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The Prince of Frost

The Prince of Frost Medium fey, Lawful neutral 15 13,000 xp

  • Armor class 18 (Natural armor)
  • Hit points 178 (30d8 + 40)
  • Speed 40 ft.
  • STR 22 (+6)
  • DEX 15 (+2)
  • CON 21 (+5)
  • INT 12 (+1)
  • WIS 14 (+2)
  • CHA 18 (+4)

Save Throws: Str +11, Con +10, Cha +9

Skills: Intimidation +9,

Damage Resistances: All damage except psychic while surrounded by Icy Aura.

Damage Immunities: cold, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities: exhaustion, frightened, poisoned, stunned,

Senses: Truesight 120 ft., passive perception 15

Languages:

Challenge: 15 (13,000 xp)

Icy Aura. The Prince is surrounded by cold aura as long as he possesses more than 1/3 of his hit points (60). Any creature that hits the Prince with a weapon attack while he possesses the aura takes 5d6 cold damage.

Magic Weapons. The Prince's weapon attacks are magical.

Superior Invisibility. The Prince magically turns invisible until his concentration ends (as if concentrating on a spell). Any equipment he wears or carries is invisible with him.,

Actions

Multiattack. The Prince attacks twice with his greatsword.

Greatsword. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) slashing damage plus 11 (3d6) cold damage.

Teleport. The Prince magically teleports, along with any equipment he is wearing or carrying up to 120 ft in a direction he can see.

Legendary Actions

The Prince can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. The Prince regains all spent legendary actions at the start of his next turn.

Attack. The Prince makes one melee weapon attack.

Teleport. The Prince uses his teleport action.

The Lord of Winter

The Lord of Winter Medium fey, Neutral good 20 25,000 xp

  • Armor class 20 (Natural armor)
  • Hit points 300 (40d8 + 120)
  • Speed 30 ft, fly 60 ft.
  • STR 18 (+4)
  • DEX 10 (0)
  • CON 16 (+3)
  • INT 20 (+5)
  • WIS 22 (+6)
  • CHA 24 (+7)

Save Throws: Dex +6, Con +9, Wis +12

Skills: Animal handling +12, Perception +12

Damage Resistances: Bludeoning, piercing, and slashing damage from nonmagical weapons

Damage Immunities: cold

Condition Immunities: exhaustion, petrified, charmed

Senses: Truesight 120 ft., passive perception 22

Languages: All

Challenge: 20 (25,000 xp)

Magic Resistance. The Lord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Lord's weapon attacks are magical.

Spellcasting. Santa's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components.

At will: bless, invisibility, locate creature, misty step, ray of frost, scrying, sleep, zone of truth
3/day: cone of cold, hold monster, mass cure wounds, sleet storm
1/day: teleport, time stop, wall of ice,

Actions

Multiattack. The Lord of Winter can make three sack of gifts attacks or two Holly attacks.

Sack of Gifts. Melee Weapon Attack: +10 to hit, reach 5 f., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Holly. Ranged Spell Atack: +13 to hit, range 120 f., one target. Hit: 28 (4d10 + 7) piercing damage and the creature must make a DC 21 Wisdom saving throw. A creature who fails this saving throw collapses in a fit of laughter, falls prone, and cannot stand until the end of the Lord's next
turn.

Legendary Actions

The Lord can take 3 legendary actions, choosing from the options below. Only one can be used at a time and only at the end of another creature's turn. The Lord regains all spent legendary actions at the start of his next turn.

Jolly Holly. Santa attacks with Jolly Holly.

Open Up Your Present. The Lord hurls a random gift from his sack up to 90 feet. It explodes in a 20-foot-radius sphere. Creatures in the area must make a DC 21 Constitution saving throw. Creatures who fail take 21 (6d6) cold damage. Creatures who succeed take half.