| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 15 | +2 | +7 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +14 |
| WIS | 17 | +3 | +8 |
| CHA | 10 | +0 | +0 |
Blizzard-Blessed
The priest is immune to extreme cold and ignores difficult terrain caused by ice or snow.
Spellcasting
The Blizzard Priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Cantrips
Frostbite, Ray of Frost, Thaumaturgy
1st Level (4 slots)
Ice Knife, Fog Cloud, Cure Wounds
2nd Level (3 slots)
Gust of Wind, Hold Person, Lesser Restoration
3rd Level (3 slots)
Sleet Storm, Protection from Energy, Mass Healing Word
4th Level (3 slots)
Ice Storm, Freedom of Movement
5th Level (2 slots)
Cone of Cold, Greater Restoration
Multiattack
The Blizzard Priest makes two Ice Staff attacks, or uses one Ice Staff attack and one Frost Bolt.
Ice Staff
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 8 (1d6 + 5) bludgeoning damage plus 7 (2d6) cold damage.
The target must succeed on a DC 17 Constitution saving throw or have its speed reduced by another 10 feet until the end of its next turn.
Frost Bolt
Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 18 (4d8) cold damage.
If the target is already affected by Frozen Faith, it must succeed on a DC 17 Constitution saving throw or become Frozen until the end of its next turn. While Frozen, its speed is 0 and it cannot take reactions.
Blizzard Burst (Recharge 5–6)
The priest summons a violent explosion of snow and ice at a point within 120 feet.
Each creature within a 20-foot-radius sphere must make a DC 17 Dexterity saving throw.
On a failed save, a creature takes 36 (8d8) cold damage and is knocked prone.
On a successful save, it takes half damage and isn’t knocked prone.
The area remains covered in swirling snow until the beginning of the priest’s next turn, making it heavily obscured.
Ice Prison (Recharge 6)
The priest targets one creature within 60 feet. The target must make a DC 17 Strength saving throw.
On a failure, massive blocks of ice form around the creature, restraining it for up to 1 minute.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
While imprisoned, the creature takes 10 (3d6) cold damage at the start of each of its turns.
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