Goblin Freezer

These Goblins wear magitech anti-Freeze suits, and carry magitech Cryo-Cannons. Their suits and weapons are powered by a magical frost crystal, or scientific reactions. How did Goblins become the first ones to create this kind of Magitech? Who knows? All we can say is that if you run into these things, we hope you have a ring of cold resistance.


Goblin Freezer

Small humanoid (goblinoid), neutral evil


  • Armor Class 14 (Anti-Freeze Suit)
  • Hit Points 52 (15d6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 8 (-1)

  • Skills Stealth +5
  • Damage Immunities cold
  • Condition Immunities frozen
  • Senses passive Perception 9
  • Languages Common, Goblin
  • Challenge 6 (2,300 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Cryo-Cannon. Ranged Weapon Attack: +5 to hit, range 30/45ft., one target. Hit: 22 (5d8) cold damage. If the target is a creature, it becomes frozen (escape DC 15) for 1 minute.


Magic Items: Anti-Freeze Suit & Cryo-Cannon

Anti-Freeze Suit. This suit is a set of modified leather armor that provides an AC of 12 + Dexterity Modifier), and immunity to cold damage. It runs on elemental energy, and can provide this immunity for 24 hours before needing to be recharged. Where it can be recharged is up to the DM.

Cryo-Cannon. This magitech cannon is a ranged weapon with the two-handed and heavy properties. It deals 5d8 cold damage on a hit, and if the target is a creature, it becomes frozen (escape DC 15) for 1 minute. It runs on elemental energy, and can be shot 3d10-10 times before needing to be recharged. Where it can be recharged is up to the DM.


New Condition: Frozen
  • A frozen creature is completely covered, along with any object it is wearing or carrying, with ice. Its weight increases by a factor of 5, and it ceases aging.
  • Attack rolls against the creature have advantage.
  • The creature automatically fails Strength and Dexterity saving throws.
  • The creature has resistance to all non-psychic damage.
  • A creature immune to cold damage is immune to this condition.
  • The creature is incapacitated (see the condition), except it can use its action to attempt to unfreeze itself with a Strength (Athletics) check, with a DC set by the source of the freeze. A creature with resistance to cold damage has advantage on this check. Another creature can use their action to attempt the same check to unfreeze a frozen creature.
  • The condition also ends after 1 minute, or the first time the frozen creature takes damage.