Medium Or Small Humanoid, Lawful Evil
Armor Class 13 mage armor
Hit Points 78 (10d8 + 30)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws INT +6, WIS +4
Damage Resistances Cold
Senses Passive Perception 11
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting: The Arctic Arcanist is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).Arctic Arcanist has the following spells prepared:

Spellcasting Focus: Arctic Arcanist requires a staff as a spellcasting focus.

Actions

The Arctic Arcanist can use its regular action to cast a spell from its prepared spells, or to take another action available to it, depending on the situation.

Actions:

Ice Bolt: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: [rollable]4D8[/rollable] cold damage.

Icy Glaze:

As an action, the mage channels its mastery over ice, causing the ground in a 20-foot radius centered on itself to become slick and treacherous. The area becomes covered in a thin, transparent layer of ice, making it difficult for creatures to maintain their footing.

Each creature within the area must make a DC 15 Dexterity saving throw. On a failed save, a creature slips on the icy surface and falls prone. On a successful save, a creature manages to keep its balance and remains standing.

Additionally, any creature that enters the area for the first time on a turn or starts its turn there must also make the Dexterity saving throw, potentially suffering the same effects.

Frost Nova (Recharge 5-6): The mage releases a burst of frigid energy, causing ice to explode outward in a 20-foot radius centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking [rollable]8D6[/rollable] cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Icy Veil:

As a bonus action, the Arctic Arcanist conjures a shimmering veil of ice around itself, providing a temporary shield of protection. The mage gains a +2 bonus to its AC until the start of its next turn.

Reactions
  1. Flash Freeze: When an enemy within 60 feet of the mage casts a spell, the mage can use this reaction to instantly freeze the air around the spellcaster. The target must make a DC 15 Constitution saving throw or be affected by a temporary loss of magical energy. The creature's next spellcasting attempt within the next round has disadvantage on the spell attack roll or saving throw DC.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticUrban

Tuknir

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