Arcta the Haunted
Arcta is a giant demon who used to reside in the frozen planes of the nether world. At some point, he was captured by a powerful lich who carved on his back a magical circle that acts as an anchor to the Ethereal Plane, also known as a Gate of Death. This gate of death allowed spirits to enter into the plane through Arcta's body, causing the demon great suffering and corroding his mind until he fell into a secluded madness, turning aggressive to any creature that crossed his path. This curse caused Arcta to wander the nether planes, eventually ending up in Asmodeus. He found his way into the realm of the demons after Arenez's last imprisonment, when Mausolea and the other remaining cities were already under the effect of the dark mist. As such, no resident of the Mausolea area could stop him when he marched through the wastelands into the province. Here, he selected the Sanctum of Rot as his layer, where he slowly grew immune to its miasma.
Arcta is a large giant with black skin that is covered by rough white hair. His long white beard and scruffy hair cover his head and back. A pair of large horns stick out from the back f his head as well as his shoulders. Shackles cling around his wrists and ankles. He usually stands hunched over, making him appear a lot shorter than he is. He wields a giant stone blade without an edge. This blade has ruins carved into it that allow Arcta to channel ice magic.
Traits
- Colossal Might: Arcta automatically succeeds on strength rolls or saving throws when making one against a creature at least one size below him, except when the creature has a Strength score of at least 20 or Arcta is targeted by a spell of at least 5th level.
- Forceful Throws: Arcta can use his Strength score when making ranged attack.
- Gate of Death Bearer: Embedded into Arcus is a gate of death, which connects to the realm of the death. At the start of his turn, Arcta must make a DC 12 Constitution saving throw. On a failed save the gate of death engraved in his back open, releasing a storm of wailing spirits inflicting 2d10 necrotic damage to Arcta. The spirits will swarm around Arcta for 1d4 rounds. As long as the spirits remain, any creature within 50 ft. of Arcta must succeed on a DC 16 Costitution saving throw at the start of their turn. On a failed save it takes 4 (1dx8) necrotic damage. Each turn that the gate does not open, the Constitution save DC increases by 2. The DC is reset back to 12 whenever the gate opens and cannot open again while the spirits are present.
- Multiaction: Acrta can make 3 actions on his turn, only one of which can be Ice Crush.
Actions
- Mulitattack: Arcta may make two attacks on his turn, one of which must be an Ice Spke, Throw Creature, or Swing
- Ice Spike: Ranged Weapon Attack: +9 to hit, reach 15/60 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 7 (2d4) cold damage. Arcta conjures up a spike of ice and throws it at a creature within range.
- Throw Creature: Arcta attempts to picks up a creature within 5 ft. of him. The targetted creature may make a DC 18 Dexterity saving throw to avoid being picked up. When a creature is grabbed, Arcta throws the creature at another creature within 60 ft., the thrown creature takes 9 (2d4) bludgeoning damage and lands prone. The second creature targeted must make a DC 15 Strength or Dexterity saving throw. On a successful Strength save, the creatures share the initial damage and neither fall prone. On a successful Dexterity check, the second creature dodges the thrown creature and takes no damage. On a failed save, the second creature takes 7 (2d6) bludgeoning damage and falls prone.
- Swing: 10 ft. cone, Arcta swings his stone blade in an arch in front of him. Any creature in the path of his blade must succeed on a DC 17 Dexterity saving throw or take 10 (1d12 +5) bludgeoning damage and fall prone.
- Ice Crush (Recharge 2-3): Arcta brings down his blade in a 15 ft. line in front of him After the blade hits the ground spikes of ice will burst out of the ground around it. Any creature in this line of Arcta’s blade must make a DC 14 Dexterity saving throw or take 23 (3d12 +5) bludgeoning damage. Creatures within 10 ft. of the blade, to each side, must succeed on DC 12 Dexterity saving throw or take 9 (2d8) cold damage. On a successful save they take half damage. If a creature in the strike of the blade succeeds on the save to dodge to blade, but ends up on the side of it, it fails the save for the ice spikes automatically. If a creature succeeds this initial save by at least 3, it may choose the direction into which to dodge, otherwise it dodges in a random direction.
- Field of Frost (Recharge 4-5): Arcta stamps his blade in the ground in front of him, causing a circle of sharp ice spikes to erupt from his blade. Any creature within 30 ft. of Arcta must succeed on a DC 16 Dexterity saving throw or take 13 (3d8) cold damage. On a successful save, a creature takes half as much damage.
- Frozen Breath (Recharge 4–5): Arcta lets out a heavy breath releasing a dense mist of ice particles, any creature within 50 ft. of Arcta must make a DC 16 Constitution saving throw. On a failed save, a creature takes 7 (2d6) cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0 and has disadvantage on Dexterity saving throws. On a successful save, a creature takes half as much damage with no additional effects.
Legendary Actions
Arcta may make up to two legendary actions every round- Ice Spike
- Swing
- Ice Crush (2 actions)
- Exorcise Spirit (2 actions, Recharge 3-5): Acrta turns his hand incorporeal and plunges it into his chest, pulling out a spirit or three lesser spirits. He will throw the spirits at a spot within 60 ft. Normal spirits manifest as a ghosts while lesser spirits manifest as Undead Spirits, regardless they are hostile against both Arcta and any other creature around. The ghost cannot use Horrifying Visage when spawned like this.
Arcta the Haunted
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 9 (-1) | 20 (+5) | 16 (+3) | 15 (+2) | 13 (+1) |
Armor Class: 16
Hit Points: 256
Speed: 20 ft.
Proficiency: +4 Saving Throws: STR +9, CON +9
Skills: Athletics +9, Intimidation +5
Damage Vulnerabilities: Necrotic
Damage Resistance: Slashing, Piercing, Bludgeoning from non-magical sources; Cold, fire, force
Damage Immunities: Poison
Condition Immunities: Feared, Charmed, Poisoned
Senses: Darkvision 60 ft.
Languages: Abyssal, Infernal
Challenge: 13
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