Legendary Resistance (3/Day). If the cryolich fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless it was killed by fire damage, a destroyed cryolich gains a new body in 5 (1d10) days, regaining all its hit points and becoming active again. The new body appears within 5 feet of where it died.
Turn Resistance. The cryolich has advantage on saving throws against any effect that turns undead.
Freezing Touch. Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 27 (6d8) cold damage. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue. If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification. If a creature remains petrified in this way for at least one day, it dies and is reanimated as a Frost Thrall (See top comment).
Ray of Frost. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 23 (4d8 + 5) cold damage, and the target’s speed is reduced by 20 feet until the end of its next turn.
Summon Elemental (1/Day). The cryolich summons 1 Ice Elemental (See top comment). A summoned elemental appears in an unoccupied space within 60 feet of the cryolich, and acts as an ally of the cryolich. It remains until it or the cryolich dies, or until the cryolich dismisses it as an action.
Spellcasting. The cryolich's spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: Ice knife, detect magic, thunderwave
3/day each: Ice storm, rime's binding ice, chromatic orb (cold only), dispel magic, armor of agathys, shatter
1/day each: wall of ice, freezing sphere, cone of cold
The cryolich can take up to three reactions per round but only once per turn.
Reactive Ray. In response to getting hit by an attack roll or using a legendary resistance, the cryolich makes one Ray of Frost attack.
Frost Absorption. In response to being subjected to cold damage, the cryolich regains hit points equal to the cold damage dealt.
Freezing Rebuke. In response to taking more than 30 fire damage at one time, the cryolich radiates intense cold in a 20-foot radius sphere centered on the cryolich. Each creature in that area must make a DC 18 constitution saving throw or take 22 (5d8) cold damage on a failed save or half as much damage on a successes.
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Posted Oct 14, 2023Siege Monster. The elemental deals double damage to objects and structures.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) cold damage.
Blizzard (Recharge 4-6). The elemental exhales a freezing whirlwind in a 30-foot cone, each creature in that area must make a DC 15 Constitution saving throw or take 27 (6d8) cold damage on a failed save or half as much damage on a success. If this damage would reduce the target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue. If the statue takes bludgeoning damage, it shatters, killing the frozen creature. If the statue would take fire damage, it instead takes no damage and thaws, ending the petrification.
Frost Absorption. In response to being subjected to cold damage, the elemental instead regains hit points equal to the cold damage dealt.
Death Burst. When the thrall dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) cold damage.
Cold Orb. Ranged Weapon Attack: +4 to hit, range 60 ft., one target. Hit: 5 (2d4) cold damage, and the target and each creature within 5 feet of it must make a DC 12 Dexterity saving throw or be knocked prone.
Frost Breath. The thrall exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 7 (2d6) cold damage on a failed save, or half as much damage on a successful one.