Oath of the Frozen King

Original monster designs inspired by "Adventure Kit: Oath of the Frozen King". Intended to be used against a lvl 3 party.

Comissioned by Zephin.

Level 1 Solo Large giant
H40
STR+, INT-
Thick black Troll Blood.

Heavy armor. When crit by a melee weapon the weapon gets stuck in the Trolls body (DC 10 STR or DEX save to pull free). Taking fire or radiant damage supresses Thick black Troll Blood for 1 turn.

The blood sings to me.

Your attacks can't miss bloodied enemies.

After each hero's turn, choose one.
  • Raking Claw.

    Move 6, then strike for 1d4+6. On Damage: Grappled (escape DC 10).

  • The Oath must be remembered!

    (a grappled target) carve the oath in the targets flesh to deal 1 Wound, then throw them up to 4 spaces. (They take 10 dmg).

  • Mad Ravings (1 Use).

    (enemies within reach 10) DC 10 WIL or 2d4+10 psychic, half on save.

BLOODIED:

At 20 HP Mad Ravings recharges.

LAST STAND:

Angor is dying! 10 more damage and he dies. Until then only fire, radiant or crits can harm him.

Level 3 Solo Large Skeleton
H70
STR+
Damage Interactions:.

Cold (I).

Aura of Frost.

(Reach: 4) Enemies within reach are Slowed. Taking Fire damage supresses Frost Aura for a turn.

Relics of the Past.

Destroying a relic from his past Incapacitates Eirick for 1 turn.

After each hero's turn, choose one.
  • Frost Nova.

    Move 6, then enemies within reach 4 are restrained by ice (escape DC 11 or any fire damage).

  • Runic Hammer.

    1d4+10. On Crit: +10 damage.

BLOODIED:

"Rise!" At 35 HP summon ice skeleton minions (2/Hero, size:d4).

LAST STAND:

Eirick is dying! 30 more damage and he dies. Until then Runic Hammer strikes a 2x2 square area.

Lvl 3 humanoid - leader

Zealots
30
Fanatic.

Your attacks and attacks against you roll with advantage.

Choose one.
  • Help!

    (if you don't have minions) Summon 2 Zealot Minions (size:d6). They act immediately.

  • Accuse.

    Increase the next primary die roll against the target by 1.

Lvl 6 undead - controller

M654
Shadow Trap (1 Use).

When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).

Choose twice.
  • Hymn to the Dark below the ice.

    Regain 1 use of Shadow Trap.

  • Whispers of Madness.

    (Range 4) 1d4+10 psychic (ignores armor) . On Crit: Confused.

Hail to the King!

Can interpose.

  • Frozen Blade.1d4

    cold (can't crit).

Lvl 2 beast - skirmisher

826
Pack Tactics.

Advantage against enemies, if an ally is adjacent to it.

  • Bite.2d6+4.

    On crit: Slowed.

Lvl 6 large giant - brute

870
Regenerate.

Does not die at 0HP. Only fire, radiant, or a crit while at 0HP can kill it.

Choose twice.
  • Claws.

    (Reach 2) 1d4+6. On crit: Grappled (escape DC 12).

  • Mad Ravings.

    (a grappled creature) 1d4+10 pyschic damage (can't be defended against).

Lvl 1/4 humanoid - minion

Zealots
1
Fanatic.

Your attacks and attacks against you roll with advantage.

  • Stab.1d6

    (can't crit).

Lvl 2 humanoid - brute

Zealots
34
Fanatic.

Your attacks and attacks against you roll with advantage.

Cursed Weaponry.

Extra damage from crits is dealt against you as well.

  • Stab.1d6+4

    (vicious).

Lvl 1 humanoid - artillery

Zealots
20
Fanatic.

Your attacks and attacks against you roll with advantage.

Choose one.
  • Ray of Frost.

    (Range 6) 1d6+3. On Crit: Restrained by ice (escape DC 10 or any fire damage).

  • Snow Blind.1d6.

    On hit: Blinded.

Lvl 1/2 humanoid - brute

Zealots
18
Fanatic.

Your attacks and attacks against you roll with advantage.

  • Stab.1d6+2

    (can't crit).