Boreas’ Chosen

The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._ Regardless of what type of pri

Armor class
15
Hit points
102
Challenge
7
Creature type
Humanoid
Size
Medium
Alignment
chaotic evil

The humanoid’s piercing blue eyes lock on their target as it charges forward with bloodlust. Bloodcurdling battle cries and flying spears follow the berserker’s charge._
Regardless of what type of prior life they led, any humanoid can become one of Boreas’ chosen. Some humanoids are born with runic symbols designating them as creatures blessed by the North Wind, but most must undergo several trials before the first wintry rune scrawls itself into their flesh. The trials include surviving the highest mountain peaks in the dead of winter, defeating a frost giant in single combat, and crafting a spear out of the fang or claw of an icy beast. Even then, Boreas may deny his favor.
Blood and Weapons of Ice. A humanoid chosen by Boreas goes through a transformation to become more like its patron. Its blood freezes into ice, and its weapons become forever rimed.
Blessed and Loyal. Humanoids chosen by Boreas further his goals, protect his holy sites, spread winter wherever they walk, and honor the North Wind with every fallen foe.

Stat block

Cha
10
Con
19
Dex
14
Int
8
Str
17
Wis
14
Speed
Walk: 30
Senses
passive Perception 12
Skills
Survival: 5; Athletics: 6; Intimidation: 3
Actions
  • Multiattack. Boreas' chosen makes two ice spear attacks.
  • Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) cold damage.
  • Breath of the North Wind. (Recharge 5-6). Boreas' chosen exhales freezing breath in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failure, a creature takes 28 (8d6) cold damage and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half the damage and its speed isn't reduced. A creature that fails the saving throw by 5 or more is petrified in ice until the end of its next turn instead.
Languages
Common, Giant
Damage immunities
cold
Special abilities
  • Frozen Blood. A creature that hits the chosen with a melee attack while within 5 feet of it takes 4 (1d8) cold damage.
  • Ice Runes. The chosen's weapon attacks are magical. When the chosen hits with any weapon, the weapon deals an extra 2d8 cold damage (included in the attack).
  • Ice Walk. The chosen can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Damage resistances
bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities
charmed, exhaustion, frightened

Source and licence

From Tome of Beasts 2.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.