Frostbite. all of Barapha's attacks are magical and their melee attacks deal
Spellcasting. Barapha is a 16th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20 +12 to hit with spell attacks). The Barapha has following Sorcerer spells prepared:
Cantrips (at will): Frostbite, Mold Earth, Ray of Frost
1st level (8): Absorb Elements, Fog Cloud, Earth Tremor, Chaos Bolt
2nd level (6): Cloud of Daggers, Crown of Madness, Dragons Breath, Snowball Swarm, Levitate
3rd level (6): Counterspell, Minute Meteors, Wall of Water, Slow, Sleet Storm
4th level (6): Greater Invisibility, Storm Sphere, Watery Sphere, Ice Storm
5th level (4): Cone of Cold, Creation, Control Winds
6th level (2): Globe Invulnerability, Investiture of Ice, Freezing Sphere
7th level (2): Crown of Stars, Power Word Pain
8th level (2): Earthquake
Legendary Resistance (3/day). if Barapha fails a saving throw, they can choose to succeed instead
Multiattack. Barapha makes three attacks with its Glaive and uses Frozen Gaze once, Barapha can can substitute Frozen Gaze for Ice Field
Glaive. Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 19 (4d12 + 12) slashing damage. Barapha can make a sweeping attack with his glaive, making an attack roll against each creature within a 60ft by 30ft cone, dealing alf as much damage, Barapha can only use this attack once per turn
Frozen Gaze. Barapha magically forces a creature it can see within 60 feet and each creature within 15ft of the target to make a DC 18 Constitution saving throw. The creature takes 36 (6d12) Cold damage on a failed save, or half as much damage on a successful one.
Ice Field. Barapha creates a blast of cold air that freezes everything in 60 feet turning it into difficult turrain and each creature within range makes a DC 22 dexterity saving throw. The creature takes 12 (4d6) Cold damage on a failed save, or half as much damage on a successful one.
Frozen Statue (Recharges after a Short or Long Rest). With a stare, Barapha uses Frozen Gaze, but on a failed save, the creature also becomes petrified. Creatures petrified this way become vulnerable to fire and bludgeoning damage, a creature that takes more then 20 fire damage is cured of the petrification. A creature with cold immunity is immune to this effect, a creature with cold resistance can make a DC 20 constitution saving throw to resist this effect. taking more.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Summon Ice Elementals (1/day) Barapha can summon 2 Ice Elementals (use Earth Elementals stat block and add Cold Immunity) once per day, once this ability has been used Barapha can summon 8 Ice Mephits 3 times
Barapha 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. Barapha regains spent legendary actions at the start of their turn.
Frozen Gaze. Barapha uses their Frozen Gaze action
Meld with the Frozen.(Costs 2 Actions) Barapha moves up to 120ft through any ice, upon emerging from the ice each creature within 20ft makes a dexterity saving throw taking 30 (6d10) bludgeoning damage and knocked prone on a failed save, or half as much damage on a successful one
Ice mist. Barapha casts Fog Cloud at 3rd level
Lair and Lair Actions
Lair Actions
On initiative count 22 (losing initiative ties), Barapha takes a lair action to cause one of the following effects; Barapha can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Barapha can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 20 (3d12) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 20 (3d12) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Barapha uses this lair action again or until Barapha dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Barapha can see within 120 feet of it. Barapha makes one ranged attack roll (+12 to hit) against each target. On a hit, the target takes 20 (3d12) piercing damage.
- Barapha creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Barapha uses this lair action again or when Barapha dies.
Regional Effects
The region containing a Barapha lair is warped by their magic, which creates the following effects:
- Chilly air constantly fills the mountain that is Barapha lair.
- Freezing precipitation falls within 6 miles of Barapha lair, sometimes forming blizzard conditions when Barapha is at rest.
- Icy walls block off areas in Barapha lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If Barapha wishes to move through a wall, it can do so without slowing down. The portion of the wall Barapha moves through is destroyed, however.
If the Barapha, the chill and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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