White Walker (5e Creature)

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White Walker[edit]

Medium undead, lawful evil

Armor Class 16 (natural armor)
Hit Points 161 (19d8 + 76)
Speed 30 ft.

20 (+5) 14 (+2) 18 (+4) 18 (+4) 18 (+4) 10 (+0)

Saving Throws Str +11, Con +10, Int +10, Wis +10
Skills Arcana +10, History +10, Intimidation +12, Investigation +10, Perception +16
Damage Resistances fire, necrotic, psychic
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned, stunned
Senses darkvision, 120 ft., truesight 30 ft., passive Perception 26
Languages the languages it knew in life
Challenge 17 (18,000 XP)

Army of the Dead. When the white walker casts animate dead, it may target any number of viable corpses within 30 feet of it. Beasts may also be animated, becoming undead. The white walker maintains control over any creature it animates indefinitely. Any creatures animated by the white walker become vulnerable to fire, and loses resistance and immunity to fire if they had it.

Chilling Gait. Any nonmagical flames within 30 feet of the white walker are instantaneously extinguished as it moves, and remain extinguished for as long as it remains in the area.

Innate Spellcasting. The white walker's spellcasting ability Wisdom (spell save DC 18). It can innately cast the following spells, requiring only somatic components:

3/day each: cause fear, detect magic, warding wind
1/day each: animate dead, counterspell, dispel magic

Magic Resistance. The white walker has advantage on saving throws against spells and other magical effects.

Magic Weapons. The white walker's weapon attacks are magical.


Multiattack. The white walker makes three Ice Blade attacks.

Ice Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing or piercing damage, plus 18 (4d8) cold damage. On a hit, if the weapon struck any nonmagical metal that piece of metal shatters instantly into an icy hail. Armor affected this way is either destroyed or turned into padded armor.

Winds of Winter. White Walkers may cause a change in weather condition as outlined by the control weather spell, without needing to concentrate. The white walker may only cause it to become colder than it would naturally be in the area, and may not cause rain. The effect dissipates if the white walker dies.


Shattering Parry. The white walker adds 6 to its AC against one melee attack that would hit. To do so, The white walker must see the attacker and be wielding a melee weapon. If the attack is made with a nonmagical metal melee weapon and this causes it to miss, the weapon shatters instantly into an icy hail.

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