b'Ice Warden \n'b'  Medium   ooze ,  neutral  \n'b'  Armor Class  14  Hit Points  136 (16d8 + 64)  Speed  30 ft., burrow 30 ft. (ice only) \n'b'\n'b' Str \n'b' Dex \n'b' Con \n'b' Int \n'b' Wis \n'b' Cha \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +7,  Survival  +2  Damage Vulnerabilities  fire; bludgeoning  Damage Immunities  cold  Condition Immunities   blinded ,  deafened ,  exhaustion ,  prone  (ooze-form only)  Senses  blindsight 60 ft., passive  Perception  8  Languages  see below  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Bolstered by Cold . Whenever the ice warden is targeted by attacks that deal cold damage, or is in icy terrain, it gains +1 to  attack  and  damage rolls , saving throws, and ability checks. The ice warden has advantage on  Dexterity  ( Stealth ) and  Wisdom  ( Survival ) checks when in snowy or icy terrain. \n'b'  Chilled Body . A creature that touches the ice warden or hits it with a  melee attack  while within 5 feet of it takes 9 (2d8) cold damage. Metal weapons strike or touch the ice warden are affected as if by a  heat metal  spell, but suffer cold damage instead of fire. \n'b'  Frigid Stability . The ice warden has advantage on saving throws and skill checks against being pushed or knocked  prone  when on ice. In addition, it has advantage on  Strength  ( Athletics ) checks when grappling or being  grappled  while on ice. The ice warden never loses its footing when on ice, and can move across ice at its regular speed, even if it is considered  difficult terrain . \n'b'  Host Imprint . The ice warden uses material from its own body to create glittering replica of any creature it has held in ice stasis. The simulacrum gains the memories, languages,  hit points  and ability scores of the target creature, except  Charisma . They also retain the ice warden\xe2\x80\x99s  Intelligence  and  Wisdom  scores if they are higher. The copy gains all the target\xe2\x80\x99s racial and class abilities and can use most of the ice warden\xe2\x80\x99s abilities. The simulacrum can\xe2\x80\x99t use ice stasis, nor are they able to cast divine spells above 2nd level. Spells or abilities of the host that are fire-based instead deal cold damage and manifest as ice or snow effects. The imprint takes on the good/neutral/evil aspect of the host\xe2\x80\x99s alignment, but remains neutral relative to law and chaos. The imprint even duplicates all the host\xe2\x80\x99s equipment, including up to very rare magic items, though they are made of ice. These items crumble into normal ice if the ice warden or the simulacrum perish. An ice warden can have only one host imprint at a time. As long as the ice warden and simulacrum remain on the same plane, the imprint remains viable. If the two are separated by planar boundaries, or the warden dies, the simulacrum crumbles into a pile of normal ice. The destruction of a host imprint automatically renders the ice warden  unconscious  for 1d10 days. \n'b'  Ice Stasis . The ice warden places an  unconscious  creature in stasis. The procedure takes one minute and the ice warden must start over if interrupted. When complete, the target must succeed on a DC 17  Constitution  saving throw to negate the effect. Otherwise, it stops aging and enters a state of dreamless  sleep , encased in a thick layer of ice. The creature can be freed by  wish  or similar magic, or if the ice warden is slain. An ice warden can\xe2\x80\x99t use ice stasis on a creature more than one  size  category larger than itself. \n'b'  Stolid Mind . The ice warden has advantage on saving throws against being  charmed  or  frightened . \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The ice warden makes one slam  attack , and automatically deals its slam damage to any creature it has  grappled  at the start of its turn. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one Medium or smaller creature.  Hit : 7 (1d6 + 4) bludgeoning damage and 9 (2d8) cold damage. If the target is a Medium or smaller creature, it is  grappled  (escape DC 14). Until this grapple ends, the target is  restrained , and the ice warden can\xe2\x80\x99t grapple another target. \n'b'\n'b' About \n'b' Source of many myths and legends of \xe2\x80\x9chaunted\xe2\x80\x9d villages, lost cities beneath the snow, and wanderers being taken by the ice itself, ice wardens lair in the most distant and most frigid wastelands of Scarn. These strange oozes communicate with one another through shimmering chimes and musical resonances. \n'b' In its natural state, an ice warden appears as a flowing glob of dark blue water. Its host imprint, however, takes on the exact features of whatever creature it is replicating, though it appears as though carved from ice. The host imprint\xe2\x80\x99s eyes glow like the morning sun reflected off a field of snow.'