Shades of Eternity
Legend
inspired by a certain ski movie.
The Triarch of the Slopes
“Taste death. Live life.”
Large fiend (inevitability), chaotic evil
Armor Class 17 (ritual leathers, supernatural balance)
Hit Points 210 (20d10 + 100)
Speed 40 ft., ski glide 80 ft. (ignores difficult terrain on snow, ice, rubble, scree)
Saving Throws Dex +8, Con +10, Wis +8, Cha +9
Skills Athletics +11, Intimidation +9, Perception +8, Acrobatics +8
Damage Resistances cold, necrotic, psychic
Damage Immunities frightened condition
Condition Immunities prone (while moving), charmed
Senses darkvision 120 ft., tremorsense 30 ft. (through snow and packed ground), passive Perception 18
Languages Common, Infernal, Cant of the Slopes
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Lore
The Triarch of the Slopes is a three-faced ski demon born from recklessness, bravado, and ritualized risk. Each face represents a philosophy of survival warped into dogma:
Context & Location:
The Triarch is most commonly encountered in the Thornlands near Jargon’s Kingdom, where old ski runs, avalanche scars, and half-buried lifts form ritual paths.
Thornlands - Part 6 - Jargon's kingdom
Traits
Three Faces, One Descent
At the start of each of its turns, the Triarch chooses (or rolls randomly) which face is dominant until the start of its next turn. Each face grants a passive ability
1. Instructor – “Stay in control.”
Creatures within 30 ft. have disadvantage on Dexterity saving throws.
2. Thrill-Seeker – “Faster.”
The Triarch gains advantage on attack rolls, and its movement does not provoke opportunity attacks.
3. Undertaker – “This ends here.”
The first creature hit each turn takes an extra 21 (6d6) necrotic damage.
Unnatural Balance
The Triarch cannot be knocked prone while it has at least 10 feet of movement remaining.
Ritualized Recklessness
When a creature within 60 ft. willingly moves more than half its speed in a single turn, the Triarch can use its reaction to mark them. The next attack against that creature has advantage and deals an additional 10 (3d6) cold damage.
Actions
Multiattack
The Triarch makes two attacks with its Gore Skis or one Gore Skis attack and one Avalanche Sermon.
Gore Skis
Melee Weapon Attack: +11 to hit, reach 10 ft., one target
Hit: 18 (2d10 + 6) slashing damage plus 9 (2d8) cold damage.
If the Triarch moved at least 20 feet straight toward the target, the target must succeed on a DC 18 Strength saving throw or be knocked 15 feet away and restrained in ice until the end of its next turn.
Avalanche Sermon (Recharge 5–6)
The Triarch shouts a fractured mantra from all three mouths at once.
Creatures of its choice within a 30-foot cone must make a DC 17 Wisdom saving throw or take 36 (8d8) psychic damage and become frightened for 1 minute.
On a success, they take half damage and are not frightened.
Legendary Actions (3/round)
The Triarch can take 3 legendary actions, choosing from the options below:
Carve Line. Move up to half its speed without provoking opportunity attacks.
Mock the Living. One creature within 60 ft. must succeed on a DC 17 Charisma save or have disadvantage on its next attack or saving throw.
Taste Death (Costs 2 Actions). Make one Gore Skis attack. If it reduces a creature to 0 hit points, the Triarch regains 20 hit points.
Adventure Use
Environmental Boss: Fight it mid-descent, with collapsing terrain, avalanches, and forced movement every round.
Mythic Warning: NPCs treat its appearance as a sign the mountain is about to collect.
False Prophet Tie-In: The Triarch may claim to serve Jargon, the dragon boy king of the Canadian Rockies, or mock him openly.
******************
Besides the standard feedback to adjust. I need to use this as the final boss for a level 7 party at a con game?
Which CR do I adjust to fix?
The Triarch of the Slopes
“Taste death. Live life.”
Large fiend (inevitability), chaotic evil
Armor Class 17 (ritual leathers, supernatural balance)
Hit Points 210 (20d10 + 100)
Speed 40 ft., ski glide 80 ft. (ignores difficult terrain on snow, ice, rubble, scree)
| STR | DEX | CON | INT | WIS | CHA |
| 22 (+6) | 16 (+3) | 20 (+5) | 14 (+2) | 16 (+3) | 18 (+4) |
Skills Athletics +11, Intimidation +9, Perception +8, Acrobatics +8
Damage Resistances cold, necrotic, psychic
Damage Immunities frightened condition
Condition Immunities prone (while moving), charmed
Senses darkvision 120 ft., tremorsense 30 ft. (through snow and packed ground), passive Perception 18
Languages Common, Infernal, Cant of the Slopes
Challenge 13 (10,000 XP)
Proficiency Bonus +5
The Triarch of the Slopes is a three-faced ski demon born from recklessness, bravado, and ritualized risk. Each face represents a philosophy of survival warped into dogma:
- The Instructor (Order): cold authority, rules shouted at lethal velocity
- The Thrill-Seeker (Chaos): laughter, speed, and contempt for caution
- The Undertaker (Inevitability): calm certainty that someone will die today
The Triarch is most commonly encountered in the Thornlands near Jargon’s Kingdom, where old ski runs, avalanche scars, and half-buried lifts form ritual paths.
Three Faces, One Descent
At the start of each of its turns, the Triarch chooses (or rolls randomly) which face is dominant until the start of its next turn. Each face grants a passive ability
1. Instructor – “Stay in control.”
Creatures within 30 ft. have disadvantage on Dexterity saving throws.
2. Thrill-Seeker – “Faster.”
The Triarch gains advantage on attack rolls, and its movement does not provoke opportunity attacks.
3. Undertaker – “This ends here.”
The first creature hit each turn takes an extra 21 (6d6) necrotic damage.
The Triarch cannot be knocked prone while it has at least 10 feet of movement remaining.
When a creature within 60 ft. willingly moves more than half its speed in a single turn, the Triarch can use its reaction to mark them. The next attack against that creature has advantage and deals an additional 10 (3d6) cold damage.
Multiattack
The Triarch makes two attacks with its Gore Skis or one Gore Skis attack and one Avalanche Sermon.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target
Hit: 18 (2d10 + 6) slashing damage plus 9 (2d8) cold damage.
If the Triarch moved at least 20 feet straight toward the target, the target must succeed on a DC 18 Strength saving throw or be knocked 15 feet away and restrained in ice until the end of its next turn.
The Triarch shouts a fractured mantra from all three mouths at once.
Creatures of its choice within a 30-foot cone must make a DC 17 Wisdom saving throw or take 36 (8d8) psychic damage and become frightened for 1 minute.
On a success, they take half damage and are not frightened.
The Triarch can take 3 legendary actions, choosing from the options below:
Carve Line. Move up to half its speed without provoking opportunity attacks.
Mock the Living. One creature within 60 ft. must succeed on a DC 17 Charisma save or have disadvantage on its next attack or saving throw.
Taste Death (Costs 2 Actions). Make one Gore Skis attack. If it reduces a creature to 0 hit points, the Triarch regains 20 hit points.
Environmental Boss: Fight it mid-descent, with collapsing terrain, avalanches, and forced movement every round.
Mythic Warning: NPCs treat its appearance as a sign the mountain is about to collect.
False Prophet Tie-In: The Triarch may claim to serve Jargon, the dragon boy king of the Canadian Rockies, or mock him openly.
******************
Besides the standard feedback to adjust. I need to use this as the final boss for a level 7 party at a con game?
Which CR do I adjust to fix?

