Boreas God of Ice and Death (5e Creature)

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Boreas God of Ice and Death[edit]

Large undead, true neutral


Armor Class 18 (chain mail)
Hit Points 445 (33d10 + 264)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 6 (-2) 27 (+8) 10 (+0) 13 (+1) 12 (+1)

Saving Throws Str +14, Con +15, Int +7, Wis +8
Skills Athletics +14, History +7, Intimidation +8, Perception +8
Damage Vulnerabilities fire
Damage Resistances lightning, necrotic
Damage Immunities cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages Common, Giant, Primordial
Challenge 21 (33,000 XP)


Aggressive. As a bonus action, Boreas can move up to its speed toward a hostile creature that it can see.

Curse of Cold. Whenever Boreas is subjected to cold or necrotic damage, it takes no damage and instead regains a number of hit points equal to the cold or necrotic damage dealt.

Frozen Fury. Boreas' melee attacks are magical and deal an additional 18 (4d8) cold damage (included in the attack).

Ice Walk. Boreas can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Resistance (3/Day). If Boreas fails a saving throw, it can choose to succeed instead.

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

Rampage. When Boreas, reduces a creature to 0 hit points with a melee attack on its turn, Boreas can take a bonus action to move up to half its speed and make a slam attack.

Reckless. At the start of its turn, Boreas can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Turn Immunity. Boreas is immune to effects that turn undead. Additionally, any undead within 60 feet of it have advantage on saving throws against those effects.

Undead Fortitude. If damage reduces Boreas to 0 hit points, it must make a Constitution saving throw with a DC of 10 + 1/2 damage taken, unless the damage is radiant or from a critical hit. On a success, Boreas drops to 1 hit point instead.

ACTIONS

Multiattack. Boreas makes three melee weapon attacks.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, Boreas magically increases in size, along with anything it is wearing or carrying. While enlarged, Boreas is Gargantuan, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Boreas lacks the room to become Gargantuan, it attains the maximum size possible in the space available.

Greataxe. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage plus 18 (4d8) cold damage, or 33 (4d12 + 7) slashing damage while enlarged plus 18 (4d8) cold damage.

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (4d4 + 7) slashing damage plus 18 (4d8) cold damage, or 27 (8d4 + 6) slashing damage while enlarged plus 18 (4d8) cold damage.

Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) bludgeoning damage plus 18 (4d8) cold damage, or 35 (8d6 + 7) bludgeoning damage while enlarged plus 18 (4d8) cold damage.

Cold Breath (Recharge 5-6). Boreas exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage plus 13 (3d8) necrotic damage on a failed save, or half as much damage on a successful one.

Horrifying Visage. Each non-undead creature of the Boreas' choice within range must make a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Boreas is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Boreas' Horrifying Visage for the next 24 hours. It cannot use this and its Maddening Presence on the same turn and against a creature that is affected by the other.

Maddening Presence. Each creature of the Boreas' choice within 30 feet of Boreas and aware of it must succeed on a DC 19 Intelligence saving throw or become insane for 1 minute. An insane target has disadvantage on Intelligence, Wisdom, and Charisma saving throws. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the target is subjected to the effects of a greater restoration spell or similar magic. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Boreas' Maddening Presence for the next 24 hours. It cannot use this and its Horrifying Visage on the same turn and against a creature that is affected by the other.


LEGENDARY ACTIONS

Boreas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Boreas regains spent legendary actions at the start of its turn.
Move. Boreas moves up to half its speed.
Slam Attack. Boreas makes one slam attack.
Cold Breath (Cost 3 Actions). Boreas recharges and uses its Cold Breath.

Undead Nature. Boreas doesn't require air, food, drink, or sleep.

Lair Actions

On initiative count 20 (losing initiative ties), Boreas takes a lair action to cause one of the following effects; Boreas can't use the same effect two rounds in a row:

  • Boreas chooses a point within 120 feet of it. Within a 10-foot radius of that point, Giant stalagmites of ice fall on the ground that are 10x10 which deal 5d6 Piercing and 5d6 cold damage if landing on the person and fail a DC 16 Dexterity . If within 20ft of the spot it fell on take 2d6 slashing damage and 2d6 cold damage from the ice shards DC 14 Dexterity to avoid.
  • Boreas summons a 20-foot-radius, 40-foot-high cylinder blizzard. The area is heavily obscured, and exposed flames in the area are doused. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 9 (2d8) bludgeoning damage and 14 (4d6) cold damage and falls prone on a failed save. On a successful save, it takes half as much damage and does not fall prone. Boreas and any creatures friendly to it are immune to the effects of the blizzard.
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