Medium Humanoid (Elf), Neutral Evil
Armor Class 16 (Charisma bonus)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +5, WIS +5
Skills Arcana +7, Religion +7
Damage Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Draconic, Elvish, Infernal
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Astra gains additional features while wearing the Helm of Telepathy that are already accounted for in these statistics.

Special Equipment. Astra has the Helm of Telepathy and carries Frost Brand.

Drow Majesty. Astra adds her Charisma bonus to her AC (included).

Freeze Enemy. If Astra deals cold damage to a creature while wearing the Helm of Telepathy, the target must make a Constitution saving throw (DC 13). On a failed save, the target is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature isn’t hindered by ice.

Legendary Resistance (5/Day). While wearing the Helm of Telepathy, if Astra fails a saving throw, she can choose to succeed instead.

Actions

Freezing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage.

Orb of Frost. Ranged Spell Attack: +5 to hit, range 90 ft., one target. Hit: 40 (9d8) cold damage.

Cold Burst. Astra chooses a point she can see within 60 feet of her. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

If wielding Frost Brand, Astra can make two melee attacks. +5 to hit, reach 5 ft., any targets. Hit: 3 (1d6) slashing damage and 3 (1d6) cold damage.

Legendary Actions

If Astra is wearing the Helm of Telepathy, she 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. Astra regains spent legendary actions at the start of her turn.

Attack. Astra makes one attack.

Shivering Teleport (Costs 2 Actions). Astra, along with any objects she is wearing or carrying, teleports up to 60 feet to an unoccupied space she can see. Each creature within 5 feet of Astra before she teleports takes 5 (1d10) cold damage.

Ice Chains (Costs 3 Actions). Astra targets one creature she can see within 30 feet of her. The target is wrapped in magical chains of ice and is restrained. The restrained target takes 21 (6d6) cold damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.

Monster Tags: NPCelf

Habitat: Arctic

MythicalKecks

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