# Overview
Frigid Woe manifests with bluing veins and a thin coating of ice that grows over a victim's body. As the Frigid Woe covers the victim, the victim eventually petrifies into a type of creature known as a [[Coldlight Walker]].
# Effects
Any creature that finishes a [[Long Rest]] in Icewind Dale makes a DC 10 CON Saving Throw. Constructs automatically succeed on this save. On a failed save, the creature is afflicted by [[Frigid Woe]] and suffers the following effects:
**Curse.** The creature gains 1 [[Exhaustion]] level and is [[Cursed]]. While the creature is [[Cursed]], finishing a [[Long Rest]] doesn't reduce the creature's [[Exhaustion]] level.
**Frozen Joints**. The creature's [[Speed]] is reduced by 5 feet.
**Coldlight Fate.** When a [[Cursed]] creature's [[Exhaustion]] level reaches 6, it doesn't die. Instead, the creature transforms into a Coldlight version of its former self; its creature type becomes Undead, and it gains [[Immunity]] to Cold and Poison damage, and the [[Blinded]], [[Exhaustion]], [[Paralyzed]], [[Petrified]] and [[Poisoned]] conditions, and 60 feet of [[Fore Lindrov/2. Mechanics/References/Senses/Darkvision|Darkvision]] if it didn't have it in life. The Curse then ends for that creature.
**Fighting the Curse.** Daily at Dawn, an afflicted creature makes a DC 10 CON Saving Throw. On a failed save, the creature gains 1 [[Exhaustion]] level as more ice coats its skin. On a successful save, the creature's [[Exhaustion]] level doesn't increase.
If the creature makes the save outside of Icewind Dale, it's [[Exhaustion]] decreases by 1. If the creature's [[Exhaustion]] level is reduced to 0, the Curse ends on the creature.
**Remove Curse.** Removing the Curse immediately ends it for a creature.
# Coldlight Walker
