ARCH-MILITANT ALEXANDER HEVRENDALL | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

ARCH-MILITANT ALEXANDER HEVRENDALL CR: 17 (18,000 XP)

Medium undead, chaotic evil
Armor Class: 19 (ruined battle armour)
Hit Points: 325 ( 20d8+180 )
Speed: 30 ft , can hover

STR

25 +7

DEX

21 +5

CON

16 +3

INT

11 +0

WIS

18 +4

CHA

24 +7

Skills: Perception +3, Stealth +4
Damage Vulnerabilities: fire
Damage Resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities: poison, cold
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 13
Languages: Gothic (A mix of English, German and Japanese)
Challenge Rating: 17 (18,000 XP)

  • Aura of Cold. Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the winterwight’s turn takes 5 ( 2d10 ) points of cold damage. All creatures with cold immunity within this area (including the winterwight) are healed instead.
  • Blackfire. Whenever a winterwight damages a creature with a bite or claw attack, the wound erupts with tongues of blackfire. For the next 1 minute, the victim must make a CON saving throw at the start of its turn or take 10 ( 3d6 ) points of cold and necrotic damage. A creature cannot be affected by more than one instance of blackfire at a time. The winterwight gains the same number of temporary hit points each time the creature fails a saving throw against blackfire.
    1. The second time the affected creature fails the saving throw it is stunned as well as taking damage 10 ( 3d6 ) points of cold and necrotic damage.
    2. The third time the affected creature fails the saving throw it dies.
  • Blackfire Shroud. When a winterwight is reduced to 0 hit-points it explodes in a miasma of blackfire in a 20 ft. radius. Each creature in that area must make a CON saving throw, taking 63 ( 18d6 ) cold and necrotic damage (50/50) on a failed save, or half as much damage on a successful one. The area of the burst is considered difficult terrain for the next 24 hours before the black ice melts away.
  • Regeneration. The winterwight regains 10 ( 3d6 ) hit points at the start of its turn. If the winterwight takes fire damage, this trait doesn’t function at the start of the winerwight’s next turn. The winterwight’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Turning Defiance. The winterwight has advantage on saving throws against effects that turn undead.
  • Void-born. Any cold damage heals the winterwight the same number of hit points as the cold damage done.

Actions

  • Multiattack. The winterwight makes three attacks only one of which maybe a bite attack.
  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 13 ( 1d6+7 ) piercing damage plus blackfire
  • Ice Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 ( 1d8+7 ) slashing damage plus blackfire.
  • Rend. If both claw attacks hit the same target the winterwight may make a rend attack as a bonus action. This attack does 18 ( 2d8+7 ) slashing damage plus blackfire.

Hevrendall was the former security chief of the vessel. The psychic chaos wrought by the typhon turned him into a winterwight - with a deathly blue colour, this long-taloned skeletal creature is partially encased in jagged sheets of ice. To this day he sits in his frozen office watching long dead monitors for signs of the typhon. In combat he will prioritise typhon over other targets.

Suggested Environments

Silver Mount or other appropriate technological ruin.


Created by

solomani.

Statblock Type

Monster

Link/Embed