Medium Undead (Human), Neutral Evil
Armor Class 16
Hit Points 336 (84d8 + 80)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
11 (+0)
WIS
16 (+3)
CHA
20 (+5)
Skills Perception +15, Survival +15
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Blindsight 20 ft, Darkvision 60 ft, Passive Perception 15
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Ice Warlock can innately cast misty step up to three times per day, and fog cloud up to two times per day requiring no components. Their innate spellcasting ability is Charisma.

They may also cast the any of the following spells 3x a day, per long rest:

  • Cone of Cold
  • Otiluke's Freezing Sphere
  • Meld into Ice (like stone, but with ice)
  • Icy Wind Strike (like Stone Win strike, but deals Cold damage)

Cold Regeneration. If the temperature around them is 0 degrees Fahrenheit or lower, they regains 20 hit points at the start of his turn. If they take fire damage, this trait doesn’t function at the start of their next turn. The Ice Warlock dies only if he starts his turn with 0 hit points and doesn’t regenerate.

 Legendary Resistance: 3 times per day, Sephek Kaltro can choose to succeed a check that he failed for a Saving Throw.

Actions

Multi-attack. The Ice Warlock attacks twice with a weapon.

Ice Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage, or 8 (1d10 + 5) slashing damage if the Ice Warlock uses the weapon with two hands, plus 7 (3d4) cold damage.

Ice Dagger. Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 5) piercing damage plus 5 (2d4) cold damage.

 

Bonus Actions

Fog Cloud: Ice Warlock create a 30-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Misty Step: Briefly surrounded by silvery mist, the Ice Warlock teleports up to 30 feet to an unoccupied space that you can see.

 

Reactions

Armor of Auril: For the cost of one daily spell cast, when attacked Sephek Kaltro moves back 5 ft from his current location and summons a replica of himself made of ice rime. The melee attack meant for Sephek Kaltro will strike the rime, causing the creature to make a Con saving throw DC 16 or be restrained until the end of their next turn.

Legendary Actions

Sephek Kaltro 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. Sephek Kaltro regains spent legendary actions at the start of its turn.

Attack. Sephek Kaltro makes one attack with his longsword.

Ensnaring Cold (Costs 2 Actions). Sephek Kaltro throws both his weapons. While in flight, they both shatter into ice shards that then strike a 10 ft radius circle with in 60ft. Each creature in the target area makes a Dex saving throw DC 18 or take 2d4 cold damage or half on a success. This area remains difficult terrain for the remainder of the fight. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

Cold Snap (Costs 3 Actions). Sephek Kaltro causes ice shards to form around a target creatures feet instead of into a weapon. Target creature must make a Dexterity saving throw DC18 or be restrained. The creature can break free on its turn with a successful DC18 Athletics (Str) check. Another player may use their action to attempt this as well.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Having long made a deal with Auril the Frostmaiden, Sephek Kaltro has been granted greater gifts on his path to his god's wishes. These powers have enhanced him far beyond the normal means of a human.

Lair and Lair Actions

Sephek Kaltro makes his home in the frozen north, awaiting his prey. While in freezing temperatures Sephek Kaltro can take one of the following lair actions on initiative count 20 (losing initiative ties):

  • If Sephek Kaltro is outside of vision of any player character, he fills a 60ft radius with fog cloud heavily obscuring the area per the spell effect.
  • Sephek Kaltro ends 2 environmental effect (Ensnaring Cold or Cold Snap) to attach the ice shards to his sword, adding 2d4 additional freezing damage for the round.

Regional Effects

The region containing Sephek Kaltro’s lair is lightly obscured by fog and cold, which creates one or more of the following effects:

  • Players without cold gear or vulnerability from cold must make a Con save DC 12 or take one level of exhaustion within 20 ft of Sephek Kaltro
  • Blinding snow covers the area restricting sight beyond 100ft to lightly obscured even in day or with darkvision.

If Sephek Kaltro dies, these effects fade over the course of 1d4 days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2023 1:31:29 PM
17
4
1.0
Coming Soon

Habitat: Arctic

TheeBeastD

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