Prince of Frost (5e Creature)

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Prince of Frost[edit]

Medium fey (archfey), neutral evil


Armor Class 18
Hit Points 210 (20d8 + 120)
Speed 40 ft.


STR DEX CON INT WIS CHA
25 (+7) 27 (+8) 22 (+6) 22 (+6) 22 (+6) 30 (+10)

Saving Throws Cha +17
Skills Acrobatics +15, Insight +13, Intimidation +17, Perception +13
Damage Vulnerabilities fire
Damage Resistances radiant
Damage Immunities cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 23
Languages Common, Draconic, Elvish, Giant, Primordial, Sylvan
Challenge 22 (41,000 XP)


Cold Absorption. Whenever the prince is subjected to cold damage, it takes no damage and instead gains a number of hit points equal to the cold damage dealt.

Ice Walk. The prince can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Immutable Form. The prince is immune to any spell or effect that would alter its form.

Innate Spellcasting. The prince's innate spellcasting ability is Charisma (spell save DC 25). The prince can innately cast the following spells, requiring no material components:

At will: armor of Agathys, cone of cold, misty step, wall of ice (instantaneous duration, wall does not disappear at the end of the duration), water walk, wind walk
3/day: create undead, flesh to stone
1/day each: plane shift, storm of vengeance

Legendary Resistance (3/Day). If the prince fails a saving throw, it can choose to succeed instead.

Magic Resistance. The prine has advantage on saving throws against spells and other magical effects.

Undead Nature. A prince doesn't require air, food, drink, or sleep.

ACTIONS

Multiattack. The prince makes two attacks with his Bitter Edge or Ice Lance.

Bitter Edge. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage and 9 (2d8) cold damage, and the target must succeed on a DC 21 Constitution saving throw or be petrified until the beginning of the prince's next turn. Creatures immune to cold damage automatically succeed this saving throw.

Ice Lance. Ranged Spell Attack: +16 to hit, range 20/60 ft., one target. Hit: 19 (2d10 + 8) cold damage, and the target must succeed on a DC 21 Constitution saving throw or be petrified until the beginning of the prince's next turn. Creatures immune to cold damage automatically succeed this saving throw.

Frost Power (Recharge 5-6). The prince uses one of the following frost powers:

Blood to Ice. One creature within 20 feet of the prince must make a DC 22 Constitution saving throw. On a failure, a creature takes 22 (4d10) cold damage and is petrified for 1 minute. On a success, a creature takes half as much damage and isn't petrified. A creature may retry this saving throw at the end of each of its turns, ending this effect early on a success. Creatures immune to cold damage automatically succeed on this saving throw.
Harrowing Winds. Each creature in a 20-foot cone of the prince must make a DC 22 Constitution saving throw. On a failure, a creature takes 63 (14d8) cold damage. On a success, a creature takes half as much damage.

REACTIONS

Grip of Winter. Immediately after a creature the prince can see within 20 feet takes cold damage, the prince casts dominate person (DC 25) on that creature. Until this spell ends, the creature takes 9 (2d8) cold damage at the end of each of its turns.

Curse the Flames. When a creature makes an attack against the prince that would deal fire damage on a hit, the prince makes a Bitter Edge or Ice Lance attack. On a hit, the target's attack misses in addition to the normal effects of a hit.

LEGENDARY ACTIONS

The prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The prince regains spent legendary actions at the start of its turn.

Chill the Heart. Every creature within 15 feet of the prince must make a DC 22 Constitution saving throw. On a failure, a creature takes 11 (2d8) cold damage and becomes resistant to cold damage if it was immune to cold damage, or vulnerable to cold damage if it was not, until the end of the creature's next turn. On a success, a creature takes half as much damage.
React. The prince regains his reaction.
Strike. The prince makes an attack with his Bitter Edge or Ice Lance.

Prince_of_frost_-_Brian_Valeza.png
The Prince of Frost wielding Bitter Edge in one hand and preparing to throw an Ice Lance with the other, source

The Prince of Frost, sometimes called the Pale Prince or the Lord of the Long Night, is a member of the Unseelie Court and lord of all winter fey, though like many fey titles the latter is more of an acknowledgement of strength than a marker of total servitude. He is a being of utter coldness; his skin is painfully cold to the touch, and even his smile carries no warmth when he forces such a thing.

The prince is not necessarily evil by nature, insofar as he takes no pleasure in the evil he commits, nor in anything he does. Rather, the Prince of Frost's drive is one of sheer bitterness toward the Raven Queen and all mortals, which from the latter comes his ultimate goal to snuff out the sun and blanket the world in eternal cold and darkness. He takes special notice of particularly influential and selfless heroes, whom he hopes to twist into his own reflection by turning family, friends, and lovers against and, in their lowest moment, offer his power and influence.

The prince reigns over the winter fey from his realm the Fortress of Frozen Tears, a maze-like castle filled with the ice statues of intruders supposedly constructed from tears shed in sorrow, in his realm, the Vale of the Long Night. Beyond the Vale, his servants typically consist of white dragons, frost giants, and the wintertouched, those few humans whose dedication to sorrow surpasses the prince's general hatred of mortals. Within the Vale, however, he is served by few; though winter eladrin walk the planes, few directly serve him. Instead, his influence is most directly felt through the Sisters of Lament, Mournwind and Soulsorrow; all that remains of Velayn and Loralae after Sharaea's death unknowingly stole a part of their souls to be replaced with the prince's bitterness.

In ancient times there was the Sun Prince, darling firstborn son of the Summer Queen, whose beaming joy rid onlookers of doubt and worry. In his realm, there was no such thing as sadness and the eternal day was spent dancing, drinking, and otherwise frolicking about an endless countryside. This revelry attracted the Daughters of Delight: Velayn, Loralae, and Sharaea, the three most beautiful eladrin the Seelie Court had yet seen. Most beautiful of all was Sharaea, the Sun Prince's betrothed whom he loved with every fiber of his being. However, the endless revelry was a flat kind of delight to Sharaea, whose journeys in the mortal realm were colored and deepened by all manner of sorrow. As the prince threw more and more of his endless, shallow love at her, she came to love a human warrior, Hayne Kasar, who fought the forces of darkness in every form. Eventually, the prince demanded that Sharaea return to his realm and be wedded with him even if he had to take her prisoner and so, unable to resist him with force, the two made a pact with the Raven Queen to be reborn in a far-flung future so that the fire in the prince's heart may cool and their love might stand.

With his treacherous lover dead, in many ways by his own hand, the prince's heart became as ice, transforming him into the closest thing an Archfey can come to undead. With a wave of his hand, the southern shores of endless sunset turned into a sheet of ice stretching to the horizon, the orchards of delight to the north were replaces with a towering glacier, and the sun that was once his nature was blackened. In the millennia since, he has stopped at nothing to find Sharaea and Kasar in whatever form they are reborn into, though in each life he has yet been powerless to stop their love.

Lair Actions[edit]

On initiative count 20 (losing initiative ties), the prince can take one of the following lair actions; the prince can't take the same lair action two rounds in a row:

  • The prince casts wall of ice with a range of 6 miles and an instantaneous duration, and the wall does not disappear at the end of the duration.
  • The prince summons 1d4 winter eladrin, which appear in unoccupied spaces within 20 feet of him.
  • The Vale's wind creates a 20-foot radius vortex centered on one point the prince can see. The area within the vortex is heavily obscured, and the votex lasts until the prince takes his next lair action. If a creature ends its turn within the vortex, it must make a DC 22 Constitution saving throw. On a failure, a creature takes 22 (4d10) cold damage and is petrified for 1 minute. On a success, a creature takes half as much damage. A creature may retry this saving throw at the end of each of its turns, ending this effect early on a success. Creatures immune to cold damage automatically succeed this saving throw.


Regional Effects[edit]

The Vale of Long Night is a realm of roaring wind that freezes anything it touches, and the same winds follow the Prince of Frost wherever he travels, which creates one or more of the following regional effects:

  • Chilly fog lightly obscures the land within 6 miles of the prince's lair.
  • Freezing precipitation falls within 6 miles of the prince's lair, sometimes forming blizzard conditions when the prince is at rest.
  • Each day at midnight, 2d6 winter eladrin appear within 6 miles of the prince's lair. These eladrin return to the Feywild after 24 hours.

If the prince dies, the fog and precipitation fade within 1 day. The ice melts over the course of 1d10 days.

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