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.
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
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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.
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.
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