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<blockquote data-quote="Voadam" data-source="post: 9193865" data-attributes="member: 2209"><p><a href="https://nerdarchy.com/product/dark-paths-winter-lords-throne/" target="_blank">Dark Paths: Winter Lord’s Throne</a></p><p>5e</p><p><strong>Arctic Mummy, Corpse of a Creature Who Died Out on the Snow and Was Dried Out and Frozen Within Reach of the Winter Lord’s Grasp:</strong> The arid dryness of the desert is very good at desiccating and preserving corpses, but the tundra is every bit as good. An arctic mummy is the corpse of a creature who died out on the snow and was dried out and frozen within reach of the Winter Lord’s grasp. The Winter Lord’s will causes these undead to rise and extinguish all warmth — especially the warmth of the living. </p><p><strong>Entombed Bones:</strong> ?</p><p><strong>Rimepelt Bear:</strong> ?</p><p><strong>Dullahan:</strong> A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death. </p><p>The dullahan are merely other fey that have been beheaded and brought back to life with the heads not attached. </p><p><strong>Entombed Bones, Creature of the Winter Lord's Will Ice and Undeath:</strong> ?</p><p><strong>Entombed Bones, Very Frozen Pile of Bones:</strong> ?</p><p><strong>Entombed Bones, Human Skeleton:</strong> ?</p><p><strong>Rimepelt Bear, Massive Bear Encased in a Layer of Ice So Deep That Its Teeth Have Become Long Jagged Icicles and its Claws Sharpened Out of the Living Rime:</strong> ?</p><p><strong>Dullahan, Headless Undead Creature With Roots in the Realm of the Fey, Headless Haunt, Armored Knight:</strong> ?</p><p><strong>Original Dullahan:</strong> A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death. </p><p><strong>Dullahan Noble:</strong> ?</p><p><strong>Dullahan Knight:</strong> ?</p><p><strong>Undead, Undead Creature:</strong> ?</p><p><strong>Frozen Undead Creature:</strong> ?</p><p><strong>Skeleton:</strong> Flute of the Danse Macabre magic item.</p><p><strong>Wraith:</strong> Hoarfrost Armor magic item.</p><p></p><p>Flute of the Danse Macabre </p><p>Wondrous item, rare (requires attunement by a spellcaster) </p><p>This flute is carved from the hollowed out arm bones of a large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through it. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time. </p><p>On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete. </p><p></p><p>Hoarfrost Armor </p><p>Armor (plate), very rare (requires attunement) </p><p>This plate armor is constantly cool with a sheen of ice over the metal that comprises it. When worn, until it is attuned to, it sends a chill to the core of the person wearing it. You have a +1 bonus to AC while wearing this armor. </p><p>Once attuned to, that chill disappears. The Hoarfrost armor grants resistance to cold damage. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master. </p><p>While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points die while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9193865, member: 2209"] [URL=https://nerdarchy.com/product/dark-paths-winter-lords-throne/]Dark Paths: Winter Lord’s Throne[/URL] 5e [b]Arctic Mummy, Corpse of a Creature Who Died Out on the Snow and Was Dried Out and Frozen Within Reach of the Winter Lord’s Grasp:[/b] The arid dryness of the desert is very good at desiccating and preserving corpses, but the tundra is every bit as good. An arctic mummy is the corpse of a creature who died out on the snow and was dried out and frozen within reach of the Winter Lord’s grasp. The Winter Lord’s will causes these undead to rise and extinguish all warmth — especially the warmth of the living. [b]Entombed Bones:[/b] ? [b]Rimepelt Bear:[/b] ? [b]Dullahan:[/b] A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death. The dullahan are merely other fey that have been beheaded and brought back to life with the heads not attached. [b]Entombed Bones, Creature of the Winter Lord's Will Ice and Undeath:[/b] ? [b]Entombed Bones, Very Frozen Pile of Bones:[/b] ? [b]Entombed Bones, Human Skeleton:[/b] ? [b]Rimepelt Bear, Massive Bear Encased in a Layer of Ice So Deep That Its Teeth Have Become Long Jagged Icicles and its Claws Sharpened Out of the Living Rime:[/b] ? [b]Dullahan, Headless Undead Creature With Roots in the Realm of the Fey, Headless Haunt, Armored Knight:[/b] ? [b]Original Dullahan:[/b] A headless undead creature with roots in the realm of the fey. The original dullahan were elves of the realm of the fey who led a coup against the Winter Queen long ago. She had every knight that rode against her lined up and beheaded, one after another, but did not allow them the mercy of death. [b]Dullahan Noble:[/b] ? [b]Dullahan Knight:[/b] ? [b]Undead, Undead Creature:[/b] ? [b]Frozen Undead Creature:[/b] ? [b]Skeleton:[/b] Flute of the Danse Macabre magic item. [b]Wraith:[/b] Hoarfrost Armor magic item. Flute of the Danse Macabre Wondrous item, rare (requires attunement by a spellcaster) This flute is carved from the hollowed out arm bones of a large creature, with holes drilled into the top to change the pitch of the sound when wind is blown through it. As an action you can play the flute and choose a pile of bones within 30 feet, expending a spell slot to animate a number of skeletons equal to the level of the spell slot you expend. The skeletons animate for one minute and you may only have one set of skeletons active at a time. On each of your turns, you can use a bonus action to mentally command any skeletons you made if they are within 60 feet of you (if you control multiple skeletons you can command any or all of them at the same time, issuing the same command to each one). You decide what action the skeletons will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the skeletons only defend themselves against hostile creatures. Once given an order, the skeletons continue to follow it until the task is complete. Hoarfrost Armor Armor (plate), very rare (requires attunement) This plate armor is constantly cool with a sheen of ice over the metal that comprises it. When worn, until it is attuned to, it sends a chill to the core of the person wearing it. You have a +1 bonus to AC while wearing this armor. Once attuned to, that chill disappears. The Hoarfrost armor grants resistance to cold damage. Whenever you are hit with a melee attack you can use your reaction to force the attacker to make a DC 13 Constitution saving throw, taking 3d6 cold damage on a failed save and half as much on a successful one as the frost from the armor flashes along the creature’s weapon to nip at their hands and bodies in recompense for daring to strike its master. While attuned to the armor you are vulnerable to fire. If fire damage reduces you to 0 hit points die while wearing the armor you die as your body is incinerated and you rise 24 hours later as a wraith. [/QUOTE]
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