Glacial Aura. Adventurice's aura now covers surfaces within 90 feet. The DC for the Dexterity saving throw increases to 29. The ice created by the aura now causes creatures to take 10 (6d6) cold damage at the start of their turn if they are on the ice. The ice now lasts for two turns before disappearing.
Glacial Stride. Adventurice can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
Frigid Resilience. Whenever Adventurice takes cold damage, he heals for the damage dealt instead. Adventurice now gains resistance to all damage except fire while it remains in its Glacial Aura.
Multiattack. Adventurice makes two Bite attacks, one with its new action, Frost Nova, one with Icicle Storm, and two Stomp attacks. It may also use any of its first-phase attacks in place of Frost Nova and Icicle Storm at will.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 30 (6d10 + 15) piercing damage plus 22 (6d6 + 4) cold damage.
Stomp. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (6d10 + 17) bludgeoning damage. AoE Cold Damage: All creatures within a 40-foot radius of Adventurice must make a DC 29 Dexterity saving throw. On a failed save, a creature takes 50 (10d10) cold damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. Adventurice takes 50 (10d10) cold damage. Ice is created in the area. The ice causes creatures to take 10 (3d6) cold damage at the start of their turn if they are on the ice. The ice lasts for two turns before disappearing.
Frost Nova. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (6d10 + 17) cold damage. On a hit, the target and each creature within 10 feet of the target must make a DC 29 Constitution saving throw. On a failed save, creatures take 45 (10d8) cold damage and are stunned until the end of Adventurice’s next turn. On a successful save, creatures take half as much damage and aren’t stunned.
Icicle Storm. Adventurice releases a storm of sharp icicles in a 30-foot cone. Each creature in the cone must make a DC 29 Dexterity saving throw. On a failed save, a creature takes 54 (18d8) piercing damage and is restrained by the ice. On a successful save, a creature takes half damage and isn’t restrained. Restrained creatures can make a DC 26 Strength (Athletics) check at the end of each of their turns to break free.
Tail. When a creature within 20 feet of Adventurice hits Adventurice with an attack roll, Adventurice swings its tail in retaliation. The triggering creature and any creature within 10 feet are Hit and take 37 (4d10 + 17) bludgeoning damage the also are knocked prone.
Adventurice can take 4 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. Adventurice regains spent legendary actions at the start of its turn.
Move. Adventurice moves up to its speed without provoking opportunity attacks.
Stomp (Costs 1 Action). Adventurice makes one Stomp attack.
Icy Stare (Costs 3 Actions). Adventurice locks eyes with a creature it can see within 60 feet. The creature must make a DC 29 Wisdom saving throw. On a failed save, the creature takes 52 (8d8 + 4) cold damage and is stunned until the end of its next turn. On a successful save, the creature takes half damage and isn’t stunned.
The Borthak can take 4 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. The Borthak regains spent mythic actions at the start of its turn.
Move. The Borthak moves up to its speed without provoking opportunity attacks.
Stomp. The Borthak makes one Stomp attack, with the cold damage healing it.
Frost Nova (Costs 2 Actions). The Borthak makes one Frost Nova attack.
Glacial Wrath (Costs 3 Actions). The Borthak focuses its icy power, causing spikes of ice to erupt from the ground in a 60-foot radius centered on itself. Each creature in that area must make a DC 29 Dexterity saving throw. On a failed save, creatures take 52 (22d10) cold damage and are pushed 30 feet away from the Borthak. On a successful save, creatures take half damage and aren’t pushed.
Previous Versions
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8/13/2024 11:52:25 PM
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1
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Coming Soon
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