Counterspell. Caranthir always has counterspell active.
Innate Spellcasting. Caranthir's innate spellcasting ability is Intelligence (spell save DC 18). He can innately cast the following spells, requiring no material components:
- At will: mage hand, prestidigitation, ray of frost
- 3/day each: ice storm, cone of cold, teleport
- 1/day each: power word stun, blizzard (homebrew spell, see below)
Spellcasting. Caranthir is a 19th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared:
- Cantrips (at will): chill touch, mage hand, minor illusion, ray of frost
- 1st level (4 slots): mage armor, shield, magic missile, fog cloud
- 2nd level (3 slots): invisibility, mirror image, misty step
- 3rd level (3 slots): counterspell, lightning bolt, sleet storm
- 4th level (3 slots): ice storm, dimension door
- 5th level (3 slots): cone of cold, teleport
- 6th level (1 slot): chain lightning
- 7th level (1 slot): finger of death
- 8th level (1 slot): maze
- 9th level (1 slot): meteor swarm
Frost Aegis. Caranthir is constantly surrounded by an icy aura. Creatures that start their turn within 10 feet of Caranthir take 10 (3d6) cold damage.
Legendary Resistance (3/Day). If Caranthir fails a saving throw, he can choose to succeed instead.
Staff of Frost. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) cold damage.
Blizzard (Recharge 5-6). Caranthir summons a freezing blizzard in a 30-foot radius centered on a point he can see within 120 feet. Each creature in that area must make a DC 18 Constitution saving throw, taking 63 (18d6) cold damage on a failed save, or half as much damage on a successful one. The blizzard lasts for 1 minute, heavily obscuring the area.
Caranthir 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. Caranthir regains spent legendary actions at the start of his turn.
- Ray of Frost. Caranthir casts ray of frost.
- Teleport. Caranthir magically teleports up to 60 feet to an unoccupied space he can see.
- Chill Touch (Costs 2 Actions). Caranthir casts chill touch.
Description
Caranthir Ar-Feiniel was a navigator of the Wild Hunt, and was one of Eredin Bréacc Glas' most trusted men.
Lair and Lair Actions
The Wild Hunt reign from Tir na Lia, a world which is being destroyed by the White Frost. When they appear, the White Frost appears with them.
Lair Actions
On initiative count 20 (losing initiative ties), Caranthir takes a lair action to cause one of the following effects; Caranthir can’t use the same effect two rounds in a row:
- Summon the Wild Hunt. Caranthir opens rifts from which 1d4 Wild Hunt Warrior and 1d4 Hounds of the Wild Hunt appear.
Regional Effects
The region containing The Wild Hunt's lair is Afflicted with the White Frost, which creates one or more of the following effects:
- All water within 600ft is frozen.
- There is a mild blizzard.
- Wild Hunt Warriors and Hounds of the Wild Hunt can be seen in the area.
If the Wild Hunt is forced to retreat, these effects fade over the course of 6 hours.
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