Medium Undead, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 14 (11d8 + 3)
Speed 40 ft.
STR
12 (+1)
DEX
15 (+2)
CON
12 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws INT −2, WIS +3
Skills Perception +3, Stealth +4
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
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.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The walker makes two attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

 

 

Description

The product of a sled dog being killed by a cold light walker as it kills the driver of the sled. this shouldn't happen but Aurials wrath is growing and twisting Icewind Dale.

God-Spawned Horrors. Gods that personify winter create coldlight walkers as embodiments of winter’s wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.

When a coldlight walker dies, its light goes out, leaving behind a frozen, inanimate corpse that can never be raised from the dead.

Habitat: Arctic

Popkin

Comments

Posts Quoted:
Reply
Clear All Quotes