Frore Soul

Medium undead (reindeer), chaotic evil

Armor Class 17 (natural armor) 20 (robe of the archmagi, staff of power)

20 (robe of the archmagi, staff of power) Hit Points 135 (18d8 +54)

135 (18d8 +54) Speed 30ft.

STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 16 (+3) 30 (+10) 14 (+2) 16 (+3)

Saving Throws Str +2, Dex +5, Con +12, Int +19, Wis +11, Cha +5, Death +2

Str +2, Dex +5, Con +12, Int +19, Wis +11, Cha +5, Death +2 Skills Perception +9, History +24, Arcana +24, Insight +9, Deception +10, Persuasion +10, Nature +17

Perception +9, History +24, Arcana +24, Insight +9, Deception +10, Persuasion +10, Nature +17 Damage Resistances lightning, necrotic

lightning, necrotic Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks

cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

charmed, exhaustion, frightened, paralyzed, poisoned Senses truesight 120 ft., passive Perception 19

truesight 120 ft., passive Perception 19 Languages Equestrian, Old Equestrian, Draconic, Abyssal, Cervine, Tail Signs, Sylvan

Equestrian, Old Equestrian, Draconic, Abyssal, Cervine, Tail Signs, Sylvan Challenge 24 (62,000 XP)

Legendary Resistance (3/day). If Frore fails a saving throw, he can choose to succeed instead.

Equipment. Frore carries a staff of the magi (20 charges), a robe of the archmagi, a cubic gate (Material, his layer of the Abyss, Ethereal, Astral, Negative Energy, Carceri), and a staff of power (full charges).

Master of Destruction. All spells Frore casts that deal damage ignore resistance and immunity, unless he wishes it otherwise.

Rejuvenation. If Frore has a phylactery, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Army Arcana. When Frore casts a spell that causes damage or that forces other creatures to make a saving throw, he can choose himself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.

Turn Resistance. Frore has advantage on saving throws against any effect that turns undead.

Empowered Evocation. Frore can add his Intelligence modifier to the damage roll of any wizard evocation spell he casts.

Overchannel. When Frore casts a wizard spell of 5th level or lower that deals damage, he can deal maximum damage with that spell. The first time he does so, he suffers no adverse effect. If he uses this feature again before he finishes a long rest, he takes 2d12 necrotic damage for each level of the spell, immediately after he casts it. Each time he uses this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Signature Spells. Frore can cast iceball and animate dead once a short or long rest without expending a spell slot.

Spellcasting. Frore is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +21 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): diction (CTOS), prestidigitation, eldritch blast (maximized), mending, telekinesis (MLP 45E, 3rd level), minor illusion, shield, invisibility, copy (CTOS), light, chill touch (maximized)

1st-level (4 slots): apprentice's teleport, feather fall, creeping darkness (CTOS), Sanh's ray of light (CTOS)

2nd-level (3 slots): suggestion, scorching ray

3rd-level (3 slots): counterspell, dispel magic, major image, seek teleporter (CTOS)

4th-level (3 slots): Alpha's chill of the void (CTOS), shadow blink (CTOS)

5th-level (3 slots): mathemagic equation, mind fog (CTOS), cone of cold, dominate person, acid fog (CTOS)

6th-level (2 slots): disintegrate, Otto's irresistible dance, mass suggestion, darklight's lightning web (CTOS),

7th-level (2 slots): forcecage, reverse gravity, prismatic spray, teleport

8th-level (1 slot): heart and soul (CTOS), maze, feeblemind

9th-level (1 slot): wish, meteor swarm

Actions

Paralyzing Touch. Melee Spell Attack: +21 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Elusive. When Frore is missed by an attack, he can use his reaction to disengage and jump up to 20 feet away.

Spells. Counterspell, shield, feather fall, seek teleporter.

Legendary Actions

Frore can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Frore regains spent legendary actions at the start of his turn.

Cantrip. Frore casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Frore uses his Paralyzing Touch.

Return Spell (Costs 2 Actions). Frore can only use this action immediately after someone casts a spell that deals damage and includes him in its effect. He recasts the spell without any material components or spell slots.

Frightening Gaze (Costs 2 Actions). Frore fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Frore's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Fore must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.