Medium Humanoid (Elf, High-Elf), Lawful Evil
AC 23 Natural Armor, Unamored Defense    Initiative +4 (14)
HP 435 (30d8 + 300)
Speed 30 ft.
Mod Save
STR 17 +3 +3
DEX 18 +4 +4
CON 30 +10 +29
Mod Save
INT 28 +9 +9
WIS 21 +5 +5
CHA 13 +1 +1
Immunities Cold; Charmed, Exhaustion
Gear Staff of the Frost King
Senses Passive Perception 15
Languages --
CR 30 (XP 155,000, or 5,900 in lair; PB +9)
Traits

Soul of Ice. If the Frost King is in 38 Miles of the Ice Arcanum he regains 10 Hit Points at the Start of each of his Turns. When the Frost King falls to 0 Hit Points 9 Times a Day he can instead fall to 280 Hit Points. He can only use the Regeneration of Hit Points if he has his Staff of the Frost King. 

Spellcasting. The Frost King is a 20-level spellcaster. Its spellcasting ability is INT (spell save DC 23, +15 to hit with spell attacks). The Frost King has following spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (4 slots): ice knife

3rd level (4 slots): sleet storm

4th level (3 slots): Ice storm

5th level (2 slots): cone of cold

6th level (2 slots): wall of ice

Actions

Multiattack. The Frost King can attack three times with his Frost Touch and once with his Freezing Strike.

Frost Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 20 (5d6 + 3) [Cold] damage.

Frost Missile. Ranged Weapon Attack: +10 to hit, range 30/60 ft., 1 target. Hit: 73 (14d8 + 10) [Cold] damage.

Freezing Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [Bludgeoning] damage and 20 (3d6 + 10) [Cold] damage. The target has to make a Constitutionsave against DC 24. On a failed Save the target is Incapacitated for an Minute. He can only use this Action if he has his Staff of the Frost King.

Reactions

Counterspell. The Frost King cast Counterspell on 8th level. If it suceeds the creature that casted the spell that failed takes 59 (9d10 +10) Cold Damage. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the Frost King takes a lair action to cause one of the following effects; the Frost King can’t use the same effect two rounds in a row:

  • The Frost King chooses up to 10 Creatures in his Lair have to make a DC 24 Dex-save. At a Failed Save they get the Conditon Prone.
  • Snow falls the whole Lair is difficult Terrain. And There Are 2d8 piles of snow. These Are Large in Size. They Are solid, and creatures in it are Restrained  

Regional Effects

The region containing the legendary Frost King’s lair is so cold, which creates one or more of the following effects:

  • The Temperature is never higher than -58° Fahrenheit (-50° Celsius)

If the Frost King dies, these effects fade over the course of 1d12 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/21/2025 10:33:13 AM
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1
1
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12/21/2025 10:49:33 AM
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2
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12/22/2025 7:02:21 AM
0
1
2.5
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1/14/2026 9:19:15 AM
3
1
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Coming Soon

Habitat: Arctic

Geage35441164

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