Cursed Glow : Rudolph's nose emits an eerie crimson light. Any creature within 5 feet of Rudolph must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. the creature can repeat the saving throw at the end of each of its turns.
Chilling Hooves : On a successful hit with a melee attack, the target must succeed a DC 12 Constitution saving throw or take an additional (2d6) cold damage.
Undead Fortitude : if damage reduces Rudolph to 0 hit points, it must make a Constitution save of DC 5 + half of damage taken. (unless radiant or critical)
On success, Rudolph drops to 1 hp instead.
Antler Slam : Melee Weapon Attack: +6 to hit, Reach 5ft., one target. Hit: 11 (2d6+4) Bludgeoning damage.
Frost Breath (Recharge 5-6) : Rudolph exhales a 15-foot cone of icy air. Each creature in the area must make a DC 13 Constitution saving throw , taking 21(6d6) cold damage on a failed save, or half as much on a successful one.
Cursed Charge : Rudolph moves up to its speed in a straight line, during this it can make an Antler Slam attack against all creatures in its path.
Legendary Actions
Rudolph can take 2 legendary actions from the options below. Only one legendary action option may be used at a time and only at the end of another creature's turn. Rudolph regains spent legendary actions at the start of it's next turn.
Hoof Stomp : Rudolph can make a Hoof Stomp attack against a creature within 5ft.
+6 to hit. (1d6)
Menacing Glare : Rudolph uses it's Cursed Glow, causing fear in a creature within 20ft that it can see. The affected creature makes a DC 12 Wisdom saving throw, or become Frightened for 1 minute, the creature can repeat the save at the end of each of it's turn.
Description
Rudolph the red-nosed reindeer, has been corrupted by dark & powerful magic, Becoming a tormented husk of his former self.
His red nose which once glowed a warm, comforting red, is now a deep, troubling crimson.
With every blast of magic from his nose, he brings about cursed toys & disharmony for the folks of Frostholm.
Lair and Lair Actions
Cursed Lair of Rudolph
Frigid Atmosphere : The air of the Lair is bone-chilling, causing discomfort and slowing movement, all creatures within have speed reduced by 10ft.
Cursed Memories : The walls of the Lair play over with illusions & visions, any creature who touches a wall will become haunted by vicious memories imposing disadvantage on Intelligence and Wisdom saves for this tune
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