Huge Undead, Chaotic Good
Armor Class 16 Incomplete Plate
Hit Points 402 (40d10 + 200)
Speed 15 ft.
STR
26 (+8)
DEX
12 (+1)
CON
24 (+7)
INT
16 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +14, WIS +10
Skills Athletics +14, History +8, Insight +10, Intimidation +10, Perception +10
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Damage Resistances Bludgeoning, Lightning, Psychic, Radiant
Damage Immunities Cold, Fire
Condition Immunities Charmed, Exhaustion, Prone, Unconscious
Senses Blindsight 55 ft, Truesight 10ft, Passive Perception 14
Languages Abyssal, Common, Draconic, Giant, Infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Frozen Heart. Anything within a 10ft radius of Celgar takes (1d4) cold damage during Celgar and their own turns.

Separate Soul. Celgar’s soul is ancient and undying, having passed from vessel to vessel through the ages. He adds his Wisdom modifier to any Intelligence check related to history, tactics, or ancient cultures.

Titanic Presence. Celgar’s towering frame and chilling aura grant him advantage on Charisma (Intimidation) checks against creatures of Large size or smaller.

Actions

Berserker's Fury. Beats his chest with a frosty roar, healing 100 hp. Can be used once every 5 turns.

Boreal Beatdown. Melee Weapon Attack: Against huge targets: 3 punches, each (2d10 + 8) bludgeoning (three separate attack rolls), and ending with a two-handed slam (4d12 + 12 bludgeoning)

Against smaller targets: 4 kicks, each (1d8 + 6 bludgeoning) (separate attack rolls), ending with a two-handed slam (4d12 + 8 bludgeoning)

Cannot kill, only reduces hp to 1 and makes the target frozen (petrified) for 5 turns or until heated up (GM discretion)

Tempestuous Hailstorm. Ranged Weapon Attack: +14 to hit, range 30 ft., infinite (in radius) target. Hit: 24.5 (3d12 + 5) [cold] damage and 9.5 (1d12+3) [bludgeoning] damage (1d6+2 hits for the bludgeoning damage). Anyone hit makes a dex save. On success, the target isn't affected. On failure, the target becomes frozen (check Boreal Beatdown's freeze effect)

Snow's Grave. Melee weapon attack: Against huge targets: Slashes their axe, dealing (5d12+20) [slashing] damage to 1 target.

Against smaller targets: Slams their axe down, dealing (3d12+15) [bludgeoning] damage to 1 target and (1d10+5) [cold] and equivalent [thunder] damage to anything in a 15ft radius.

Frost will creep. summons a deep fog of ice from his frozen heart, halving regular vision and giving Celgar advantage during this period. Lasts for 3 turns. 10 turn cooldown.

Bonus Actions

Subzero Strike. Celgar slams his axe into the ground, forming a shockwave of ice firing up into the air in a 30ft radius, dealing 5 (2d4) [cold] damage and launching the target up 10 ft.

Reactions

Greatshield Block. Celgar raises his shield, halving his speed, adding +5 AC and disabling the following: Boreal Beatdown, Snow's Grave, Subzero Strike, and Tempestuous Hailstorm.   Lasts for 1 turn, cooldown 3 turns.

Legendary Actions

Celgar gains more legendary actions for how many creatures are frozen, freeing a frozen creature upon using the legendary action connected to it.

Burning Cold (Costs 2 Actions). His heart glows orange, and fires a shockwave of burning ice, dealing 27.5(3d4+20) [fire]. All creatures in a 30 ft radius must make a dex save. Upon success, take half damage. On failure, take full damage and be frozen (petrified) for 1 turn.

Frosted Stomp (costs 1 action). 1 target, melee attack. Stomps one foot, creating a shockwave. Any creature (only creatures large or smaller can be hit) hit by the stomp takes 21.5(3d10+5) [bludgeoning] damage. In a 20ft radius, every creature must make a dex save. On failure, get knocked back 25 ft and take 24(4d6+10) [thunder] damage. On success, get knocked back ten feet and take half damage.

Mythic Actions

Celgar gains 1 mythic action for every two creatures he is fighting against.

Northern Titan's Rage (costs 2 actions). Beats his chest, yelling "Å guder av landet, gi meg styrken til å kjempe evig!", healing 250 hp, increasing speed to 30 and giving him advantage on his next roll.

Swing of a hundred years (Costs 1 Actions). Swings his axe with his full might, dealing 71.5 (3d20+40) [slashing] damage.

Description

Celgar is a giant, frosty skeleton general. He wields an axe from the farthest north's cold and the northernmost star's heat. He has been alive for hundreds of years, but his soul, oh his soul, has lived for millennia before Celgar and could live forever after. He does not wish for war and death - instead wishing for his people's wellbeing. His core radiates a freezing temperature, giving him immunity to the cold and the fire. Equivalent to a king who bargains for peace before war, Celgar will do what he can to avoid battle, even though he's great at fighting.

Celgar, even though he looks big and brutish, should not be used as a BBEG who rules with an iron fist. The only times it would be reasonable (excluding maybe a couple) for him to be a BBEG is:

A. The party is evil,

B. The party stands in the way of the wellbeing of his people,

C. The party wishes to destroy Celgar for other reasons.

Otherwise, use Celgar more like an NPC character, or maybe one that seems evil at first, but the party realizes his good intentions. GM's choice.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

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