b'Spawn, Cryospawn \n'b'  Large   elemental ,  same as creator  \n'b'  Armor Class  13 (natural armor)  Hit Points  95 (10d10 +40)  Speed  60 ft.\n'b' STATS STR: 16 (+3) DEX:  18 (+4)  CON:  19 (+4)  INT:  7 (-2)  WIS:  10 (+0)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistance(s)  bludgeoning, piercing, and slashing from non-magical weapons  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Challenge  5 (1,800 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Ice Body . The cryospawn is made of ice crystals and freezes whoever is within 5 ft., doing 5 (1d10) cold damage per turn. Anyone who makes contact with or attacks the cryospawn in melee suffers an additional 5 (1d10) cold damage. The cryospawn can form its body into a wall up to 10 ft. in length. Weaknesses. The cryospawn is susceptible to fire. For every 5 ft. the spawn moves in fire, or if it is hit with a torch-sized or larger flame, it takes 1 fire damage (in addition to any damage a creature would normally take from the environment or an  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The spawn makes two attacks per round. \n'b'  Freeze .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 14 (2d10 + 3) cold damage. If the target is a creature or a freezable object, it acquires a layer of ice and is  stunned  from cold shock for one round. Until a creature takes an action to break off the ice, they will take 5 (1d10) cold damage at the start of each turn. \n'b'\n'b' ABOUT \n'b' Created from a magical seed, spawn grow when planted into an element. There are four common types of spawn; terraspawn, cryospawn, infernospawn, and aetherspawn, though some legends speak of shadowspawn, lightspawn, and deathspawn as well. \n'b' Spawn are under the control of the one who planted them and invoked the spell. One  elemental  rises for each seed planted and they act collectively on the invoker\xe2\x80\x99s  initiative . They revert back to seeds after ten minutes, or upon reaching  0 hit points . The spawn can be invoked again a day later, if the seed was not destroyed.'