During the Hungary Storm adventure, the party has to deal with a mob of re-animated ice-zombies. This was a mini-boss type encounter that my party bypassed completely as they were badly injured from the phase 1 fight with Rimiko and were running to kill her in phase 2.
THE JACKAL MASTER
Unique Mukurokoori Monk
Medium undead, neutral evil
Armor Class 16 (unarmored defense)
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)
Damage Resistance slashing and piercing from nonmagical attacks
Damage Immunities cold, poison
Damage Vulnerabilities fire
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Challenge 3 (700 XP)
Bitter Cold. The jackal master radiates an aura of intense cold. A creature that ends its turn within 10 feet of the jackal master immobilized if they are slowed. An application of heat or a DC 15 Constitution saving throw reduces immobilization to slowed. Otherwise it’s a noticeable temperature drop.
Ice Walk. The jackal master can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.
Keen Hearing and Smell (Jackal). The jackal master has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Unarmoured Defence. While the jackal master is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.
Undead Fortitude. If damage reduces the jackal master to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the jackal master drops to 1 hit point instead.
Multiattack. The jackal master uses bite and then makes three frozen strikes or three shuriken attacks.
Bite (Jackal). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Frozen Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and 7 (2d6) cold damage and the target is slowed (as the spell) until the end of its next turn. If the target is a creature, the jackal master can also choose one of the following additional effects:
- The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (jackal master’s choice).
- The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept’s next turn.
Fukimi-Bari (Mouth Darts). Ranged Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 1 piercing damage and 7 (2d6) poison damage.
Deflect Missile. In response to being hit by a ranged weapon attack, the jackal master deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the jackal master catches the missile if it’s small enough to hold in one hand and has a hand free.
The jackal master can take 1 legendary action, 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. The jackal master regains spent legendary actions at the start of its turn.
Sleep Gaze (Jackal). The jackal master gazes at one creature he can see within 30 feet of him. The target must make a DC 13 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this j jackal master’s gaze for the next 24 hours. Undead and creatures immune to being charmed aren’t affected by it.
If defeated in single combat by a martial artist (a monk or anyone proficient in unarmed attacks via a feat like martial artist or grappler) the tattoos flow to the victor and he gains all the jackal tagged traits and actions. Otherwise the tattoos evaporate into the air as a blue mist (idea stolen from Matt Collville).
Banner Art Credit: Ka-Jet, “Jackal”