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 +19
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 2 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): Ray of Frost
1st level (4 slots): ice knife , fog cloud

2nd level (3 slots): misty step, rimes binding ice

3rd level (3 slots): sleet storm

4th level (3 slots): Ice storm

5th level (2 slots): cone of cold

6th level (2 slots): wall of ice , investiture of ice

7th level (2 slots): control weather

 

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:  55 (7d12 + 10) 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 and repeats the save at the end of each of its turns . 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. 

Legendary Actions

The Frost Kin can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Frost King regains spent legendary actions at the start of its turn.

Cold Touch. The Frost King makes a Frost Touch attack.

Cold Missile (Costs 2 Actions). The Frost King makes a Frost Missile attack.

Cone of cold (Costs 2 Actions). The Frost King casts Cone of cold. 

 

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 a point in the lair, every creature in 10ft. of that point makes a DC 21 Dexteritysave, on a failed save they take 10 (3d6) Cold Damage and can‘t make attacks of opportunity.
  • the Frost Kings choose a creature in the lair, that is in sight. The Frost King makes a Attack (+10 to Hit) against the creature at a hit the creature takes 21 (6d6) Cold damage. If the creature falls on 0 Hit Points it turns into a Zombie with Immunity to Cold Damage and on each of it‘s attacks it Deals extra 9 (2d8) of Cold damage. 

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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12/21/2025 10:49:33 AM
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12/22/2025 7:02:21 AM
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1/14/2026 9:19:15 AM
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1/14/2026 7:47:58 PM
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Habitat: Arctic

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