Medium swarm of Medium undead, Chaotic Evil
Armor Class 12 Natural Armor
Hit Points 20 (4d10)
Speed 15 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +6, CON +5
Damage Vulnerabilities Fire
Damage Immunities Cold, Necrotic
Condition Immunities Petrified, Poisoned, Unconscious
Senses Darkvision, Truesight, Passive Perception 20
Languages They do not speak nor understand language.
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Brave. The White Walker has advantage on saving throws against being frightened.

Fire Vulnerability. White Walkers take +3 fire damage when attack with fire or flame. 

 

Actions

Decayed Bow. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 10 (2d6 + 4) piercing damage.

Rusted Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 4) slashing damage, and (1d4) cold damage.

Description

White walkers attack in hordes. A solo white walker is easy fodder... a group is an even match. A horde is another story...

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: NPCundeadhumanoidHuman

Habitat: Arctic

AllTimeFlow

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