Small Fiend (Goblin), Lawful Evil
Armor Class 18 (chain mail)
Hit Points 315 (21d10 + 105)
Speed 30 ft., Fly 30 ft.
STR
22 (+6)
DEX
15 (+2)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +7, CON +10, WIS +8, CHA +9
Skills Arcana +5, Deception +8, Perception +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Giant Abyssal, Infernal, Primordial, Goblin
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Champion's innate spellcasting ability is Charisma (spell save DC 15). The Champion can innately cast the following spells, requiring no material components:

At will: darkness, invisibility

1/day each: wall of ice, cone of cold, gaseous form, ice storm

Magic Weapons. The Champion's weapon attacks are magical.

Regeneration. The Champion regains 20 hit points at the start of its turn if it has at least 1 hit point.

Fury of the Slighted. When the Champion successfully damages a creature with an attack or spell, the Champion can choose to deal 21 additional damage of the attack or spell's damage type. That creature must have personally wronged the Champion. Once the Champion uses this trait, it can’t use it again until it finishes a short or long rest.

Actions

Multiattack. The Champion makes two attacks, either with its claws or Frostshatter.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 6) slashing damage and 8 (1d8 + 6) cold damage.

Frostshatter. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage and 17 (2d10 + 6) cold damage.

 

Bonus Actions

Chew Through. When the Champion scores a Critical Hit, it may use its Bonus Action to make a single melee attack.

Tuck and Roll. The Champion can Dash or Hide as a Bonus Action

Reactions

Parry. The Champion adds 6 to its AC until the end of its next turn.

Frigid Riposte. When an attack misses the Champion, it may use its reaction to deal 2d10 Cold Damage to the attacker.

 

 

Legendary Actions

Cold as Ice. The Champion chooses a creature it can see and siphons their defenses against the freezing temperatures of Stygia. If the creature is Immune to Cold Damage, it instead has Resistance. If the creature has Resistance to Cold Damage, it loses that resistance. This effect lasts for one minute, or until they succeed on a DC 15 Constitution Saving Throw at the end of each of their turns.

Stygian Scream. The Champion unleashes a resonant battle scream. This functions as Shatter cast at 5th level.

Hoarfrost (2 Actions). The Champion slams Frostshatter into the ground causing needles of ice rip forth in a 120' line. Creatures in the line must make a DC 15 Dexterity Saving Throw or take 2d6 Cold Damage and 2d6 Piercing Damage. A successful Save halves the damage.

Mythic Actions

When brought low, the Champion of the Frostbitten encases itself in ice, becoming immune to all damage until the beginning of its next turn. While in this state, the Champion can still see and hear, but it is Incapacitated. On its turn, it explodes from its cocoon, casting Ice Knife at each target within 15'. It emerges with 100 hit points, but while in its Mythic Phase, it only regenerates 10 hit points at the start of each of its turns.

Splintered Self (3 Actions). {"diceNotation":"1d4","rollType":"Splintered Self"} Minion Copies of the Champion spill out from its bloodied body. They each possess all the same abilities as the Champion, but have only a single hit point and cannot regenerate hit points. The duplicates appear in unoccupied space within 5' of it. If no spaces are available, they appear in the closest available space instead.

Rime and Reason (2 Actions). The Champion casts Armor of Agathys at 5th Level.

 

Lair and Lair Actions

Subzero Miasma. A swirling mist of bitter cold surrounds the Champion and impedes movement toward it. All space within 30' of the Champion is considered Difficult Terrain when approaching. It loses this quality if the creature is moving away. A creature that first enters the miasma in a turn takes 4d10 Cold Damage, or half as much on a successful DC 15 Constitution Saving Throw. If a creature ends its turn in the mist, it must make the save again. On a success, it takes 2d10 Cold Damage. On a failure, it has its movement reduced by half and takes 2d10 Cold Damage. A creature that has Cold Resistance has advantage on the Save. A creature that has Immunity to Cold Damage automatically succeeds. A creature that has already been staggered by this effect is instead Restrained. A Restrained creature that fails its save in the mist becomes Petrified, instantly dying and becoming a solid ice statue. This effect can only be overcome by a Greater Restoration or similar magic.

Creatures within the Miasma are obscured from creatures outside it, granting attacks against them disadvantage.

At initiative 20, the Miasma can take one of the following actions:

  • Icefallen Figures. For each creature in the Miasma, a remnant of a forsaken soul appears in a space within 5' of them if available. The figure makes a single melee attack against their target. On a successful hit, the figure disappears into ice and snow. On a miss, the figure remains in its square, but cannot move. It has an AC of 13, 1 hit point, and is immune to Cold, Poison, and Acid Damage. It will use its reaction to hit any creature that attempts to pass within 5' of it with its claws.
    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  • Snowblind. Creatures within the mist hostile to the Champion have their vision reduced to 5'. Creatures within it have Total Cover from creatures outside the mist. As part of this action, the Champion can move up to 15' in any direction without provoking Opportunity Attacks.
  • System Crash. Mechanical and magical devices within the mist freeze up. Each creature within the mist must make a DC 15 Intelligence Saving Throw or have the effects and abilities of their magic items suppressed for one round. Failing by 5 or more Unattunes an item at random.

Habitat: ForestUrban

TheGayAgenda

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