Small Undead, Chaotic Evil
Armor Class 11 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft.
STR
13 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 10
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Eerie Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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.

Actions

Multiattack. The walker makes two attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) bludgeoning damage plus 7 (2d6) cold damage.

Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 12 (2d10 + 1) cold damage.

Description

Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. Their frostbitten corpses emit a spectral light so intense that mortal eyes can barely stand to look at them. They typically wear the clothing in which they died.

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.

Furstenburg

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