Large Undead, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +12, WIS +9, CHA +10
Skills Arcana +12, History +12, Insight +9, Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Poisoned, Restrained
Senses Truesight 120 ft., Passive Perception 19
Languages Common, Aquan
Challenge 21 (33,000 XP)
Proficiency Bonus +7

False Appearance. While Frosty remains motionless, he is indistinguishable from a normal snowman.

Ice Walk. Frosty can move across and climb icy surfaces unhindered. Additionally, difficult terrain comprised of ice or snow doesn't cost him extra movement.

Legendary Resistance (3/Day). If Frosty fails a saving throw, he can choose to succeed instead.

Magic Resistance. Frosty has advantage on saving throws against spells and other magical effects.

Turn Resistance: Frosty has advantage on Saving Throws against any effect that turns Undead.

Rejuvenation. If it has a phylactery, a destroyed Frosty gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Frosty is a 18-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Frosty has the following Wizard spells prepared:

Cantrips (at will): chill touch 20(4d8), frostbite 16(4d6), ray of frost 20(4d8)
1st level (4 slots): detect magic, shieldice knife
2nd level (4 slots): detect thoughts, dragons breathmirror image
3rd level (4 slots): vampiric touch, counterspell, dispel magic
4th level (3 slots): blight, dimension door, fire shield
5th level (3 slots): cone of cold, scrying
6th level (1 slot): disintegrate, wall of ice, freezing sphere
7th level (1 slot): finger of death, plane shift, teleport
8th level (1 slot): dominate monster, feeblemind
9th level (1 slot): power word kill, invulnerability

Actions

Freezing Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 12(3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be frozen solid [Tooltip Not Found] for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Snowball Swarm: Ranged Spell Attack: +12 to hit, range 90 ft. A flurry of magic snowballs pelts one target within range. Hit: 24(6d6) On impact, the snowballs explode and each creature in a 5-foot-radius sphere around the target must make a Dexterity saving throw. A creature takes 12(3d6) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Absorb Elements. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Legendary Actions
Frosty can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Frosty regains spent legendary actions at the start of their turn.
Cantrip. (Costs 1 Action) Frosty casts a cantrip.
Hat Trick. (Costs 1 Action) Frosty's hat magically teleports to an unoccupied space he can see within 60 feet, then Frosty disappears and reappears beneath his hat.
Freezing Touch (Costs 2 Actions) Frosty uses its Paralyzing Touch.
Frightening Gaze (Costs 3 Actions) Frosty fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or take 8 (2d6) psychic damage and become frightened for 1 minute. On a success the target takes half damage and avoids being frightened. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Frosty takes a lair action to cause one of the following effects; Frosty can’t use the same effect two rounds in a row:

  • Frosty creates a Sleet Storm centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Dexterity saving throw or fall prone until the end of its next turn. The ground is considered difficult terrain until the effect wears off or is dispelled.
  • Frosty creates a 20-foot-radius sphere of heavy snowfall centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The snowfall lasts until Frosty disperses it (no action required), and it can’t be dispersed by wind.
  • Frosty rolls a 2d8 and regains spell slots of those level or lower. If it has no spent spell slots of those levels or lower, nothing happens.

Regional Effects

The region containing Frosty's lair is warped by his presence, which creates one or more of the following effects:

  • High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.
  • Ice formation is constant within 1 mile of the lair. Freezing temperatures cause rivers and streams to freeze; snow forms deep drifts or dunes.
  • Snow is continual, day and night, within 5 miles of the lair.

If the Frosty dies, these effects fade over the course of 1d8 days.

Monster Tags: undeadElemental

Environment: ArcticUrban

EveryoneElse

Comments

Posts Quoted:
Reply
Clear All Quotes