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Prince of Frost

Overview

In the far reaches of the Feywild, there exists a land where the sun never rises and the moon never sets. A realm of towering glaciers and barren orchards, of pitiless ice and driving snow. Here the full moon glares down at fields of silently glistening ice from a sky so clear that every star gleams like a snowflake. Here blizzards move across the plains, carrying with them mountains of snow to blanket the earth. And it is here, in the dream of deepest winter, that resides the Prince of Frost.  

Tragedy and Sorrow

It is unwise to seek truth in the Feywild, as facts in this dreaming realm are merely a matter of opinion. Far wiser it is to seek stories, and the story of the Prince of Frost is sad and tragic. He was once known as the Sun Prince, a great and vigorous eladrin lord of light and summer. Betrothed to an elven maiden, he was about to have his dearest wish granted when his love betrayed him and fled his realm, having fallen in love with a human warrior. In his sorrow, the Sun Prince laid a curse upon himself, freezing his heart and razing his realm of warmth and joy.   It is said that the Prince's betrothed and her love fled across the boundaries of time itself in order to escape his wrath, and that they are periodically reincarnated into mortal flesh. The Prince relentlessly seeks out the reincarnations of his lost love in the hopes of reuniting with her, and he seeks the reincarnation of the one she betrayed him for in the hopes of finding his revenge.  

Mighty Winter

The bitter lord of winter commands the respect of all fey who reside in his cold and barren realm, though they all give him a wide berth. Unlike Oberon, whose passions burn like a mighty bonfire, endearing him to others, the Prince of Frost is cold and calculating. Though he is not unduly cruel, he is utterly without mercy, and there is nothing that can thaw his heart. It is rare to see emotion on his handsome face, though his ire can be raised when thwarted, and he brooks no rudeness or insult. He bears the mantle of winter and plants wither away at his touch.  

The Prince of Frost's Lair

The Prince of Frost makes his lair in the Fortress of Frozen Tears, a palace of ice that glistens in the perpetual full moon of the Vale of the Long Night.   While in his lair, the Prince of Frost can, at will, create items out of ice as if with the fabricate spell. Items crafted in this way behave as if made of steel while within the lair, but they behave as regular ice outside of the lair.   While within his lair, the Prince of Frost can use his Legendary Resistance an additional 2 times. If the Prince of Frost is encountered in his lair, he has a challenge rating of 22 (41,000 XP).  

Lair Actions

On initiative count 20 (losing initiative ties), the Prince of Frost takes a lair action to cause one of the following effects; the Prince of Frost can't use the same effect two turns in a row:
  • The Prince of Frost chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling, frigid wind 60 feet tall and with a 10 foot radius rises from that point and lasts until initiative count 20 of the following round. Creatures in that area are vulnerable to cold damage.
  • The air in the lair becomes filled with a bitter cold which restricts healing. All healing magic used in the lair only heals half the amount of health it would normally heal until initiative count 20 of the following round.
  • All creatures within his lair that the Prince of Frost is aware of must make a DC 20 Wisdom saving throw. On a failure, a creature takes 5d10 psychic damage and is overwhelmed with sorrow, becoming incapacitated until initiative count 20 of the following round. On a success a creature takes only half damage and is not incapacitated.
 

Regional Effects

The region containing the Prince of Frost's lair is warped by his magic, which creates one or more of the following effects:
  • All saving throws made to resist the deleterious effects of extreme cold while within 10 miles of the Prince of Frost's lair are made with disadvantage.
  • Plant life cannot grow in the permafrost soil within 10 miles of the Prince of Frost's lair. Any spells that create plant life automatically fail while in this area.
  If the Prince of Frost dies, these effects fade in 1d10 days.    

Prince of Frost CR: 20 (25,000 XP)

Medium fey (elf), neutral evil
Armor Class: 19 (half plate armor and shield)
Hit Points: 199 (21d8 + 105)
Speed: 35 ft

STR

19 +4

DEX

20 +5

CON

21 +5

INT

23 +6

WIS

19 +4

CHA

22 +6

Saving Throws: Str +10, Con +11, Wis +10
Skills: Athletics +10, Perception +10
Damage Resistances: Acid, Fire
Damage Immunities: Cold, Lightning, as well as Bludgeoning, Piercing, and Slashing damage from nonmagical attacks
Condition Immunities: Charmed, Frightened, Petrified
Senses: Truesight 120 feet, Passive Perception 20
Languages: Auran, Draconic, Elvish, Giant, Sylvan
Challenge Rating: 20 (25,000 XP)

Fey Step (Recharge 4-6). As a bonus action, the Prince of Frost can teleport up to 60 feet to an unoccupied space he can see.   Heart of Ice. The first time a creature takes cold damage from the Prince of Frost on a turn, it must make a DC 20 Charisma saving throw. On a failure, the creature's soul begins to freeze. If a creature fails its saving throw against this effect three times, the ice from its soul freezes its entire body into a block of ice. While frozen in this way, the creature is petrified, is immune to cold damage, and is vulnerable to fire damage. If it succeeds three times, it becomes immune to this trait for 24 hours. The successes and failures do not need to be consecutive. This condition can be cured with greater restoration or similar magic or by 10 uninterrupted hours of exposure to sunlight at a temperature above freezing.   Legendary Resistance (3/Day). If the Prince of Frost fails a saving throw, he can choose to succeed instead.   Innate Spellcasting. The Prince of Frost's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

  Magic Resistance. The Prince of Frost has advantage on saving throws against spells and other magical effects.   Winter Stride. The Prince of Frost ignores difficult terrain created by ice and snow.

Actions

Multiattack. The Prince of Frost makes three attacks with his longsword.   Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 1d8 + 4 slashing damage, or 1d10 + 4 slashing damage if wielded with two hands, plus 2d10 cold damage.

Legendary Actions

The Prince of Frost 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 of Frost regains spent legendary actions at the start of his turn.   Attack. The Prince of Frost makes one melee attack.   Blizzard Step (Costs 2 Actions). The Prince of Frost uses his Fey Step action if it is available, creating a 20-foot radius burst of frigid snow and wind at either his initial position or his destination. Any creature within the burst takes 2d10 cold damage.   Rime Curse (Costs 3 Actions). The Prince of Frost targets one creature that has taken cold damage this round. The target must succeed on a DC 20 Constitution saving throw or become partially encrusted with ice. While encrusted with ice, the creature's speed is halved, it cannot take reactions, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, but not both. This effect lasts for 1 minute. A target can repeat the saving throw on the end of each of its turns, ending the effect on itself on a success.

Alignment
Neutral Evil
Children
Gender
Male

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