Cold Legion Slinger (5e Creature)

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Cold Legion Slinger[edit]

Large elemental, neutral evil

Armor Class 12 (hide armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft.

16 (+3) 10 (+0) 14 (+2) 8 (-1) 12 (+1) 8 (-1)

Damage Resistances cold
Senses darkvision 60 ft., passive Perception 11
Languages Giant
Challenge 2 (450 XP)

Undying. The cold legion slinger regains 60 hit points at midnight. The cold legion slinger dies only if has 0 hit points at midnight and doesn't regenerate.

Heat Sensitivity. While within 10 feet of a source of heat (the equivalent of a campfire or warmer) the cold legion slinger has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The cold legion slinger makes two slam attacks or two ice rock attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Ice Rock. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and 3 (1d6) cold damage

The cold legion is an army of dwarf-like creatures that rose from Élivágar – the primordial rivers of ice. They worship Ymir, the first giant, and seek to extinguish all life from cold lands such as polar regions. As such they are only found in such climates. Soldiers in the cold legion are immortal, and those slain rise again by drawing on elemental energy from the icy lands. When the army moves, it unrelentingly destroys all settlements in its path through attrition. The advance of the horde has been halted in the past only through defeating its ranks in a single day, in fearsome battles at great cost of life, and then imprisoning the horde before midnight.

A cold legion slinger is more closely related to giants than dwarves. They are the artillery of the legion, picking up chunks of earth or rocks and infusing them with elemental ice from their own frozen veins.

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