Tower of Ascension world illustration - Fantasy theme
Fantasy

Tower of Ascension

S
Sigaojao

In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.


Author's Note: Welcome, Ascended! The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth? Tip: -When moving from one POI to anoher, tell Franz the coordinates.
Played96 times
Cloned11 times
Created
236 days ago
Last Updated
36 days ago
VisibilityPublic
Hrothgar, The Frost Tyrant
CR 11Large Monstrosity
Hrothgar, The Frost Tyrant
HP Range210 - 220 (Avg: 215)
AC17
XP7200

Description

Hrothgar, The Frost Tyrant is a massive, ancient yeti that has dominated the icy wilderness for centuries. His fur is as white as the snow, but streaked with blue veins of frost magic that glow faintly in the dark. His large, powerful frame is covered in icy armor formed from the remains of frozen enemies. His eyes burn with a primal, cold fury, and his roar can send tremors through the ice itself.

Details
SizeLarge
TypeMonstrosity
CR11
XP7200
LanguagesGiant, Primordial
Defenses
Armor Class17
HP Range210 - 220 (Avg: 215)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Frost Breath

Hrothgar exhales a blast of freezing cold in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Slam

Hrothgar makes a melee attack with his icy claws. On a hit, it deals 30 (4d10 + 5) slashing damage plus 10 (3d6) cold damage.

Terrifying Roar

Hrothgar unleashes a fearsome roar. Each creature of Hrothgar's choice within 120 feet that can hear him must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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