Large Elemental, Typically Chaotic Neutral
Armor Class 30 Natural armor
Hit Points 1600 (40d20 + 800)
Speed 0 ft., climb 0 ft., fly 0 ft., swim 0 ft., walk 0 ft.
STR
19 (+4)
DEX
12 (+1)
CON
30 (+10)
INT
30 (+10)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws CON +19, INT +19, WIS +16
Damage Vulnerabilities Thunder
Damage Resistances Acid, Bludgeoning, Lightning, Ranged Attacks, Damage Dealt By Traps, Damage from Spells
Damage Immunities Cold, Fire, Force, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing
Senses Darkvision Up to 1000 ft, Tremorsense Up to 1000 ft, Truesight Up to 1000 ft, Passive Perception 30
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Living Blizzard. Absolute Zero is surrounded in a perpetual blizzard which extends ten feet from their body. Creatures inside that radius have a halved DEX score, do half damage with all non-magical attacks and magic weapons, and move 50% slower. Affects those with cold immunities and resistances as well.

Frozen Stiff. Absolute Zero cannot move on their own more than 10 feet, and takes four frost giants to lift.

Spellcasting. Absolute Zero is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 30, +20 to hit with spell attacks). Absolute Zero has the following Wizard and Druid spells prepared:

Cantrips (at will): Frostbite, Ray of Frost 

1st level (4 slots): Absorb Elements, Ice Knife

2nd level (3 slots): Snilloc's Snowball Swarm

3rd level (3 slots): Glyph of Warding

4th level (3 slots): Elemental Bane, Fire Shield, Ice Storm

5th level (3 slots): Cone of Cold

6th level (2 slots): Freezing Sphere, Wall of Ice

7th level (2 slots): Prismatic Spray

9th level (1 slot): Prismatic Wall, Storm of Vengeance

Actions

Permafrost. Ranged Spell Attack: + 20 to hit, reach 20/60 ft., 40 targets. Hit: 30 (4d10 + 10) cold damage. Everything affected moves at half speed until Absolute Zero is dead or the creature moves over 6 miles away.

Frosty Glance. Ranged Spell Attack: +20 to hit, range 40/120 ft., 1 target. Hit: 100 (10d12 + 60) cold damage.

Bonus Actions

Summon the Cold. Absolute Zero can use their bonus action to summon 7d10 Ice Mephits, 6d10 Winter Wolves, 5d10 Yetis, 4d10 Frost Giants, 3d10 Abominable Yetis, 2d10 Adult Remorhazes, and 1d10 Ancient White Dragons.

Reactions

Freezing Wave. Absolute Zero can use their reaction to send a freezing wave out when it is hit by a ranged attack, negating the attack's effect and dealing 30 (4d10 + 10) cold damage as well as 30 (4d10 + 10) bludgeoning damage.

Legendary Actions

Absolute Zero 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. Absolute Zero regains spent legendary actions at the start of its turn.

Icicle Impale (Costs 1 Action). Absolute Zero summons an ice spike from the ground underneath up to three hostile creatures within 200 ft of them, dealing 50 (6d10 + 20) piercing damage and 15 (2d10 + 5) cold damage.

Iceberg (Costs 2 Actions). Absolute Zero throws an iceberg at a hostile creature within 60 ft of them, dealing 200 (20d12 + 120) bludgeoning damage and 30 (3d12 + 18) cold damage.

Freezing Orb (Costs 3 Actions). Absolute Zero summons a freezing orb above their head, which deals 800 (50d20 + 500) cold damage to anything that gets within 5 feet of it (excluding Absolute Zero and their minions).

Mythic Actions

Reanimated (Costs 1 Action). When brought to zero hp, Absolute Zero shatters. Only those who have fought Absolute Zero or make a successful DC 30 Wisdom (Perception) check know that Absolute Zero is not actually dead, and will rise again on the sunset of the next day at full hp unless all of their pieces are thrown into the core of a star.

Description

Absolute Zero is the god of cold, surrounded by a blizzard and worshiped by all the denizens of the Arctic. Their face is rumored to be hidden under a mask at all times, and if something sees that face, it will die outright. Absolute Zero's legs are permanently stuck in unbreakable ice of below -100 degrees celsius.

Lair and Lair Actions

Absolute Zero lairs in a deep ice cavern, in the center of the Arctic. The lair is more commonly known as the "Temple of the Ice Lord".

Lair Actions

On initiative count 1 (losing initiative ties), Absolute Zero takes a lair action to cause one of the following effects; Absolute Zero can’t use the same effect two rounds in a row:

  • Snowstorm: Twists its torso fully around, summoning a blizzard that makes all NPCs and characters inside of its lair (excluding itself and its minions) have a halved DEX score, do half damage with all non-magical attacks and magic weapons, move 50% slower, and have vulnerability to fire, thunder, cold, and bludgeoning damage. These effects last for five rounds and ignore cold immunities and resistances..
  • Arctic Wind: Lifts its staff into the air, causing a vicious Arctic Wind to blow through its lair, dealing 10d10 damage to all NPCs and characters inside of its lair each round for three rounds (excluding itself and its minions). The wind also causes NPCs and characters to be blinded and deafened for two rounds. All NPCs and characters affected by it lose all resistances and immunities for three rounds. These effects ignore cold immunities and resistances.

Regional Effects

The region containing Absolute Zero's lair is covered with ice and frost, which creates the following effects:

  • All Frost Giants, White Dragons, Yetis, Abominable Yetis, Remorhazes, Winter Wolves, and Ice Mephits within 6 miles of the lair have an extra plus 2 bonus to their AC, and can teleport anywhere within 6 miles of the lair.
  • All hostile creatures move at half speed, and have a 25% chance to fall prone for one minute every hundred feet they move.

If Absolute Zero dies, these effects fade over the course of 30 days.

Habitat: Arctic

SpaceDeathDragon

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