Huge Elemental (Elemental, Titan), Chaotic Evil
Armor Class 21 Natural Armor
Hit Points 600 (24d12 + 200)
Speed 60 ft., Swim 90 ft.
STR
28 (+9)
DEX
12 (+1)
CON
30 (+10)
INT
16 (+3)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws STR +17, DEX +9, CON +18
Skills Perception +15, Stealth +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Deafened, Frightened
Senses Darkvision 120ft., Passive Perception 25
Languages Aquan, Primordial
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

 

Legendary Resistances (3/Day): If Cryonar fails a saving throw, it can choose to succeed instead.

Icy Being: Cryonar can move through other icy creatures and objects as if they were difficult terrain. It takes 10 (2d10) cold damage if it ends its turn inside an object.

Frost Aura: Cryonar exudes an aura of frigid cold in a 60-foot radius. At the start of each creature's turn within the aura, it must make a DC 18 Constitution saving throw, taking 27 (5d10) cold damage on a failed save, or half as much damage on a successful one. 

Actions

Frostbite Slam: Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 54 (5d12 + 9) cold damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or have its speed reduced by 10 feet until the start of Cryonar's next turn.

Icy Grasp: Cryonar can use its action to target one Large or smaller creature within 10 feet of it. The target must make a DC 22 Strength saving throw or be restrained by Cryonar's icy grasp. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reactions

Frost Shield: When Cryonar is targeted by a melee attack, it can use its reaction to form a protective shield of ice, gaining resistance to the triggering attack's damage. 

Legendary Actions

Cryonar 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. Cryonar regains spent legendary actions at the start of its turn.

Frost Nova: Cryonar releases a burst of freezing cold in a 30-foot radius. Each creature in that area must make a DC 22 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one. The affected area becomes difficult terrain until the end of Cryonar's next turn.

Winter's Grasp: Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 34 (5d8 + 9) cold damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be grappled.

Glacial Movement: Cryonar moves up to half its swim speed without provoking opportunity attacks.

Description

Cryonar, The Frost Lance, stands tall as the sovereign of frost and guardian of the icy depths within the Plane of Water. Its crystalline presence commands respect, and its frigid power shapes the very essence of winter within the aquatic realms.

Lair and Lair Actions

Regional Effects:

Endless Frost: The area within 5 miles of Cryonar is subject to a perpetual frost, causing temperatures to drop and bodies of water to freeze. The presence of Cryonar enhances the cold-based abilities of other creatures within the region.

Frozen Aura: Water creatures in the region gain enhanced control over cold-based spells and abilities. Elemental manipulations are easier to execute, and aquatic beings feel a heightened connection to the Plane of Water's frozen depths. 

Monster Tags: TitanElemental

Habitat: Underwater

Tyson_Of_Mathis

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