Gargantuan Celestial, Lawful Neutral
Armor Class 18 Natural armor
Hit Points 754 (678d20 + 117)
Speed 65 ft., Burrow 80 ft.
STR
17 (+3)
DEX
23 (+6)
CON
18 (+4)
INT
20 (+5)
WIS
19 (+4)
CHA
14 (+2)
Saving Throws STR +12, DEX +15, CON +13
Skills Athletics +0, History +0, Intimidation +0, Nature +0
Damage Vulnerabilities Acid, Fire
Damage Resistances Bludgeoning, Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Damage Immunities Bludgeoning, Piercing, and Slashing from Magical Weapons, Cold
Senses Darkvision, Truesight, Passive Perception 17
Languages Abyssal, All, Celestial
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Suprise!  When Blizzard first emerges, all creatures in a 190-foot cone must make a DC 15  CON or be frightened, you can re-make this saving throw at the end of your turn.

 

Actions

Iceberg. Melee Weapon Attack: +10 to hit, reach 30 ft., 20 target. Hit: 59 (3d8 + 13) Bludgeoning damage. 

Ice shard. Ranged Weapon Attack: +9 to hit, range 40/320 ft., 10 target. Hit: 18 (10d4 + 9) piercing damage.

Frost Breath. Ranged Weapon Attack: +10 to hit, range 30/100.,  3 target. Hit: 50 (4d6 + 20) cold damage

Reactions

none

Legendary Actions

Godly Doom (Costs 3 Actions). When Blizzard comes lower to 30 HP he will fly up into a formation and summons a giant ring around the party, and call a ice lazar from the sky, instantly killing the party.

Mythic Actions

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

long, with a one giant orange horn, very scaly and terrifying

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:

  • As an action, Blizzard can burrow into the ground and pop up underneath the player. That player must make a DC 17 STR saving throw or be flinged up in the air and take 29 bludgeoning damage

Regional Effects

The region containing the legendary Blizzard’s lair starts to freeze, which creates one or more of the following effects:

  • If not able to fight the cold the players will take 8 cold damage at the end of their turn 

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

jsnoble

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