- Amorphous. The cryoconstrictor can move through a space as narrow as 1 inch wide without squeezing.
- Aura of Frost. The area within 30 feet of the cryoconstrictor is difficult terrain for creatures other than the cryoconstrictor. Whenever a creature starts its turn in this aura, it takes 14 (4d6) cold damage.
- Ethereal Sight. The cryoconstrictor can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
- Icy Trail. The cryoconstrictor leaves a trail of frost in the air behind it. Any creature that enters this trail for the first time on a turn or starts its turn there must succeed on a DC 18 Dexterity saving throw or fall prone.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 22 (2d6 + 6) piercing damage and 18 (4d8) cold damage.
Frost Breath (Recharge 5-6). The cryoconstrictor exhales a blast of freezing cold air in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 63 (18d6) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also restrained until the end of their next turn due to the freezing effect.
Chill Surge (Recharge 5-6). The cryoconstrictor channels its icy essence, causing its next melee attack to deal an additional 14 (4d6) cold damage. This effect lasts until the end of its next turn.
Frozen Grasp (Recharge 5-6). The Cryoconstrictor targets one creature it can see within 30 feet of it. The target must succeed on a DC 18 Strength saving throw or be restrained in icy shackles until the end of its next turn. While restrained by this effect, the target takes 14 (4d6) cold damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chill Ward. The Cryoconstrictor surrounds itself in a protective aura of freezing air. Until the start of its next turn, the Cryoconstrictor gains resistance to all damage and has advantage on saving throws against spells and other effects. Additionally, any creature that starts its turn within 10 feet of the Cryoconstrictor takes 14 (4d6) cold damage.
Frosty Retaliation. When a creature within 10 feet of the Cryoconstrictor hits it with a melee attack, the Cryoconstrictor can use its reaction to release a burst of freezing energy. The attacking creature must make a DC 18 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one. Additionally, the creature's speed is reduced by 10 feet until the end of its next turn as it becomes partially frozen.
Constrict. Melee Weapon Attack: +11 to hit, reach 20 ft., one Medium or smaller target. Hit: 28 (4d10 + 6) bludgeoning damage, and the target is grappled (escape DC 19). The grappled creature is restrained and takes 28 bludgeoning damage at the start of each of the Cryoconstrictor's turns. The Cryoconstrictor must make a DC 19 Constitution saving throw to maintain the grapple if damaged, releasing the creature on a failed save.
Chilling Glare (Costs 2 Actions). The cryoconstrictor targets one creature it can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frost Nova (Costs 3 Actions). The cryoconstrictor releases a burst of freezing energy in a 30-foot radius centered on itself. Each creature in that area must make a DC 19 Constitution saving throw, taking 49 (14d6) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also restrained until the end of their next turn due to the freezing effect.
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
Their body is sleek and covered in icy-blue scales that glisten like freshly fallen snow. Its fur is sparse, revealing the beauty of its crystalline skin. The creature's eyes are piercing orbs of glacial blue, reflecting the frigid landscape it calls home(the will-o'-wisp fused into its eyes, so the eyes change color reflecting mood, yeah yeah basic). Long, catfish-like whiskers adorn its face, adding to its otherworldly appearance. They have large, semi-transparent crystalline fins that start from its head and extend all the way down its back. These fins resemble delicate icicles, shimmering with a subtle, ethereal glow, reminiscent of the Northern Lights. With every movement, the they leaves behind a trail of frost, and its presence is accompanied by a faint, melodic hum, as if the chill of the winter winds has come to life
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Cryoconstrictor takes a lair action to cause one of the following effects. The Cryoconstrictor can't use the same effect two rounds in a row.
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Ethereal Frostburst. The Cryoconstrictor releases a burst of freezing energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. On a failed save, the creature is also restrained until the end of its next turn due to the freezing effect.
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Glacial Shroud. The Cryoconstrictor summons swirling icy winds that create a protective shroud around it. Until the start of its next turn, the Cryoconstrictor gains a +2 bonus to its AC, and ranged attacks have disadvantage against it.
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Subterranean Retreat. The Cryoconstrictor burrows into the ground, vanishing from sight. On its next turn, it can emerge from any point on the battlefield within 60 feet of its previous location. As it re-emerges, the ground around it freezes, creating a 10-foot radius difficult terrain of icy terrain. Creatures in the area when it emerges must succeed on a DC 18 Strength saving throw or be knocked prone by the force of the Cryoconstrictor's emergence.
Regional Effects
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Endless Winter. The temperature drops dramatically in the vicinity of the Cryoconstrictor's lair, causing perpetual snowfall and freezing winds even in the midst of summer. The area within 1 mile of the lair is considered difficult terrain due to the thick snow, and creatures in the area have disadvantage on saving throws against cold-based effects.
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Frozen Echoes. Sounds in the area around the Cryoconstrictor's lair become muffled and distorted, creating an eerie and haunting atmosphere. Creatures within 1 mile of the lair have disadvantage on Wisdom (Perception) checks that rely on hearing.
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Icy Enchantment. The Cryoconstrictor's presence infuses the land with arcane frost. Ice formations, such as frozen plants and frost-covered rocks, begin to glow softly in the dark, illuminating the area within 120 feet of the lair with dim light. This light is visible even through obstacles, casting strange and haunting shadows.
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Chill of Fear. A pervasive feeling of dread and fear lingers in the air, affecting creatures' minds. Creatures within 1 mile of the Cryoconstrictor's lair have disadvantage on saving throws against being frightened and are more susceptible to fear effects.
Previous Versions
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10/25/2023 8:11:09 PM
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10/25/2023 8:20:54 PM
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Coming Soon
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