Empowered Attacks. Brrx's slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Ice Aura. At the start of each of Brrx's turns, each creature within 10 feet of him takes 14 (3d8) cold damage, and all warm-blooded creatures lose 10 feet of movement speed. Cold-blooded creatures, as well as Oozes and Plants, must succeed a DC15 Constitution Saving Throw or be Stunned until they are removed from his aura. Inorganic creatures, such as golems and warforged, simply obtain a layer of frost coating their body. A creature also takes 14 (3d8) cold damage if it touches Brrx or hits him with a melee attack while within 15 feet of him, and a creature takes that damage the first time on a turn that Brrx moves into its space. Weapons that deal Piercing or Slashing damage become stuck in Brrx's body and can only be removed with a DC15 Athletics check.
Ice Form. Brrx's entire body is made of solid ice, granting him resistance to Slashing and Piercing damage. However, he has a vulnerability to Bludgeoning and Thunder damage.
Legendary Resistance (3/Day). If Brrx fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Brrx's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: Dragon's Breath (Cold only), fire shield (Cold only)
3/day each: ice storm, elemental bane (Cold only)
1/day each: cone of cold, freezing sphere
Magic Resistance. Brrx has advantage on saving throws against spells and other magical effects.
Multiattack. Brrx makes two slam attacks or one ice breath attack.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 14 (3d8) cold damage.
Ice Breath. Ranged Breath Attack: Brrx spits out a wave of freezing cold that coats everything in its path. All living things within range of the 75 ft. cone must make a DC18 Dex Saving throw or take 23 (5d8) cold damage on a failed save, and half on a successful one Additionally, all creatures who fail the save lose 10 feet of movement speed for their next turn due to shivering.
Summon Elementals (1/Day). Brrx summons up to three ice elementals and loses 45 hit points for each elemental he summons. Summoned elementals have average hit points, appear within 50 feet of Brrx, and disappear if Brrx is reduced to 0 hit points.
Brrx can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Brrx regains his spent legendary action at the start of his turn.
Freezing Wave. Brrx creates a blast of freezing cold within 150 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) cold damage. Each creature in the area that isn’t resistant or immune to cold damage must make a DC 21 Constitution saving throw or gain one level of exhaustion. Creatures made of inorganic materials automatically succeed, and cold-blooded creatures, oozes, and plants have disadvantage.
Snowpack. Brrx uses the nearby ice he has created to recover from some of the damage that has been dealt to him. Brrx heals for 45 (10d8) damage. If he is on the Elemental Plane of Ice he heals for maximum HP automatically.
Lair and Lair Actions
Brrx's Lair
Brrx's prison is an enchanted windmill designed to sap him of his cold aura and redistribute it to better control farming seasons. It has been slowly draining him of strength and killing him over a period of 600 years, and he is near death, desperately trying to escape back to his lair in the Para-Elemental Plane of Ice. However, his constant presence there has infused the interior of the windmill with his magic, granting it some of the properties of his long-abandoned lair.
Lair Actions
Brrx is a being of absolute cold, whose very presence freezes the world around him. He can take lair actions on the Para-Elemental Plane of Ice, or in his prison-at halved effect. On initiative count 15 (losing initiative ties), Brrx uses his lair action to cause one of the following effects:
- Any fires in the lair are instantly snuffed. Pools or streams of lava or other molten material are also affected. All fire damage within the lair is reduced by half (this effect is unchanged within his prison). Creatures who have Fire Resistance are treated as though they have Immunity within his lair, and creatures who have Cold Resistance are treated as though it does neutral damage to them.
- A thick snowstorm fills a 30-foot-radius sphere within 120 feet of Brrx, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the snowstorm are heavily obscured. A creature that enters the storm for the first time on a turn or starts its turn there takes 7 (2d10) cold damage.
- A wave of freezing cold fills the lair in a 150-foot radius around Brrx for an instant. Each creature other than Brrx in the area must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage. Creatures that take cold damage from this effect gain one level of exhaustion. Creatures made of inorganic materials automatically succeed, and cold-blooded creatures, oozes, and plants have disadvantage. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is instantly frozen.
Regional Effects
Should Brrx's prison be damaged in any way, or should he escape, a massive, freezing blizzard will slowly overtake everything within 50 miles over a period of 24 hours. This creates the following effects:
- An extreme, freezing cold strikes the region within 50 miles of Brrx's location. At first, effects are minor — grass turns brown, snowpack reaches 6 inches, work and travel become very tiring. Unprotected creatures within 1 mile of Brrx begin to take 1d4 Cold damage for every hour they are outside. The longer Brrx remains, the worse the cold becomes; after 5 days, crops die and ponds freeze, and snowpack begins to reach 2 feet; after 10 days, unprotected livestock dies, animals begin to enter the winter period of their annual routines, and wells and small rivers freeze; after 20 days, large lakes and rivers are frozen solid, freezing winds begin to damage structures, and snowpack reaches 10 feet. At this point, all unprotected creatures begin to take 1d4 Cold damage per hour spent outside, no matter where they are in the blizzard.
- After 20 days, thundersnow spontaneously pops up within a 5-mile radius of Brrx's lair or prison. Every hour, there is a ten percent chance that characters in this area are caught in the path of a sudden lightning strike. The struck character must succeed on a DC 19 Constitution saving throw or take 22 (4d10) lightning damage. The thundersnow continues to threaten the characters for 1d10 rounds or until they get out of its path.
- Random freezing winds blow within 1 mile of Brrx's lair. Every hour, there is a ten percent chance that characters in this area are close enough to the wind to be in danger. A freezing wind creates a gust 20 feet in diameter, and moves in a random direction at a rate of 50 feet per turn. Each character within this area must succeed on a DC 21 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 17 (5d6) cold damage. A gust lasts for 2d10 rounds before subsiding.
- Icy lakes and glaciers within 1 mile of Brrx's lair form intermittent portals to the Para-Elemental Plane of Ice, allowing elemental creatures into the mortal world to dwell near those points.
If Brrx is destroyed or banished back to his home plane, the regional effects fade over the next 1d10 days.
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