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Ice Jarrlak

Ice Jarrlak

Large fiend, demon, chaotic evil
Armor Class: 17
Hit Points: 220
Speed: 40 ft , burrow: 30 ft

STR

22 +6

DEX

12 +1

CON

21 +5

INT

14 +2

WIS

19 +4

CHA

13 +1

Saving Throws: DEX +5, INT +6
Skills: Bladed Berg.
If the jarrlak takes 15 or more fire damage from a single source, its Icicle Gore does half as much piercing damage until the end of its next turn.
Freezing Flesh.
If the jarrlak is doused in water, it gains 10 temporary hit points. While it has any of these temporary hit points, the jarrlak is restrained.
  Magic Resistance.
The jarrlak has advantage on saving throws against spells and other magical effects.
Damage Immunities: Cold
Condition Immunities: Frightened, Poison
Senses: Darkvision 60 ft. Passive Perception 14
Languages: Abyssal

Actions

Multiattack.
The jarrlak makes three attacks with its Icicle Gore, one of which it may replace with a use of its Frostshatter Bite or Frozen Death, if available.
Frostshatter Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) piercing damage.
  A target affected by the jarrlak's Frozen Death drops to 0 hit points, then must succeed on a DC 17 Constitution saving throw or shatter into pieces and die.
  Icicle Gore.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) piercing plus 9 (2d8) cold damage.
  Frozen Death (Recharge 4-6).
One creature the Jarrlak can see within 15 feet must succeed on a DC 17 Constitution saving throw or be Petrified as it freezes solid.
  A creature petrified in this way repeats this saving throw at the end of each of its turns, ending the effect on a success. The effect ends early if the creature takes any fire damage.

Reactions

Glacial Eruption (1/Day).
As a reaction to being reduced below 111 hit points, the jarlak causes a contiguous wall of ice composed of up to six 20 foot by 20 foot, 5 foot thick panels to burst forth from the earth within 100 feet of it.
When the wall appears, each creature in the wall's space is pushed to a side of its choice.
Each panel of the wall is an object an can be attacked (AC 5, 50 HP, vulnerability to fire damage).

Nature DC 15: The breath of a jarrlak is so cold it can turn a living creature to solid ice in seconds, allowing them to shatter it like glass if its allies fail to thaw it in time.
Nature DC 20: The flesh of a jarrlak is so cold that water freezes instantly on contact with it. While this helps them develop the weapons of ice they wield, it can become cumbersome if they are doused in water.
Religion DC 15: Jarrlaks are a rare form of fiercely territorial abyssal wildlife. Though intelligent enough that they are occasionally enlisted into the service of greater demons, they are so deeply irritable and volatile that most typically their "service" merely entails keeping whichever frozen waste they had already claimed as their territory depopulated.

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