Zadkiel is an arcane construct—a giant, rabbit-shaped ice golem—summoned and controlled by the wielder. It manifests as a guardian, manipulative puppet, and ultimately, a fusion armor amplifying the wielder's elemental mastery over ice. Zadkiel is both adorable and terrifying, reflecting the wielder’s own emotional duality.
Summon Ice Puppet – Zadkiel Form I
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Summon Zadkiel (3/day): As an action, you summon Zadkiel, a Large elemental construct that resembles a rabbit-like golem with one red eye, eyepatch, and jagged teeth.
- HP: 60 + your level.
- AC: 17.
- Speed: 40 ft., Fly 30 ft.
- Resistances: Cold, Bludgeoning/Piercing/Slashing from nonmagical attacks.
- Immunities: Cold damage, charmed, frightened.
- Attacks: Freezing Bite – Melee Weapon Attack, +8 to hit, 2d8 cold + 2d6 piercing.
- Ice Breath (Recharge 5–6): 30 ft. cone, Dex save DC 16, 6d8 cold damage, half on success. Creatures that fail must make a Strength save DC 16 or be restrained in ice (can repeat save at end of turn).
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Marionette Control: While within 60 ft. of Zadkiel, you may control its actions telepathically or through ice threads emerging from your palms. You may control Zadkiel as if it were a summoned creature, using your bonus action to command it.
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Remote Attack (1/short rest): You may use Marionette Strings to attack from a distance. As a reaction, you can use Zadkiel to make a surprise attack against a creature entering within 30 ft., dealing 3d10 cold damage and reducing their speed to 0 until end of next turn.
Zadkiel Form II – Towering Frost Guardian
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Greater Summon (1/week): As an action, you summon an Enormous Zadkiel (Gargantuan construct) for 1 minute.
- HP: 150.
- AC: 19.
- Ice Breath becomes a 60 ft. cone, damage increases to 10d8 cold.
- Blizzard Dome: Once per summoning, Zadkiel may create a Blizzard Dome centered on itself (20 ft. radius, 30 ft. tall). For 1 minute:
- Creatures inside take 2d6 cold damage at the start of their turn.
- All surfaces become difficult terrain.
- Spells requiring concentration must succeed a DC 18 Constitution save each turn to maintain.
- Dispel or Nullification effects fail automatically inside the dome unless they are cast at 7th level or higher.
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Territory Freeze: Zadkiel’s blizzard can freeze magical effects or force fields, negating magical barriers or protective effects (GM's discretion) in its area if they are tied to elements or reiryoku-like energy.
Frozen Armor – Shiryon Form
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Armor Fusion (1/long rest): As an action, you fuse with Zadkiel, donning ice armor resembling the construct, gaining for 10 minutes:
- AC becomes 20.
- Gain temporary HP = 50.
- Gain Resistance to all damage except fire and force.
- Gain Cold Immunity.
- Gain Water Walk and Hover (Fly 30 ft.).
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Ice Claw Gauntlets: While in Shiryon form, your unarmed strikes deal 1d8 slashing + 1d8 cold. You may attack twice per Attack action.
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Frozen Pulse (Recharge 5–6): Slam your gauntlets into the ground, releasing a shockwave of freezing mist in a 20 ft. radius. All creatures must make a Con save DC 18 or take 4d8 cold damage and be stunned for 1 round.
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Environmental Freeze: All water within 60 ft. freezes instantly, and flammable materials are extinguished or frozen solid.
Sentience & Personality
Zadkiel is sentient (Int 14, Wis 20, Cha 16) and empathetic, often communicating through emotional impulses and soft telepathy (via the wielder's familiar or puppet). Zadkiel is deeply protective and cautious, often encouraging the wielder to avoid conflict unless necessary.
- Languages: Understands all languages the wielder knows; communicates emotionally or through dream-like visions.
- Personality Trait: "A soft heart can shield the world with frozen might."
- Ideal: Protection – “I will shield you and freeze all that would cause you harm.”
- Bond: Zadkiel is bound to the wielder's emotional state and grows stronger as the wielder’s resolve does.
- Flaw: Zadkiel is hesitant to harm innocents, even enemies who have yet to act.
Optional Feature: Puppet Familiar – Yoshinon
- Yoshinon’s Echo: While Zadkiel is summoned, a small puppet familiar (AC 13, HP 10) may appear hidden or as a telepathic voice. It can:
- Provide advantage on Insight or Persuasion checks once per day.
- Serve as a conduit for spellcasting (can cast touch spells through it up to 30 ft. away).
Notes: attaching this item to your soul
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