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The frost jarl

Mystic

Overview

HP75,000
Exp24,800
Melee0–450
Arm52
Speed378
  • ice frost wave 210–370 (wave, range 6)
  • ice avalanche 190–350 (ball, radius 2, range 6)
  • physical thrown axe 200–360 (thrown, range 6)
  • heal heals itself 450–750
HP225,000
Exp74,400
Melee0–900
Arm52
Speed472
  • ice frost wave 420–740 (wave, range 6)
  • ice avalanche 380–700 (ball, radius 2, range 6)
  • physical thrown axe 400–720 (thrown, range 6)
  • death nightmare pulse 300–600 (around itself, radius 1)
  • heal heals itself 450–750

The Nightmare frost jarl (white skull) rolls again every time a group pulls the lever - one time in two hundred. Its blows and spells hit twice as hard, and a pulse of death goes round it; its drops come 3% more often; 1 Warden mark to everyone who brings it down.

HP450,000
Exp148,800
Melee0–1,350
Arm52
Speed510
  • ice frost wave 630–1110 (wave, range 6)
  • ice avalanche 570–1050 (ball, radius 2, range 6)
  • physical thrown axe 600–1080 (thrown, range 6)
  • death nightmare pulse 450–900 (around itself, radius 1)
  • fire hellfire 675–1350 (around itself, radius 2)
  • lifedrain soul drain 450–900 (spell, range 4, heals it)
  • heal heals itself 450–750

The Hell frost jarl (red skull) - one mutation in ten is Hell. Its blows and spells hit three times as hard, two attacks at once, with a burst of hellfire and a drain that heals it; its drops come 5% more often; 2 Warden marks to everyone who brings it down.

Weak tofire +25%
Resistsphysical -20%earth -10%
Immune toice

Where

Faced in The Frost Sanctum, in The Greyspine summit, 359 squares south-east of the temple: stand on its plates - you and up to two of your party - and pull the lever. Once a day each, 15 minutes to win.

Open it in the wiki All monsters

Monsters of about the same level