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.
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.
Your attacks can't miss bloodied enemies.
- •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.
At 20 HP Mad Ravings recharges.
Angor is dying! 10 more damage and he dies. Until then only fire, radiant or crits can harm him.
Cold (I).
(Reach: 4) Enemies within reach are Slowed. Taking Fire damage supresses Frost Aura for a turn.
Destroying a relic from his past Incapacitates Eirick for 1 turn.
- •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.
"Rise!" At 35 HP summon ice skeleton minions (2/Hero, size:d4).
Eirick is dying! 30 more damage and he dies. Until then Runic Hammer strikes a 2x2 square area.
Lvl 3 humanoid - leader
ZealotsYour attacks and attacks against you roll with advantage.
- •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
When an enemy moves adjacent. That enemy is restrained with shadowy tentacles (escape DC 13).
- •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.
Lvl 3 1d4 minion
Royal GuardCan interpose.
- Frozen Blade.1d4
cold (can't crit).
Lvl 2 beast - skirmisher
Advantage against enemies, if an ally is adjacent to it.
- Bite.2d6+4.
On crit: Slowed.
Lvl 6 large giant - brute
Does not die at 0HP. Only fire, radiant, or a crit while at 0HP can kill it.
- •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
ZealotsYour attacks and attacks against you roll with advantage.
- Stab.1d6
(can't crit).
Lvl 2 humanoid - brute
ZealotsYour attacks and attacks against you roll with advantage.
Extra damage from crits is dealt against you as well.
- Stab.1d6+4
(vicious).
Lvl 1 humanoid - artillery
ZealotsYour attacks and attacks against you roll with advantage.
- •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
ZealotsYour attacks and attacks against you roll with advantage.
- Stab.1d6+2
(can't crit).