Frore demons wander frigid tundra, ravaging everything in their path, leaving a trail of destruction in their wake. Their thick fur is matted with the frozen blood of their countless victims and their icelances drain warmth from whatever they touch. They gleefully use their rimewinds to freeze any crops they find, knowing it will cause suffering.
Icelances. Adventurers can find 1d4 icelances from slain frore demons. An icelance has the same statistics as a javelin except it deals cold damage instead of piercing damage and it melts after 1d4 days.
Harvesting Demon Ichor. As part of a long rest, if you have proficiency with poisoner’s kit, you can use your kit to combine a frore demon’s ichor and 50 gp in additional materials to create 1d4 doses of frore essence. As an action, you can coat a weapon with a dose that lasts up to an hour. It deals an extra 2d6 cold damage to the next target it hits and then becomes inert.
Frozen Expanse. If frore demons gather together, they passively affect the weather. Three or more frore demons that remain within 100 feet of each other can reduce the temperature by 10 degrees Fahrenheit per day, stopping at 0 degrees. This effect is reversed if the demons part ways or are slain.
Frore Demon
Large Fiend (Demon), Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 13 (+1) | 16 (+3) | 13 (+1) | 12 (+1) | 12 (+1) |
Skills Intimidation +3, Perception +3
Damage Resistances fire, lightning
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions
Multiattack. The demon makes two Icelance attacks.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.
Icelance. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) cold damage.
Bonus Actions
Rimewinds. The demon activates or deactivates freezing winds. While active, the winds deal 4 (1d8) cold damage to any creature that ends its turn within 20 feet of the demon. If the demon is dealt radiant damage, these winds are deactivated.
Shoulder Charge. The demon moves up to its speed in a straight line. Each creature within 5 feet of the demon at the end of this movement must succeed on a DC 13 Strength saving throw or be knocked prone.
Reactions
Bloodied Leap (Recharges after a Short or Long Rest). Immediately after the demon is reduced to less than half of its hit point maximum, it can jump up to its speed without provoking opportunity attacks and make a Gore attack.
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