Freaking Awesome: This guy is so cool, he cannot be intimidated or persuaded
Frost Pack Blast: The frost pack takes a bonus action to charge up and attack or a whole action to charge up and store for a reaction attack.
1d20 + 1# to hit, reach 30 feet cone , Hit: (3d6 + 1) [cold] damage
Action Melee Attack. Punch + 0# to hit, reach # ft., # target. Hit: # (#1d4# + 1#) [bludgeoning] damage.
Action Ranged Attack. Freeze Pack Attack: +1# to hit, range up to 30# ft., 1# target. Hit: # (1d8# + 1#) [cold] damage.
Whatever you want that is reasonable. He doesn’t have any cool abilities here.
Charged Up Blast: Can use the frost pack blast if a whole action was used to charge it to store.
Two Terrain based abilities. (These are only used in the lair)
Cold Feet (Costs 1# Actions). Everyone, except prisoners, have to make a dc 13 Dex save in order to not get frozen to the floor. If frozen, movement speed is reduced to 0 and an action must be taken to get yourself or someone else out of the ice.
Beat Drop (Costs 1# Action) Chill Bill’s sweet theme song has an epic beat drop that brings everyone on the dance floor, literally. Everyone must make a DC 13 Dex save in order to not fall prone because of the drop. It takes an action to get back up
Description
Just look up chill bill from skylanders trap team
Lair and Lair Actions
A cold freezer with prisoner cages on each of the four corners and a DJ table in the back to play sick theme music.
Lair Actions
On initiative count 1# (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:
He just does cold feet on the first turn
Regional Effects
The region containing a legendary chill bill lair is very cold, which creates one or more of the following effects:
- Big chunks of ice (cover)
- Frost
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