Frost Walker (5e Creature)
Frost Walker[edit]
Large elemental, neutral evil Armor Class 16 (natural armor)
Saving Throws Dex +3, Con +4 Frosted Weapons. When the frost walker hits with any melee weapon, the weapon deals an extra 3 (1d6) cold damage (included in the attack). ACTIONSMultiattack. The frost walker makes three attacks: two with its slam and one with its freeze. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 3 (1d6) cold damage. Freeze. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (2d6 + 3) cold damage and the target must succeed on a DC 15 Constitution saving throw or have its movement speed reduced by 10 feet for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. BONUS ACTIONSUncanny Action. The frost walker takes Dash or Disengage action.
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These ominous creatures roam lands thought to belong solely in the dominion of frost giants. In reality, frost walkers are elementals that form within the icy environments where the line between this world and the Elemental Plane of Ice grows thinnest. Frost walkers are notorious for being cruel creatures, embodying the coldness of ice. They have no empathy nor sympathy for anything, and are said to even be unfeeling. Many are said to either serve or worship Auril, the Frostmaiden. Their icy bodies are sharp, but fragile. Nonetheless, they travel in numbers that make them truly fearsome. |
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