Ahune the Frost Lord
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General
- Species
- Ice Elemental
- Gender
- Male
- Status
- Alive
Ahune was a powerful ice elemental that served beneath the elemental lord Neptulon.
Description
Ahune was a large creature that seemed to be chiseled directly from ice. He had no lower body, but instead hovered above the ground on a mist of icy wind and cold. His jagged, angular face had a pair of curved, glacial horns that curled from the side of it, and his arms were made up of chunks of ice that hovered in a loose connection that resembled arms. He wielded a massive scythe made of ice.
Biography
Chapter Five: Civil War
Appeared In
Chapter Five: Civil War
Statblock
Gargantuan Elemental, Lawful Neutral
Armor Class 21 (natural armor)
Hit Points 464 (32d20 + 256)
Speed 0 ft., flying 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 16 (+3) | 26 (+8) | 19 (+4) | 19 (+4) | 23 (+6) |
Saving Throws Str +15, Dex +10, con +15, Wis +11
Skills Nature +3, Perception +8, Stealth +5, Survival +8
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses blindsight 60 ft., passive Perception 14
Languages Common, Kalimag
Challenge Rating 22ㅤㅤㅤㅤProficiency Bonus +7
Traits
Cold Aura. At the start of each of the frost lord's turns, each creature within 10 feet of him takes 6d6 cold damage. A creature also takes 6d6 cold damage if they touch or hit the frost lord. Nonmagical weapons that hit the frost lord are frozen immediately after dealing damage to Ahune. If used again and they hit any creature, the weapon shatters. The freezing effect disappears after an hour.
Legendary Resistance (3/Day). If the frost lord fails a saving throw, he can choose to succeed instead.
Magic Resistance. The frost lord has Advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The frost lord's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components.
- At will: ice barrier, wall of ice, ice storm, sleet storm
- 2/day each: cone of cold
- 1/day each: freezing sphere
Actions
Multiattack. The frost lord makes two attacks with his frostscythe or ice spear. He can replace one of these attacks with a Summon Frost Horde or a use of his spellcasting.
Frostscythe. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 4d12 + 8 slashing damage plus 4d12 cold damage, and the target is Chilled. On a critical hit, the target immediately begins Freezing.
Ice Spear. Ranged Weapon Attack: +15 to hit, range 120/360 ft., one target. Hit: 4d12 + 8 piercing damage plus 4d12 cold damage. On a critical hit, the target immediately begins Freezing.
Summon Frost Horde (1/Day). The frost lord summons three ice elementals. The summoning costs him 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of the frost lord.
Legendary Actions
The frost lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ahune regains spent legendary actions at the end of its turn.
Cold Slap. A creature within 5 feet of the frost lord must make a DC 23 Strength saving throw or take 6d6 cold damage and be knocked 30 feet away from the frost lord.
Frost Lord's Shield (Costs 2 Actions). The frost lord casts ice barrier on himself at 5th level.
Shatter (Costs 3 Actions). The frost lord targets a creature he can see that is Frozen. If the creature he chooses has 100 hit points or fewer, it shatters into pieces and dies. Otherwise, it takes 12d12 cold damage and the Frozen condition on it ends. This damage cannot be reduced in any way.
Lair Actions
When Ahune occupies Frostland, or any area that he has corrupted by inhabiting it for at least a week, he can command the snow and ice around him to take lair actions. On initiative count 20 (losing initiative ties), Ahune can take a lair action to cause one of the following effects; Ahune can't use the same effect two rounds in a row:
Hail. Ice and snow explode in a radius of 60 feet around Ahune. This creatures a freezing mist full of hail and larger chunks of ice that will heavily obscure the area and last until initiative count 20 of the next round. All creatures within the area of effect take 3d8 cold damage and must make a DC 20 Wisdom saving throw or be Blinded until initiative count 20 of the next round.
Icicles. The air freezes in a 120-foot wide (and tall) hemisphere centered around Ahune. This effect forms hundreds of sharp icicles. These immediately crash to the ground causing 4d6 slashing damage to everyone in the area of effect (the damage is halved if a DC 22 Dexterity saving throw is successful). Afterwards the terrains becomes difficult and anyone falling Prone within it takes the damage again (no saving throw).
Frozen Ground. The frozen ground buckles, driving massive chunks of rock and ice into the air. 1d8 30-foot-tall stalagmites will rise into the air and all creatures in a 30-foot radius around Ahune must make a DC 24 Dexterity saving throw or take 2d8 bludgeoning damage and be knocked Prone.