Legends say the Gordon’s were beutiful priestess that got horribly exploited by thos claiming to be God’s. In Thune These beings serve society in a vital role of catching and detaing out of controll serial killers.

Some foe are so corupt and deranged that they can’t be left alone in society to agrees these individuals cryo wardens evolved. After about 20 years in Cryonic stasis patients with severe personality disorders kind of reboot and reset sometimes but sometimes the don’t thus the need for Constant vigilance.

Armor Class 14 (natural armor)

Hit Points 86 (12d8 + 36)

Speed 30 ft.

STR

10 (+0)

DEX

15 (+2)

CON

16 (+3)

INT

12 (+1)

WIS

13 (+1)

CHA

15 (+2)

Skills Deception +5, Insight +4, Perception +4, Stealth +5

Senses darkvision 60 ft., passive Perception 14

Languages Common

Challenge 6 (2,300 XP)

Aresting Action:

Wardens Eyes: When in the presence of somebody who comited a major crimin the last month the wardens snakes can smell it and will hiss in the direction of the offender.

When faced with a known fellon the Cryo Warden may do one of these two actons.

Heat Drain. A single target that can see the warden in a 120 foot radius must make a Constitution save DC 14 or take 7d4 cold Damage the warden gets this damage back as health aditionaly anybody who drops to zero hit points from this attack isn’t dead instead they are just asleep in a sheet of ice.

Aresting Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly covered in an imposibly strong thin coat ice in cryonic stasis. A creature that fails the save begins to freeze is restrained. The restrained creature must repeat the saving throw at the end of its next turn, falling asleep on a failure or ending the effect on a success. The freeze lasts until the freeze creature is freed. The ice has an AC of 18 and 60 hitpoints. And will generally last for about two days unless the Cryo Warden takes the individual to the ice cave in on the Shadow express.

Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the Warden until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.

Actions

Multiattack. The medusa makes either three melee attacks — one with its snake hair and two with its shortsword — or two ranged attacks with its longbow.

Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d4) poison damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (4d4) poison damage.

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