|
This page was marked as abandoned on 09:51, 22 March 2025 (UTC) because: Issue(s) unaddressed for over a year. (discuss)
If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.
Edit this Page | All abandoned pages
|
|
This page is incomplete and/or lacking flavor. Reason: No Fluff.
You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs
|
Frost Walker[edit]
Large elemental, neutral evil
Armor Class 16 (natural armor)
Hit Points 30 (4d10 + 8)
Speed 40 ft., climb 30 ft.
Saving Throws Dex +3, Con +4 Skills Acrobatics +3, Athletics +5, Intimidation +2, Perception +3, Survival +3 Proficiency Bonus +2 Damage Vulnerabilities bludgeoning, fire Damage Resistances piercing Damage Immunities cold Condition Immunities charmed, frightened
Senses passive Perception 13
Languages Frost Walker
Challenge 4 (1,100 XP)
Frosted Weapons. When the frost walker hits with any melee weapon, the weapon deals an extra 3 (1d6) cold damage (included in the attack).
ACTIONS
Multiattack. 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 ACTIONS
Uncanny Action. The frost walker takes Dash or Disengage action.
|
|
Back to Main Page → 5e Homebrew → Creatures