Medium Humanoid (Warforged), Any Alignment
Armor Class 20 (natural armor)
Hit Points 225 (22d12 + 82)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +10, INT +8, WIS +10, CHA +10
Skills Athletics +10, Perception +4, Survival +4
Damage Vulnerabilities Thunder
Damage Resistances Fire, Poison
Damage Immunities Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Petrified
Senses Passive Perception 22
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Warforged Resilience. The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can’t put it to sleep.

Localised Blizzard. A swirling blizzard of ice and snow surrounds Uriel with a radius of 40 ft. any ranged attacks made by or against a creature in this area is made at disadvantage. Uriel is immune to this effect.

Ice Walk. Uriel can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra movement.

Legendary Resistance (3/Day). If Uriel fails a saving throw, it can choose to succeed instead.

 

 

Actions

Multiattack. Uriel, Spear of Winter makes three Winters Bite attacks or three Icy Javelin attacks, if Winter's wrath is available Uriel can use it instead of one of his attacks.

Winter's Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 5) slashing damage and 12 (2d12) Cold damage. A creature hit Must succeed on a DC 15 Constitution save or suffer disadvantage on their next attack roll. 

Icy Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 5) piercing damage and 12 (2d12) Cold damage, additionally a creature hit must succeed on a DC 15 Constitution save or have their speed reduced by 10 ft.

 Winter's wrath (Recharge 5–6).  Uriel creates a blizzard in a 15 foot radius by 30 ft tall cylinder at a point he can see with 60 ft, this blizzard dissipates after 5 turns. Each creature that starts their turn in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. creatures that fail the save also have their speed reduced to 5 ft. 

Reactions

Icy Shield. If a creature makes an melee attack against Uriel that he can see, he can use he reaction to gain 12 (3d8) temporary hit points and cause the attacker to take the same amount of cold damage. 

 

Legendary Actions

 

Uriel an 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. Uriel regains spent legendary actions at the start of its turn.

Zephyr. Uriel Moves up to his full movement without provoking opportunity attacks.

Attack. Uriel makes a Winter's Bite attack.

Armour of Frost(Costs 2 Actions).  Uriel gains 24 (6d8) temporary hitpoints. 

Mythic Actions

 

Description

Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.

Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.

Lair and Lair Actions

 

Lair Actions

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

  • Uriel imbues ice and snow with a portion of sentience, this ice has the stats of a [creature]warforged soldier[/creature] but is a construct instead of a humanoid and has vulnerability to thunder damage. this Creature rolls its own initiative. 
  • Jagged ice shards form in the air and fly down, striking up to three creatures underneath that Uriel can see within 120 feet of it. Uriel makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) cold damage.
  • Uriel creates a powerful gust of wind, three creatures that Uriel can see must succeed on a DC 15 strength save or be pushed back 20 ft in a direction Uriel chooses and fall prone.

Habitat: Arctic

King_nothing_

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