Frost Avatar of Icingdeath

Some say Auril sent this avatar to mock the dragon's defeat, to take the victory from one who would have been her rival. Others whisper that the ice crown is an old relic from Auril's priesthood, growing new wielders when the proper ritual is performed. Bards sing that a proud warrior once attempted to steal the icicle and vanished, leaving only a thin smear of frost where they once stood.

MediumHumanoid(Humanoid (human, ice-formed))CR Moderate (CR 3)Lawful Evil

Frost Avatar of Icingdeath

avataricecult-proxyboss-miniboss
HP68AC15SPD30 ft., Climb 20 ft., Ice Glide (see Traits)CR3 (700 XP)DeceptionStealthPerception
STR
12
DEX
14
CON
12
save
INT
18
WIS
13
save
CHA
18
Ice-Born Body. The Avatar can move across icy surfaces and up or down steep slopes without needing to make an ability check. She can climb at full speed while leaving a trail of thin ice that counts as difficult terrain for others. Additionally, when she starts her turn within 60 feet of the dragon corpse and the icicle remains intact, she regains 10 hit points.
Reactive Fragility. The Avatar deals cold damage as normal, but fire damage dealt to her is treated as double for interaction with her crystalline structure; whenever she takes fire damage she takes an additional 3 fire damage (in addition to the normal damage) as plates of ice crack.
Avatar Persistence. The Avatar does not need to breathe and is immune to the effects of extreme cold. If she is reduced to 0 hit points she does not immediately die; she shatters and disperses into mist and ice shards. If the dragon's icicle is intact the Avatar can reform in hours if the icicle remains undisturbed. A creature that preserves the fragments may attempt a ritual to bind the Avatar instead of destroying her.
Chilling Grasp. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 10 () cold damage and the target's speed is reduced by 10 feet until the end of its next turn. If the target is a creature of Large size or smaller, it must succeed on a Constitution saving throw or have its movement reduced to 0 instead and take an additional 3 () cold damage as ice forms on its limbs.
Icy Exhalation. The Frost Avatar exhales a cone of driving icy wind in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 18 () cold damage on a failed save, or half as much on a successful one. A creature that fails the save is also pushed 10 feet away from the Avatar and knocked prone as the ground freezes beneath it. Recharge 5-6.
Spear of Frost. Ranged Spell Attack: to hit, range 60 ft., one target. Hit: 9 () cold damage. On a hit the target must succeed on a Strength saving throw or be restrained by a shard of ice until the end of its next turn. A restrained creature can use its action to make a Strength check, breaking free on a success.
Frigid Rebuke. When a creature within 5 feet hits the Avatar with a melee attack she can use her icy reflexes to lash out. The attacker takes 7 () cold damage.
Cantrips
Innate Frost MagicEvocation and Enchantment At will: Frost Bolt (cantrip): a cold ranged attack that deals 1d8 cold; disadvantage on next attack roll if hit. 1/day: Hold Person (DC 13) or Sleet Storm centered on self lasting 1 minute. Innate casting uses Charisma as spellcasting ability (spell save DC 13, +5 to hit with spell attacks).
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