Huge Monstrosity, Typically Neutral
Armor Class 18 natural armor
Hit Points 225 (13d20 + 30)
Speed 80 ft., Walk 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
15 (+2)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws WIS +8
Skills Arcana +11, History +9, Intimidation +9, Investigation +8, Persuasion +8
Damage Vulnerabilities Bludgeoning
Damage Immunities Cold
Condition Immunities Exhaustion, Frightened
Senses Blindsight 30, Darkvision 120 ft, Passive Perception 17
Languages Celestial
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Freezing aura. the air around Blivala is so cold that all natural fire in 30ft around her is extinguished immediately. 

Spellcasting. The Bivala is a 7th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 16, +8 to hit with spell attacks). Bivala has the following druid spells prepared:
Cantrips (at will): frostbite, gust, mold earth 
1st level ( 4 slots): ice knife, fog cloud, detect magic, healing word

2nd level (3 slots): warding wind, moonbeam, hold person,

3rd level (3 slots): wind wall, sleet storm, dispel magic

4th level (1 slot): ice storm, conjure minor elementals.

 

 

Actions

Multiattack. the mystical bird can attack three times on his turn, 1 with his beak and 1 with his talons

beak peck: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage. 

talon slash: Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) slashing damage.

Blizzard: Blivala moves the direction of the storm (from south to north, east to west ect..). this will move any hurricanes on the field 20 feet in the direction of the wind. enemies hit take 2d8+5 bludgeoning damage and need to make a constitution saving throw (DC 14) or be flung up and then knocked prone, taking an additional 1d6 bludgeoning damage from the fall. attempting to move against the direction of the wind counts as difficult terrain. but moving in a straight line with the direction of the wind let's you move 50% faster.

 

Bonus Actions

Hurricane: as a bonus action the mystical bird moves the air to create a hurricane in a spot she chooses (range100ft/10ft radius). if a character is standing in the location of a hurricane as it's being cast he takes 2d6 damage and need to make a dexterity saving throw (DC 14) or be flung up and then knocked prone, taking an additional 1d6 bludgeoning damage from the fall.

Healing word (1st level): this spell can be upcasted up to 4th level.

Reactions

Wing flap. Blivala flips her wings and creates a short ranged gust in front of her that blocks projectiles in their flight (arrows, bolts, ranged magic ect...). Blivala rolls a d8 and reduces the number rolled from the attack roll against her, possibly making it miss.

Legendary Actions

the mystical bird 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 ancient deep crow regains spent legendary actions at the start of its turn.

Aerial lunge slash (costs 2 actions and can only be used while in the air): Blivala prepares to fly in extreme speed and brutality, moving it's full movement in a straight line and hitting every enemy in it's path (30ft width and 80ft distance) with it's wings. each target hit must make a dexterity saving throw (DC 15), on a failed save the target receives 2d8+5 slashing damage and 2d8+5 cold damage or half damage on a successful save.

Hurricane: (costs 1 action). the mystical bird moves the air to create a hurricane in a spot he chooses (range100ft/5ft radius). if a character is standing in the location of a hurricane as it's being cast he takes 2d6 damage and need to make a constitution saving throw (DC 14) or be flung up and then knocked prone, taking an additional 1d6 bludgeoning damage from the fall.  

beak peck: (costs 1 action). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) [piercing] damage. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Blivala the flying Queensery is a majestic and huge bird-like monstrosity. Her feather are shining in colors of blue, cyan, torques, and a bit of white ice at the edges. Her dark blue beak is sharp and looks as if it can pierce stone like a sword that pierces flesh. The legs are long and fierce, at their tips are yellow and black - razor sharp talons that she uses to slash her prey in half. her entire body is light blue with crystalline ice that is slightly reflective.

Wherever Blivala goes the storm will as well, always surrounded by strong and mighty blizzards which she controls at will and uses to her advantage in her fights. She wields both ice and wind magic to enhance her strengths even further, which makes her be feared as the bringer of storms.

The queensery are a cross species made by combining elementals and monstrosities with celestial touch. They have supreme power and control over their respective element as they seek to protect their territory with it. The queensery are very intelligent creatures that can also speak celestial. They are called queensery as their power and might is terrifying to most creatures and they hold a sort of nobility in their region with lots of influence on the surrounding environment and locale. A normal field can become a snowy tundra just because the respective queensery decided to exist there.

(queensery is a species and Blivala is the name of one unique creature of that species)

Lair and Lair Actions

near the peaks of the frigen mountains stands her lair at a small valley surrounded by tall rock formations, piles of snow and ice spikes around the edges. Blivala

Lair Actions

On initiative count 20 (losing initiative ties), the Blivala takes a lair action to cause one of the following effects; the Queesery can’t use the same effect two rounds in a row:

  • Snow falls from a mountain and creates a patch of difficult terrain (either a 10ft radius circle or a square of 15 ft)
  • Rocks tumble onto the battlefield, the players that are in range of the rocks need to make a dexterity saving throw (DC 15) or take 1d12 bludgeoning damage on a failed save no damage at all with a successful save). It then makes an unpassable wall (15 feet length, 10 feet width). Players in the area of the rocks move 5 feet to not be stuck in the new walls.

Regional Effects

The region containing the legendary Blivala lair is always in a snowy blizzard, which creates one or more of the following effects:

  • there are more storms and blizzards in 10 miles of the lair.
  • heavy snow makes the mountains much harder to move through. the traveling speed near these mountains is halved.If Blivala dies, these effects fade over the course of 1d4 days.

Monster Tags: Elementalmonstrosity

Habitat: ArcticMountain

Thunder345

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