| Mod | Save | ||
|---|---|---|---|
| STR | 23 | +6 | +9 |
| DEX | 9 | -1 | -1 |
| CON | 15 | +2 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | -2 | -2 |
| WIS | 8 | -1 | +2 |
| CHA | 5 | -3 | -3 |
Unusual Nature. The skeleton doesn’t require air, food, drink, or sleep.
Multiattack. The giant makes two attacks, using Frost Axe or Great Bow in any combination.
Frost Axe. Melee Attack Roll: +9, reach 10 ft. Hit: 19 (2d12 + 6) Slashing damage plus 9 (2d8) Cold damage.
Great Bow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 17 (2d10 + 6) Piercing damage plus 7 (2d6) Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn.
Ice Melt. The Ice Giant Skeleton targets a 5ft square of ice, melting it immediately. Any creature standing on the ice will be plunged into the cold water and must make a DC10 Constitution saving throw or suffer 1 level of exhaustion.
Kick. When an enemy ends its movement within 10 feet of the Skeleton, it kicks at the target. The target must make a Dexterity Saving Throw (DC 12) or be knocked prone and have your speed drop to 0.
Ice growth. When an enemy makes a ranged attack against the Frost Giant skeleton, the Frost Giant Skeleton can mold the ice and snow around to creat a 10 ft long, 5 ft wide, 10 ft tall wall of ice originating within 5 feet of the enemy.
Smack. When an enemy finishes their turn in melee range, the Frost Giant Skeleton smacks them with his Greataxe. The target must make an athletics or acrobatics check (DC 14). On a failure, the target is pushed back 15 feet
Death Burst. When reduced to 0 HP, the Ice Giant Skeleton explodes in sphere of negative energy that ripples out in a 60-foot-radius sphere. Each creature in that area must make a Wisdom saving throw (DC 12). A target takes (8d6) damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Action Oriented Moster - These events happen once per round in the order listed.
Ice Spray (1). The skeleton hurls shard of ice out. All creatures in a 20 ft cone must succeed on a DC 12 Constitution Saving Throw or take 15 (6d4) cold damage and be slowed until the end of their next turn, or take half damage on a success without the slowed condition.
Freezing Stare (2). The skeleton targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Intelligence saving throw or take 35 (10d6) damage and be paralyzed until the end of its next turn.
Mephit Bomb (3). All Mephits move their full speed towards the closest enemy before simultaniously exploding, dealing double their rolled damage.
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