Frostwind Virago
Medium fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 237 (25d8 + 125)
Speed 30 ft., fly 60 ft. (hover), swim 20 ft.
Saving Throws Dex +11, Wis +8, Cha +10
Damage Immunities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses passive Perception 13
Languages Auran, Common, Elven, Sylvan
Challenge 16 (15000 XP)
Captivating Call. While speaking, the frostwind virago can force each creature within 300 feet of it to succeed on a DC 18 Wisdom saving throw or be charmed by the frostwind virago for as long as it remains speaking. A charmed creature can only take the Dodge action, and uses its movement on each of its turns to move its full speed toward the frostwind virago. The creature can repeat the saving throw if it takes damage, ending the effect for itself on a success. A creature that succeeds on its save is immune to the Captivating Call of all frostwind viragos for 24 hours. Frostwind viragos can’t be affected by each others’ Captivating Call.
Legendary Resistance (1/Day). If the frostwind virago fails a saving throw, it can choose to succeed instead.
Magic Resistance. The frostwind virago has advantage on saving throws against spells and other magical effects.
Mind Freeze Aura. Whenever a creature starts its turn within 30 feet of the frostwind virago, that creature must succeed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls and ability checks until the start of its next turn. A creature that fails its save by 5 or more is stunned until the start of its next turn instead. A creature that succeeds on its save is immune to the Mind Freeze Aura of all frostwind viragos for 24 hours.
Actions
Multiattack. The frostwind virago uses Icy Vortex if it is able to. It then makes two attacks.
Frostbite Touch. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (7d6) cold damage.
Icy Vortex (Recharge 5-6). Each creature within 30 feet of the frostwind virago must make a DC 18 Dexterity saving throw, taking 28 (8d6) cold and 28 (8d6) piercing damage on a failed save, or half as much damage on a success.
These fey are the embodiment of the dispassionate cruelty of winter, and the fury of a raging blizzard. They usually live alone, but sometimes use frost giants as servants. They live in the remotest tundra, consuming mammoth meat and the like, getting water from the snow and ice. They are thoroughly malevolent, and despise warm-blooded creatures. They like to torment them before killing them, or lure them into particularly cruel traps. Despite this, they can be reasoned with, and sometimes will work with other creatures toward some common goal. Some powerful frost giant lords have a frostwind virago as an advisor or agent. A typical frostwind virago stands around 5 feet tall and weighs around 90 pounds.
one of the things I've been thinking about recently is that it takes effort and practice to become a good ttrrpg player.
as a forever dm, i obviously knew this was true for dming. like. dming is clearly a skill that takes work and effort and practice. and it's a skill I've worked hard at!
but being a good player is also a skill that takes work and effort and practice. arguably less than what being a dm requires, but not nothing! and it's not something i knew about until i got more opportunities to be a player. (the thing is, I'm at a point where i do think I'm a good dm. i am NOT at that point as a player lmao. so I'm working on it.)
anyway. i don't know if Forever Players view being a player this way, but i think it's worth considering, especially given how much work dming is. what can you do to be a better player? in what ways can you support the other players and the dm? these are good questions to periodically ask yourself imo.
[ID: A reply from @inthesurf that reads, "what are some ways and examples of being a good player?" End ID.]
there are a million answers to this, probably, but from mostly a forever DM's perspective, here are things players do that make the game amazing:
1. respect the story you're all telling together. this will look different depending on the story, of course. but in general, thinking about what you can do to support the narrative as its own living entity, rather than solely thinking "what MY character would do," will make for a better time.
2. share the spotlight. get comfortable taking the lead when it's needed and ALSO taking a backseat when it's time for someone else to shine.
3. manage your. emotions? lol i don't know to sum this one up, but ttrpgs can stir up a lot of feelings (frustration, stress, joy, sadness, fear, etc) and managing those in tandem with your character's feelings is a skill that takes work. taking a step back (either literally or just emotionally) from things at times is a good thing to learn. also don't take things personally!! your dm is not your enemy!
4. be curious about the world. ask questions, be invested in the story and the group and the other characters, be open to the adventure hooks, explore. don't play a character who doesn't want to do these things.
5. communicate! with the dm and with your fellow players. if you're having a problem with the game or that is affecting you wrt the game, talk about it. communication is so key!
















