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Chill numbs the body with freezing ether, slowing movement and reactions. While Chilled:

  • Movement speed is reduced by 25%.
  • The creature has disadvantage on Dexterity saving throws.
  • The creature’s jump distance is halved.
  • Chill lasts for 2 rounds.
  • If a Chilled creature is afflicted by Chill again, it becomes Frozen instead.
  • Chill immediately ends Burning.