Frigid Aura - If a creature ends its turn within 10 feet of Cryogonal, It must succeed a DC 17 Constitution saving throw or take 2d8 cold damage and have its speed halved. In addition, Cryogonal Freezes any water in contact with it. If this damage kills a creature its body is encased in ice and preserved as a consequence.
Ice - Within 20 ft of Cryogonal the ground is difficult terrain, and any creature that ends their turn in it must make a DC 12 dex saving throw or become prone.
Impossibly Cold - When Cryogonal reaches half HP, It's icy shell cracks, reducing its AC to 16, but increasing the range of Frigid Aura to 20 feet, increases the DC to 18, and making it deal 3d8 cold damage. Cryogonal also loses it's vulnerability to fire, as the frigid winds make the fire sputter out before landing.
Multiattack- Cryogonal can make 4 claw attacks or 2 shoot claw attacks. Subtract 1 claw attack for each target grappled by Shoot claw.
Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 10 (2d8 + 2) Slashing damage and 6 (2d6) Cold damage.
Shoot Claw. RangedWeapon Attack: +4 to hit, range 30/50 ft., 1 target. Hit 8: (2d6 + 2) Piercing Damage. Target must succeed a DC 16 Strength Check or be Grappled and pushed 10 ft. If the push takes the target to a wall, The target is also restrained. Cryogonal has 4 claws, and each can grapple one target. The target can attempt a DC 18 Strentgh check to pry of the claw. until then, at the end of Cryogonals turn, grappled targets must make a DC 15 Con save or take 8 (2d8) cold damage and have their speed halved until the end of their next turn.
Enter the description for how bonus actions work for your monster here.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
A trigonal figure with icy spikes for shoulder pads, a trigonal head with 3 lines all crossed. Has no legs, only an endless flow of sand-like ice crystals that connect to make a "floor" of ice. has 4 "arms" (streams of crystallized snow) and 4 kite-shaped moderately large ice crystals, with 4 icy claw-like fingers on each at the end. Known as the trial of Endurance, If all creatures in its Icy room succeed on their saving throws against Frigid Aura before combat begins, They immediately pass. Otherwise, It lets them through only if they get it down to 30 or lower health.
Before Battle Puzzle - Immediately after entering Cryogonals area, A Door slams shut behind them, and a Booming voice announces that they must create a character of glimmering steel and relentless water. There are 3 flasks in the middle of the room, and 3 suits of plate armor next to them. the middle flask contains a Fire elemental, who, upon being released, bonds with a suit of armor and attacks. The left flask contains poison (3d10) disguised as a greater healing potion. The right flask contains a Water elemental, who, upon release, bonds with a suit of armor and begins to freeze as the air suddenly turns frigid. eventually, the entire body freezes over, and it becomes the vessel of Cryogonal. A voice then hisses a challenge: "Face the cold and endure, or be shattered into shards of ice!"
Reward - After defeating Cryogonal, the party member with the highest constitution is given a amulet that only they can wear. Another creature attempting to wear it will have to make a DC 17 Con save or freeze instantly until the amulet is taken off them. The amulet, once worn by the chosen member, instantly attunes itself to them, and can no longer be taken off without making a DC 20 Str check. If taken off, the amulet shatters, and the essence reforms into Cryogonal it it's lair. The amulet allows the wearer to summon a version of Crygonal, that has half damage, amount of attacks in multiattack, amount of claws available, and HP. This Cryogonal follows the amulet bearers commands. The wearer can take a action to allow this version of Cryogonal to cover them like armour, allowing them to use Crygonal's stat block as their own, except for hp , which is their current HP with 30 temporary hit points, and stats, with a +3 to strength. For every in combat minute and out of combat 30 minutes passed, the wear must make a DC 16 Con save if they're still in the armour or take 3d6 cold damage. If they reach 0 HP in this manner, they freeze and become Crygonal fully, rendering them dead as Crygonal returns to their lair.
Lair and Lair Actions
A icy throne room like area, inside a mountain.
Lair Actions
On initiative count 15 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; Cryogonal can’t use the same effect two rounds in a row:
- Freeze - A creature must make a DC 15 Con saving throw, or be frozen until the end Cryogonal's next turn.
- Enter a description for a lair action.
Regional Effects
The region containing Cryogonal’s lair is a freezing wasteland of forever winter, which creates one or more of the following effects:
- Most ground is difficult terrain.
- There are a abundance of cold based monsters.
If Cryogonal loses, these effects fade over the course of 2d8 days.
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