Medium Humanoid (Any Race, Sorcerer), Any Non-Good Alignment
Armor Class 13
Hit Points 52 (6d6 + 24)
Speed 30 ft.
STR
10 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +3, CHA +6
Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
Damage Vulnerabilities Fire
Damage Resistances Cold, Lightning, Thunder
Senses Passive Perception 11
Languages Primordial & one other language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The sorceror is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following sorceror spells:

Cantrips (at will): chill touch, frostbite, prestidigitation, ray of frost, shocking grasp

1st level (4 slots): fog cloud, ice knife, thunderwave

2nd level (3 slots): levitate, snilloc's snowball swarm

3rd level (3 slots): lightning bolt, sleet storm

Metamagic: The sorceror has 6 sorcery points, and has the following options:

Distant Spell: When you cast a spell with a range of 5 feet or greater, spend 1 sorcery point to double the range of a spell.  If the range is touch, spend 1 sorcery point to make the range 30 feet.

Twinned Spell: When you cast a spell that targets one creature and doesn't have a range of self, spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point for cantrips).  Spell must be incapable of targeting more than one creature at the spell's current level.

Actions

Scythe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. The target must succeed on a DC 14 Constitution saving throw, taking 8 (2d6 + 1) cold damage and its speed is reduced to 0 for 1 minute on a failure, or taking half as much damage with no additional effect on a success.

Spellcasting (1/day each):  Once per day, the sorceror can cast the following spells from the Scythe without expending spell slots or using components: false life, ray of enfeeblement, animate dead.

Bonus Actions

Tempestuous Magic: The sorceror can use a bonus action to cause whirling gusts of elemental air to briefing surround them, immediately before or after casting a spell of 1st level or higher.  Doing so allows them to fly up to 10 feet without provoking opportunity attacks.

Control Weather: The sorceror can use their bonus action to affect the weather within a 100-foot radius, choosing between the following: increasing/decreasing the fall of percipitation or changing the direction the wind is blowing.  This effect provides no additional benefit such as obscuration or environmental hazard.

Reactions

Storm Surge: Whenever the sorceror casts a spell of 1st level or higher that deals lightning or thunder damage, they can use their reaction to cause stormy magic to erupt from them.  Every creature within 10 feet of the sorceror must succeed on a DC 14 Dexterity saving throw, taking 8 (2d6 + 1) lightning or thunder damage.

Description

The Blizzard King's reputation is one of frigid malice and harsh cruelty, relying on an innate abiity to manipulate the weather to forward its own agenda. Rumors abound of frozen corpses come to life and deadly storms bent on trapping and torturing unwary travelers or unwanted guests.  

Monster Tags: NPC

Habitat: ArcticMountainUrban

Xamak

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