Skip to content
CreatePricing
Red Thaw - AI-generated fantasy Monster

Red Thaw

Travelers say a beautiful stranger waits inside the worst blizzards, offering a warm room, a dance, or the return of someone lost. Those who accept find that she remembers every intimate detail they confess, and that the ice remembers every promise they make. The name Red Thaw is the term used by the few locals who escaped her ballroom: they describe the warm scarlet smear left on snow where a victim vanished.

Medium fiend · CR 30 , deadly solo boss for a level 20 party · Unique

Red Thaw

A custom CR 30 arctic succubus archfiend who turns warmth, desire, and trust into weapons.
AC22
HP615/615
CR30 , deadly solo boss for a level 20 party
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 22 · HP 615 · CR 30 , deadly solo boss for a level 20 party

Red Thaw

Medium fiend (demon), chaotic evil
Armor Class22 (natural armor)
Hit Points615 (30d12 + 420)
Speed
40 ft.,
fly 80 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthDexterityConstitutionIntelligenceWisdomCharisma
SkillsDeceptionInsightPerceptionPersuasionStealth
Damage Resistances
bludgeoning, piercing, and slashing from nonmagical attacks,
lightning,
necrotic,
psychic
Immunities
cold,
fire,
poison,
charmed,
frightened,
poisoned
Weaknesses
Her irresistible confidence can be used against her: a character who rejects a bargain without hesitation can distract her, granting the next ally advantage on one attack roll against her before the end of that ally's next turn.
She cannot charm a creature immune to the charmed condition.
The mythic transformation is powerful but visibly announces itself, giving the party a moment to reposition before the next phase begins.
Senses
truesight 120 ft.,
passive Perception 22
Languages
Abyssal,
Common,
Infernal,
telepathy 120 ft.
Challenge30 , deadly solo boss for a level 20 party
Proficiency Bonus+9
Initiative+10
Spell Save DC26
Spell Attack Bonus+18
Legendary Resistance5/day
Mythic TraitWhen reduced to 0 hit points, the demon regains 300 hit points, ends all conditions on herself, and activates the Second Heart of the Storm. Once per encounter.
Legendary Resistance and Awareness. The demon has advantage on saving throws against spells and other magical effects. She cannot be surprised, and she has advantage on initiative rolls.
Arctic Grace. The demon ignores difficult terrain made of ice or snow, and she can move across liquid surfaces without falling during her movement. She is unaffected by extreme cold.
Frost-Kissed. A creature that touches the demon or hits her with a melee attack while within 5 feet takes 10 () cold damage.
Silken Step. As a bonus action, the demon can teleport up to 30 feet to an unoccupied space she can see. Each creature charmed by her within 30 feet can be carried to an unoccupied space within 5 feet of her destination. The demon can use this trait three times per day.
Fiendish Weapons. The demon's weapon attacks are magical. When she hits a creature with an attack, she can choose to deal cold or psychic damage instead of the attack's normal damage type.
Unliving Courtier. The demon can breathe air and water, and she does not require food, drink, or sleep.
Second Heart of the Storm. When reduced to 0 hit points, the demon triggers her Second Heart of the Storm if it has not already been used. She regains 300 hit points, ends all conditions affecting her, and a wave of supernatural cold erupts from her. Each creature of her choice within 60 feet must make a Constitution saving throw, taking 45 () cold damage on a failed save, or half as much on a success. This feature can trigger once per encounter.

Spells

Disguise Self (level 1, illusion). At will. The demon magically takes the appearance of a Small or Medium humanoid she has seen, though her form is subtly too perfect. A creature can discern the illusion with a successful Intelligence (Investigation) check.
Charm (level 1, enchantment). At will. The demon magically charms one humanoid she can see within 30 feet. The target must succeed on a Wisdom saving throw or be charmed for 1 hour, or until the demon harms it. The target regards the demon as a trusted friend and obeys her spoken requests if doing so is not obviously harmful. The target can repeat the save if it takes damage or is ordered to do something directly harmful to itself.
Invisibility (level 2, illusion). At will. The demon magically becomes invisible until she attacks or casts a spell, or until her concentration ends, as if concentrating on a spell.
Plane Shift (level 7, conjuration). 3/day. The demon magically teleports herself and up to eight willing creatures she can see within 10 feet to a location she knows on another plane of existence.
Shapechange (level 9, transmutation). 1/day. The demon magically takes the form of a Small or Medium humanoid, retaining her game statistics but replacing her appearance and voice.

Actions

Multiattack. The demon makes three attacks, in any combination, using Frostglass Talon and Kiss of the Red Thaw.
Frostglass Talon. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 28 () slashing damage plus 18 () cold damage. If the target is charmed by the demon, it takes an additional 18 () psychic damage.
Kiss of the Red Thaw. Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: 36 () psychic damage, and the target must succeed on a Wisdom saving throw or be charmed for 1 minute. While charmed this way, the target's speed is 0, and it regards the demon as a trusted beloved. The target can repeat the save at the end of each of its turns and whenever it takes damage from a creature other than the demon, ending the effect on a success. A creature that succeeds is immune to this demon's Kiss of the Red Thaw for 24 hours.
Blizzard of Stolen Vows. The demon exhales a spiraling storm of blue-white petals in a 90-foot cone. Each creature in the area must make a Constitution saving throw, taking 72 () cold damage and 72 () psychic damage on a failed save, or half as much damage on a success. A creature that fails is also restrained by ice-laced ribbons until the end of its next turn. The demon can use this action only once per round.
Come Closer. The demon chooses up to three creatures it can see within 120 feet. Each must make a Charisma saving throw. On a failure, a creature takes 45 () psychic damage and is teleported to an unoccupied space the demon can see within 30 feet of it. On a success, it takes half damage and is not teleported. A creature that fails is also charmed until the end of its next turn. This is a magical effect.

Reactions

A Smile Before the Blow. When a creature the demon can see targets her with an attack, she imposes disadvantage on the attack roll. If the attack misses, she can teleport up to 15 feet to a space she can see.
Don't Leave Me. When a creature the demon can see within 60 feet succeeds on a saving throw against being charmed, she forces it to reroll the save. The creature must use the new result. Once a creature succeeds against this reaction, it is immune to this reaction for 24 hours.

Legendary Actions

Glide. The demon moves up to half her speed without provoking opportunity attacks.
Talon. The demon makes one Frostglass Talon attack.
A Whisper at the Ear (costs 2 actions). One creature the demon can see within 60 feet must succeed on a Wisdom saving throw or be unable to take reactions until the end of its next turn. If already charmed by the demon, it also takes 18 () psychic damage.
Through the Looking Ice (costs 3 actions). The demon teleports up to 60 feet to an unoccupied space she can see. Each creature within 10 feet of the space she left must succeed on a Constitution saving throw or take 22 () cold damage.
Role
Solo boss, controller and skirmisher
Built for
20

Gear

  • The Red Thaw Dress (Worn attire, Priceless)A supernatural gown that sheds glittering frost and remains immaculate through any weather. It has no separate mechanical benefit beyond the demon's traits.
  • Vial of a Broken Promise (Lair keepsake, Priceless to its owner)A small glass vial holding a single stolen memory. It can be returned to its owner through an act of genuine reconciliation.

Notes for the game master

Custom legendary fiend designed as a level 20 party boss, not a canonical printed monster.
The Second Heart of the Storm is a custom mythic feature. When it triggers, the demon's hit points reset to 300, all conditions on her end, and she gains a 30-foot aura of supernatural cold. A creature that starts its turn in the aura takes 10 cold damage. This mythic phase grants an additional 155,000 XP.
The demon has three legendary actions, choosing from the listed options, at the end of another creature's turn. She regains spent legendary actions at the start of her turn.
The encounter assumes the party has access to high-level resources. Adjust hit points, mythic phase, and lair actions to fit the group's optimization and available magic items.
Charm effects are magical. A creature immune to the charmed condition is unaffected by them.

Tactics

  1. Opening

    Begin with Blizzard of Stolen Vows when it can catch several characters, then use Come Closer to pull a vulnerable target away from support. She speaks gently throughout, offering each character a different bargain.

  2. Mid-fight

    Use legendary actions to reposition, disrupt concentration, and strike isolated targets. Keep dangerous melee combatants at range with Come Closer or by teleporting behind the party's front line.

  3. End of the fight

    At half hit points, she uses her mythic feature if available, then focuses on creatures maintaining concentration or protecting allies. If badly wounded, she tries to charm a pursuer and escape through a prepared teleportation circle.

  4. Retreat

    The demon does not surrender. If reduced below 100 hit points and unable to turn the fight, she attempts to flee to her lair or another plane. She bargains only to create an opening.

How it fights

Use flight and teleportation to deny straightforward melee engagement.
Target spellcasters and characters with weak Wisdom saves with charm effects, but vary targets to avoid sidelining one player for the whole fight.
Use her area attack when it creates a meaningful choice, not simply whenever it is available.
Let her bargains reveal personal information or tempt characters with specific desires.
Make the mythic transformation obvious and dramatic, giving players a clear signal that the fight has entered a second phase.

Who it attacks first

A creature concentrating on a powerful spell
A healer or support character separated from allies
A creature vulnerable to charm effects
A character who accepts one of her bargains

Works well with

A blizzard, darkness, or heavy snowfall makes it harder for the party to maintain formation and see her targets.
Charmed minions or ice-bound spirits can complicate the party's choices, but avoid adding many high-damage allies to an already lethal solo encounter.
A battlefield with fragile ice can make her teleportation and forced movement especially threatening.

How to beat it

Protection from evil and good, heroic inspiration, and other ways to prevent or end the charmed condition blunt her signature control.
High Wisdom and Charisma saves reduce the danger of her charm effects.
Spread out to limit the impact of Blizzard of Stolen Vows.
Antimagic field suppresses her magical charm and teleport effects while a creature remains within it.
Focus concentrated damage to pressure her before she can use repeated control effects.

Ways to avoid a fight

She can impersonate a lost companion or a beloved figure through disguise self and practiced observation.
She offers to return a stolen memory, rescue a missing person, or shelter travelers from a storm in exchange for a promise.
She can negotiate sincerely about the terms of a bargain, but she interprets ambiguous promises in the most harmful reasonable way.

Ecology

A poised, impossibly alluring fiend with ember-red skin, swept-back horns, and dark hair that moves as if underwater. She wears a scarlet, low-cut evening dress whose long train glitters with frost, even in a blizzard. Beneath its hem, the ice bears no footprints. Her smile is warm enough to promise shelter and sharp enough to make that promise feel like a threat.

Behavior

She treats combat as an intimate conversation, addressing each opponent by a name they have not shared and offering comfort before inflicting pain. She prefers to isolate, charm, and humiliate rather than kill quickly. She becomes coldly furious when someone rejects her offers or protects a chosen target.

How it lives

She does not need food or warmth. She gathers power from emotional dependence and from promises made in moments of desperation. Her lair's frozen landscape is shaped by her presence, while the souls she has ensnared linger as voices beneath the ice.

Lair

Her lair is a ballroom buried beneath a glacier, lit by chandeliers of blue ice. A frozen orchestra plays music that guests remember from their happiest evening. The ballroom's polished ice reflects visitors as they looked when they were most loved. Within the lair, she can use a lair action on initiative count 20, losing initiative ties: create grasping ice ribbons in a 20-foot-radius area, force a DC 24 Wisdom save or charm creatures in a 30-foot-radius area until initiative count 20 next round, or raise a wall of opaque ice up to 60 feet long and 20 feet high. She cannot use the same lair action two rounds in a row.

Habitat
Arctic, especially haunted glaciers, wind-buried palaces, frozen sea caves, and abandoned winter resorts

Signs that it is near

Scarlet threads frozen into snow, with no visible source
A familiar melody heard during a whiteout
Footprints that end at a flawless patch of ice
A sudden pocket of warm air carrying the scent of roses and smoke

Tags

fiend,
demon,
succubus,
arctic,
solo,
mythic,
charm,
custom

Lore

Travelers say a beautiful stranger waits inside the worst blizzards, offering a warm room, a dance, or the return of someone lost. Those who accept find that she remembers every intimate detail they confess, and that the ice remembers every promise they make. The name Red Thaw is the term used by the few locals who escaped her ballroom: they describe the warm scarlet smear left on snow where a victim vanished.

What drives it

She seeks to make every mortal mistake affection for safety. The more a victim trusts her, the more potent the eventual betrayal and the more enduring the memory she can harvest.

After the fight

When the demon is destroyed, her dress collapses into a heap of frost-stiffened silk. The ice around her melts in a single heartbeat, releasing names, promises, and memories trapped beneath it. Survivors may find one cherished memory has been stolen, though they can recover it by fulfilling a promise they once broke.

“Those who accept find that she remembers every intimate detail they confess, and that the ice remembers every promise they make.”
From its lore

Variants

A version whose dress is white and whose victims lose the memory of warmth rather than the memory of loved ones.
A weakened emissary with 300 hit points, no mythic phase, and a reduced spell save DC of 20.
A disguised courtier who cannot use Blizzard of Stolen Vows but gains a stronger ability to infiltrate settlements.

Hooks

Plot hooks

An expedition returns from the glacier with every member safe, but none can remember why they traveled there.
A village's winter festival is interrupted by a stranger who knows the private promises of its residents.
A noble asks the party to retrieve a vial containing the memory of the night their family was saved.
A survivor insists the demon can be defeated only by refusing a bargain that would save an ally.

How to use it

Run her as a solo boss for a level 20 party, preferably with terrain and objectives rather than a crowd of additional enemies.
For a deadly encounter, give the party room to maneuver and use the full mythic phase. For a less punishing fight, remove the mythic trait or reduce her hit points to 500.
Use a battlefield with ice shelves, wind-scoured gaps, and cover so movement and positioning matter.
Signal her charm abilities through warm invitations, frost tracing the shape of a kiss, and allies briefly seeing her as someone they trust.

Treasure

The Red Thaw Dress, a supernatural garment with no inherent combat benefit
Vials containing stolen memories, valuable to their original owners
A cache of coins and gems from travelers lost to the glacier
A contract written in infernal script, recording bargains made by generations of local nobles

Media

0 images

No images yet.

Visual sheet

Turn Red Thaw into a sheet

A high-res, share-ready sheet you can post or print.