Glacier 2.0
Medium Warforged, Newly Righteous Hitman, Lawful Evil
Armor Class 16 (Ice Armor)
Hit Points 55
Speed:
30 ft
Saving Throws Strength and Constitution
Skills
- Athletics: +7
- Acrobatics: +5
Damage Immunities Cold
Languages Common and Draconic
Challenge Rating 4
Proficiency Bonus +3
Description
Back in the year 414 on Tynaria, a Newly Righteous hitman by the name of Glacier was killed by a group of adventurers trying to stop the cult. While Glacier was dead, his body was salvaged by the Newly Righteous and buried in a secret area unknown to many.
Over a century and a half later, after the Newly Righteous rose again and took over the holy capital, they felt it was time to re-open that old grave. Glacier's body was far too damaged to be properly revived, but they realized that his brain was still in mint condition thanks to a self-preservation ability.
After several days of black-magic, Glacier's consciousness was re-transferred into the body of a broken-down warforged. With his ice magic reactivated and a sense of vengeance once more, Glacier was back and more deadly than ever.
- Ice Armor: As an action, activates his true ice powers by encasing his body in magical ice. His AC becomes 18 and he gains 5D10 THP. Additionally, he gains resistance to non-magical slashing and piercing damage as well as gaining access to his ice javelin and Zone of Cold attacks. Finally, his movement speed increases by 15ft and he is unaffected by rough terrain.
- Zone of Cold: Glacier has the innate ability of lowering the very temperatures around him. All creatures that enter within 15ft of him must make a DC-14 constitution save. On a failed save, they treat the area as if it were difficult terrain. They also gain disadvantage on all dexterity saving throws. On a successful save, they remain immune to Zone of Cold for the next hour.
Actions
- Multi-attack
- Ice Javelin: +7 to hit. 1D6+4 piercing damage + 1D4 cold damage. (30/100)
- Gauntlets: +7 to hit. 1D6+4 bludgeoning damage.
- Ice Beam (3-6): Glacier launches a 15ft line of sheer cold energy. All creatures in range must make a DC-14 constitution save or take 3D6 cold damage and have their speed be reduced by 1/2. Successful saves result in 1/2 damage and no speed penalty.