Immoveable- She can't be moved from her location
Ice Mobility- She treats ice as regular terrain but double speed
Rocket Jump- She can jump 30 foot up using rockets, she pushes people back 10 feet on a successful DC 14 strength save and is knocked prone and pushed back 20 feet on a failed
Shotgun Knees- (20 foot cone) 4D6 + 4 Piercing damage She opens her knee and fires a shot gun blast from it
Mini-Knee- (15 foot radius) DC14 dex saving throw on failed you take 2D12 + 4 piercing damage, successful throw you take half She can open her knee and begins pirouetting. She fires in all directions.
Shank- (5 foot reach) 1D4 + 4 it can target 2 things at once ShAnK
Disengage- Can leave without provoking an opportunity of attack.
Catch Projectiles- She catches one projectile and drops it to the ground
Overheat- When grappled or restrained, she heats up during the thing grappling or restraining her. Con save of DC 16. If failed it is 4D6+4 on successful it is halved.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Can Draw runes while ice skating and activate them once drawn at will.
Description
A beautiful woman, white, blond hair, and a long flowing white dress, he legs are cybernetic.
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.