Homebrew Necrofriggian Species Details
The necrofriggian is a rare, humanoid sized creature, with wings and a particular love for the cold. Native in regions permanently shrouded in snow and frost, these blue beings have moth-like wings they can cloak around their bodies. They stalk their enemies by gliding high above the ground, claws and ice breath at the ready.
Frozen Ghosts. Necrofriggians are capable of braving extreme temperatures. Their ability to become intangible allows them to defend themselves from predators and survive in the harshest environments the world has to offer.
Cold Hearts. Known by their nickname of Big Chill, necrofriggians employ a special gas created by their system that can lower the temperature of the air around them, freezing targets. These creatures are able to wreck havoc on foundations and plumbing, freezing water in pipes and causing massive damage with just a touch. To them, ice is a plaything, easily molded by their whim to became any shape and do anything they desire.
Rock Hard Diet. Necrofriggians have powerful teeth. Capable of tearing through steel, these creatures reproduce asexually every 80 years. To prepare, they scavenge precious metals to build nests for their young before sending them off.
Necrofriggian Traits
NecrofiggianCloak
You fold your wings and antennae into a cloak around its body, adding 2 to your AC against one attack that would hit you. To do so, you must see the attacker. You can do this equal to your proficiency bonus per long rest, you recover all charges after a long rest.
Frost Breath
You exhale a 15-foot cone of cold air. Each creature in that area must make a DC 15 Dexterity saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Frozen Intangibility
You become incorporeal, allowing it to move through other creatures and objects as if they were difficult terrain until the end of its turn. During this time, you can continue to take actions as normal. You takes 5 (1d10) force damage if it ends its turn inside an object. Anything you passe through takes 4 (1d8) cold damage once per turn while you are intangible.
Ice Beam
You fire a beam of ice in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) cold damage.
Immunities
Immune to cold and fire damage
Resistances
Resistant
Amphibious
Can Breath underwater and air
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