Frostclutch
Medium aberrant beast (blind, ooze)
Level 18 Controller XP 2000

Initiative +14        Senses Perception +14; blindsight
HP 170; Bloodied 85
AC 32; Fortitude 31, Reflex 30, Will 30
Resist 10 cold
Speed fly 6 (hover)

Chilling Touch (standard, at-will) Cold

+22 vs Fortitude; (automatically hits a target grabbed by the frostclutch)2d8+8 cold damage.

Frozen Grasp (standard; usable only while the frostclutch does not have a creature grabbed, at-will) Cold

+22 vs Reflex; 2d8+8 cold damage, and the target is grabbed.

Entomb (standard, recharge

Targets a creature grabbed by the frostclutch; +22 vs Fortitude; 2d8+8 cold damage, the grab ends, and the target is entombed in ice (save ends). While entombed, the target takes ongoing 10 cold damage and is stunned. No creature has line of effect to the target. Miss: Half damage, the grab ends, and the target is entombed until the end of the frostclutch’s next turn.

Drag (move; usable only while the frostclutch has a creature grabbed; at-will)

Targets a creature grabbed by the frostclutch; +22 vs. Fortitude; the frostclutch shifts 3 squares and pulls the grabbed target with it.

Alignment Unaligned        Languages -
Str 22 (+15)      Dex 20 (+14)      Wis 20 (+14)
Con 18 (+13)      Int 5 (+6)      Cha 11 (+9)

Description: Most living spells are chaotic blobs of bubbling magic, but a living spell of a structured conjuration resembles the original form. In the case of the frostclutch, the oversized hands of force from Bigby’s arsenal fly through the air, grabbing and trapping creatures in a prison of ice.


Published in Dungeon Magazine 175, page(s) 66.