Freezard (5e Creature)
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Medium elemental, unaligned
Armor Class 11 (natural armor)
Saving Throws Con +5
Cold Absorption. Whenever the freezard is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt.
Regeneration. The freezard regains 10 hit points at the start of its turn if it has at least 1 hit point.
Ice Breath (Recharge 2-6). The freezard expels a gust of frosty wind in a 15 ft. cone, freezing nearby creatures to the bone. Each creature in that area must make a DC 14 Constitution saving throw, taking 23 (2d12 + 10) cold damage on a failed save, and half as much on a successful one. In addition, on a failed save, the target is frozen solid, effectively petrified, until the end of their next turn. If the target has resistance or immunity to cold damage, it automatically succeeds on this saving throw. If the target takes any fire damage while petrified in this manner, the conditions ends.
The bodies of freezard's appear as large rough statues of ice, with a vague semblance of some kind of face in the center of it. They are often created by potent spellcasters that use them as guards for temples, dungeons, and the like.
Variant: Invisible Freezard
Some freezard's have inexplicably gained the ability to stay invisible before attacking, giving them quite the advantage. This variant has a CR of 3 (700 XP). It also gains the following feature:
Limited Invisibility. Until the freezard attacks, it is invisible. Once it attacks, it becomes visible, but turns invisible at the start of it's next turn.
Variant: Splitting Freezard
Occasionally, a freezard will be created with the innate ability to split into mini freezards. This variant gains the following reaction:
Split. In response to taking damage, the freezard splits into four mini freezards. These mini freezards can not use the fuse reaction for 1 minute. The freezard may also use this reaction upon dropping to 0 hit points.
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