Physical Description
The Frostwrought Terrasque is an immense, ancient creature covered in icy, crystalline scales that shimmer with an eerie, cold blue glow. Its body is massive and muscular, with four powerful limbs ending in clawed extremities, and a tail that ends in a spiked, frozen mace. Its head features a pair of curved, frost-coated horns, and its eyes burn with a chilling, malevolent light. The creature’s breath emits a frigid mist that freezes everything in its path, and its movements leave behind a trail of frost and snow.
Fighting Strategy
The Frostwrought Terrasque utilizes its immense size and frost powers to overwhelm foes. It begins combat by using its Frost Breath to cover a large area in an icy haze, slowing and damaging enemies. It then charges into battle, using its enormous strength and clawed limbs to crush opponents. It uses its tail to create shockwaves of ice and its crystalline scales to reflect magical attacks. The Frostwrought is relentless and uses its frosted surroundings to its advantage, creating barriers of ice and causing environmental hazards.
Stats
- Armor Class: 23 (Natural Armor)
- Health Points: 450 (30d12 + 240)
- Speed: 50 ft.
Str |
Dex |
Con |
Int |
Wis |
Cha |
26 (+8) |
16 (+3) |
22 (+6) |
6 (-3) |
(10 (+0) |
6 (-3) |
- Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Immunity: Cold, Poison, and Psychic Damage
- Vulnerability: Fire Damage
Saving Throws:
- Strength +17
- Constitution +16
- Wisdom +6
Unique Equipment/Magic Items
- Frosted Scales: The Frostwrought's scales reflect magical energy, granting it advantage on saving throws against spells and other magical effects.
Abilities
- Frost Aura: The Frostwrought radiates a 60-foot aura of extreme cold. Creatures that start their turn within the aura must succeed on a DC 22 Constitution saving throw or take 6d6 cold damage and have their speed reduced by 20 feet until the start of their next turn. Sucess on the sav gives half damage and no speed reduction.
- Glacial Form: When reduced to half its hit points or fewer, the Frostwrought form becomes even more icy and solid, reducing the damage it takes from physical attacks by 10 until it regains hit points above half its maximum.
- Icequake (Recharge 5-6): The Frostwrought slams its tail into the ground, causing a localized earthquake and spreading a wave of frost. Each creature within 120 feet of the Frostwrought must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 10d6 cold damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. The area becomes difficult terrain for 1 minute.
Actions
- Multiattack: The frostwrought makes three attacks: one with its Frost Claws and two with its Frosted Tail.
- Frost Claws: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 35 (6d10 + 10) slashing damage plus 21 (6d6) cold damage.
- Frosted Tail: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 45 (6d12 + 10) bludgeoning damage plus 14 (4d6) cold damage.
- Frost Beam (Recharge 5-6): The Frostwrought exhales a narrow beam of icy wind in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 10d10 cold damage on a failed save, or half as much damage on a successful one. The area covered by the breath weapon becomes difficult terrain until the end of the frostwrought's next turn.
Legendary Actions
At the end of each players turn, the Frostwrought can choose from any of the following actions
- Freeze Wounds: Heals 1d8+5 healing
- Frosted Tail Attack
Lair Actions
If fighting within 1 mile of its lair, At the top of each combat round roll a 1d4 to see which of the following effects take place.
- Icy Overgrowth: The Frostwrought summons a wave of frost that covers the lair’s surface, causing a 60-foot area within its lair to become covered in slippery ice. Each creature that moves within this area or starts its turn there must succeed on a DC 22 Dexterity saving throw or fall prone. The ice remains until the next combat round.
- Frostbound Winds: The Frostwrought creates a burst of freezing wind that sweeps through its lair. Each creature within a 60-foot line that is 10 feet wide must make a DC 22 Constitution saving throw. On a failed save, the creature takes 4d6 cold damage and is pushed 20 feet away from the Frostwrought. On a successful save, the creature takes half as much damage and is not pushed.
- Snowstorm: The frostwrought summons a magical snowstorm within a 60-foot radius centered on a point it can see within its lair. The area becomes heavily obscured and any creature that starts its turn in the storm takes 3d6 cold damage. The storm lasts until the end of the Frostwrought's next turn.
- Frozen Spikes: The Frostwrought causes icy spikes to erupt from the ground in a 30-foot radius centered on a point it can see within its lair. Each creature in the area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage plus 2d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a successful save, the creature takes half as much damage and is not slowed. The spikes remain until the next combat round