Anfibio: il rospo puo' respirare in aria e in acqua
Aura di freddo: ogni creatura che inizia il proprio turno entro 1,5 metri dal rospo subisce 3 (1d6) danni da freddo.
Balzo da fermo: il rospo puo' compiere un salto in lungo di un massimo di 6 metri e un salto in alto di un massimo di 3 metri, con o senza rincorsa.,
Morso: Attacco con Arma da Mischia: +3 al tiro per colpire, portata 1,5m un bersaglio. Colpito: 5 (1d8+1) danni perforanti +4 (1d8) danni da freddo. Se il bersaglio e' una creatura di taglia media o inferiore e' afferrato (CD11 per sfuggire). Finche' afferra il bersaglio il rospo non puo' mordere un altro bersaglio.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.,
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit:4 (1d4 + 2) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target.
Hit:4 (1d4 + 2) bludgeoning damage.
Ice Walk.The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Multiattack.The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target.
Hit:17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit:13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
Hit:15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead.