Homebrew Frost-Bound Majin Species Details
Race: Frost-Bound Majin
A being of magical clay-like flesh, frozen solid by the winds of Helheim.
- Ability Score Increase: Your Constitution score increases by 2, and your Strength score increases by 1.
- Age: Created through dark rituals or cosmic accidents, they do not age and can live for millennia unless destroyed.
- Size: Your size is Medium.
- Speed: Your base walking speed is 30 feet.
- Undead Resilience: You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe.
- Glacial Malleability: Your body is made of enchanted, frozen ichor. You can squeeze through a space that is as narrow as 1 inch wide, provided you are not wearing armor. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage by an amount equal to your proficiency bonus as your body stretches or freezes to absorb the blow.
- Frozen Spite: You have resistance to Cold damage. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal $1d6$ cold damage to them.
- Languages: You can speak, read, and write Common and Abyssal.
Class: Glacial Tyrant
Hit Dice: $1d10$ per level
Armor Proficiency: Light armor, Medium armor, Shields
Weapon Proficiency: Simple weapons, Martial weapons
Saving Throws: Constitution, Charisma
Class Features
Level 1: Rime-Flesh Strike
Your limbs can extend and harden like jagged icicles. Your unarmed strikes deal $1d6$ cold damage. You can use Dexterity or Strength for the attack and damage rolls of your unarmed strikes. At 5th level, the reach of your unarmed strikes increases by 5 feet as your limbs "stretch" toward your target.
Level 1: Winter’s Mantle
While you are not wearing heavy armor, you can add your Charisma modifier (minimum of +1) to your AC. Your skin constantly emits a faint, freezing mist.
Level 2: Chaos-Frost Surge
You tap into your Majin heritage to fuel your Draugr physical prowess. You have Tyrant Points equal to your level. You regain all spent points when you finish a long rest. You can spend points to fuel various features:
- Flash Freeze (1 Point): As a bonus action, you teleport up to 30 feet to an unoccupied space you can see. The space you leave and the space you arrive in explode with frost; creatures within 5 feet must succeed on a Strength save or have their movement speed reduced to 0 until the start of your next turn.
- Regenerative Snap (1 Point): As a reaction when you take damage, you can spend 1 point to regain hit points equal to $1d10 + \text{your level}$.
Level 3: Tyrant Archetype
Choose how your dual nature manifests:
- The World-Eater: Focuses on the Majin ability to "absorb" foes. You gain the ability to engulf a creature, trapping them inside your frozen, gelatinous torso to deal continuous cold damage.
- The Dread-Knight: Focuses on the Draugr martial prowess. You can summon weapons made of "Majin-Ice" that deal extra necrotic damage and can never be disarmed.
Level 5: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Comparison Table: The Duality
|
Feature |
Majin Influence |
Draugr Influence |
|
Durability |
Elasticity & Regeneration |
Undead Fortitude & Cold Immunity |
|
Combat Style |
Stretching limbs & Magic bursts |
Heavy strikes & Chilling auras |
|
Motivation |
Chaotic whimsy/Hunger |
Ancient grudges/Guardian of the grave |
To take the Glacial Tyrant from a terrifying fledgling to a world-ending force of cosmic frost, we focus on the scaling of their "Majin-Ice" physiology.
As you level up, the line between your physical body and the magical frost blurs until you become a living blizzard.
Glacial Tyrant Class Features (Levels 6–20)
Level 6: Magic-Infused Ichor
Your Rime-Flesh strikes and any weapons you manifest are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, your Rime-Flesh Strike damage increases to $1d8$.
Level 7: Relentless Reanimation
Your Draugr soul refuses to depart. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can use this feature once per long rest. If you spend 3 Tyrant Points when this triggers, you explode in a wave of freezing energy, dealing $3d10$ cold damage to all creatures within 10 feet.
Level 9: Shifting Glacier
Your Majin elasticity allows you to move in impossible ways. You can move through the space of any creature that is Medium or larger, and difficult terrain composed of ice or snow costs you no extra movement.
Level 11: Multi-Limb Frenzy
When you use the Attack action, you can spend 2 Tyrant Points to manifest extra ice-limbs. You make one additional unarmed strike as part of that action. Additionally, your Rime-Flesh Strike damage increases to $1d10$.
Level 13: Absolute Zero Aura
The air within 15 feet of you is lethally cold. Any creature that starts its turn in the aura takes cold damage equal to your Charisma modifier. Enemies within this aura have disadvantage on saving throws against being paralyzed or restrained.
Level 14: Majin Mimicry
You can use an action to morph your frozen features to perfectly resemble any humanoid you have seen. This is a physical transformation, not an illusion. You gain a +5 bonus to Deception checks made to pass as that person.
Level 15: Shatter-Point Strike
When you score a critical hit with a Rime-Flesh strike, the target must succeed on a Constitution saving throw or be Petrified (frozen in ice) until the end of your next turn.
Level 17: Eternal Winter’s Heart
Your Tyrant Point maximum increases by an amount equal to your Charisma modifier. Additionally, you regain 2 spent Tyrant Points whenever you score a critical hit or reduce a creature to 0 hit points.
Level 18: Colossal Morph
As a bonus action, you can spend 5 Tyrant Points to grow in size for 1 minute. Your size becomes Large or Huge (your choice), you gain temporary hit points equal to half your maximum hit points, and your reach increases by an additional 5 feet.
Level 20: Avatar of the Frozen Void
You become a god of the frozen end-times. Your Strength and Constitution scores increase by 4, to a maximum of 24. Additionally, once per long rest, if you die, your body shatters into a thousand shards of ice and reforms 1d4 rounds later at full health, triggering a massive explosion of $10d10$ cold damage in a 60-foot radius.
Tyrant Archetype Expansions
The World-Eater (Majin Focus)
- Level 6 (Gluttonous Void): When you kill a creature, you can "absorb" its essence. You gain a feature the creature had (like a breath weapon or a resistance) for 1 hour.
- Level 10 (Gargantuan Maw): You can attempt to grapple a creature two sizes larger than you. If successful, you begin "digesting" them, dealing $4d6$ acid/cold damage per turn.
- Level 14 (Infinite Stomach): You can store up to three Medium objects or one willing Medium creature inside your body without harm.
The Dread-Knight (Draugr Focus)
- Level 6 (Black Ice Armory): You can manifest a shield made of dark ice. While held, you have resistance to Fire damage.
- Level 10 (Commander of the Grave): As an action, you can raise up to three "Ice Husks" (Zombies that deal cold damage) from nearby corpses. They last for 1 hour.
- Level 14 (Winter’s Executioner): Your weapons deal an additional $2d8$ necrotic damage. If a target is below 20 hit points, they must succeed on a CON save or be executed instantly.
For those who refuse to let the chaotic hunger of the Majin or the rigid spite of the Draugr take total control, there is the Frost-Bound Soul. This archetype focuses on Equilibrium—using the Majin’s fluid magic to lubricate the Draugr’s brittle strength, creating a warrior of "Liquid Ice."
Tyrant Archetype: The Frost-Bound Soul
The Frost-Bound Soul views their body not as a cage of ice or a blob of chaos, but as a Phase-Shifting Weapon. They master the transition between solid and liquid states to dominate the battlefield.
Level 3: Thermal Flux
You learn to manipulate the state of your own form. You gain two Flux Stances that you can swap between as a bonus action:
- Solid State (Draugr Dominance): Your skin hardens into jagged glaciers. You gain a +1 bonus to AC and your melee attacks deal an extra $1d4$ cold damage. However, your movement speed is reduced by 10 feet.
- Liquid State (Majin Dominance): Your body becomes viscous and flowing. Your movement speed increases by 10 feet and you gain advantage on Dexterity (Acrobatics) checks and saves to escape grapples. However, you take a -1 penalty to AC.
Level 6: Ichorous Smite
You have learned to inject your chaotic Majin essence into the frozen weapons of the Draugr. Once per turn when you hit a creature with a Rime-Flesh Strike, you can spend 1 Tyrant Point to trigger one of the following effects:
- Shatter: The target takes an additional $2d8$ cold damage, and every creature within 5 feet of it takes half that damage as ice shards fly outward.
- Adhere: The target is coated in sticky, freezing goo. Its speed is halved, and it cannot take reactions until the start of your next turn.
Level 10: Harmonic Recovery
You have achieved a balance that allows your two halves to feed one another.
- When you are in Solid State and take damage, you gain 1 Tyrant Point (up to your maximum).
- When you are in Liquid State and expend a Tyrant Point, you regain hit points equal to your Charisma modifier.
Level 14: Cryo-Elasticity
Your control over your form is now instantaneous and reactive.
- When you are hit by an attack, you can use your reaction to momentarily turn into Liquid State, causing the attack to pass through you (halving the damage) before instantly snapping back into Solid State to deliver a counterattack as part of the same reaction.
- You can use this feature a number of times equal to your Charisma modifier per long rest.
Comparison of the Three Archetypes
|
Archetype |
Focus |
Playstyle |
|
World-Eater |
Majin (Chaos/Hunger) |
Crowd control, absorption, and utility. |
|
Dread-Knight |
Draugr (Death/Martial) |
Tanking, heavy damage, and summoning. |
|
Frost-Bound Soul |
Equilibrium |
Stance-switching, mobility, and tactical flexibility. |
Final Class Progression Summary (1–20)
- Lvl 1-5: Basic stretching, cold strikes, and the core "Tyrant" defense.
- Lvl 6-10: Subclass specialization and magical strikes.
- Lvl 11-15: Multi-attacks, deadly auras, and advanced shape-shifting.
- Lvl 16-20: Becoming a true "Demi-God" of the Void; infinite sustainability and the final Avatar form.
How does the Frost-Bound Soul feel for your character—does the "Stance" mechanic fit the vibe you were going for?
To truly unify the flavor of a Majin-Draugr hybrid, these weapons are designed to feel like extensions of the character's own body—shifting from frozen solid to magically fluid.
1. The World-Eater (Majin Focus)
The Maw of the Gluttonous Void
Weapon (Warhammer), Legendary (Requires Attunement by a World-Eater)
This weapon looks like a massive, frozen meteor at the end of a chain made of translucent purple muscle. It doesn't just hit; it consumes.
- Elastic Reach: This weapon has the Reach property ($10$ feet). On your turn, you can spend 1 Tyrant Point to extend the reach to $30$ feet for a single attack as the handle stretches like gum.
- Consume Essence: When you reduce a creature to 0 hit points with this weapon, the "Maw" swallows their soul-frost. You regain one expended Hit Die.
- Gravity Well: As an action, you can slam the hammer into the ground. Every creature within 20 feet must succeed on a Strength saving throw or be pulled 10 feet toward you and take $3d8$ cold damage.
2. The Dread-Knight (Draugr Focus)
Winter’s Remorse
Weapon (Greatsword), Legendary (Requires Attunement by a Dread-Knight)
A blade of "Black Ice"—ice so cold it has turned dark as the void. It is heavy, jagged, and wreathed in a mist that smells of ancient graves.
- Brittle Frost: When you hit a creature, they are afflicted with Brittle Frost until the end of your next turn. The next time that creature takes bludgeoning or thunder damage, the ice shatters, dealing an additional $2d6$ cold damage.
- Frozen Legion: While holding this sword, any "Ice Husks" you summon with your Commander of the Grave feature gain a +2 bonus to their AC and Attack rolls.
- Cairn Strike: Once per long rest, you can strike the ground to cast Wall of Ice. The wall appears as a line of jagged, black-ice tombstones.
3. The Frost-Bound Soul (Balanced Focus)
The Phase-Shift Khopesh
Weapon (Scimitar), Legendary (Requires Attunement by a Frost-Bound Soul)
This curved blade constantly drips a violet, freezing liquid. It seems to vibrate between a solid and liquid state, humming with a dissonant chord.
- Fluid Edge: This weapon gains bonuses based on your current Flux Stance:
- Solid State: The blade becomes serrated and heavy. It deals an extra $1d8$ slashing damage, and you cannot be disarmed of this weapon.
- Liquid State: The blade becomes lash-like. Your attacks with it ignore half-cover and three-quarters cover as the blade bends around shields and pillars.
- Harmonic Discharge: When you swap stances, the weapon releases a pulse of energy. The first creature you hit after swapping stances takes an extra $2d10$ force damage.
- Phase Bite: You can spend 2 Tyrant Points to make an attack roll against a creature's AC without including their Dexterity bonus, as the blade momentarily turns into a liquid mist to pass through their guard.
Weapon Summary Table
|
Archetype |
Weapon |
Primary Benefit |
State |
|
World-Eater |
Maw of the Void |
Reach & Crowd Control |
Chaotic/Elastic |
|
Dread-Knight |
Winter’s Remorse |
Raw Damage & Summon Buffs |
Solid/Brittle |
|
Frost-Bound Soul |
Phase-Shift Khopesh |
Versatility & Cover Bypass |
Shifting/Adaptive |
To add a Barbarian component to each of the established archetypes, we will create a synergy feature that activates when the Glacial Tyrant enters a Rage. This creates a powerful hybrid playstyle where your existing subclass focus is amplified by raw, uninhibited fury.
These addition can be gained by choosing a specific Barbarian Path or, for the sake of this homebrew, we will make them a Level 3 feature available to those who multiclass into Barbarian.
Level 3: Primal Synthesis (Barbarian Feature)
This feature represents the moment your primal rage merges with your supernatural nature. When you enter a Rage, you gain a unique effect based on your Glacial Tyrant archetype.
1. The World-Eater: Feral Hunger
When your chaos and rage align, your hunger becomes an active, terrifying weapon.
- Rage Feature: The Gravity Well (Active): When you rage, the elastic nature of your body becomes hyper-charged by your fury. As an action while raging, you can unleash a terrifying pull.
- Gravity Well: Every creature within 20 feet of you must succeed on a Strength saving throw (DC equal to $8 + \text{your proficiency bonus} + \text{your Constitution modifier}$) or be pulled 10 feet toward you and take $2d8$ cold damage.
- Maw Syngery: If you use your Maw of the Gluttonous Void to attack a creature while raging, you can add your Rage damage bonus to the 'Gravity Well' feature if you activate it later in that turn.
2. The Dread-Knight: Frozen Bulwark
When your spite is fueled by rage, your frozen skin becomes a tomb that refuses to be opened.
- Rage Feature: Deathless Glacier (Passive): While raging, you add your Constitution modifier(minimum +1) to the amount of damage reduced by your Glacial Malleability feature.
- Winter’s Synergy: While you are raging, if you use Winter’s Remorse and activate its 'Brittle Frost' effect, the target's speed is reduced to 0 until the end of its next turn.
3. The Frost-Bound Soul: Violent Flux
When you rage, you lose the ability to maintain static forms, constantly vibrating and shifting between solid and liquid.
- Rage Feature: Tidal Fury (Hybrid): While you are raging, you are considered to be in both Solid State and Liquid State simultaneously. This means you gain the +1 AC, the extra $1d4$ cold damage, the movement speed increase, and the advantage on Acrobatics checks all at once.
- Drawback: Because this state is so volatile, you take a -1 penalty to AC (this negates the Solid State bonus, making your AC baseline), and whenever you are hit by an attack, you take an extra $2$damage. This extra damage does not stack with the extra damage from being hit while raging.
- Khopesh Synergy: When you rage while holding the Phase-Shift Khopesh, you always gain the 'Harmonic Discharge' bonus ($2d10$ force damage) on the first attack you make in a round, regardless of whether you just swapped stances (which you can't, because you are in both).
To complete the equipment sets, here is a legendary armor tailored to the specific combat style and biology of each Glacial Tyrant archetype.
1. The World-Eater (Majin Focus)
The Mantle of the Ever-Chewing Glacier
Armor (Light Armor), Legendary (Requires Attunement by a World-Eater)
This armor isn’t a single piece but a series of spiked, segmented black ice plates bound together by thick, undulating bands of translucent, purple Majin musculature that move independently, like thick worms.
- Reactive Viscosity: Your AC equals $13 + \text{your Dexterity modifier}$. As long as you are not wearing medium or heavy armor, your body maintains supreme flexibility.
- Grasping Gums: As an action, the muscular bands on your armor can extend. You make a grapple attempt with a +3 bonus. This does not require a free hand. If successful, the target is restrained, and you can still make attacks against other targets.
- Elastic Bounce: When you are falling or subjected to an effect that would push you, you can use your reaction to reduce the falling damage to 0 or reduce the push distance by half, as the Majin muscle acts as a complex spring system.
2. The Dread-Knight (Draugr Focus)
The Cairn-Shard Plate
Armor (Half Plate or Full Plate), Legendary (Requires Attunement by a Dread-Knight)
Forged from solid slabs of the same Black Ice found in ancient Nordic tombs, this armor emits a sub-zero temperature. It is heavy, cumbersome, and radiates ancient martial spite.
- Frozen Juggernaut: This armor does not impose a Strength requirement and does not cause disadvantage on Stealth checks (the mist is very quiet).
- The Tomb’s Defense: Once per long rest, when you take damage, you can use your reaction to temporarily become a solidified statue of ice until the start of your next turn. During this time, you have immunity to bludgeoning, piercing, and slashing damage and resistance to all other damage types, but you cannot move or take actions.
- Aura of the Cairn: While wearing this armor, you cannot be pushed against your will, and you treat all difficult terrain as normal terrain.
3. The Frost-Bound Soul (Balanced Focus)
The Flux-Weave Breastplate
Armor (Medium Armor), Legendary (Requires Attunement by a Frost-Bound Soul)
This unique piece looks like a standard breastplate of dark metal, but the metal itself is soft and pliable. It appears to be constantly melting and re-solidifying, pulsing with internal violet and blue light that mirrors your current state.
- Hybrid Integration: Your AC is $14 + \text{your Dexterity modifier}$ (max 2).
- Flux Harmony: This armor shifts automatically with your Thermal Flux stances:
- Solid State: The armor temporarily solidifies, increasing the AC bonus to $+2$ and reducing any incoming bludgeoning, piercing, or slashing damage by an amount equal to your proficiency bonus.
- Liquid State: The armor liquefies. You gain a swimming speed equal to your walking speed, and you can use the Disengage action as a bonus action.
- Unstable Form: When you are hit by a critical hit, the armor flashes violently. Roll $1d6$. On a 5-6, the hit becomes a normal hit as the armor shifts and disperses the force.
Since a Glacial Tyrant is a player class, giving them Legendary Actions (usually reserved for Boss Monsters) marks them as a true "End-Game" threat. These actions allow you to act outside of your turn, mimicking the boss-level presence of a Demon God or an Ancient Draugr.
At Level 20, you gain 3 Legendary Actions per round. You regain spent legendary actions at the start of your turn. You can use these actions only at the end of another creature's turn.
Universal Legendary Actions
All Glacial Tyrants can use these basic options:
- Move (1 Action): You move up to half your speed without provoking opportunity attacks. Your movement leaves a trail of slippery ice that lasts until the start of your next turn.
- Glacial Lash (1 Action): You make one Rime-Flesh Strike or one weapon attack.
- Flash Freeze (2 Actions): You use your Flash Freeze feature (if you have Tyrant Points available) without using a bonus action.
Archetype-Specific Legendary Actions (Costs 3 Actions)
These are "Ultimates" that reflect your specific path. You can only use the one corresponding to your chosen archetype.
1. The World-Eater: "The Infinite Maw"
You briefly turn your entire torso into a swirling vortex of purple Majin sludge and freezing mist.
- Effect: Every creature within 15 feet of you must succeed on a Strength saving throw. On a failure, they are pulled into your space, take $4d10$ cold damage, and are Restrained as they are partially absorbed into your body. You gain temporary hit points equal to the total cold damage dealt.
2. The Dread-Knight: "Call of the Frozen Grave"
You slam your weapon or fist into the ground, summoning the sheer weight of a Nordic burial mound.
- Effect: Giant shards of black ice erupt from the ground in a 30-foot line. Each creature in that line must make a Dexterity saving throw. On a failure, they take $6d8$ piercing damage and are Impaled(Restrained and Incapacitated) until they or another creature uses an action to pull them off the ice spike.
3. The Frost-Bound Soul: "Phase-Shift Nova"
You rapidly oscillate your molecular structure between solid and liquid, creating a devastating kinetic shockwave.
- Effect: You release a 20-foot radius pulse of violet energy. Creatures in the area must make a Constitution saving throw. On a failure, they take $3d12$ force damage and are Stunned until the end of your next turn as their own internal temperature is forcibly destabilized. You then immediately choose which Flux Stance you are in.
Legendary Summary Table
|
Action |
Cost |
Primary Effect |
|
Move |
1 |
Repositioning & Ice Trail |
|
Glacial Lash |
1 |
Immediate single attack |
|
Flash Freeze |
2 |
Teleport & Crowd Control |
|
Archetype Ultimate |
3 |
High damage & "Boss-Level" Crowd Control |
Note for the DM: To keep game balance intact, it is recommended that the player only gains access to these Legendary Actions while they are in their Avatar of the Frozen Void (Level 20) state or while Raging if they have the Barbarian synergy.
To truly capture the essence of a Majin-Draugr, a reaction needs to showcase that "Elastic Undead" nature—the ability to be hit, ignore the pain, and immediately punish the attacker with supernatural frost.
At Level 1, you have access to the Vengeful Chill reaction. As you level up and choose an archetype, this reaction evolves into a more powerful specialized form.
Core Reaction: Vengeful Chill
Available to all Glacial Tyrants at Level 1
Trigger: When a creature within 5 feet of you hits you with a melee attack.
Effect: You harden your skin into jagged ice at the point of impact. The attacker takes $1d6$ cold damage. If the attacker is Large or smaller, its speed is reduced by 10 feet until the end of its next turn.
Archetype-Specific Reactions
At Level 6, your core reaction is replaced or enhanced by your chosen path:
1. The World-Eater: "Elastic Snare"
Majin Focus
Trigger: When a creature within 15 feet of you misses you with an attack or moves out of your reach.
Effect: You stretch your arm into a long, gooey whip of ice and attempt to snag them. Make a grapple check using your Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is pulled into an unoccupied space adjacent to you and is Grappled.
2. The Dread-Knight: "Shatter-Back"
Draugr Focus
Trigger: When you take damage from a melee attack while you are in your Solid State (or Raging).
Effect: You allow your frozen armor to shatter violently upon impact. The attacker must succeed on a Dexterity saving throw or take $2d8$ piercing damage from the shards. Additionally, you gain Resistance to all damage from that specific attack as your undead body absorbs the blow.
3. The Frost-Bound Soul: "Phase-Shift Counter"
Equilibrium Focus
Trigger: When you are targeted by an attack, but before the roll is made.
Effect: You spend 1 Tyrant Point to momentarily liquefy your form. The attacker has Disadvantage on the attack roll. If the attack misses, you can immediately flow through the attacker’s space to an unoccupied spot within 10 feet and make one Rime-Flesh Strike as part of the same reaction.
Summary of Reaction Styles
|
Archetype |
Reaction Name |
Combat Role |
|
Basic |
Vengeful Chill |
Basic punish & slow |
|
World-Eater |
Elastic Snare |
Battlefield control & pulling enemies in |
|
Dread-Knight |
Shatter-Back |
Tanking & explosive damage |
|
Frost-Bound Soul |
Phase-Shift Counter |
Evasion & high-mobility counter-attacks |
Which of these sounds like the most fun way to mess with your DM's turn?
The Grinning Demon feat represents the unsettling, chaotic influence of the Majin side taking hold of the Draugr’s cold, dead features. It transforms your presence from a mere monster into a psychological nightmare that thrives on the terror of its enemies.
Feat: The Grinning Demon
Prerequisite: Frost-Bound Majin race or Glacial Tyrant class
Your face can contort into a wide, unnatural smile that stretches beyond the limits of mortal flesh, revealing rows of jagged ice teeth and a void-like throat. You gain the following benefits:
- Ability Score Increase: Increase your Charisma or Strength score by 1, to a maximum of 20.
- Horrific Glee: You gain proficiency in the Intimidation skill. If you are already proficient, you add double your proficiency bonus to checks made with it.
- The Smile of the Void: As a bonus action, you can unleash a terrifying, silent grin at a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw ($DC = 8 + \text{your proficiency bonus} + \text{your Charisma modifier}$) or be Frightened of you until the end of your next turn. While frightened this way, the creature’s speed is 0, as they are paralyzed by the sheer wrongness of your form.
- Feeding on Fear: Once per turn, when you hit a creature that is Frightened with a melee attack, you deal an extra $1d8$ psychic damage as you psychically "eat" their terror. You also regain hit points equal to the psychic damage dealt.
Visual Flourish
When this feat is active, your eyes often glow with a manic, violet light, and the frost on your skin forms patterns that look like mocking, laughing faces. Even when you are silent, those around you can hear a faint, echoing chuckle that seems to come from the air itself.
Synergy with Archetypes
|
Archetype |
Grinning Demon Interaction |
|
World-Eater |
When you use Grasping Gums, the "mouths" on your armor also mirror your terrifying grin, granting advantage on the grapple check. |
|
Dread-Knight |
Your Ice Husks gain a miniature version of this grin; enemies within 5 feet of them have disadvantage on saves against being Frightened. |
|
Frost-Bound Soul |
While in Liquid State, your grin can migrate anywhere on your body (like your chest or palm), making it impossible to look away from. |
Frost-Bound Majin Traits
To possess the blood of a **Frost-Bound Majin** is to exist as a walking contradiction: a body made of infinite, chaotic potential held together by the rigid, absolute stillness of the grave. You are a masterpiece of horrific geometry—part malleable demon-god, part relentless ice-zombie. The following traits represent the fusion of your **Majin** elasticity and your **Draugr** resilience. They reflect a physiology that can stretch like pulled taffy one moment and harden into a jagged, impenetrable glacier the next. To your enemies, you are an environmental hazard given a cruel, mocking consciousness; a storm that doesn't just pass over the land, but chooses to stay and reshape it in its own chilling image. Whether you were born from a cosmic accident in the heart of a dying star or raised from a Nordic burial mound by a desperate warlock, these traits define your existence as a **Glacial Tyrant**.Ability Score Increase:
Your Constitution score increases by 2, and your Strength score increases by 1.
Age:
Created through dark rituals or cosmic accidents, they do not age and can live for millennia unless destroyed.
Size:
Your size is Medium.
Undead Resilience:
You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe.
Glacial Malleability:
Your body is made of enchanted, frozen ichor. You can squeeze through a space that is as narrow as 1 inch wide, provided you are not wearing armor. Additionally, when you take bludgeoning, piercing, or slashing damage, you can use you
Frozen Spite:
You have resistance to Cold damage. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal $1d6$ cold damage to them.
Languages:
You can speak, read, and write Common and Abyssal.
Speed:
Your base walking speed is 30 feet.
Previous Versions
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