ConquerorThe Ice Witch of Vorstwoud
In the walking hut on chicken legs lives winter itself

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Wintry Spirit. Nonmagical water within 30 ft. of the Ice Witch freezes instantly; the ground in that area is difficult terrain for non-fey creatures.
Frozen Garden. Creatures petrified by the Ice Witch's Chilling Breath remain frozen (AC 10, 20 HP to free) until the ice breaks or the Ice Witch dies.
Cold Calm. The Ice Witch has advantage on saving throws against being frightened and against being surprised.
Multiattack. The Ice Witch makes two Ice Claw attacks or uses Chilling Breath.
Ice Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage plus 4 (1d8) cold damage.
Chilling Breath (Recharge 5-6). Each creature in a 30-foot cone must make a DC 16 Constitution saving throw, becoming paralyzed by ice for 1 minute on a failed save (repeating the saving throw at the end of each of its turns), or taking 18 (4d8) cold damage with no paralysis on a successful one.
The Story
Deep in the eternally snowbound Vorstwoud, a crooked hut stalks about on two enormous chicken legs. Inside dwells the IJsheks, old as the first snow, who does business with anyone bold enough to knock. The village at the forest's edge is missing a child, and the trail leads to her door.
The witch took the child as payment for an old debt and offers it back in exchange for three tasks. She is icily honest, holds herself precisely to her word, and expects the same. But her tasks are cruel and double-edged, and her frozen garden is full of statues of adventurers who tried to cheat her.
You set out into the winter to complete her charges: steal a fire that never dies, recover a lie someone buried in the snow, tame a wolf that only lies. Every task is a puzzle and a trap both, and the IJsheks watches with a snicker to see whether you read the fine print.
The twist: the third task forces you to choose between the child and something dear to you, and if you try to cheat, the IJsheks wakes in her full, icy fury. Her breath freezes living flesh to ice. In the finale, in the spinning hut lit by blue fire, you must hold her to her own word or defeat her before the frost turns you into statues beside all the others in her garden.
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