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.
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.
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