The Cold Walkers are an ancient race of Fey who delight in cruelty and the hunting of humankind. They dwell in a place elsewhere from the Material Plane, and when the icy winds blow from the north, wise fo know to bar their shutters at night and keep iron weapons close. In form, they appear similar to immensely tall, gaunt humanoids, with eyes that burn with a cold blue fire. They move with incredible and alien grace.
Cold Walker Medium fey, neutral evil Armour Class 19 (plate armour) Hit Points 51 (8d8 + 16) Speed 30 ft. Str 16 (+3); Dex 19 (+4); Con 14 (+2); Int 16 (+3); Wis 15 (+2); Cha 17 (+3) Saving Throws Dexterity +7 Skills Perception +5, Stealth +7, Survival +5 Damage Resistances Bludgeoning, Piercing and Slashing damage from any weapon not forged of cold iron; Psychic Damage Immunities Cold Senses Darkvision 120 ft., passive Perception 15 Languages Common, Sylvan Challenge 5 (1,800 XP) Hoarfrost Breath. Cold walkers are so intensely frozen that their breath alone coats a weapon with intense, soul-chilling frost. A cold walker's melee attacks inflict an additional 5 (1d8) cold damage, which is included in the statistics below. In addition, any creature which grapples a cold walker takes 9 (2d8) cold damage at the start of its turn. Out of Phase. Cold walkers move so quickly in combat that they form a blur, only their eyes clearly visible. Attacks against a cold walker which is aware of its opponent are made at disadvantage. Unnatural Grace. Cold walkers wear armour which fits like a second skin. They have no penalty to their Stealth checks for wearing plate armour. Actions Multiattack. The cold walker makes two melee attacks. Frostsword. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d10 +4) slashing damage and 5 (1d8) cold damage. Also posted on Game Masters Stash on 16 April 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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