Special Trait Name. can change shape but once attacked loses form
knows all frost and acid spells and can telepathically speak to people in multiple different languages. and knows other non element spells
ranged attack called ice storm doing 15d6 damage type cold in 20 foot radius and 50 feet high damaging everyone in the area but its self. counts as 1 action
melee attack called poison slash doing 4d8 on impact plus 2d6 poison damage per turn to inflicted player
movement action called flash step player being targeted must roll disadvantage saving throw to be able to see where the agrifrost is coming from as it moves so fast almost as if its teleportation and does a kick in the back doing 5d4 bludgeoning damage knocking the player to the ground. if saving throw succeeds it only does half damage and doesn't knock them on the ground.
bonus actions are slashing arm doing 2d10 slashing damage and has 25 percent chance to poison target
frost anticipation
frost antisapation is a reaction this monster has being able to predict, see coming, or expect from an enemy or friend but only when it is being targeted by this cold/frost attack
the cost for this attack is all of its stamina, the more health the more damage.
a combo stab attack called instantaneous stab combineing a flash step with all four blade arms stabing the target 25 times then kicking them across the floor doing 18d20 and if health drops to zero all bones in body shatter and you are consumed by the beast restoring it to full health
if beast is 100 health and below than does 13d20 damage and if 100-200 15d20 damage and if 200-300 than 18d20 and if at full health than it does 19d20 damage
the attack is an instant kill. youll know when it uses the attack but it has 5% chance to use this attack.
Description
a spider like humanoid that has armored skin four legs and four arms in the shape of blades connected to the body and a weak point on its neck that looks like a infected wound in the shape of a circle.
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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