Large Undead (Frost Giant), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 198 (14d12 + 33)
Speed 50 ft.
STR
23 (+6)
DEX
10 (+0)
CON
19 (+4)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws INT +2, WIS +3
Damage Vulnerabilities Fire
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Blinding Light. The behemoth sheds bright light in a 30-foot radius and dim light for an additional 30 feet. As a bonus action, the behemoth can target one creature in its bright light that it can see and force it to succeed on a DC 16 Constitution saving throw or be blinded until the start of the walker’s next turn.

Icy Doom. Any creature killed by the behemoth freezes for 9 days, during which time it can’t be thawed, harmed by fire, animated, or raised from the dead.

Unusual Nature. The behemoth doesn’t require air, food, drink, or sleep.

Actions

Multiattack. The behemoth makes two attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) bludgeoning damage plus 14 (4d6) cold damage. Creatures that are hit must succeed on a DC 16 Strength saving throw or be shoved back 10 feet and knocked prone.

Cold Ray. Ranged Spell Attack: +5 to hit, 30ft line within 90ft range. Hit: 25 (4d10 + 3) cold damage.

Description

Some giants who died in the 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 and Cold light behemoths 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.

Habitat: Arctic

Wesley

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