Medium Humanoid (Human), Lawful Evil
Armor Class 15 Natural armor
Hit Points 78 (12d8 + 4)
Speed
STR
17 (+3)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, WIS +6, CHA +7
Skills Perception +5, Persuasion +5
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Senses Passive Perception 15
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 13, +5 to hit with spell attacks). The [Carl Brightmug] has following [cleric] spells prepared:
Cantrips (at will): [Conjure Coldfire], [Spare the Dying], [Mending]
1st level (4 slots): [Command], [Healing Word], [Armor of Agathys]

2nd level (2 slots): [Hold Person], [Calm Emotions], [Snowball Swarm]

3rd level (1 slot): [Create Food and Water], [Slow]

Legendary Resistance. (1/Day) If you fail a saving throw, you can choose to succeed instead.

Actions

Multiattack. Carl makes one attack 

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) [bludgeoning] damage, 10 (2d6+3) [cold] damage, and Ignite.

Conjure Coldfire. DC 13 Dex save, range 120 ft., one target. Hit: 9 (2d8) [Cold] damage.

Wall of Coldfire (Recharge 6). Carl conjures a 30ft long 5ft high line of coldfire that deals 16 (3d10) [Cold] damage to anyone within 5ft of the wall when it appears, they start their turn within 5ft of it or move next to it. The wall disappears after 2d3 rounds or after carl uses this ability again.

Reactions

Flame shield. When Carl is targeted by an attack with in 30ft of him, he conjures a flash of blue flames causing disadvantage on the attack roll.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 15 (losing initiative ties), the [Carl] takes a lair action to cause one of the following effects; the [Carl] can’t use the same effect two rounds in a row:

  • The Icy lake fractures in a 5ft square. If a creature is in this space they can make a DC 15 dex save or fall in to the icy water. When a creature starts it's turn in the water it must make a DC 10 Con save or gain a level of exhaustion.
  • 1d4 Coldfire oozes break out of the ice within 30ft of Carl.
  • Loud Pounds happen on the ice, all creatures within 15ft of a point on the ice need to make a DC 15 Str save or fall prone and be moved up to 10ft away from that point.
KiwiKingtheelflord

Comments

Posts Quoted:
Reply
Clear All Quotes