Medium Undead (Any Race), Chaotic Evil
Armor Class 13 natural armor
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
15 (+2)
DEX
10 (+0)
CON
17 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws INT +2, WIS +3
Damage Immunities Cold, Psychic
Senses Darkvision 60, Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Siphon Heat. At the end of each of its turns, the walker deals 11 (2d10) cold damage to all hostile creatures within 15 feet. Creatures affected by this have their movement speed reduced by half. The walker heals for half of the damage dealt.

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

Unusual Nature. The walker doesn't require air, food, drink or sleep. 

Actions

Multiattack. The walker can use its Pulling Gust. It then makes two attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8) bludgeoning damage. On a hit, the target must make a DC 12 Constitution saving throw or take 14 (4d6) cold damage.

Cold Ray. Ranged Spell Attack: +3 to hit, reach 60 ft., one target. Hit: 25 (4d10) cold damage.  On a hit, the target must make a Constitution saving throw or be blinded for 1 minute. The target can repeat this saving throw at the end of each of its turns.

Pulling Gust. The walker targets an area in a 40 foot long, 5 foot wide line, creating a chill wind that pulls creatures towards it. Each creature in this line must roll a DC 15 Strength saving throw, or be knocked prone and dragged within 10 feet of the walker. Creatures dragged in this way take 1d6 bludgeoning damage for every 10 feet they are dragged.

Description

Based on Reddit user OjomMcChicken's Coldlight Terror, CR 8. I needed a CR 6.

Habitat: Arctic

IncendiumDM

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