Frost Lord

Medium fey, neutral evil

Armor Class

18 (frost armor)

Hit Points

187 (22d8 + 88)

Speed

30 ft.

Saves

Dex +11, Int +10, Cha +11

Skills

Intimidation +11, Stealth +11

Damage Immunities

cold

Condition Immunities

charmed

Senses

darkvision 60 ft.

Languages

Sylvan, Common

Challenge

17

Fey Step (Recharge 4-6)

As a bonus action, the frost lord can teleport up to 30 feet to an unoccupied space he can see.

Innate Spellcasting

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

Magic Resistance

The frost lord has advantage on saving throws against spells and other magical effects.

Wintery Movement

The frost lord can travel through icy and snowy terrain with no penalty for difficult terrain.

Actions

Freezing Breath (Recharge 5-6)

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.

Leadership (Recharges after a Short or Long Rest)

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.