Innate Spellcasting. Cryonax's spellcasting ability is Charisma (Spell save is DC24, spell attack is +13). Cryonax can innately cast the following spells, requiring no material components.
At will: detect magic, compelled duel
3/day each: dispel magic, sleet storm, slow
1/day each: heat leech, control weather
Legendary Resistance(3/day). If Cryonax fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cryonax has advantage on saves against magical spells and effects
Magic Weapons. Cryonax's weapon attacks are magical.
Primordial Blizzard. Cryonax's very presence causes the temperature in the area to drop and frigid winds to pick up. This area takes up a 100ft sphere around Cryonax. Creatures in the area must make a DC 20 constitution saving throw or take 6d8 cold damage. Also ranged weapon attacks that pass through the area have disadvantage and fire spells cast in the area have there damage reduced by half (already calculated in as his fire resistance). Non-magical flames are extinguished and creatures who drop to 0hp in the area die instantly as there body turns to ice.
Frosty Fur. Any thing that touches or makes a melee weapon attack against Cryonax takes 2d10 cold damage.
Multiattack. Cryonax can make 3 tentacle attacks.
Tentacle. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or it takes 4d12 cold damage and is restrained as it is encased in ice. On a success, it only takes half damage and is not restrained. A restrained target can attempt to make a DC 20 strength saving throw at the end of its turn to break themselves out. Another person can try to break the ice, the Ice has 20hp an AC of 13 and is vulnerable to fire dmg.
Howling Blizzard (Recharge 5-6). Cryonax breathes out a 120ft cone of frigid wind. Each creature in the area must make a DC24 con save or take 90 (20d8) cold dmg and have its movement speed reduced by half. On a success, the creature takes half damage and doesn't have its movement reduced.
Reaction Name. Enter the description for your action.
Cryonax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cryonax regains spent legendary actions at the start of his turn.
Tentacle. Cryonax makes 1 tentacle attack
Move. Cryonax moves up to his speed
Frigid Snap(cost 3 actions). All creatures who have taken cold damage within the last minute must make a DC18 con save or take 10d10 cold damage, taking half damage on a save
Description
Cryonax is a huge beast like creature. His thick fur and massive form has a similar appearance to that of a yeti but his arms extend into long writhing tentacles. He is followed by a constant blizzard and anything that comes in contact with him freezes on contact.
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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