Sloth

Cursed with a cruel, everlasting desease, Sloth ─ also known as the Frozen Warrior or the Sleeping King ─ are the demon lord of the Eversleep layer in the Abyss.

Sloth looks like a dead knight covered in frost shards and has golden spikes embedded on their skull, like a crown.

The Champion

Many years ago, a mighty human knight only remembered as Champion was inflicted by a sickness that started eating his flesh and, ironically, giving him inmortality. Trying to find a way to placate the symptoms, Champion became one of the most dreaded death knights in the land, desperately trying everything possible to stop his everlasting pain.

After centuries of wandering, Champion fought his way through the place were the disease came from, the Eversleep. Once in that place he learned that a powerful entity, know as Sloth, needed to infect a mighty warrior to turn them into its host. After Champion accepted his fate, he took the throne, entering a trance that kept the pain at bay and gave him the powers of a demon lord.

Once joined together, they will never move from their throne, commanding other's to fight or using their psionic magic. Only in an emergency, they will use physical combat.

The Infection

Sloth is an entity that lives within the Eversleep. This entity is very powerful but couldn't move, so it was forced to search for a new way to maintain its domain. Sloth stretched a part of itself to connect with a creature and give them its power, but also curse them, as a way to force them into making a bond with itself.

This kind of "infection" traveled the planes until it found a suitable host, the Champion.

Sloth's Lair

Inside the Eversleep, the tomb of Dormia is found beneath the soil, within a gaint graveyard. Inside, the only light is produced by small everburning torches of blue light. This elaborated maze of chambers is filled with dreaded ice monsters and skeletons. In the main chamber, in a cathedral-like style, rests the throne of Sloth where their inert body lies.





Credits Created by: u/NovaOfEarth1218 using The Homebrewery. Helped by: u/Grimley533. Art: Sloth, by Thiago Lehmann. Disclaimer: This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. Wizards of the Coast LLC.

Lair Actions

On initiative count 20 (losing initiative ties), Sloth can take a lair action to cause one of the following magical effects; they can't use the same effect two rounds in a row:

Sloth summon 1d12 + 4 skeletons in unoccupied spaces within Sloth's lair.

Sloth commands a gust of freezing wind to pass through the tomb. Each creature (excluding themself) in the lair must succeed on a DC 23 Constitution saving throw or become stunned, until on initiative count 20 of the next round. If the creature rolls a 1 in the saving throw, it is petrified instead while stunned in this way.

Regional Effects

The region containing Sloth's lair is warped by their magic, creating one or more of the following effects:

Dead beasts periodically animate as skeletons. This version of local wildlife is commonly seen in the area.

The soil within 6 miles of Sloth's lair, the soil becomes covered in a plethora of jagged ice crystals, turning it into difficult terrain. Also, all open water sources became fully frozen.

If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Sloth table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.

If Sloth die, these effects fade over the course of 1d10 days.