| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 26 | +8 | +15 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +12 |
| CHA | 18 | +4 | +11 |
Amorphous. The Cryoglass Sovereign can move through a space as narrow as 1 inch wide without squeezing.
Crystal Cognition. The ooze stores fragments of ancient arcane knowledge in its icy matrix. It has advantage on all Intelligence-based skill checks related to magic or planar lore.
Multiattack. The Cryoglass Sovereign makes two Shard Claw attacks.
Shard Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 25 (4d10 + 6) piercing damage + 18 (4d8) cold damage.
Fractured Surge (Recharge 5–6). The Sovereign erupts into a storm of icy shards. All creatures within 20 ft. must make a DC 21 Dexterity saving throw, taking 54 (12d8) piercing damage on a failed save, or half as much on a success. Creatures that fail are also restrained until the end of their next turn.
The Cryoglass Sovereign can take 3 legendary actions, choosing from the options below:
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Ice Sharp. One creature within 10 ft. must succeed on a DC 21 Constitution saving throw or take 13 (3d8) piercing damage and be slowed until the end of its next turn.
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Mirror Split (Costs 2 Actions). The Sovereign creates an illusory copy of itself in an adjacent space. The copy lasts until destroyed (AC 16, 1 HP) or until the start of its next turn.
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Fractal Reposition. The Sovereign teleports up to 30 feet to an icy or crystalline surface it can see.
Description
Cryoglass Sovereign formed not from mortal flesh but from the crystallized tension between the Plane of Ice and the Far Realm, manifesting as an entity of recursive thought and stillness. As it absorbed fragments of extinct minds and divine echoes from frozen time, it slowly shaped a body of refracting gel and a will of perfect logic. The Sharp shards maid of ice are pierce easy the flesh of mortals. Elevated to legendary status by the elemental forces for its timeless consistency, the Sovereign exists as a stabilizing paradox in realms of chaos. Those who face it do not fall by blade, but by the unbearable clarity it imposes on their fragmented selves.
thanks for playing this monster
- Necroion, DnD Vault
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Cryoglass Sovereign takes a lair action to cause one of the following effects; the Cryoglass Sovereign can’t use the same effect two rounds in a row:
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Glacial Labyrinth. The lair shifts its icy corridors randomly every 1d6 rounds, confusing intruders.
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Mirrored Echoes. Illusions reflect attackers’ actions. All attack rolls against the Sovereign in the lair have a 25% chance to miss.
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Ambient Chill. all non-allied creatures take 10 cold damage if they’ve moved more than 10 feet during the round.
Regional Effects
The region surrounding the Cryoglass Sovereign’s lair (typically a crystalline glacial vault, buried ruin, or ancient arcane glacier) is warped by its presence. These effects begin within 6 miles of its lair and fade 1d10 days after its death.
- Fractal Frost:
Ice crystals with unnatural, symmetrical patterns grow on all surfaces, even indoors or in warm climates. These formations refract light and sound, causing disadvantage on Wisdom (Perception) checks relying on sight or hearing within the region. - Stillness of Memory:
Time feels slowed. Creatures without immunity to cold reduce their movement speed by 10 ft. unless they succeed a DC 18 Constitution saving throw each hour. Those who fail twice in a row also have disadvantage on initiative rolls until they complete a long rest. - Echoes of Forgotten Thought:
Every hour, creatures that take a short rest must make a DC 18 Wisdom saving throw or experience a haunting psychic echo of past or future memories. On a failure, they gain 1 level of exhaustion, but also gain insight: the next Wisdom (Insight) or Intelligence (Arcana) check made within 24 hours is rolled with advantage. - Crystalline Convergence:
Randomly, once per long rest per creature, a crystal monolith sprouts from the ground in a 10-foot radius and releases a cold pulse. Each creature in that area must make a DC 19 Dexterity saving throw or take 4d8 cold damage and become restrained by growing crystal (save ends at end of turn). These monoliths remain inert after pulsing. - Psychic Coldfront:
The temperature drops unnaturally the closer one gets to the lair. Within 1 mile, magical fire fizzles (creatures have disadvantage on spell attacks or saving throws using fire damage), while psychic spells are subtly amplified. Creatures using psychic damage in spells or features roll with advantage on concentration checks.
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