Homebrew Chillfoes Species Details
Created by the god K'kar, the first chillfoes rose tall as mountains formed of ice. They lost this size when K'kar lost an arm figting the god of fire, Ckreat, who tried and failed to usurp K'kar'sdomain of ice, to turn it into a fiery hell. The chillfors fought a great war against flame elementals. When Ckreat was cast into the Hells, the surviving chillfoes were stuck in the last surviving bastions of the Great Winter from before the Great Summer.
Only able to reproduce in the Last Bastions, the tallest mountains in the material plane, many don't venture out. But, when curiosity of these survivors and their descendants grows too much, they travel outside thrir bastions of ice and snow to explore the outside world, gathering anything that may find a way to keep Fire from the world.
Chillfoes have triangular heads with no faces, and they have two or four arms. Their bodies are long and thin, all carved from the living ice, only found in the bastions and the tallest mountains. There seemingly is no end to their lives, but after 300 years, they begin to stiffen and after 600 years, they become ice. A few lucky ones who have lived most of their lives outside the mountains have no confirmed icing age.
The chillfoes with four arms are the direct descendants of the great General Cyuk-Key, the grandson K'kar, the six armed god of ice.
Four-Arms
Four armed chillfoes typically hail from Akantsol City, where it is said the first chillfoes were carved from Living Ice by K'kar. They claim to be decendants of K'kar himself, and decended from Cyuk-Key, the general who led the war against Fire. Cyuk-Key was the son of of Ckr, the supposed daughter of K'kar.
Chillfoes Traits
Creature Type: Construct (Elemental)
Size: Medium (about 5–6 feet tall)
Speed: 30 feet
Superior Darkvision
You have Superior Darkvision with a range of 120 feet, where you can see as if it was daylight for 60 ft. and as if it was lowlight for 60-120 ft.
Elemental Ancestry
You have Advantage on saving throws you make to avoid or end the Charmed condition.
Born of Ice
You have an immunity to cold and ice damage, but are vulnerable to fire and heat.
Harsh Survival
You have an immunity to cold and are proficient in the Survival skill.
Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Previous Versions
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