Spellcasting
The Wekifri uses Charisma for spellcasting, giving it a +4 on spell attacks and a DC 15 save for spells that require one.
Icy Veil
Any physical contact that the Wekifri makes with another being forces a DC15 Constitution save, taking 1D6 cold and 1d4 necrotic damage on a failed save, halved on success.
Multiattack
When making a melee attack, it can choose to attack twice
Gelid Broadsword 5ft reach, +6 to hit
A frosting-over sword wreathed in small particles of warped black ice that twist towards any living creature in the vicinity. When this hits, 2d6+3 slashing damage and 2d4 cold damage. On a 19 or 20, add 1D6 Necrotic and 1D4 cold damage as the ice shards slash at the creature. If a creature is hit 3 times with this attack, they must make a DC12 Constitution saving throw, having their feet held down by ice on their next turn, halving their speed on a failure.
Ice Knife (1st level spell)
A shard of ice from the Wekifri's crown detaches and throws itself towards one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
Raise the Horde (2nd level spell)
The Wekifri expends some of its energy to summon in 1D6 Glacial Constructs to fight on its behalf. They all take their actions on the Wekifri's turn. If they take fire damage, they must make a DC5 Constitution save. On a failed save, they evaporate back into nothing.
Frozen Sphere (4th level spell)
A point within a range of 60ft is enveloped in a sphere of ice with a radius of 10ft. Any creature caught in this sphere must make a DC15 constitution saving throw, taking 3d8 cold damage and being frozen in place on a failure, damage halved and not frozen on a success. The creature must then take an action to make a DC14 strength check to break out of the ice to freely move again.
Scream of the Icy Wastes (5th Level Spell)
The Wekifri opens its mouth and imitates the sounds of the winds in its home kingdom. This causes a 30ft cone of icy air to emanate in whatever direction it is facing, dealing 6D8 cold damage and 2D6 bludgeoning damage on a failed DC 15 Constitution save, halved on success.
Frozen Dominion
As the Wekifri does their best to draw in the energy of the realm they are present in, in the direction they are looking in at the start of their turn, they generate 30ft cone of ice on the ground. This area is now considered difficult terrain, and for any creature entering the spell’s area for the first time on a turn or starting its turn there must make a DC11 Con save. On a fail, the creature takes 1D4 necrotic damage and their AC is reduced by 1 until their next turn. (D6 Recharges 3+ to a maximum of 5 times)
What's yours is mine
If the Wekifri is hit by a melee attack, it can force the attacker to make a DC15 dexterity saving throw and deal necrotic damage equal to the damage dealt to them on a failed save. (Twice per long rest)
Description
The Wekifri is an entity wrought with hunger and desire. It lacks the ability to physically manifest in other worlds than their own without either a host or being summoned by a ritual and offered a great amount of energy to sustain them long enough to take form. The end result is the same. The Wekifri is an 8ft tall creature of ice, black veining throughout. The eyes and mouth are white, even through the thin film of ice that covers them when not in use magically. They are essentially energy vampires, requiring to take in energy at all times, hence the cold they give off and the icy nature of their form. However, that does not mean that fire damage will do more damage. It will do less, as the energy of the fire is being taken in and offsets some of the damage done by the attack. Cold damage steals back some of the energy from the Wekifri, which means that it is vulnerable to such attacks.
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