Medium Humanoid, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 125 (28d10)
Speed 30 ft., Swim 60 ft.
STR
10 (+0)
DEX
21 (+5)
CON
12 (+1)
INT
16 (+3)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws DEX +10, INT +8, WIS +9
Skills Acrobatics +8, Investigation +6, Nature +6, Perception +7
Damage Vulnerabilities Acid, Lightning
Damage Resistances Cold
Senses Passive Perception 17
Languages Common, Primordial
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious -
Can breath air and water.

Darkvision - 60ft See darkness as if it were dim light, cannot discern color.

Spellcasting. The Amortair is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +7 to hit with spell attacks). The Amortair has following Sorcerer spells prepared:
Cantrip(s) (at will): Ray of Frost 4d8 Cold

Actions

Claw Swipe Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 2d4+1 Slashing + 2d4 Poison

Scimitar Slash Melee Weapon Attack: +10to hit, reach 5ft., 1 target. Hit: 2d6+4 Slashing + 2d6 Poison

Bonus Actions

Bonus Action(s)

  • Break through ice.
Reactions

N/A

Description

A teal humanoid figure standing at 7ft 2in tall with broad shoulders and a long neck, it has a pattern of a skeleton painted in gray on its body. Its head is adorned with its three eyes and evil mouth, there are fins on the side of its head and horns jutting out the side. A scales green adorn it from neck to waist. Its legs and arms are equipped with fins on the side so it may swim much faster.

Lair and Lair Actions

The Amortair lives in an ice cave deep below an arctic area of the world. The lair is a dome with a 40ft radius and is 40ft high at its peak. This lair contains a few stable rocks covered in snow while the rest of the floor is ice, with 10ft of ice-cold water beneath it which the Amortair can traverse with ease, unpetterbed by the cold, if a creature enters the water without resistance to cold it takes 5 cold damage and does so again when it starts its turn in the water. The ice is thin enough that the Amortair can break through it using its bonus action but thick enough that it can support a full party and a fight without breaking.

Lair Actions

On initiative count 20 after the first turn (losing initiative ties), the Amortair takes a lair action to cause the following effects every 3 turns.

  • In a 20ft radius, 40ft high cylinder area around an area have creatures make a DEX save of DC 17.
  • Make area rough terrain until next turn.

Habitat: ArcticUnderwater

Le_Pan

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