Frozen Rage
At the start of combat, Aloric enters a barbaric rage that lasts for 1 minute.
While raging:
-
He has resistance to bludgeoning, piercing, and slashing damage
-
His melee attacks deal +7 (2d6) cold damage
-
He has advantage on Strength checks and saving throws
-
He cannot be frightened
Slayer of Wyrms
Aloric’s weapon attacks deal an extra 7 (2d6) damage to dragons.
A dragon hit by Aloric must succeed on a DC 17 Constitution saving throw or have its speed reduced by 10 ft until the end of its next turn as frost creeps across its scales.
Tundra Hunter
Aloric ignores difficult terrain caused by ice or snow, and he has advantage on Perception checks relying on hearing or smell.
Multiattack
Aloric makes two attacks with his Frostcleaver Greataxe.
Frostcleaver Greataxe
Melee Weapon Attack: +11 to hit, reach 10 ft., one target
Hit:
15 (2d8 + 6) slashing damage plus
9 (2d8) cold damage
Glacial Cleave (Recharge 5–6)
Aloric sweeps his axe in a wide arc of freezing power.
Creatures within 10 ft must make a DC 18 Dexterity saving throw.
Failure:
-
22 (4d10) slashing damage
-
18 (4d8) cold damage
-
knocked prone
Success: Half damage and not knocked prone.
Savage Throw (Recharge 4–6)
Aloric hurls a chunk of ice or broken stone.
Ranged Weapon Attack: +11 to hit, range 30/90 ft.
Hit: 21 (4d8 + 6) bludgeoning damage plus 9 (2d8) cold damage.
Bonus Actions
Predator’s Rush
Aloric moves up to half his speed toward a hostile creature and gains advantage on his next attack this turn.
Reactions
Brutal Retaliation
When a creature within 10 ft hits Aloric with a melee attack, he can make one greataxe attack against that creature.
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 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.
Comments