Cleon
Legend
ok have aligned them and gone with teleporation circle
Will update with the circle.
Freezing Death. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 55 (10d10) cold damage plus slow (DC 21 CON save to avoid)
I was thinking something that causes paralysis and/or exhaustion, not just slow, but doesn't do much damage.
Something like:
Freezing Death #1. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 14 (4d6) cold damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or choose between suffering 1 level of exhaustion or being paralyzed for 1 minute. If the target fails the saving throw by 5 points or more, it instead suffers 1 level of exhaustion as well as being paralyzed for 1 minute. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself with a success.
A humanoid or giant slain by this attack rises 24 hours later as a shadow [spectre?] under the dodkong's control, unless the victim is restored to life or its body is destroyed. The dodkong can have no more than twelve shadows [spectres?] under its control at one time.
Freezing Death #2. Melee Spell Attack: +13 to hit, reach 15 ft., one target. Hit: 10 (3d6) cold damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or suffer 1 level of exhaustion and be paralyzed for 1 minute. If the target fails the saving throw by 5 points or more, it instead suffers 2 levels of exhaustion as well as becoming permanently paralyzed. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
A paralyzed target can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself with a success. A permanently paralyzed target can repeat the saving throw at the end of each of the turn for 1 minute after being effected; after this initial minute the target can repeat the saving throw once a day, but with disadvantage. If it succeeds, the permanent paralysis effect ends, but the recovering victim is slowed for 1 minute.
A humanoid or giant slain by this attack rises 24 hours later as a shadow [spectre?] under the dodkong's control, unless the victim is restored to life or its body is destroyed. The dodkong can have no more than twelve shadows [spectres?] under its control at one time.
The second one is obviously WAY nastier than the first and is a homage to the AD&D version of the Lich, which caused permanent paralysis with its touch.
Also thought about fiddling around with the damage type, like making it 21 (6d6) cold or 28 (8d6) cold or perhaps 21 (6d6) necrotic cold damage? (A target must be resistant or immune to both cold damage and necrotic damage to be protected from necrotic cold; a target immune to one damage type but only resistant to the other damage type will be resistant to necrotic cold)
However, I started to feel I was making it too complicated as is my tendency.
The advantage of "necrotic cold" is it allows the attack to do full damage against most kinds of undead, who tend to be immune to necrotic but not cold in 5E.
Might be worth renaming it or doing it as a new damage type insert, like I've been musing about for the Efreeti Firelord if you recall my idea of it being able to generate "Spiritual Flames" that do psychic fire damage.
But that's a matter for another thread!