Spellcasting. Crytropus is a 20-level spellcaster. Its spellcasting ability is charisma, spell save DC 27, +19 to hit with spell attacks. Crytropus has the following wizard spells prepared:
Cantrips: Spectral Visage, Ray of Frost.
1st level 5 slots: Dissonant whispers, Thunder wave.
2nd level 4 slots: Rime's Binding Ice, Snilloc's Snowball Storm
3rd level 4 slots: Call Lightning, Sleet Storm
4th level 4 slots: Storm Sphere, Resilient Sphere, Greater Invisibility
5th level 4 slots: Geas, Reincarnate
6th level 3 slots: Freezing Sphere, Wall of Ice
7th level 3 slots: Sequester, Teleport
8th level 3 slots: Control Weather, Earthquake.
9th level 2 slots: Absolute Zero, Gate
10th level 1 slot: Aurora
Additionally Crytropus has the ability Ice Walk Frozen Radius and has 3 Legendary Resistances:
- Ice Walk: Crytropus can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
- Frozen Radius: Any non magical liquid within 60ft of Crytropus becomes frozen solid. Any magical liquid within 30ft of Crytropus may begin to freeze. the spell caster who created the water must make a spell save against Crytropus in order to let the liquid remain in that state.
- Legendary Resistance (3/Day): If Crytropus fails a saving throw, it can choose to succeed instead.
Spellcasting. Crytropus can use one spell slot of any level once per action.
Action Melee Attack. Staff of Winter: +18 to hit, reach 15 ft., one target. Hit: 45 (5d10 + 20) cold damage.
Enter the description for how legendary actions work for your monster here.
Freeze Dry (Costs 1 Legendary Actions): A blast of cold air exudes from Crytropus in a 30ft radius sphere. All creatures in that radius makes a constitution saving throw or takes 2 d6 cold damage.
Description
Crytropus is the god of winter altitude cold ice and snow.
Lair and Lair Actions
Giant ice spire on top of the tallest mountain in the world.
Lair Actions
On initiative count 20 (losing initiative ties), Crytropus takes a lair action to cause one of the following effects; Crytropus can’t use the same effect two rounds in a row:
- Cold Lightning: A blast of lighting that does cold damage arcs out of the storm. Each creature within 5 feet of the blast makes a dexterity saving throw DC 20. On a failure the creature takes 8d6 cold damage. On a success the creature takes half.
- Winter Wind: The chilling air of the storm intensifies causing each creature to make a constitution saving throw DC 15. On a failure the creature takes 2d6 cold damage and their movement speed is halved for that round. On a success the creature does not take damage and their movement speed remains the same.
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