Large Elemental, Chaotic Good
Armor Class 20 Natural Armor
Hit Points 127 (12d12 + 55)
Speed 50 ft.
STR
20 (+5)
DEX
14 (+2)
CON
30 (+10)
INT
15 (+2)
WIS
15 (+2)
CHA
14 (+2)
Damage Vulnerabilities Fire
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Condition Immunities Exhaustion, Poisoned
Senses Darkvision, Passive Perception 13
Languages Common, Primordial
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ever Winter: Will always be cold and not melt unless introduced to extreme heat.

Chilled to the Bone: Anything ending its turn or coming within 5ft of the Winter Lord must make a DC 15 Con save or take 25 cold damage.

Packed Snow: The Winter Lord can combine with 5 other Winter Lords to create an Arctic Emperor.

Actions

Multi-attack: The Winter lord can make one Melee attack and one additional attack.

Punch: Melee attack: +5 to hit, 2d8+5 bludgeoning, inflict 25 points of cold damage

Claw: Melee attack: +5 to hit, 2d8+5 slashing, inflict 25 points of cold damage

Winter's Howl: Ranged Breathe attack: 30ft cone, anything within the cone must make a DC 17 Dex save or take 35 cold damage on a failed save or half on a successful save.

Call of the Einherjar: The Winter Lord can summon up to 5 Winter Men. It can use this ability up to 3 times an encounter.

Re-Freeze: The Winter Lord can sacrifice up to 5 Winter Men as a Bonus Action to heal 10 hit points per Winter Man Sacrificed.

Description

Residing in the deepest reaches of the frozen forests they call home, the Winter Lord rules with a fair but frozen fist. It maintains order and enforces its beliefs with a kind word and frozen claw.

Habitat: ArcticForestMountain

AtomBombBastard

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