18 (frost armor)
187 (22d8 + 88)
30 ft.
Dex +11, Int +10, Cha +11
Intimidation +11, Stealth +11
cold
charmed
darkvision 60 ft.
Sylvan, Common
17
As a bonus action, the frost lord can teleport up to 30 feet to an unoccupied space he can see.
The frost lord's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The frost lord can innately cast the following sorcerer spells, requiring no components. • At will: charm person, detect thoughts, ray of frost • 3/Day: bestow curse, cone of cold, counterspell, dispel magic, fog cloud, sleep, sleet storm • 1/Day: banishment, confusion, dominate person, ice storm
The frost lord has advantage on saving throws against spells and other magical effects.
The frost lord can travel through icy and snowy terrain with no penalty for difficult terrain.
The frost lord exhales a cold wind in a 60-ft. cone. Each creature in that area must make a successful DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
For 1 minute, the frost lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or saving throw. The creature can add d4 to its roll provided it can hear and understand the frost lord. A creature can benefit from only one Leadership die at a time. This effect ends if the frost lord is incapacitated.