Maiden of Ice
Huge giant, neutral good
Armor Class
16 (natural armor)
Hit Points
175 (14d12 + 84)
Speed
40 ft.
STR
21 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
15 (+2)
WIS
11 (+0)
CHA
10 (+0)
Damage Immunities
cold
Senses
darkvision 120 ft., passive Perception 14
Saving Throws
Str +9, Con +10, Int +6
Skills
Athletics +9, Insight +4 Intimidation +4, Perception +4
Languages
Common, Giant
Challenge
9 (5,000 XP)
Aura of Frost. The ground in a 15 foot radius circle around the maiden becomes coated in ice. A creature that steps on this ice begins to slide. They travel until they reach the end of the ice, collide with a solid object, or have gone 30 feet. The creature loses movement equal to the distance traveled while sliding. A creature may choose to move at half speed on the ice to avoid sliding. The ice melts after being outside of the aura for 1 minute.
Actions
Multiattack. The maiden makes two scythe attacks or two spear attacks.
Frozen Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage plus 11 (2d10) cold damage.
Frozen Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 11 (2d10) cold damage, or 9 (1d8 + 5) piercing damage plus 11 (2d10) cold damage if used with two hands to make a melee attack.
Harvest. The maiden swings her scythe in a powerful sweeping motion. All creatures within 15 feet of the maiden must succeed on a DC 16 Dexterity saving throw or take 16 (3d10) slashing damage and 16 (3d10) cold damage and be knocked back 15 feet. If the creature is knocked back onto ice, they slide for 30 feet, until they collide with a solid object, or until they reach the end of the ice.
Blades of Bitter Cold (Recharge 5-6). The maiden makes two powerful vertical sweeps with her scythe, launching arcs of frozen energy in two 5 foot wide, 120-foot long lines. A creature caught in one of these areas must make a DC 16 Dexterity saving throw, taking 27 (5d10) cold damage and gaining one level of exhaustion on a failed save, or half damage and no exhaustion on a successful one.
Cold Snap (1/Day). The maiden slams the head of her scythe into the ground and attempts to freeze everything within 60 feet. Creatures caught in this area must make on a DC 16 Constitution saving throw or take 33 (6d10) cold damage and be paralyzed for 1 minute as they are frozen on a failed save, or half as much damage and not paralyzed on a successful one. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the paralyzed condition on itself on a success. Any exposed liquids in the area are frozen and all fire is snuffed out as well.