Aura of Isolation. Any creature other than the weisse frauen within 500 ft. of the weisse frau takes 1d4 psychic damage at the start of each of its turns if it is within 5 ft. of another living creature. The aura is suppressed if the weisse frau is charmed.
Grimm Sense. The weisse frau knows the exact location of any other creature that is frightened within 60 ft.
Legendary Resistance (3/day). If the weisse frau fails a saving throw, it can choose to succeed instead.
Spellcasting. The weisse frau is a 13th-level spellcaster. Its spellcastlng ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The weisse frau has the following sorcerer spells prepared:
Cantrips (at-will): chill touch, frostbite, ray of frost, true strike
1st level (4 slots): ice knife, magic missile, shield
2nd level (3 slots): Maximillian's earthen grasp, misty step, spider climb
3rd level (3 slots): haste, sleet storm
4th level (3 slots): charm monster, ice storm
5th level (2 slots): cone of cold
6th level (1 slot): investiture of ice
7th level (1 slot): prismatic spray
Edelweiss. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 9 (1d8 + 4)
Summon Death Knight (1/day). The weisse frau summons a death knight at a point within 30 ft. The death knight has 90 hit points and does not possess its spellcasting feature. The death knight is friendly towards the weisse frau and acts on its own initiative. The death knight disappears if it or the weiss frau is killed.
The weisse frau can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The weisse frau regains spent legendary actions at the start of its turn.
Attack. The weisse frau makes one weapon attack or casts one cantrip with a casting time of one action.
Howl. One creature of the weisse frau's choice that is within 120 feet of the weisse frau and can hear it must succeed on a DC 17 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the weisse frau's Howl for the next 24 hours.
Description
Grimm
In the world of men, a mortal's greatest weakness is fear. The creatures of grimm use that fear. The young and naive grimm merely sniff it out and exterminate the source. However, the older and wiser grimm have learned to cultivate it, mold it, and turn it into the greatest weapon against humanity.
Grimm Nature
Due to its nature, the weisse frauen does not need to eat, drink, or sleep, but can if it chooses to. If the weisse frauen dies, it and anything it was wearing or carrying turns to ash.
Breaker of Bonds
The weisse frauen will rarely attack groups, even those with exceedingly negative emotions. Instead, it lingers near towns and villages, letting it's aura wreak havoc on homes, families, and shops, eventually people begin to flee the area for safety, at which point the weisse frauen picks them off one by one as they leave alone. Its cry is described as beautiful and lonely.
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