DUMB DECISION TTRPG · Library

Coldlight Walker

Medium undead, Chaotic Evil

Armor Class 13 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft.

STR 15 (+2)
DEX 10 (+0)
CON 17 (+3)
INT 8 (-1)
WIS 10 (+0)
CHA 8 (-1)

Saving Throws INT +2, WIS +3

Damage Immunities cold

Condition Immunities blinded, charmed, exhaustion, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages

Challenge 5

Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.

Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.

Unusual Nature. The walker doesn't require air, food, drink, or sleep.

Actions

Multiattack. The walker makes two attacks.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 14 (4d6) cold damage.

Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.

Source

IDRotF, p. 284