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Forgotten Regent 2014

CR 10 undead

Medium undead, lawful neutral


Armor Class
17 (natural armor)
Hit Points
187 (22d8+88)
Speed
30 ft., fly 50 ft.

STR21 (+5)
DEX10 (+0)
CON18 (+4)
INT13 (+1)
WIS14 (+2)
CHA21 (+5)

Saving Throws
Dexterity +4, Wisdom +6
Skills
Perception +2
Resistances
acid, cold, fire, lighting, thunder; nonmagic B/P/S attacks not made w/silvered weapons
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 16
Languages
any languages it knew in life
Challenge
10 (5,900 XP) · Proficiency Bonus +4

Frozen Citizenry (1/Day).

Magically calls 2d4 skeletons or zombies (regent’s choice) or two glacial corruptors (see Tome of Beasts 2). Called creatures arrive in 1d4 rounds acting as allies of the regent and obeying its spoken commands. The Undead remain for 1 hr until regent dies or until regent dismisses them as a bonus action.

Frozen Reign.

When a friendly Undead within 30' of regent hits with any weapon weapon deals an extra 4 (1d8) cold.

Glacier Imprisonment (Recharge 6).

One creature regent can see within 60' of it: DC 16 Con save. If save fails by 5+ creature is instantly petrified in magical ice block. Otherwise creature that fails save begins to freeze and is restrained. Restrained creature must re-save at end of its next turn becoming petrified in magical ice block on a failure or ending effect on a success. Petrification lasts until creature is freed by greater restoration spell or other magic. Or the ice block can be attacked and destroyed (AC 15; hp 30; vulnerability to fire; immunity to poison and psychic) freeing the creature. When ice block takes damage that isn’t fire petrified creature takes half the damage dealt to the ice block.

Incorporeal Movement.

Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object.

Legendary Resistance (3/Day).

Choose to succeed failed save.

Turning.

[+]Defiance[/+] It and any Undead within 30' of it: advantage on saves vs. turn undead.

Undead Nature.

Doesn't require air food drink or sleep.

Legendary Actions

Army of the Damned.

Raises an arm into the air sending out a chill wind that empowers Undead allies. Each friendly Undead within 30' of it gains 10 temp hp.

Teleport (Costs 2 Actions).

Magically teleports along with any items worn or carried up to 120' to an unoccupied spot it sees.

Frozen Rune Maul (Costs 2 Actions).

Makes one Frozen Rune Maul attack.

Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details