Semblance. Weiss Schnee can activate her Semblance as a bonus action during her turn, choosing from one of the effects, Rune manipulation, Royal Guard or Myrtenaster.
The Black Knight. is immune to the following spells: magic missile, cone of cold, lightning bolt
Icy Platform. AC 8, 10hp, 10ftx10ft cube
Aura. When Weiss Schnee is hit with an attack, have her make a concentration check (DC 13). On a fail, the effect ends.
Multi-Attack: Weiss Schnee can attack two times with Myrtenaster, and makes one Rune Manipulation.
Myrtenaster: melee weapon attack, +7 to hit, one target. On a hit: 3d8 piercing damage, along with 2d4 fire, cold, necrotic or lightning damage. Weiss Schnee makes this decision when the attack hits.
Royal Guard. (recharge 6): Weiss can summon the Black Knight, which rolls Initiative once brought to combat. The Black Knight has the stats of a [/monster]Helmed Horror[/monster] that can be found in the Monster Manual.
Rune Manipulation: Weiss conjures up a weave of runes which can be used for a myriad of effects. Weiss chooses which effect she would like to use with the Runes.
Force Ring: One target. A black set of rune is summoned forth, seeping with force energy. Target makes a DC Dexterity saving throw 16. On a failure, they take 2d10 force damage and must make an additional Strength saving throw 16. On a failure, the target is then grappled and can make the saving throw again at the end of their turn. Force Ring runes hit said target automatically.
Bounce/Land: One creature. A ring of runes launches targets up into the air, making attacking them easier while providing confusion for the enemy. The creature must make a Dexterity saving throw 16 or be launched into the air 30 feet.
An ally, once a target is launched this way, can rocket up and make an attack with advantage as the enemy begins to plummet downward.
An enemy who is falling, when they hit the ground, then must make a Dexterity saving throw 15. On a failed save, they take 3d10 force damage from the fall and half as much on a success.
Always Cold. Any enemy who hits Weiss with a melee attack is dealt 2d6 cold damage. (requires active semblance)
Cold & Alone. Weiss can also use this to create a solid 10ftx10ft platform for herself and allies to stand on, by manipulating the energy of the runes.
Glyph of Defense: Weiss summons a wall of runes to deter attackers from hitting. As a reaction to being hit by a ranged or melee attack, the enemy has disadvantage on the hit and must take the lower score.
Frosty Aura. The seemingly never ending cascade of frigid magic coming from Weiss fills the air around her causing her AC to increase +3 until her semblance is broken. (requires active semblance)
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Weiss is a pale-skinned young woman with pale blue eyes and long white hair that is pulled back into a braid on the right side and pinned with a silver, icicle-shaped tiara. She stands at 5' 3" in heels, and has a scar which runs vertically down her left eye and face.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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