Eirakhen, the Frostblight Count - AI-generated fantasy Monster

Eirakhen, the Frostblight Count

Once a proud northern lord who bargained with an elemental entity to end summer forever, he was defeated and sealed beneath a glacier by a coalition of heroes thousands of years ago. His name is spoken in whispers among tundra tribes as 'the White Silence'. Recently a careless ritual tore his bindings and his first act was to step into the thin dawn and taste the sunlight with hatred.

MediumUndead(Humanoid (undead))CR HardLawful Evil

Eirakhen, the Frostblight Count

vampirefrostundeadnoblelair boss
HP114AC16SPD30 ft., Climb 30 ft., Fly 60 ft. (bat form)CR7 (2,900 XP)PersuasionStealthPerceptionIntimidation
STR
18
DEX
16
save
CON
16
save
INT
14
WIS
12
save
CHA
20
Shapechanger. While in vampire form, the Count appears as described in Appearance. In bat form he becomes a swarm of frost-bitten bats; in mist form he is a drifting cloud of glittering vapor; in wolf form he becomes a gaunt white wolf. He can polymorph into bat, wolf, or mist, or back into his humanoid form. While in mist form he can pass through small openings and is immune to nonmagical physical attacks.
Regeneration. The Count regains 10 hit points at the start of his turn if he has at least 1 hit point and is not in sunlight or running water. If he takes radiant damage or damage from holy water, this trait does not function at the start of his next turn.
Spider Climb. He can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Hypnotic Presence. The Count can charm humanoids. When a creature starts its turn within 30 feet and can see the Count, the Count can attempt to charm it as an action ( Wisdom save) or use his Charm Pulse legendary action. A creature charmed in this way treats the Count as a trusted friend and will not attack him unless attacked first.
Vampire Weaknesses. The Count cannot enter a residence without an invitation from one of the occupants. He takes 20 radiant damage if he starts his turn in sunlight and has disadvantage on attack rolls and ability checks while in sunlight. He takes 20 acid damage if he ends his turn in running water. If a wooden stake is driven through his heart while he is incapacitated in his resting place, he is paralyzed until the stake is removed.
Undead Nature. He is undead and does not require air. He is immune to poison and the poisoned condition, and resistant to cold and nonmagical weapon damage.
Lair Influence. Once per dawn while in his lair the Count can call forth a sudden whiteout and create patches of slick black ice that count as difficult terrain and force Dexterity saving throws () or fall prone.
Multiattack. Multiattack. In vampire form the Frostblight Count makes two attacks, only one of which can be a bite.
Unarmed Strike. Unarmed Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape ).
Bite. Bite (Vampire or Bat Form Only). Melee Weapon Attack: to hit, reach 5 ft., one willing creature, or a creature grappled by the vampire, incapacitated, or restrained. Hit: 10 () piercing damage plus 14 () necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. If this effect reduces a creature’s hit point maximum to 0, that creature dies and rises as a vampire spawn under the Count’s command after 24 hours unless properly treated.
Frostblight Grasp. Frostblight Grasp. Melee Spell Attack: to hit, reach 10 ft., one creature. Hit: 11 () cold damage and the target’s speed is reduced by 10 feet until the end of its next turn. If the target is at or below half its hit point maximum, it is also restrained by icy growths (Escape ) until the end of the vampire’s next turn.
Unnerving Rebuttal. Unnerving Rebuttal. When a creature misses the Count with a melee attack, he can force that creature to make a Wisdom saving throw or be frightened until the end of its next turn.
Spectral Slide. Move. The Count moves up to half his speed without provoking opportunity attacks.
Charm Pulse (Costs 2 Actions). Charm Pulse. The Count targets one creature he can see. The target must succeed on a Wisdom saving throw or be charmed until the end of the Count’s next turn. Creatures that succeed are immune for 24 hours.
Summon Frost Wight (Costs 2 Actions). Summon Frost Wight. The Count calls one frost wight to appear in an unoccupied space within 30 feet. The wight acts immediately after the Count and obeys his telepathic commands. The wight vanishes if the Count dies. Usable once per round.
Cantrips
Innate and At-WillVaried The Count can cast spells using Charisma as his spellcasting ability (spell save DC 16, +8 to hit with spell attacks). He does not require material components unless specified.
1st level
Charm PersonEnchantment Charm Person. The Count can cast charm person to bewitch a target social foe.
2nd level
SuggestionEnchantment Suggestion. He uses suggestion to seed actions in leaders or warriors to fracture groups.
Hold PersonEnchantment Hold Person. He can immobilize a humanoid to set up a killing bite.
3rd level
Sleet StormConjuration Sleet Storm. He calls down sleet and driving ice to hamper movement and create cover.
4th level
Ice StormEvocation Ice Storm. A devastating cone of hail and cold used when he wants to punish the full party in the open.
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