Red-Ice Hookman

medium undead, neutral evil

D&D 5.5 / SRD 5.2

Challenge 4 (1,100 XP)

Available with DM subscription
STR
17 (+3)
DEX
10
CON
16 (+3)
INT
7 (-2)
WIS
12 (+1)
CHA
11

Defense

Armor Class
15 (frozen hide and iron)
Hit Points
60 (8d8+24 +3)
Speed
25 ft.

Treasure & Loot Common

Coins

Proficiencies & Senses

Saving Throws Constitution, Wisdom
Skills
Athletics +5, Perception +3, Intimidation +2
Senses
darkvision 60 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
fire
Damage Resistances
cold, necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, poisoned, unconscious
Languages Common (understands, cannot speak); moans the names of the drowned crew

Traits and Actions

Cold Aura

Trait
Cold Damage Custom
At the start of each of the hookman's turns, each creature within 5 feet of it takes 1d4 Cold damage as the red ice breathes out its frost.

Hold-Bound

Trait Custom
Hold-Bound Custom
The hookman cannot willingly leave the Red Hold or the wreck of the Sable Queen. If magic forces it outside, it takes 10 (3d6) Necrotic damage at the end of each of its turns and moves back toward the hold if able.

Moaning Count

Trait
Perception Rule
The hookman endlessly recites the names of the crew it is counting. It has Advantage on Wisdom (Perception) checks to locate a creature that has spoken aloud within the last minute.

Multiattack

Action
The hookman makes one Hook attack and one Slam attack.

Hook

Action
Grappled Condition
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) Piercing damage, and the target has the Grappled condition (escape DC 14). The hookman can grapple only one creature at a time.

Slam

Action
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) Bludgeoning damage.

Drag Under

Action Custom
Drag Under Custom
Restrained Condition
The hookman drags a creature it is grappling up to 10 feet and the creature takes 12 (2d6) Cold damage. If the creature ends this movement on red ice, it must succeed on a DC 14 Strength saving throw or have the Restrained condition until it escapes (DC 14).

Running the encounter

Combat Behavior

Tactics

  • Grapples the weakest target with the Hook, then uses Drag Under to pin it on red ice.
  • Stays within 5 feet of as many foes as possible to stack Cold Aura damage.
  • Pairs with Salt-Pearl Drowned, which flank creatures held by the hook.

Combat Style

Slow, grinding brute that anchors one foe and lets the cold finish the rest.

Morale

Fights to the last, moaning the names of its crew, and never willingly flees.

Appearance & presence

Monster Description

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