Special Trait Name. Enter the description for your special trait.
Spellcasting. The [Big chill] is a #16level spellcaster. Its spellcasting ability is [26] (spell save DC #, +10 to hit with spell attacks). The [Big Chill] has following spells prepared:
Cantrips (at will): [Turn intangible], []
1st level (2 slots): [], [Under Water Breathing]
Action Freeze blast. ranged weapon attack: + 7 to hit , reach 30 ft 1 target . hit 30 (1d20 + 6 ) freezing damage
Action Freezing Fist. Melee Weapon Attack: +8 to hit, reach 26 ft., #1target. Hit: 30 (1d#20+ 8) [ freezing damage ].
Action freezing breath. Ranged Weapon Attack: +10 to hit, range 100 ft., 4 target. Hit: #60(1d20 + 8) [freezing damage ].
Reaction intangible. the user turns intangible.
reaction ice wall . the user creates a stone wall to protect itself
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Big Chill is a humanoid, moth-like alien whose four wings and antenna can fold up into a hooded robe (much akin to a poncho), giving him the appearance of a phantom.
Big Chill has a black body with cyan patches on his arms, shoulders, legs, the back of his wings, and the back of his neck that resemble ice chunks. Each patch has thick blue outlining except for the ones on his wings, which are outlined in black. There is also a black line that runs on the edge of the outer margin on the back of each wing. On his torso are three plates: one resembling the chest, a shorter plate under the chest, and one resembling the stomach. On his face are blue cheeks and underjaw, a mouth that always shows bluish-white teeth, and large green eyes with dark green spots. The top of his head also sports a blue Y-shaped marking that extends over his scalp. He has three pointed fingers and a thumb on each hand, and two toes on each foot and a third toe-like extension on his ankles.
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.
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