Armor Class: 18
Hit Points: 304 (32d12 + 96)
Speed: 0 ft., fly 30 ft. (hover)
Damage Vulnerabilities: Fire
Damage Resistances: Cold, Poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities: Charmed, Exaustion, Grappled, Paralyzed, Poisoned, Prone, Restrained, Unconsious
Senses: darvision 60 ft., passive Perception 7
Challenge Rating: 14 (11,500 XP)


Consume Warmth. As a bonus action, the frozen soul can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 15 Constitution saving throw against this magic or die. If the target dies, the frozen soul regains 6 (1d12) hit points per hit die the target has.
Vapor Form. The frozen soul can move through a space as narrow as 1 inch wide without squeezing and it can move through other creatures and objects freely.
Chilling Pressence. The first time the frozen soul enters a creature's space on a turn, that creature takes 5 (1d10) cold damage.


Multiattack. The frozen soul makes two Chill Wave attacks.
Chill Wave. Ranged Spell Attack: +8 to hit, reach 60 ft., one target. Hit: 13 (3d8) cold damage. This attack can originate from either the frozen soul or any creature possessed by Split Soul
Split Soul. The frozen soul sacrifices half of its current hit points and launches a chilling mist at one creature that the frozen soul can see within 60 feet of it. The target must succeed on a DC 17 Charisma saving throw or be possessed by the frozen soul.

On a successful saving throw the frozen soul regains the sacrificed hit points.

On a fail, the target is incapacitated and loses control of its body and gains the sacrificed hit points as temporary hit points. The frozen soul now controls the body and deprives the target of awareness.

If the targeted creature is dead it does not make a saving throw. The target gains immunity to being charmed and frightened, and retains all class features and proficiencies.

The possession lasts until the body drops to 0 temporary hit points, or the frozen soul ends it as a bonus action, healing any remaining temporary hit points. The target is immune to this frozen soul's Split Soul for 24 hours after succeeding on the saving throw or after the possession ends. The frozen soul can only have a maximum of two creatures affected by Split Soul at any one time.

Legendary Actions

Chill Wave (Cost Actions). The frozen soul makes a Chill Wave attack.
Misty Switch (Cost 2 Actions). The frozen soul can have two creatures possessed by Split Soul switch places.
Frozen Shackles (Cost 3 Actions). The frozen soul causes chains of ice to wrap around a creature within 30 feet of itself or a creature it has possessed with Split Soul. The target creature must succeed a DC 17 Dexterity saving throw or become restrained. The creature can attempt a DC 17 Strength check to break out of the chains as an action.

Frozen Soul Lore

Beyond the whistling of the arctic winds, a horrific wailing can be heard as a large shadowy figure approaches. Appearing as bones and hanging flesh, the creature has fallen from the warmth of life. It shrieks a startling noise as the swirling blue energy behind the exposed rib cage deforms into humanoid faces. It’s energy lashes outwards towards the warmth it craves.

Remains of the Frozen. The frozen soul is created when a wanderer dies in the arctic by freezing to death. The persons soul wants for the warmth of life, and when many of these souls gather together they unite into a frozen soul. The only way to put the souls to rest is to kill their undead form.

Well of Souls. The frozen soul is not the abomination it has reanimated, but the glowing energy inside. The soul is able to split into multiple fragments, and these fragments are able to possess new corpses, or even possess the living.

Puppet Masters. The frozen soul enjoys taking control of the living and force them to fight each other to the death. However if the living prove to be too resilient the frozen soul will raise the corpses of creatures it can reach. The frozen soul is very likely to possess other beings to fight its battles.

Habitat. The home of the frozen soul can be identified by the littering of corpses. The soul is likely to kill people or beasts in the location that the souls it is made of died. This area is avoided by all who know of it, and often people leave warning signs to signal from wanderers to avoid the area.

Undead Nature. The frozen soul doesn’t require air, food, drink or sleep.


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