10 (3d6) necrotic damage.
Frozen Ferocity. When the raptor hits with a melee attack, it deals an extra 2 (1d4) cold damage (included in the attack).
Pack Tactics. The raptor has advantage on an attack roll against a creature if at least one of the raptor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Multiattack. The raptor makes one attack with its bite and one with its claws.
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) cold damage.
Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) cold damage.
Frozen Gaze (Recharge 6). The raptor locks eyes with a creature and attempts to freeze it from the inside out. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) cold damage and gaining one level of exhaustion on a failed save, or half as much damage and no exhaustion on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
Frozen Aura. Intense cold radiates from the golem in an aura with a 20-foot radius. A creature that starts its turn in that area takes 3 (1d6) cold damage. Additionally, the ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must succeed on a DC 12 Dexterity saving throw or fall prone.
Ice Walk. The golem ignores difficult terrain caused by ice.
Icy Death. When the golem is reduced to 0 hit points, it shatters in an explosion of jagged ice. Each creature within 10 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) piercing damage and 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 4 (1d8) cold damage.