Special Trait Name.Ice Walk. Anivia can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesnʼt cost her extra movement.
Rebirth (1/ Day). After falling to 0 hit points, Anivia reverts to a cryonic egg form, becoming incapacitated but regaining all hit points up to her hit point maximum. For three turns, she is incapacitated and can still take damage in this form. On her fourth turn, Anivia reassumes her bird form with the hit points remaining from her time in egg form. If Anivia is brought to 0 hit points while in egg form, Anivia dies.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name Flash Frost. Ranged Spell Attack: +15 to hit, range 90 ft., many targets. Anivia creates a sphere of ice in a 30 ft radius and hurls it at targets within range. Hit: 60 (15d8) cold damage. Hit creatures also gain vulnerability to cold damage for the next two turns.
Frostbite. Ranged Spell Attack: +15 to hit, range 90 ft., one target. Anivia creates a shard of ice and hurls it at a target within range. Hit: 65 (15d8) cold damage.
Glacial Storm (Recharge 5-6). Anivia creates an icy blast in a 90-foot radius that she can see. Each creature in that area must make a DC 21 Constitution saving throw, taking 73 (16d8) cold damage on a failed save, or half as much damage on a successful one
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Detect. Anivia makes a Wisdom (Perception) check.
Crystallize. Anivia creates a 10 by 10 foot outcropping of ice on the ground in an area she can see. Creatures in this area must make a DC 19 Dexterity saving throw or take 16 (2d6 + 9) cold damage. The ice outcropping remains for three turns, is 20 feet tall, and counts as difficult terrain.
Wing Attack (Costs 2 Actions). Anivia beats her wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 17 (3d6 + 7) cold damage and be knocked prone. Anivia can then fly up to half her flying Speed.
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
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here. Icy Tundra crystalline walls that go on forever in the blizzard
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:
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- A strong wind blows around the area from a point on the ground. Each creature within 60 feet of the point must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the point and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A blisteringly cold wind blows through the area from a point on the ground. Each creature within 120 feet of the point must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- Freezing fog fills a 20-foot-radius sphere centered on a point on the ground. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until dismissed.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath. Make one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- An opaque wall of ice forms on a solid surface. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when dismissed.
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:
- Players in Anivia's Lair take 1d4 cold damage for each attack made
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