Medium Fiend (Demon), Neutral Evil
Armor Class 17 Frost Armor
Hit Points 180 (20d12 + 50)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
24 (+7)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +12, CHA +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed
Senses Passive Perception 15
Languages Abyssal, Common, Infernal, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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,

Actions

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.

Legendary Actions

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.

Mythic Actions

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.

Monster Tags: Demon

Habitat: Arctic

Rosari

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