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
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.
Level 3 Solo Large Skeleton
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).