Innate Spellcasting. Cire's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:
At will: ray of frost, chromatic orb
3/day each: shield, dispel magicsleet storm
1/day each: dominate person,
Multiattack. Cire makes two attacks: two with the staff, two with the Ice Javelin or one with the staff and one with the Ice Javelin.
Staff of Auril Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) bludgeoning damage plus 10 (3d6) cold damage and the target must succeed on a DC 19 Dexterity saving throw. On a failure, the target is restrained as ice forms around its legs. As an action, a restrained creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 19 Strength (Athletics) check.
Ice Javelin Range Weapon Attack: +9 to hit, reach 15/200 ft., one target. Hit: 19 (3d6 + 4) piercing damage plus 7 (2d6) cold damage. Cire coalesces snow into a javelin-like form and hurls it at a creature it can see within 200 feet of it. The javelin is considered a magic weapon. The javelin disappears after it hits.
Cire can take 3 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cire regains spent legendary actions at the start of his turn.
Cast Spell Cire casts an at will spell.
Staff of Auril (Costs 2 Actions) Cire makes on attack with his staff.
Blinding Snow. Blinding snow and sand swirls magically around Cire. Each creature within 5 feet of Cire must succeed on a DC 19 Constitution saving throw or be blinded until the end of the creature's next turn.
Whirlwind of Snow (Costs 2 Actions) Cire magically transforms into a whirlwind of snow, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, Cire is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Cire remain in its possession. If Cire moves in the space of another creature while in whirlwind form, the creature must make a Con saving throw of DC 19 or take (2d6) cold damage on a failed save or half on a success.
Deep Freez (Costs 3 Actions, recharge on 6) Once Cire 1/4 hp, on a creature that Cire can see, they must make a Con saving throw of 19. On a failed save, a target begins to turn to ice and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Legendary Resistance (3/Day). If Cire fails a saving throw, he can choose to succeed instead.
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.
Comments