Cold Aura. At the start of each of Cryonax’s turns, each creature within 10 feet of him takes 14 (4d6) cold damage.
Empowered Attacks. Cryonax’s tentacle and ice shard attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Ice Walk. Cryonax can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost him extra movement.
Innate Spellcasting. Cryonax’s innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:
- At will: cone of cold, sleet storm, wall of ice
Fear of Fire. If Cryonax is attacked with the Sword of Eternal Ember (a specific magical weapon), he has disadvantage on attack rolls and ability checks until the end of his next turn.
Legendary Resistance (3/Day). If Cryonax fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cryonax has advantage on saving throws against spells and other magical effects.
Multiattack. Cryonax makes two tentacle attacks or uses Ice Shard twice.
Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit 18 (3d8 + 5) bludgeoning damage plus 14 (4d6) cold damage. If the target is a creature not immune to cold damage, it must succeed on a DC 15 Constitution saving throw or be encased in a frozen shard for 1 minute. While frozen, the target is considered paralyzed, and suffers 15 (3d10) cold damage at the start of their turn. Each shard has AC 15, 50 hit points, and is immune to cold damage.
Ice Shard. Ranged Spell Attack: +12 to hit, range 150 ft., one target. Hit 16 (3d10) piercing damage plus 21 (6d6) cold damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Cryonax can take 3 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. Cryonax regains spent legendary actions at the start of his turn.
Sudden Chill. Cryonax creates a blast of freezing air within 300 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 4 (1d8) cold damage. Each creature in the area that isn’t resistant or immune to cold damage must make a DC 20 Constitution saving throw or gain one level of exhaustion.
Ice Field (Costs 2 Actions). Cryonax freezes the ground around him, creating snow and jagged shards of ice. The area within 60 feet of Cryonax becomes difficult terrain for 10 minutes.
Hypothermic Gaze (Costs 3 Actions). Cryonax attempts to greatly lower the body temperature of a creature he can see within 30 feet of him. The creature must make a DC 20 Constitution saving throw. On a failed save, the target takes 45 (10d8) cold damage and is slowed as if by the slow spell for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target takes half as much damage and isn’t slowed.
Description
Cryonax, has found a stronghold in the northern frozen wastes. Here, amidst the harshest and most unforgiving of icy landscapes, he has established his frozen palace, a fortress of ice and snow that mirrors his chilling domain.
With the elemental forces in turmoil, Cryonax sees an opportunity to expand his icy domain. His influence has begun to creep beyond the frozen wastes, bringing unseasonal frosts and snows to lands unaccustomed to such cold. This expansion is not only a physical encroachment but also a metaphysical one.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Cryonax can take a lair action to cause one of the following effects; Cryonax can’t use the same effect two rounds in a row:
Frost Wyrm. Cryonax commands the undead frost wyrm to unleash an attack. The wyrm makes a Cold Breath attack, targeting an area within the arena as directed by Cryonax. The wyrm exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also paralyzed until the end of their next turn.
Frozen Shards. Cryonax causes 1d4-1 new frozen ice shards to form in unoccupied spaces within the arena. Each shard has AC 15, 50 hit points, and is immune to cold damage. When a shard is destroyed, it releases a wight that immediately joins the fight and attacks the players.
Icy Prison. Cryonax attempts to encase creatures within a 30-foot radius area, centered on a point he can see within 60 feet, in blocks of ice. Each creature in the area must make a DC 20 Dexterity saving throw. On a failed save, a creature is restrained as it is encased in thick ice. The ice has AC 12, 50 hit points, is immune to cold damage, and is vulnerable to fire damage. The restrained creatures can make a DC 15 Strength saving throw at the end of each of their turns, ending the effect on themselves on a success. Destroying the ice also frees the creatures.
Regional Effects
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Perpetual Winter. The area is locked in a state of perpetual winter. Temperatures are well below freezing, and snow falls constantly. Nonmagical fires struggle to stay lit, and natural water sources are frozen over. Visibility is often reduced due to blizzards and thick snow.
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Icy Winds. Howling winds whip through the region, carrying with them a biting cold. Every hour spent traveling within 6 miles of Cryonax’s lair requires a DC 15 Constitution saving throw to avoid taking 1d6 cold damage. Creatures not resistant or immune to cold damage have disadvantage on this saving throw.
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Frozen Wildlife. The flora and fauna within the region are twisted by Cryonax’s influence. Trees are perpetually covered in frost, their bark brittle and pale. Animals found within the area have an unnatural resilience to cold but are more aggressive and predatory, driven by the elemental cold.
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Echoes of the Endless Winter. Occasionally, ghostly echoes of Cryonax’s voice or the chilling roar of the frost wyrm can be heard on the wind, unsettling travelers. These sounds can cause paranoia, and any creature that hears them must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute.
If Cryonax dies, these effects fade over the course of 1d20 days.
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