Small Elemental
Armor Class 13
Hit Points 27 (6d6 + 6)
Speed 30 ft., Walk 20 ft.
STR
6 (-2)
DEX
12 (+1)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +3, WIS +3
Damage Vulnerabilities Fire
Damage Resistances Cold
Senses Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Traits

Elemental Focus: Ice

All of the Blue Rhapsody’s magic is cold-based. Its spells ignore resistance to cold damage, but not immunity.

Floaty Form

Can hover and move through creature spaces. Advantage on checks or saves against being grappled or restrained.

Actions

Actions

Ice Pulse (Cantrip)

Ranged Spell Attack: +4 to hit, range 60 ft., one target
Hit: 7 (2d6) cold damage, and the target’s movement speed is reduced by 10 feet until the start of the Rhapsody’s next turn.


Frost Ring (Recharge 5–6)

Emits a pulse of freezing wind. Each creature in a 10-foot radius must make a DC 12 Constitution saving throw:

  • Fail: 13 (3d8) cold damage and disadvantage on their next weapon attack

  • Success: Half damage, no disadvantage

Bonus Actions

Bonus Actions

Icy Infusion

Chooses a Heartless within 30 feet. That creature’s next melee or ranged attack deals an extra 1d6 cold damage and slows the target by 10 feet (until end of its next turn).

Reactions

Reactions

Chill Barrier (1/day)

When targeted by a melee attack, the Blue Rhapsody can cast a burst of magical frost. The attacker must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) cold damage and have disadvantage on the triggering attack.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

CassMcAss

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