Medium Humanoid, Neutral
AC 19 (Winter Armor)    Initiative +4 (14)
HP 78 (13d8 + 26)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 18 +4 +12
CON 14 +2 +2
Mod Save
INT 19 +4 +12
WIS 18 +4 +8
CHA 17 +3 +7
Resistances Fire
Immunities Cold
Gear Neptune's Fishhook, Pistol+2, Winter Armor
Senses Passive Perception 18
Languages Common, Elvish
CR 9 (XP 5,000; PB +4)
Traits

Neptune's Fishhook. The hook has 12 charges. Maffew may expend a number of charges to activate a barnacle, which will detach itself from the hook and cast the appropriate spell as listed below. The hook regains 3 spent charges every day at dawn. If Maffew expends the final charge of the Fishhook, roll a d20. If you roll lower than a 10, the Fishhook automatically severs its attunement and dissolves into inert seawater. In 1d12 days, the Fishhook reforms somewhere in the ocean, ready to be revealed to another worthy soul.

(1 charge)- Create or Destroy Water

(2 charges)- Wall of Water

(3 charges)- Water Walk, Water Breathing, Watery Sphere, Tidal Wave

(4 charges)- Control Water

 

Winter Armor. While wearing the Winter Armor, Maffew gains the following traits:

~Maffew is immune to cold damage and resistant to fire damage.

~The armor has 5 charges(recharge at dawn), which can be used by Maffew to make use of a unique action and reaction. 

~Chilly Reception~ When Maffew casts a spell with an elemental damage type(acid, fire, lightning, poison, thunder), the damage type is instead changed to cold, and any special properties of the original spell are altered to reflect the change(lingering flames become solid ice, etc.). 

~Freezing Aura~ When a creature would come within 10ft. of the armor, that creature must succeed on a DC18 Constitution saving throw or take 2d10 cold damage and have its movement speed halved. Creatures must repeat this save at the start of each turn spent in range. On a successful save, creatures become immune to Freezing Aura for 24hrs. Water within 10ft. of the armor instantly freezes solid. 

Spellcasting. Maffew is a 9th level spellcaster that uses Intelligence as her spellcasting ability(spell save DC16:+8 to hit with spell attacks).

Cantrips(At will): chill touch, frostbite, mage hand, ray of frost
1st Level(4 slots): burning hands, charm person, chromatic orb, disguise self, expeditious retreat, feather fall, find familiar, ice knife, shield, silent image

2nd Level(3 slots): dragon's breath, hold person, invisibility, misty step, snilloc's snowball swarm

3rd Level(3 slots): counterspell, fear, fireball, major image, sleet storm, slow

4th Level(2 slots): confusion, conjure minor elementals, dimension door, ice storm, wall of fire

5th Level(1 slot):  cone of cold, geas

Actions

Multiattack. Maffew makes three attacks with either Neptune's Fishhook or her Pistol. 

Neptune's Fishook. Melee Weapon Attack:  +7 to hit, reach 5ft., one target. Hit: 12(2d8+4) bludgeoning damage plus 8(2d8) cold damage. 

Pistol. Ranged Weapon Attack:  +6 to hit, range 30/90ft., one target. Hit: 11(1d10+6) piercing damage. 

 Hoarfrost Burst. Maffew chooses one of the following effects:

~(2 charges)~ Concentrated Freeze:  Maffew chooses a single target within 60ft. of herself to throw a large ball of concentrated cold at. That target and any creatures or objects within a 15ft. sphere of that target must make a DC 18 Dexterity saving throw. On a failure, targets are enveloped in deadly freezing air, taking 8d8 cold damage and becoming restrained for 1 minute. On a success, a target takes half damage and is not restrained. A creature can break free from the restraint by succeeding on a DC18 Strength check, which it can make at the start of each of its turns. 

~(3 charges)~ Expulsion: Maffew creates many huge spikes of ice that erupt from the ground in a 30ft. wide, 30ft. tall cylinder centered on herself. Creatures within this area must succeed on a DC18 Dexterity saving throw or take 12d8 cold damage and be thrown 10ft. away from Maffew in a random direction. On a successful save, a creature takes half damage and is ejected into an unoccupied space outside of the affected area. The affected area is considered difficult terrain, and remains until melted or otherwise destroyed.

Bonus Actions

Hook. Maffew chooses one Large or smaller target within reach of her fishhook. That target must succeed on a DC17 Dexterity saving throw or become grappled by Maffew.  

Reactions

Cryo-Shield(1 charge). When Maffew is targeted with a weapon attack, she can freeze the air around her in a 10ft. sphere, causing the triggering attack and any other weapon attacks made against her this turn to miss. Creatures caught in this area when it appears must make a DC 18 Dexterity saving throw. On a failure, a creature is incapacitated for the duration of the effect. On a success, a creature is ejected to an unoccupied space within 5ft. of the sphere. A creature incapacitated in this way can break free of the ice, thus ending the effect on itself, by succeeding on a DC18 Strength check at the start its turn. At the start of the her next turn, Maffew must expend another charge in order to maintain the sphere and its effects. If she does not, the sphere will break and release any creatures within ending the effect. 

Previous Versions

Name Date Modified Views Adds Version Actions
4/2/2025 7:40:52 PM
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