b'Ice Walker \n'b'  Small or Medium   humanoid ,  any alignment  \n'b'  Armor Class  15 (studded leather)  Hit Points  132 (24d8 + 24)  Speed  30 ft. \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'  Saving Throws   Str  +5,  Dex  +6  Skills   Perception  +5,  Stealth  +6,  Survival  +5  Senses  passive  Perception  15  Damage Immunities  cold  Languages  any two languages  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'\n'b'  Biting Cold . Once per turn, the ice walker deals an extra 5 (1d10) cold damage on one of their attacks. \n'b'  Spellcasting . The ice walker is a 6th-level spellcaster. Their spellcasting ability is  Wisdom  (spell save DC 13, +5 to hit with spell attacks.) The ice walker has the following  ranger  spells prepared:\n'b'\n'b'\n'b'  1st level (4 slots) :  cure wounds ,  fog cloud , hunter\xe2\x80\x99s mark \n'b'  2nd level (3 slots) :  lesser restoration ,  misty step  \n'b'\n'b'  Tundral Survival . The ice walker receives a +3 to all  Wisdom  ( Perception ) and  Wisdom  ( Survival ) checks related to arctic terrain. While traveling for an hour or more in arctic terrain, the ice walker gains the following benefits:\n'b'\n'b'\n'b' Difficult terrain doesn\xe2\x80\x99t slow their group\xe2\x80\x99s travel. \n'b' Their group can\xe2\x80\x99t become lost except by magical means. \n'b' Even when engaged in another activity while traveling (such as foraging, navigating, or tracking), the ice walker remains alert to danger. \n'b' If traveling alone, the ice walker can move stealthily at a normal pace. \n'b' When foraging, the ice walker finds twice as much food as they normally would. \n'b' While tracking other creatures, the ice walker also learns their exact number, their sizes, and how long ago they passed through the area. \n'b'\n'b'  Winter\xe2\x80\x99s Mantle . As an action, the ice walker can create a simple tool or weapon from ice, if enough ice is available for it to be made. These items cannot have moving parts and must only require one hand to use. The item lasts 1d6 hours unless it is melted or destroyed by fire. With 10 minutes of channeling and enough available ice, the ice walker can create a shelter that accommodates up to 8 creatures of medium size. The shelter provides immunity to the effects of extreme cold weather and  resistance  to cold damage for all within it. Any fire built in its central firepit will not melt the shelter walls. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The ice walker makes three melee or two  ranged attacks . \n'b'  Shortsword .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage. \n'b'  Longbow .  Ranged Weapon Attack : +6 to hit, range 150 ft., one target.  Hit : 7 (1d8 + 3) piercing damage.'