Medium Undead, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 145 (15d10 + 60)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws STR +6, CON +7
Skills Athletics +6, Perception +4
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blinding Light. Arviid sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, Arviid can target one creature in its bright light that it can see and force it to succeed on a DC 15 Constitution saving throw or be blinded until the start of Arviid's next turn.

Icy Doom. Any creature killed by Arviid freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Turn Resistance. Arvid has advantage on saving throws against any effect that turns undead.

Unusual Nature. Arviid doesn't require air, food, drink, or sleep.

Actions

Multiattack. Arviid makes two attacks. 

Icy Grasp. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 10 (3d6) cold damage.

Cold Ray. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 24 (4d10 + 2) cold damage.

 

Reactions

Incorporeal Movement. If Arviid is hit by an attack, it can use its reaction to become incorporeal and move up to 20 feet without provoking attacks of opportunity. Arviid can move through objects made of ice or snow while incorporeal.

Legendary Actions

The following actions occur on different rounds of combat at different points in time at the end of another creature's turn (like legendary actions). During any given round, only one action can occur.

Round 1: Shattering Gust. A strong gust of wind shatters the windows of the monastery, sending forth shards of broken glass into the area. Each creature within 15 feet of a window must succeed on a DC 15 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. Each creature who fails the saving throw must also make a DC 15 Strength saving throw of be knocked prone by the sudden wind.

Round 2: Numbing Blizzard. Freezing cold winds permeate the area, extinguishing all nonmagical light sources and freezing all nonmagical liquids. Each creature who is not immune to cold must succeed on a DC 15 Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one. The area is considered difficult terrain until the end of the next round.

Unless the save succeeds, the creature can use either an action or a bonus action, not both. It can't make more than one attack during its turn. At the end of each of its turns, the creature makes another Constitution saving throw. On a successful save, the effect ends for it.

Round 3+: Wall of Frost. Arviid raises a hand and a wall of dark ice forms on a solid surface in the area. The wall is an opaque object with a weight and height of 10 feet and is 1 foot thick. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) cold damage, or half as much damage on a successful save.

The wall has AC 12 and 10 hit points, and is vulnerable to fire damage. The wall disappears when reduced to 0 hit points. 

GoblinTherapist

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