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Cold Rider ~ CR 8

Jagged, twisting antlers of dark blue ice crown the helm of this ice-armored humanoid figure.

Environment: Cold any

Organization: 1-12


Proficiency Score: +9

Medium; Neutral/Repute; fey


Armor Class: 26 (+3 Dex, +4 Armor, +9 Proficiency)

Hit Points: 144 (16d6+48)

Speed: 25 feet (30 feet without armor)

Initiative: +3 (advantage)


STRDEXCONINTWISCHA
17 (+3)16 (+3)16 (+3)14 (+2)15 (+2)17 (+3)

Saves: 

  • Fortitude +12
  • Reflex +12
  • Will +11

Skills: 

  • Acrobatics +12
  • Athletics +12
  • Insight +11
  • Intimidation +12
  • Nature +11
  • Perception +11
  • Stealth +12

Immunities:

  • Effects with the cold tag

Resistances:

  • 15 against the magical tag

Weaknesses:

  • Effects with the auditory or fire tags

Senses: Passive Perception 21, dark vision 60 feet, Constant Pass without Trace

Languages: Common, Elven, Sylvan


Fast Healing (5). A Cold Rider gains 5 hit points at the beginning of its turn.

Implements of Ice. The armor and weapons used by a Cold Rider becomes ice and gain abilities. The armor becomes joined with the Cold Rider and removes the check penalty. The weapon gains a +2 Weapon Potency Rune and a Frost Rune. When it dies, a Cold Rider’s armor and weapons melt into water in 1d6 rounds.

Spells.

Spell Attack +12, Spell DC 22

At Will:

1 per 24 hours:

Walking (Ice). A Cold Rider and any creature it rides can move across icy surfaces without penalty and do not need to make Acrobatics checks to run or charge on ice. They may climb icy surfaces as if the terrain were made of stone.

Actions

Glaive (2 hands). Melee Strike +12/+7/+2 (reach 10 feet only, versatile piercing) with 3d8+3 slashing damage and 2d6 cold damage. Target is Slowed 1 on a critical hit.

Gore. Melee Strike +12/+7/+2 (unarmed) with 5d6+3 piercing damage and 2d6 cold damage.


Equipment

  • Incidental