Frozen step: Each step this monstrosity takes leaves behind it a freezing trail of dry ice that turns the area up to 20 feet behind for 1 minute into difficult terrain and causes 2d12 Ice damage to those who cross through it.
Legendary Shedding (3/Day). If the Aberration looses a save it can choose to succeed instead , however as a way of shaking off a charm/disease/curse or spell it expels a brief 40ft wide wave of cold in every direction, capable of freezing enemies from the waist down. Creatures it traps must use an action to break out and take 4d8 Cold damage unless they succeed on a dex saving throw (DC 16) in which case they are not frozen and take half damage.
Multiattack. The Aberration can use its Frightful Presence. It then makes three attacks: two hits of which it uses it's Two 10ft clawed hands to scratch it's enemies and a third attack using it's tendril.
Tendril. Melee Weapon Attack:+14 to hit. reach 15 ft., one target. Hit: 19(2d10 + 8);piercing damage plus 9(2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit. reach 10 ft., one target. Hit: 15(2d6 + 5)slashing damage.
Piercing gaze: Each creature of the dragon's choice that is within 120 feet of the aberration and aware of it must succeed on a DC 16 Wisdom saving throw or become Enthralled for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Aberration's Piercing gaze for the next 24 hours.
Frost bitten essence [rollable](Recharge 5–6) The Aberration exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72(14d8)cold damage on a failed save, or half as much damage on a successful one.
three times a day, as a reaction the Aberration can focus all it's chilling being into the outer-layer of it's body to become an impenetrable fortress of Ice, as a way of peserving itself. However since this requires the beings very life force it remains stationary afterwards , until it uses it's action to break free. if others attempt to damage the being before it can do this they must beat an armor class of 29 to hit it.
The Aberration can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aberration regains spent legendary actions at the start of its turn.
Detect. The Aberration makes a Wisdom (Perception) check.
Double Claw attack. The Aberration makes two Claw attacks in quick succession.
Tendril spite(Costs 2 Actions). Each creature within 15 feet of the Aberration must succeed on a DC 22 Dexterity saving throw or take 15(2d6+8) bludgeoning damage and be knocked prone as a tednril sweeps across the floor at their feet, on a successful save they're not knocked prone and take half damage.
Description
An abomination of the coldest parts of the Pandemonium plane. This entity has one 10ft wide eye, that remains closed off from the world through it's dense hide of spectral Ice. Defying the laws of physics as it's solid matter seem to move fluently and with ease, can whip-out a large crackled tendril out of any direction of it's body, holding it's victim still as it animates two long reaching arms, with two equally lengthy, anorexic fingers out of it's being and effortlessly pierces the life out of you.
Fortunately this Aberration can only appear on any other plane through the summoning of an exceptional magic user, meaning encounters with such things happen every once in a dozen millennia's but for those unlucky few how have seen such a thing have made quick haste in the opposite direction or swiftly met death.
Lair and Lair Actions
A Cascaders Lair
A Cascaders lair is in icy caves and deep subterranean chambers far from the sun. They favor caverns in cliff faces, and labyrinthine ice caves in glaciers.
Caverns are fast frozen by the Cascaders presence.
A Cascader rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes, as foes struggle to move toward it.
Lair Actions
On initiative count 20 (losing initiative ties), the Aberration takes a lair action to cause one of the following effects; the Aberration can’t use the same effect two rounds in a row:
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the Aberration can see within 120 feet of it. The Aberration makes one ranged attack roll +7; against each target. On a hit, the target takes 10(3d6); piercing damage.
- Due to it's familiarity with it's home, it can merge into the walls and floor of it's lair for 30 seconds and it's icy surroundings allow it to move double it's normal speed, yet it cannot attack in this state. A perception check succeeding the DC of 17 can be made to see the Aberration moving through it's surroundings of which the creature making the save sees a bright white fog moving through the walls and floor.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/29/2022 1:41:42 AM
|
2
|
0
|
1
|
Coming Soon
|
Comments