Frostfire Rex | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Frostfire Rex CR: 26

Gargantuan monstrosity, unaligned
Armor Class: 22
Hit Points: 507 (26d20+234)
Speed: 50 ft


30 +10


11 +0


29 +9


13 +1


15 +2


10 +0

Saving Throws: Int +9, Wis +10, Cha +8
Skills: Intimidation +8, Perception +10
Damage Immunities: cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, frightened, paralyzed, poisoned, restrained
Senses: passive Perception 18
Challenge Rating: 26

Cold and fire damage dealt by Frostfire Rex ignores damage resistances.  
Legendary Resistance (4/Day)
If Frostfire Rex fails a saving throw, it can choose to succeed instead.  
Magic Resistance
Frostfire Rex has advantage on saving throws against spells and other magical effects.  
Mythic Awakening (Recharges after a Short or Long Rest)
If Frostfire Rex would be reduced to 0 hit points, it instead regains 200 hit points and gains 200 temporary hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. If a creature hits Frostfire Rex with a melee attack while it has these temporary hit points, the creature takes 5 (1d10) cold damage and 5 (1d10) fire damage. Additionally, the Frostfire Rex can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating Frostfire Rex after its Mythic Awakening activates.  
Siege Monster
Frostfire Rex deals double damage to objects and structures.  
Tooth and Fang
Frostfire Rex gains one extra reaction that can be used only for opportunity attacks made with a bite attack.  
Two Heads
Frostfire Rex has advantage on saving throws against being blinded, deafened, stunned, or unconscious.


Frostfire Rex makes three attacks: one with its frost bite, one with its lava bite and one with its tail.  
Frost Bite
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit 21 (2d10+10) piercing damage plus 13 (2d12) cold damage.  
Lava Bite
Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit 21 (2d10+10) piercing damage plus 13 (2d12) fire damage.  
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit 19 (2d8+10) bludgeoning damage and the target is grappled (escape DC 26). If the target doesn't escape by the end of its next turn, Frostfire Rex throws the target up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage.  
Frostfire Breath (5-6)
Frostfire Rex exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) cold damage and 39 (6d12) fire damage. On a successful save, the creature takes half as much damage.

Legendary Actions

Frostfire Rex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Frostfire Rex regains spent legendary actions at the start of its turn.  

Move (Costs 1 Action)
The Frostfire Rex moves up to half its speed.  
Tail (Costs 1 Action)
The Frostfire Rex makes one tail attack.  
Elemental Eruption (Costs 3 Action)
The Frostfire Rex flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the Frostfire Rex must succeed on a DC 26 Dexterity saving throw or take 14 (3d8) cold damage and 14 (3d8) fire damage.  

Mythic Actions

Inhale (Costs 1 Action)
Frostfire Rex rolls to recharge its breath weapon.  
Rampage (Costs 2 Actions)
Frostfire Rex makes two bite attacks: one with its frost bite and one with its lava bite.

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