Vorston, the Frigid King
Vorston, Lord of Wrath CR: 25
STR
24 +7
DEX
16 +3
CON
24 +7
INT
20 +5
WIS
22 +6
CHA
20 +5
Innate Spellcasting. Vorston's spellcasting ability is Charisma (spell save DC 20) and has an attack modifier of +10. Vorston can innately cast the following spells, requiring no material components:
Minor Immortality. When this creature is reduced to 0 HP, it regains 30 HP after 6 seconds. This effect is negated only by the Godblade or the Wish spell.
Actions
Multiattack. Vorston makes two Rapier attacks or one Rapier and one Helwinter Ray attack. Rapier. +14 to hit, reach 10ft, 3d8+10 piercing. Helwinter Ray (Recharge 5-6). Vorston shoots a ray of ice in a 60-foot line. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Vengeful Lunge. Vorston moves 30ft towards a target of his choosing, avoiding all opportunity attacks. The target must make a DC 25 Dexterity saving throw, taking 8d10+30 Bludgeoning damage on a failed save. Once this ability has successfully been used once, it cannot be used again until after a long rest.
Reactions
Parry [Recharge 5-6]. When another creature damages Vorston with a melee attack, he can use his reaction to reduce the damage by 1d12+8. Reposte. [Recharge 5-6] When a creature misses Vorston with a melee attack, he can use his reaction to make a melee weapon attack against the creature. If the attack hits, add 1d12 to the attack's damage roll.
Legendary Actions
(3/Round) Move. Vorston can move up to half his speed without provoking opportunity attacks. Hellish Command. Vorston commands a nearby demon minion to make an immediate attack. (Costs 2 Actions) Infernal Shield. Vorston surrounds himself in flames, granting resistance to all damage until the start of his next turn.
Lair Actions
Collapse. Vorston attacks the structure of his layer, allowing the frigid air from the outside into the space. All creatures within a randomly selected 10ft radius must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failure and half as much on a success.
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