The Fortress of Frostlord Haldric Conqueror
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The Fortress of Frostlord Haldric

A hundred winters of silence—and last night, a light burned again

Frost Lord Haldric, the Reawakened
The Adversary
Frost Lord Haldric, the Reawakened
Ice-lich / frost lord (undead) · CR 11

Half man, half glacier, he rises from his iron throne while every breath in the hall freezes to rime.

Show stat block
Frost Lord Haldric, the Reawakened
Medium undead (frost lord), neutral evil
Armor Class 17 (rime-covered iron plate armor)
Hit Points 168 (16d8+96)
Speed 30 ft.
STR18+4
DEX12+1
CON22+6
INT14+2
WIS14+2
CHA16+3
Saving Throws Con +10, Wis +6, Cha +7
Skills Intimidation +7
Resistances & immunities immune to cold and poison damage; immune to frozen, exhausted, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Challenge 11 (7,200 XP)
Traits

Killing Cold. Every creature that starts its turn within 10 ft. of Haldric takes 5 (1d10) cold damage.

Soul Anchor. If Haldric drops to 0 hit points, he rises again after 1d4 days unless his frozen heart, hidden elsewhere, is destroyed.

Actions

Multiattack. Haldric makes two attacks with his Rime Sword.

Rime Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) slashing damage plus 9 (2d8) cold damage.

Frost Grip (Recharge 5-6). One target within 30 ft. must make a DC 17 Constitution saving throw; on a failure, it takes 27 (6d8) cold damage and its speed becomes 0 until the end of its next turn; on a success, it takes half as much damage and is not slowed.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

The mountain path reaches a ledge and reveals an imposing stronghold, frozen fast against a wall of towering, ice-sheathed peaks. The wind shrieks through the battlements and carries a sound no wind should make: a slow cracking, like something waking. The gate stands ajar, a blue light glowing behind it, and your mountain guide refuses to go a step farther.

A hundred years ago this Fortress of Frostlord Haldric was frozen solid in a single night—inhabitants, banners, and all—when Haldric sacrificed his own garrison to become immortal. Ever since, everything lay still beneath the ice. Until yesterday, when the light in the highest tower kindled again. Something has woken the frostlord, and his frozen soldiers are stirring in the halls.

You press into the icebound fortress: halls where time stands frozen, sentries locked mid-motion in their final gesture, traps that thaw only after a century. You must slip past or cut down the frozen guard, decipher the last captain's logbook, and find the way to the fortress core—where Haldric completes his awakening upon his iron throne.

The twist: the fortress itself is the prison that has held Haldric for a century, and his awakening means the eternal storm will spread across the whole valley below. In the climax you face Frostlord Haldric, the Reawakened—half man, half glacier—rising from his throne as every breath in the hall freezes to rime. Defeat him, and a hundred years of frost melt away; fail, and the village valley becomes the next thing to vanish beneath the ice.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.