Large Humanoid, Lawful Evil
AC 22    Initiative +4 (14)
HP 476 (28d12 + 140)
Speed 60 ft., Climb 30 ft.
Mod Save
STR 24 +7 +15
DEX 18 +4 +12
CON 20 +5 +5
Mod Save
INT 16 +3 +3
WIS 14 +2 +10
CHA 14 +2 +2
Skills Arcana +0, Athletics +0, Perception +0, Religion +0
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Fire; Blinded, Exhaustion, Frightened, Prone, Restrained
Senses Blindsight 40ft, Darkvision 120ft; Passive Perception 19
Languages Common, Draconic, Primordial
CR 28 (XP 120,000; PB +8)
Traits

Frosted Steps. When walking on liquids of any kind they freeze on contact and take 1 hour to stop freezing even if its lava

Cauterize. Alidoro, Herald of Frost and Flame regains 15 hit points every turn

Freezer Burns. Creatures grappled by Alidoro, Herald of Frost and Flame take 2d8 cold damage as the blood inside them freezes they also take 2d8 fire damage as there skin begins to burn

Persistent Fire Shield. Whenever a creature hits Alidoro, Herald of Frost and Flame with a melee attack they take 2d6 fire damage. Whenever a creature hits Alidoro, Herald of Frost and Flame with a ranged attack they take 2d6 cold damage

Lone Pack. When Alidoro, Herald of Frost and Flame is within 10ft of at least two enemies he gets 2 actions every turn

Magic Resistance. Alidoro, Herald of Frost and Flame has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If Alidoro, Herald of Frost and Flame fails a saving throw, he can choose to succeed instead.

Spellcasting. Alidoro, Herald of Frost and Flame is a 8th level spellcaster. Its spellcasting ability is Intelligence. Spell Save DC 19, Spell Attack +11. Alidoro, Herald of Frost and Flame has following Wizard spells prepared:

Cantrips (at will): firebolt, ray of frost, mind sliver, message 

1st level (4 slots): burning hands, chromatic orb, comprehend languages, ice knife, tasha's hideous laughter

2nd level (3 slots): blur, dragons breath, invisibility, scorching ray, 

3rd level (3 slots): bestow curse, counterspell, fireball, sleet storm, 

4th level (3 slots): banishment, confusion, fire shield, wall of fire

5th level (2 slots): cone of cold, dominate person, hold person

Actions

Multiattack. Alidoro, Herald of Frost and Flame makes 3 Rend Attacks and then casts Firebolt or Ray of Frost

Rend. Melee Weapon Attack: +18 to hit, reach 10 ft., 1 target. Hit: 20 (2d10 + 10) fire or cold damage.

Grasp. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 10) fire or ice damage and the target is restrained and can attempt to break free at the start of is turn DC 23

Bonus Actions

Burst Leap. Alidoro, Herald of Frost and Flame Jumps 40ft in any direction. Any creature within 5ft of Alidoro's start point must make a Dex save or take 2d6 fire damage

Legendary Actions

Alidoro, Herald of Frost and Flame 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. Alidoro, Herald of Frost and Flame regains spent legendary actions at the start of his turn.

Burn (Costs 1 Action). Alidoro, Herald of Frost and Flame casts Fireball at 3rd level without consuming a spell slot

Freeze (Costs 2 Actions). Alidoro, Herald of Frost and Flame looks at a creature he can sense within 60 ft and causes it freeze entirely The target must make a Con Save DC 19 or become paralyzed by ice

Frozen Immolation (Costs 3 Actions). Alidoro, Herald of Frost and Flame sets themself ablaze with fire that freezes the area around it. Creatures within 20ft of Alidoro must make a Dex save DC 19 or take 8d10 fire or ice damage

Mythic Actions

Mythic Action Name. 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.

DarkFrostByte9

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