Frostbound Abomination

Blended into myth as a glacier made flesh, the Frostbound Abomination is said to be the last defense of dead winter spirits. Old hunting tribes carved wards to keep them away. Scholars debate whether they are a failed experiment by frost-witches or the slow will of the mountain given body.

LargeMonstrosity(Constructlike)CR 5Neutral Evil

Frostbound Abomination

frostguardiancolossusundead-adjacent
HP85AC15SPD30 ft, Climb 20 ft, Ice Glide 40 ft (can move across icy surfaces without penalty and ignore difficult terrain caused by ice)CR5 (1,800 XP)PerceptionIntimidationAthletics
STR
18
save
DEX
10
CON
16
save
INT
6
WIS
12
save
CHA
7
Cold Aura. Any creature that starts its turn within 5 feet of the abomination takes 3 cold damage. Fire damage dealt to the abomination reduces this aura by 1 (minimum 0) for 1 minute.
Ice Glide. The abomination ignores nonmagical difficult terrain caused by ice and snow. It can also move across icy surfaces without provoking opportunity attacks when it uses its Ice Glide movement.
Primal Chill. The abomination cannot be charmed or frightened and is immune to poison damage. It is affected normally by radiant and fire damage.
Heart-ice Resilience. If the abomination is reduced to 0 hit points and its heart-ice remains intact, the heart-ice pulses and creates a localized blizzard for 1 minute, hindering travel and imposing disadvantage on perception checks that rely on sight within the area.
Multiattack. The Frostbound Abomination makes two Slam attacks. If both attacks hit the same target, the target must succeed on a Constitution saving throw or be partially encased in ice, becoming restrained until it uses an action to break free ( Strength check). On a successful save, the target is not restrained but its speed is halved until the end of its next turn.
Slam. Melee Weapon Attack: to hit, reach 10 ft, one target. Hit: bludgeoning damage plus cold damage. On a hit the target must succeed on a Strength saving throw or be knocked prone as jagged ice erupts beneath it.
Ice Shard Spray. The abomination exhales a rending cone of frost in a 30-foot cone. Each creature in that area must make a Dexterity saving throw, taking cold damage and being slowed (speed reduced by 10 feet until the end of its next turn) on a failed save, or half as much damage and no slowing effect on a successful one. Terrain in the cone becomes difficult icy ground until the end of the abomination's next turn.
Rending Frost Pulse. The abomination stomps the ground, releasing a pulse of freezing shock. Each creature within 15 feet must succeed on a Constitution saving throw or take cold damage and have disadvantage on attack rolls until the end of its next turn. A successful save halves the damage and negates the disadvantage.
Frozen Retort. When a creature within 10 feet hits the abomination with a melee attack, the attacker takes cold damage as icy splinters tear their flesh and must succeed on a Constitution saving throw or have their speed reduced by 10 feet until the end of their next turn.
3rd level
Sleet Storm (Innate)Conjuration The abomination can channel cold magic from the heart-ice in its chest. Once per long rest it can cast Sleet Storm centered on itself (as the spell, DC 15).
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