Khaosrealm Cryomancer (5e Creature)
Lin Kuei Cryomancer[edit]
Medium humanoid (any race), any chaotic alignment Armor Class 12
Saving Throws Dex +4 Innate Spellcasting. The cryomancer's innate spellcasting ability is Charisma (spell save DC 12). The cryomancer can innately cast the following spells, requiring no material components: At will: icy weapon Water Form. The cryomancer can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. ACTIONSWhelm (Recharge 4-6). Each creature in the cryomancer's space must make a DC 15 Strength saving throw. On a failure, a target takes 11 (2d8 + 2) bludgeoning damage plus 4 (1d6) cold or fire damage. If it is Medium or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the cryomancer's space. BONUS ACTIONSIce Form (2/Day). The cryomancer takes half as much damage from all sources but cannot willingly move until the beginning of his next turn. A creature that touches the cryomancer or hits it with a melee attack while within 5 feet of it takes 7 (3d4) fire damage.
|
Cryomancers of the Khaosrealm are a paradoxical sight to behold. Their flames are freezing cold, while their ice form is hot to the touch and releases a scalding steam whenever they are struck. They can liquify their bodies and strangle their opponents while in their watery form, alternating between freezing and boiling temperatures as they coil around their struggling victims. |
Back to Main Page → 5e Homebrew → Creatures