13 (natural armor)
82 (11d8+33)
walk 30 ft.
Int +2, Wis +3
cold
blinded, charmed, exhaustion, paralyzed, petrified, poisoned
darkvision 60 ft.
5
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.
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.
The walker doesn't require air, food, drink, or sleep.
The walker makes two attacks.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.
Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.