Long Was the Night - Compendium
Gulbrenek the Half-Giant
Actions
Multiattack. Gulbrenek makes two axe attacks.
Boot. Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or Smaller creature. Hit: 26 6d6+6 bludgeoning damage, Gulbrenek kicks a medium-sized creature or smaller into a space 1d4 5-foot squares away from him, where they land prone if they fail a DC 14 Dexterity Saving Throw.
Two-Handed Axe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) 2d12+6 bludgeoning damage.
Gulbrenek is as cunning as he is terrifying to behold. Standing over 10-feet tall, the half-giant has a bald pate with greasy strands of hair ringing his head. He always has a scowl on his face and appears to be squinting no matter the circumstances. He stands up-right with black plate armor, carrying a massive, and significantly notched, two-handed axe. Affixed to his belt are several banners that might have been taken as trophies from previous victories in battle.
Icebound
Cold Aura. The icebound continually radiates a powerful cold aura in a 25ft. radius of itself. All non-magical flames within this radius are extinguished. Any creature that enters the aura for the first time on its turn or begins its turn within the aura must make a DC 14 Constitution saving throw. On a failed save, the creature takes 13 (2d12) 2d12 cold damage and its speed is reduced by 10 feet until the end of its next turn. On a successful save, it takes half as much damage and its speed is not reduced.
Actions
Multiattack. The paraelemental makes two icy touch attacks. Frozen Fists. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target. Hit: 10 2d6+3 cold and bludgeoning damage. Liquid touched by the Icebound is instantly frozen in an area up to 10 square feet. Creatures struck by the Icebound must succeed on a DC 14 Constitution saving throw or be moved back 10' and become restrained for one minute. The target can re-attempt its saving throw and the end of each of its turns, ending the effect on a success. If the creature is brought to 0 hit points by this attack, it becomes a frozen statue until thawed. Frozen Shards(Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 20ft./60ft., three targets. Hit: 14 3d8+3 piercing damage.
The icebound are constructs crafted - as the name might describe - entirely of ice. Similar, in that respect, to a golem, the icebound is under the full control of its creator.
Mrs. Mraz - Corrupted Lillend CR: 9 (5,000 XP)
STR
17 +3
DEX
18 +4
CON
16 +3
INT
13 +1
WIS
18 +4
CHA
20 +5
Celestial Weapons. Mrs. Mraz's weapon attacks are magical. When she hits with her attacks she deals an additional 2d8 radiant damage (included in the attack). Innate Spellcasting. Mrs. Mraz's spellcasting ability is her Charisma (spell save DC 17). She may innately cast her spells requiring only verbal components Magic Resistance. Mrs. Mraz has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Mrs. Mraz makes two fists and claws attacks or one constrict attack. Constrict (lillend form only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 3) bludgeoning, plus 9 (2d8) radiant damage. A medium-sized or smaller target hit with Mrs. Mraz's constrict attack gains the grappled condition if they fail a DC 16 Dexterity Saving Throw. Fists and Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning or slashing, plus 9 (2d8) radiant damage. Throw Furniture. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing plus 9 (2d8) radiant damage. Mrs. Mraz may pick up tables and chairs or any other manner of household object and throw it at an opponent.