Medium Celestial, Any Alignment
Armor Class 19 Natural Armor
Hit Points 200 (2d4 + 50)
Speed 30 ft., Fly 100 ft.
STR
27 (+8)
DEX
21 (+5)
CON
26 (+8)
INT
25 (+7)
WIS
29 (+9)
CHA
25 (+7)
Saving Throws STR +11, DEX +8, CON +11, INT +10, WIS +12, CHA +10
Skills Intimidation +10
Damage Resistances All
Damage Immunities All damage from spells
Senses Blindsight, Passive Perception 17
Languages All
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Ice Elemental Summon- Weapon Skill

Summons an extremely powerful Ice Elemental that does 3d8 on a hit no matter the armor class or armor type.

Reach: 10 ft.

Hit dice: 7 (1d12)

Damage Type: Frozen

When they use this skill, they lose 75% of their health, but for the next to turns, they are completely invincible, but the next attack against them is guaranteed to hit, and does 3 times as much damage.

Actions

Icicle Spike

Action Melee Attack. Melee Weapon Attack: 8 to hit, reach 6 ft., 4 target. Hit: # (2d12 + 7) [Frozen] damage 

Ground Freeze: 9 to hit, range 50 ft., 100 target. Hit: (4d8 + 6) [Frozen] damage

Bonus Actions

When damaging opponents, it does an extra d3 for the next two turns as frozen damage. 

No matter how much damage is done to them, they will always stop taking damage at 1HP.

Reactions

Full Counter: When on their turn, the monster can roll for dexterity. When they roll above a 5, they reflect the attack, taking no damage in return and doing twice as much damage to their opponent(s).

Legendary Actions

When at 1HP, they will use a forbidden spell, one that creates an enclosed and impossible to leave location that guarantees a hit for the caster of the spell.

Liquid Nitrogen Wasteland: All attacks by the caster do twice as much damage, and on every turn by every character, every character except for the caster of the spell takes d1. This spell lasts 6 turns.

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

Enter a general description for your monster here.

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.

Habitat: Arctic

Grendane

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