Amiaz the Cold Shade | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Amiaz the Cold Shade CR: 17 (18,000 XP)

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


25 +7


21 +5


16 +3


11 +0


18 +4


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: acid, poison, cold, thunder
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60ft., passive Perception 13
Languages: Common
Challenge Rating: 17 (18,000 XP)

Regenerating Aura of Cold. The cold shade is surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the cold shade’s turn takes 5 ( 2d10 ) points of cold damage. All creatures with cold immunity within this area (including the cold shade) are healed instead.   Blackfire. Whenever a cold shade damages a creature with an attack, the wound erupts with tongues of blackfire. The target gains 1 level of exhaustion and 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 cold shade is reduced to 0 hit-points it explodes in a miasma of blackfire in a 20 ft. radius sphere. 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.   Turning Defiance. The cold shade has advantage on saving throws against effects that turn undead.   Befallen-born. Any cold damage heals the cold shade the same number of hit points as the cold damage done.   Legendary Resistance (3/Day). If the cold shade fails a saving throw, he can choose to succeed instead.   Incorporeal Movement. The cold shade can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.   Sunlight Sensitivity. While in sunlight, the cold shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


Multiattack. The cold shade uses Fear Aura and then makes three Spectral Glaive attacks.   Spectral Glaive. Melee Weapon Attack:  1d20+13 to hit, reach 10 ft., one creature. Hit: 13 ( 1d6+7   Fear Aura. Each creature of the cold shade’s choice that is within 60 feet of the cold shade and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. If the target fails the saving throw by more than 5, it is also paralysed while frightened. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the cold shade’s Fear Aura for the next 24 hours.

Legendary Actions

The cold shade 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. The cold shade regains spent legendary actions at the start of its turn.   Legendary Spellcasting. The cold shade casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):

  • At will: dancing lights, mage hand, prestidigitation
  • 2/day each: bestow curse, dimension door, mage armor, web
  • 1/day: circle of death

When the followers of Lanys, the Daughter of Hate, ruled Betallen.thiswastheroomofAmiazaclericandnecro mancerwhohad beenamemberof theBurningDeadbut traded allegiance to swear fealty to Lanys. When Lanys was capturedandkiled byclerics of Innoruuk,Amiaz rued his shift ofallegiance.T h e clerics tied Amiaz to the altar and sacrificed him to Innoruuk. His body was still there when aulltookcontrolofthedungeon,a n daullusedit for some of his earliest experiments with the dark powers of the dungeon. Though these rituals did turn Amiaz into a cold shade, a particularly powerful undead, they also bound him permanently to this room, making it impossible for him to go farther than Area 3-14.

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