Homebrew
The Winter Whisperer emanates an aura of eldritch terror. Any creature that starts its turn within 30 feet of The Winter Whisperer must make a DC 18 Wisdom saving throw, becoming frightened for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Winter Whisperer's touch can freeze the blood of its victims. Its melee attacks deal an additional 10 (3d6) cold damage.
If The Winter Whisperer fails a saving throw, it can choose to succeed instead.
Multiattack The Winter Whisperer can make two attacks: one with its Claw and one with its Child's Bag. Claw Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 10 (3d6) cold damage. Child's Bag Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. On a hit, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn due to the horrific nature of the attack. Frightful Presence Each creature of The Winter Whisperer's choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. Summon Hypnotized Children (Recharge 5-6) The Winter Whisperer summons 2d6 hypnotized children, appearing as eerie, ghostly figures. Summoned children appear in unoccupied spaces within 60 feet of it and act as allies of The Winter Whisperer. They are under the complete control of The Winter Whisperer and will follow its commands without hesitation.
The Winter Whisperer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Winter Whisperer regains spent legendary actions at the start of its turn. Attack: The Winter Whisperer makes one claw attack. Move: The Winter Whisperer moves up to its speed without provoking opportunity attacks. Chilling Gaze (Costs 2 Actions): The Winter Whisperer fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or take 21 (6d6) cold damage and be paralyzed until the end of their next turn.