GrissTheGnome
Explorer
For our last article for our Winter theme, I made up a Elemental intended to be a "boss monster." The encounter design has 3 parts, I'll leave the first part of the fight here, but if you want the rest head on over to the site.
http://forgotmydice.com/index.php/2015/12/28/frozen-king-boss-fight/
Frozen King of the Mountain
Huge elemental, neutral
Armor Class 18 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 30ft., burrow 30ft
Str 22 (+6), Dex 8 (-1), Con 23 (+6), Int 6 (-2), Wis 10 (+0), Cha 8 (-1)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120ft, tremor sense 120 feet., passive perception 10
Languages Aquan, Auran, Ignan, Terran
Challenge 14 (11,500)
Frozen Earth Glide. The Frozen King can burrow through nonmagical unworked earth and stone, as well as ice and snow. While doing so, the Frozen King doesn’t disturb the material it moves through.
Frozen Ground. The ground around the Frozen King freezes over in a layer of ice, making it easy for creatures to lose their balance. At the end of their turn, any creature standing within 10 feet of the Frozen King must make a Dexterity save (DC 15) or fall Prone.
Siege Monster. The Frozen King deals double damage to objects and structures.
Snowfall. The Frozen King generates a cloud of frozen mist and snow around it, because of this it is always has the benefits of half cover for ranged attacks.
Actions
Multiattack. The Frozen King makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) cold damage.
Legendary Actions
The Frozen King of the Mountain can take 3 legendary actions, using the Frost Spike option below. It can take only one legendary action at a time and only at the end of another creatures turn. The Frozen King of the Mountain regains spent legendary actions at the start of its turn.
Frost Spike. The Frozen King makes a spike of ice erupt from the ground within 100 feet of it. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.
http://forgotmydice.com/index.php/2015/12/28/frozen-king-boss-fight/
Frozen King of the Mountain
Huge elemental, neutral
Armor Class 18 (natural armor)
Hit Points 187 (15d12 + 90)
Speed 30ft., burrow 30ft
Str 22 (+6), Dex 8 (-1), Con 23 (+6), Int 6 (-2), Wis 10 (+0), Cha 8 (-1)
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 120ft, tremor sense 120 feet., passive perception 10
Languages Aquan, Auran, Ignan, Terran
Challenge 14 (11,500)
Frozen Earth Glide. The Frozen King can burrow through nonmagical unworked earth and stone, as well as ice and snow. While doing so, the Frozen King doesn’t disturb the material it moves through.
Frozen Ground. The ground around the Frozen King freezes over in a layer of ice, making it easy for creatures to lose their balance. At the end of their turn, any creature standing within 10 feet of the Frozen King must make a Dexterity save (DC 15) or fall Prone.
Siege Monster. The Frozen King deals double damage to objects and structures.
Snowfall. The Frozen King generates a cloud of frozen mist and snow around it, because of this it is always has the benefits of half cover for ranged attacks.
Actions
Multiattack. The Frozen King makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) cold damage.
Legendary Actions
The Frozen King of the Mountain can take 3 legendary actions, using the Frost Spike option below. It can take only one legendary action at a time and only at the end of another creatures turn. The Frozen King of the Mountain regains spent legendary actions at the start of its turn.
Frost Spike. The Frozen King makes a spike of ice erupt from the ground within 100 feet of it. The targeted creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage on a failed save, or half as much damage on a successful one.