Father Cold Apperition
Huge Aberration/Apparition/Humanoid, Tanglesphere Astral Projection, Experiment, Outer Realms, Level 20
HP: 367 (6d8, 8d10, 6d12)
DgC/BC: 20/9
Speed: Fly: 9
Initiative: 3
Carrying capacity: 18
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
1
STR
2
VIT
7
CHA
8
INT
6
WIS
-2
Skills
Acrobatics: 1, Adventuring: 1, Allure: 1, Artistry: 1, Block: 5, Bluff: 2, Bravery: 1, Diplomacy: 2, Dodge: 6, Exertion: 5, Focus: 4, History: 1, Insight: 3, Intimidation: 11, Life Force: 5, Nature: 4, Perception: 2, Research: 2, Resilience: 6, Sleight: 3, Society: 1, Stamina: 6, Stealth: 1, Toughness: 2
Specialisations
Checks Against Stress: +5, Dodge Class: +2, Flanking: +2, Movement: +2, Performance: +1, Regeneration: +2, Sanity: +2, Unarmed Attacks: +2
Languages
Deep Speech
Abilities
Apparition. Father Cold Apperition is Phased.
Chilling Presence. At the beginning of Father Cold Apperition's turn all creatures within 6 m must make Resilience(VIT) check equal to 8 + Father Cold Apperition's Nature(VIT) or take 4d8 cold damage and gain one level of frozen. On success targets take half as much damage.
Creature of Cold. Father Cold Apperition has absorption to cold damage and has weakness to heat damage. Father Cold Apperition is also immune to Frozen and Hypothermia conditions. At the beginning of each of Father Cold Apperition's turns it loses 2 levels of on fire. Father Cold Apperition ignores difficult terrain made from ice and snow.
Hard to Hide. Father Cold Apperition has disadvantage on stealth checks.
Legendary Reactions. Father Cold Apperition gains additional reaction at the end of each of its turns. Once per long rest, whenever Father Cold Apperition makes a skill check or attack, it can gain two levels of advantage.
Legendary Turn. Father Cold Apperition gains legendary turn with ◆ at the initiative count of 20.
Silver Tongue. Father Cold Apperition has advantage on all artistry, bluff and diplomacy checks against groups of creatures. Whenever Father Cold Apperition is talking to a creature, it has advantages on all Insight checks to discern that creature's wants, needs and fears.
Speed of Thought. At the beginning of its turn, Father Cold Apperition can teleport up to its INT to an unoccupied location it can see.
Tactician. Father Cold Apperition gains additional level of advantage whenever it is flanking. Each time Father Cold Apperition uses move action, it can also use one disengage action as a free action. Whenever Father Cold Apperition is forced to make a skill check it adds +1 to the check for each ally it has in 3 m.
Tangle Sphere. Father Cold Apperition can grapple any number of creatures. At the beginning of Father Cold Apperition's turn it can attempt to Grapple as a free action.
Actions
◆: Freezing Touch. Melee unarmed attack, Sleight(AGI) to hit. 4d4 + AGI cold damage. Target must make Resilience(VIT) check equal to the damage take or gain two levels of frozen.
◆: Tactical Repositioning. Choose a creature in 10 m, that can hear and understand Father Cold Apperition. Chosen creature can immediately use its move as a free action without provoking reactions. Father Cold Apperition can only target same creature once per turn with this ability.
◆: Tactical Strike. Choose a creature in 10 m, that can hear and understand Father Cold Apperition and can attack with flank. Chosen creature can immediately make a melee attack against a creature it is flanking that costs no more than ◆◆. If that creature does, it gains additional level of advantage and deals additional damage of the type it is already dealing equal to Father Cold Apperition's INT. Father Cold Apperition can only target same creature once per turn with this ability.
◆◆◆: Freezing Caress. Make 4 Freezing Touch attacks against the same target.
Reactions
⮌, Whenever a group of creatures, closest of which is no more than 5 m away from you is forced to make skill check against an area effect.: Joint Defence. All creatures effected make skill checks as normal adding Father Cold Apperition's INT to the roll, but they all use the highest number rolled among them to determine success or failure of the check.
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.