Icy Propulsion. When standing on ice, walking speed increase by +30ft and can move across icy surfaces without needing to make an ability check.
Enhanced Jumping. Can jump up to 20ft in the air.
Enhanced Strength. Add +5 to any Strength Throws made by this creature.
Enhance Durability. +6 to AC.
Freeze Ray (Recharge 2-3). This Polar Manzrdill exhales an icy ray of breath in a 20ft straight line. Any creatures in that line must make a DC 14 Acrobatics saving throw to avoid the beam or take 24 (6d8) cold damage and become unable to move for one turn.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (2d4 + 6) Piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 9 (2d6 + 6) .
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Four blue pointed fins go along it's back, black stripes go around it's mouth. Spikes on his chin. Claws on his front feet are pointy and it has two claws on each of it's back feet.
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.
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