Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws INT +7, WIS +4
Skills Arcana +7
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Elvish
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Frost Rime. Vandomar is not affected by difficult terrain created by ice or snow. In addition, the ground in a 10 ft radius around him is difficult terrain for creatures other than himself.

Spellcasting. Vandomar is a 6th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): frostbite, mage hand, ray of frost
1st level (4 slots): alarm, ice knife, shieldmagic missile

2nd level (3 slots): hold person, shatter, snilloc's snowball swarm

3rd level (3 slots): counterspell, sleet storm, wall of water

Actions

Icy Blast. Vandomar can use his action to create a 15 ft cone of freezing wind extending from his outstretched hand. Each creature in the cone must make a Constitution saving throw. A creature takes 14(4d6) cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of Vandomar's next turn

Wand of WinterThe wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost(no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm(4 charges; spell save DC 15). No components are required.

The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.

Description

The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process.

Credits: Wizards of the Coast and Alistair B. and Mark D.

Previous Versions

Name Date Modified Views Adds Version Actions
7/3/2020 5:05:42 PM
1
0
1.2
Coming Soon
7/3/2020 5:35:30 PM
3
0
1.25
Coming Soon
7/3/2020 5:51:07 PM
2
0
1.3
Coming Soon

Monster Tags: undead

Habitat: Urban

DerNachtEngl

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