Medium Undead, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 110 (20d8 + 20)
Speed 0 ft., Fly 40 ft.
STR
1 (-5)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +6, CHA +9
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Elvish
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Detect Life. Cold Ethyl can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

Incorporeal Movement. Cold Ethyl can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Legendary Resistance (3/Day): If Cold Ethyl fails a saving throw, she can choose to succeed instead.

Frostbitten Flesh. Whenever Cold Ethyl is hit successfully by a melee attack, the attacker must make a DC 11 Dexterity saving throw, on a failed save the attacker takes 8 (3d6) cold damage.

Actions

Corrupting Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Cold Ethyl is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Cold Ethyl's Horrifying Visage for the next 24 hours.

Wail (1/Day). Cold Ethyl releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.

Legendary Actions

Cold Ethyl can take 3 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. Cold Ethyl regains spent legendary actions at the start of her turn.

Cone Of Cold (Costs 2 actions). Cold Ethyl sends a blast of cold air erupting from her hands. Each creature in a 60-foot cone must make a DC 15 Constitution saving throw. All creatures in range  take 8d8 cold damage on a failed save, or half as much damage on a successful one. Any creature killed by this spell becomes a frozen statue until it thaws.

Description

Cold Ethyl was once a powerfull frost mage named Ethyllia that was an Advisor for ancient arcane guilds during an era lost to time. She eventually found herself falling madly in love with a colleague of hers named Alistair. Unbeknownst to her Alistair studied deep into the art of necromancy, which was deeply shunned at the time. There came a point in which she learned of Alistair's dark secret and put aside her love to try and stop his mad schemes to obtain lichdom. Alistair now insane with power, cursed his former lover with eternal undeath as a punishment for attempting to stop his plans. She now roams the lands she once called home, forever bound by her curse, conforming to her new vile instincts and attacking all who draw near.

Previous Versions

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4/26/2020 1:38:14 AM
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4/26/2020 1:45:03 AM
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Monster Tags: undead

IsraanEdensoul

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