Frosthand Lieutenant - AI-generated fantasy Monster

Frosthand Lieutenant

Stories told by frontier folk describe a massive retainer seen stalking the edges of the vampire's domain: a hulking figure that moves like a shadow with a sword of winter. Survivors speak of its uncanny endurance and the way it seems to feed on the life of those it bites.

MediumHumanoid(Humanoid (vampiric retainer))CR 3Lawful Evil

Frosthand Lieutenant

vampiricarcticbrutebodyguard
HP78AC16SPD30 ft., Climb 30 ft., Ice stride: the Hand can move across slick ice and snow without penalty.CR3 (700 XP)AthleticsPerceptionStealth
STR
18
save
DEX
14
CON
16
save
INT
10
WIS
12
CHA
14
Frostbound Regeneration. The Hand regains 5 hit points at the start of its turn if it has at least 1 hit point and is not in direct sunlight or touching running water.
Darkvision. The Hand can see normally in darkness, both magical and nonmagical, to a range of 60 feet.
Blooded Fury. When the Hand hits with a melee attack that deals slashing or piercing damage, it deals an extra necrotic damage and heals for the same amount.
Sunlight Weakness. While in direct sunlight, the Hand has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight, and its Frostbound Regeneration does not function.
Arctic Surefoot. The Hand can move across icy or snowy surfaces without penalty and can climb sheer ice at its climbing speed.
Bound Loyalty. The Hand is fiercely loyal. It will obey orders from its vampire overlord without question; if the overlord issues a command that directly endangers the Hand's life, it will still attempt to follow up to the point the command becomes self-destructive.
Multiattack. The Hand makes two melee attacks: one with its frost-iron greatsword and one with its vampire bite.
Frost-iron Greatsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage plus cold damage. If the target is a creature, the Hand can attempt to shove it 5 feet to knock it prone as part of the same attack. When the Hand hits a creature that is below its hit point maximum, it gains advantage on the shove portion of the attack.
Vampiric Bite. Melee Weapon Attack: to hit, reach 5 ft., one willing creature or a creature grappled by the Hand. Hit: piercing damage. If the target is a creature, the Hand deals an additional necrotic damage as it sinks its teeth into living flesh. The Hand regains hit points equal to the necrotic damage dealt. If the target is reduced to 0 hit points by this attack, the Hand can choose to seize the corpse and gain temporary hit points equal to half the creature's maximum hit points for 1 hour (these temporary hit points do not stack).
Commanding Shout. The Hand roars a single-sentence command in the Dark Tongue or the local language used by its vampire and chooses up to two allied creatures within 30 feet that can hear it. Each chosen ally gains 20 feet of movement until the end of its next turn and can use that movement to move without provoking opportunity attacks. Additionally, allies that start their turn within 10 feet of the Hand gain a bonus to attack rolls until the start of their next turn.
Interposing Guard. When a creature makes an attack against a target within 5 feet of the Hand that the Hand can see, the Hand can use its reaction to attempt to impose disadvantage on the attack by interposing itself. The Hand adds +2 to its AC for that triggering attack.
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