Coldlight Walker

Medium undead, neutral evil

Guardian • CR 5 • Icebound Spirit

Armor Class
13 (natural armor)

Hit Points
68 (9d8 + 27)

Speed
30 ft.

STRDEXCONINTWISCHA
STR 16 (+3) DEX 10 (+0) CON 16 (+3) INT 8 (-1) WIS 12 (+1) CHA 10 (+0)
Features & Traits

Damage Resistances. bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities. cold

Condition Immunities. charmed, exhaustion, poisoned

Senses. darkvision 60 ft., passive Perception 11

Languages. understands the languages it knew in life but can't speak

Challenge. 5 (1,800 XP)

Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.

Frozen Remains. A creature slain by the Walker's cold energy becomes a brittle, rime-coated husk rather than a normal corpse. For 7 days after death that husk cannot be targeted by any spell or effect that would restore life, such as revivify or raise dead, and it cannot be used as material for summoning or animation magic.

Actions

Multiattack. The Walker makes two attacks: one with its Slam and one with its Frost Lash, or two Slams.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 7 (2d6) cold damage. If the target is a creature wearing metal armor, it takes an extra 3 (1d6) cold damage as the light seeks out colder surfaces.

Cold Ray. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 25 (4d10 + 3) cold damage.