A few new minis from my campaign and a couple one shots over the last few months. The coldlight walker, eldritch cannon, wind walker, aarakocra bard, tortle, gatorfolk, a couple ratfolk, a penguin, and an alehouse drake!

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seen from Chile
seen from Lithuania
seen from China
seen from Malaysia
seen from China
seen from Yemen
seen from Germany

seen from France
seen from United Kingdom
seen from Maldives

seen from France

seen from Chile

seen from United States
seen from Philippines
seen from Germany
seen from United Kingdom
seen from United States
seen from China
seen from China
seen from France
A few new minis from my campaign and a couple one shots over the last few months. The coldlight walker, eldritch cannon, wind walker, aarakocra bard, tortle, gatorfolk, a couple ratfolk, a penguin, and an alehouse drake!
DND Monsters: Coldlight Walker
From: Icewind Dale: Rime of the Frostmaiden
Medium Undead, Chaotic Evil
AC 13 (natural armor)
HP 82 (11d8 + 33)
Speed 30 ft.
Str 15 +2 Dex 10 +0 Con 17 +3 Int 8 -1 Wis 10 +0 Cha 8 -1
Immunities Cold Cannot Be Blinded, Charmed, Exhausted, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.
CR 5
Traits
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.
Unusual Nature. The walker doesn't require air, food, drink, or sleep.
Actions
Multiattack. The walker makes two attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.
Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.