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

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Wintergeest. Niet-magisch water binnen 9 m van de IJsheks bevriest onmiddellijk; de grond in dat bereik is moeilijk terrein voor niet-fey wezens.
Bevroren Tuin. Wezens versteend door de Verstarrende Adem van de IJsheks blijven bevroren (AC 10, 20 HP om te bevrijden) totdat het ijs breekt of de IJsheks sterft.
Kouwe Kalmte. De IJsheks heeft voordeel op redingsworpen tegen doodsbang en verrast worden.
Multiattack. De IJsheks voert twee Ijsklauw-aanvallen uit of gebruikt Verstarrende Adem.
Ijsklauw. Aanvalsworp met wapen (nabij): +6, bereik 1,5 m, één doelwit. Trefkans: 10 (2d6+3) snijdende schade plus 4 (1d8) koudeschade.
Verstarrende Adem (Recharge 5-6). Elk wezen in een kegel van 9 m moet een DC 16 Constitutie-redding maken; bij falen verlamd door ijs gedurende 1 minuut (nieuwe redding aan het einde van elke beurt), bij slagen 18 (4d8) koudeschade zonder verlamming.
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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