-
Undead Mates: whenever a humanoid creatures hit points are reduced to zero by way of almadu, the creature becomes a zombie and gains 15 hit points. Any creatures killed by these zombies also become zombies. When Almadu dies, the zombies lose all hit points and die.
- Command Undead: any creature classified as undead with a wisdom score less than 14 cannot target this monster, and must obey all commands unless controlled by another creature. If the undead is controlled by another creature, it and almadu must make opposing wisdom checks.
- Advanced water attunement: this monster can control any water it sees within 50 feet, and can stand on water. It can only control 48 cubic feet of water at a time, or an 8x8 cube.
- slippery when wet: when touching water, this monsters AC is increased by 2 if targeted by non magical projectiles.
- If touching water, this monster heals 2d4 at the start of its turn.
- loose flesh: whenever more than 24 damage is done at once, the creatures AC is reduced by one, to a minimum of 13.
Trident Throw: This monster throws its trident(50/115). It counts as a spell attack check, and on a successful hit, 1d8+10 piercing damage and 3d8+6 cold damage. Creatures struck by this attack must make a constitution 16 save or be chilled(have its movement speed halved and is vulnerable to bludgeoning and cold damage. The condition is ended if the creature is hit with fire damage or after 1d4 rounds. Creatures that resist or are immune to cold damage aren’t affected by the debuff.). Surfaces hit are frozen(floors become difficult terrain and when a creature first enters the affected or moves in the area it must make a dexterity 14 save or fall prone.
trident stab: this attack counts as a magical attack for damage and attack roll purposes. This monster can attack with a range of 10 feet. On a hit, any creature takes 2d6 piercing damage, 3d8 cold damage, and is chilled(see above). If this monster misses, if there is a wall within 10 feet the creature was stabbing, the wall freezes for 1d4 rounds. Doors or windows cannot open while frozen, and mechanical features stop working(e.g, clocks stop running, wheels stop spinning, etc.).
frozen touch: twice a day, a sphere with a 10ft radius becomes frozen Aslong as this monster can see the middle point of the sphere. Water turns into ice. The effect lasts an extra 1d4 turns.
Have a nice fall: as a bonus action, the ground beneath a creature this monster can see becomes frozen in a
Enter the description for how bonus actions work for your monster here.
Water wall: when targeted by a ranged attack, this monster may, if there is ample water(see advanced water attunement), create a wall of pure water. It may use up its next bonus action to turn this wall into ice. If the wall turns into ice, a ranged attack that previously hit, missed. If not ice, the damage done is halved.
meat shield: if another creature targets you with a melee attack, and there is a undead creature under your control within 5 feet, you can instead have the undead creature come between you and the damage.
Almadu can take 3 bonus actions per round, and they must be completed at the end of a turn. Only one legendary action can be completed at a time
Frozen will: all creatures and surfaces(including projectiles like arrows) are covered in a frozen shell, unless they succeed in a constitution save of 16. Projectiles lose all momentum and fall to the ground. Lasts 1 minute, or until a creature makes a strength or constitution save of 16 in the beginning of their turn. Movement speed is reduced by 25, and affected creatures have disadvantage on attacks and have advantage if attacked against. Creatures gain an additional 1 AC if covered. Fire will also remove the effect. Can be used as a reaction
icy wind: any creature that is touching metal with its skin is unable to remove itself from the metal and creatures wearing armour cannot move. A constitution check can be made each turn as an action to remove this effect. Creatures touching water take 2d8 cold damage.
tidal wave(2 actions): this monster summons a 75 wide by 50ft tall wave of chilled water. Creatures hit by this wall that are not already submerged in water must make either a constitution or dexterity save of 16. If they fail, they are pushed back 30 feet and take 5d8 cold damage. On a success they take half damage.
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
Clad in green scale armour, with a gold/icy white trident, this undead warrior has been known to attack any who cross into its territory.
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.
Comments