Age of Adventure

Father Cold

Huge Aberration, Tanglesphere Tendrilspawn, Experiment, Outer Realms, Level 30

HP: 0 / 0
PoS: 

HP: 766 (23d10, 7d12)

DgC/BC: 12/28

Speed: Fly: 9

Initiative: 2

Carrying capacity: 25

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

-3

STR

9

VIT

9

CHA

-1

INT

4

WIS

1

Skills

Acrobatics: 2, Adventuring: 1, Arcana: 1, Artistry: 1, Block: 8, Bravery: 1, Dodge: 6, Exertion: 14, Focus: 4, History: 1, Insight: 1, Intimidation: 15, Life Force: 10, Medicine: 1, Nature: 4, Perception: 5, Precision: 1, Research: 2, Resilience: 6, Sleight: 4, Stamina: 6, Stealth: 2, Toughness: 4

Specialisations

Block Class: +2, Checks Against Stress: +3, Dodge Class: +2, Jump: +2, Melee Attacks: +2, Movement: +2, Regeneration: +2, Sanity: +2, Unarmed Attacks: +6

Languages

Deep Speech

Abilities

Acid Blood. Whenever Father Cold is dealt physical damage all creatures in 2 m must make Dodge(AGI) check equal to the damage taken by Father Cold on failure they take 4d6 corrosive damage and half as much on success. .

Battlefield Charger. At the start of Father Cold's if it has no creature in melee range, it can immediately move up to half of its movement speed as a free action.

Creature of Cold. Father Cold has absorption to cold damage and has weakness to heat damage. Father Cold is also immune to Frozen and Hypothermia conditions. At the beginning of each of Father Cold's turns it loses 2 levels of on fire. Father Cold ignores difficult terrain made from ice and snow.

Grasping Tendrils. Father Cold gains one level of advantage on all checks to grapple or to maintain grapple.

Hard to Hide. Father Cold has disadvantage on stealth checks.

Legendary Actions. Father Cold gains additional ◆ on each of their turns.

Legendary Reactions. Father Cold gains additional reaction at the end of each of its turns. Once per long rest, whenever Father Cold makes a skill check or attack, it can gain two levels of advantage.

Legendary Turn. Father Cold gains legendary turn with ◆ at the initiative count of 20.

Master of Melee. Whenever a target in Father Cold's melee range makes ranged attack or melee attack against a different creature, Father Cold can immediately make attack of opportunity against that taget. If it does, it gains one level of advantage on that attack. Critical range for melee attacks is lowered by 1.

Tangle Sphere. Father Cold can grapple any number of creatures. At the beginning of Father Cold's turn it can attempt to Grapple as a free action.

Actions

◆: Pounce. Father Cold jumps onto a creature no more than its STR or AGI m away from it, moving next to it. If a creature is no more than 1 size category bigger than Father Cold, it must make Toughness(STR) equal to your 10 + Father Cold's Acrobatics(STR) or Acrobatics(AGI) or be knocked prone. Next melee attack Father Cold makes against the target of pounce on the same turn deals additional die of damage. If a creature is knocked prone by pounce attack Father Cold ends in its space. While Father Cold is in its space the creature must use additional ◆ to try and stand up. If it tries it must make Exertion(STR) contest against Father Cold's Exertion(STR). On success the creature stands up and Father Cold is moved out of its space in a direction of its choosing, on failure the creature remains knocked prone.

◆◆: Bite. Melee unarmed attack, Exertion(STR) to hit. 2d12 + STR piercing damage. This attack deals additional die of damage if target is smaller than Father Cold. Whenever Father Cold fully hits with a bite attack it can choose to grapple the target. While the target is grappled in this way Father Cold automatically deals its bite attack damage to it at the beginning of each of its turns and cannot use bite attack. Father Cold can release the grapple as a free action. Grappled creature or any other creature in melee range of the grappled creature can use its ◆ to make Exertion(STR) contest against Father Cold's Exertion(STR). On success grapple ends.

◆◆, If Father Cold is grappling creature using bite attack: Devour. Melee unarmed attack, Father Cold makes Bite attack with advantage against grappled creature. If the grappled creature is at least one category smaller than Father Cold it must make Resilience(STR) check equal to the damage taken, max 40, or be devoured. Creature that is devoured is restrained, fully obscured from outside and takes 2d10 corrosive and 2d10 bludgeoning damage at the beginning of each of its turns. Father Cold has resistance to all damage done by devoured creatures. Whenever Father Cold takes damage, if devoured creature is still alive, it must make Toughness(VIT) check with advantage equal to half of the damage taken, max 40. On failure the creature is thrown out, knocked prone in front of Father Cold and is not devoured anymore. Once per turn, Whenever Father Cold completely hits with its bite attack it can immediately use Devour as a free action against the same target.

◆◆: Sonic Boom. Ranged unarmed attack, Exertion(VIT) to hit against all targets in 10 m cone. 4d6 + VIT thunder damage Father Cold can spend any number of additional ◆ on this action, dealing 3 additional dice of damage for every ◆ spent this way. This damage is doubled against inanimate objects. .

◆◆◆, If Father Cold is grappling a creature using bite attack: Chew. Melee unarmed attack, Father Cold makes 2 bite attacks against the creature it is grappling with its bite attack. It has advantage on both of those attacks

Lore

It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.