Cold. In a radius of 60 feet centered on Arngwyn, Crown of Frost, All nonmagical flame is immediately extinguished, and magical fire damage is halved.
Spellcasting. The Arngwyn, Crown of Frost is a 17th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 23, +#13 to hit with spell attacks). The Arngwyn, Crown of Frost has the following Wizard spells prepared:
Cantrips (at will): Frostbite, Ray of Frost, Chill Touch, Light, Minor illusion, Mage hand
1st level (5 slots): Shield, Magic Missile, Mage Armor, Disguise self, Thunderwave
2nd level (4 slots): Shatter, Blindness/Deafness, Suggestion, Cloud of Daggers
3rd level (4 slots): Sleet storm, Blink, Counterspell, Lightning Bolt
4th level (4 slots): Greater Invisibility, Blight, Ice Storm, Phantasmal Killer
5th level (3 slots): Cone of Cold, Dominate Person, Telekinesis
6th level (2 slots): Chain Lightning, Wall of Ice
7th level (1 slot): Prismatic Spray
8th level (1 slot): Maze
9th level (1 slot): Prismatic Wall
Multiattack. Arngwyn, Crown of Frost makes one attack with its Ice Spike, one attack with its Ice Pillar, And either two attacks with its claw or one use of its Freeze.
Freeze. Arngwyn, Crown of Frost chooses a creature that it can see. The target must make a DC 23 Dexterity saving throw or be restrained in ice. The condition ends with a successful DC 20 Strength check, Which the target repeats at the end of each of its turns. At the end of each of Arngwyn, Crown of Frost's turn, the target takes 12 (3d8) Cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 20 (2d12 + 8) Slashing damage and 6 (1d12) Cold damage.
Ice Spike. Arngwyn, Crown of Frost Chooses a point on the ground that it can see within 120ft. A creature less than 20ft. above the ground at that point must make a DC 23 Dexterity saving throw or take 56 (8d12 + 8) Piercing damage and 15 (2d10 + 5) Cold damage.
Ice pillar. Arngwyn, Crown of Frost chooses a point on the ground that it can see within 120ft. A creature less than 20ft. above the ground at that point must make a DC 23 Dexterity saving throw or take 56 (8d12 + 8) Bludgeoning damage and 15 (2d10 + 5) Cold damage.
Cold Stare. Arngwyn, Crown of Frost stares at a Creature that it can see. The target takes 16 (4d8) Psychic damage and must make a DC 20 Wisdom saving throw or be stunned for one round.
The Arngwyn, Crown of Frost can take 5 legendary actions, 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. The Arngwyn, Crown of Frost regains spent legendary actions at the start of its turn.
Ice Spike (Costs 2 Actions). The Arngwyn, Crown of Frost makes one attack with its ice spike.
Ice Pillar (Costs 2 Actions). The Arngwyn, Crown of Frost makes one attack with its ice pillar.
Claw (Costs 1 Action). The Arngwyn, Crown of Frost makes one Claw attack.
Freeze (Costs 2 actions). The Arngwyn, Crown of Frost uses its Freeze ability.
Description
Arngwyn, Crown of Frost is a humanoid creature composed entirely of ice towering at 15ft. Its exterior is entirely covered in thick, packed blue ice, and it has a gentle dusting of snow across the top of its head and shoulders, and it has a trail of frost extending from where it walks.
Lair and Lair Actions
The Lair of an Arngwyn, Crown of Frost Can form in any uninhabited area. As the ice covers the ground and the storm forms, strange creatures begin to appear in the region. Ice salamanders, Gnoll tribes, The Lost, and even some Frost giants often inhabit these areas, hijacking travelers and killing beasts all under the control or explain of the Arngwyn, Crown of Frost. No one truly knows how these creatures come into the material plane, but some travelers who have survived the region have reported portals to the elemental plane of Ice in hollows and frozen ponds.
If the Arngwyn, Crown of Frost controlling this lair find an incredible source of elemental ice power, such as the elemental plane of ice, it may spread the effects of its lair according to the amount of power that the source contains, sometimes even covering countries, continents, or even Worlds.
The appearance of an Arngwyn, Crown of Frost's Lair could be as humble as a house, or even as Grandiose as a Massive palace, both suited to the size of the Arngwyn, Crown of Frost. Their Lairs often contain Gnolls, Air elementals, and Ice Salamanders, all under the Arngwyn, Crown of Frost's control, all seeking to capture or kill trespassers.
Lair Actions
On initiative count 20 (losing initiative ties), the Arngwyn, Crown of Frost takes a lair action to cause one of the following effects; the Arngwyn, Crown of Frost can’t use the same effect two rounds in a row:
- Ice reaches up the legs of all creatures that the Arngwyn, Crown of Frost can see that are touching the ground. Each creature under this effect must make a DC 20 Strength saving throw or be unable to move on its next turn.
- Ice shoots up from the ground at 2 creatures the Arngwyn, Crown of Frost can see. Each creature under this effect must make a DC 20 Dexterity saving throw or take 12 (2d10 + 2) Piercing damage and 12 (2d10 + 2) Cold Damage.
Regional Effects
The region containing a legendary Arngwyn, Crown of Frost’s lair is Frozen, which creates one or more of the following effects:
- A manipulatable blizzard identical to the Control Weather spell
- Ice covering the ground, making the surrounding 15 miles rough terrain.
If the Arngwyn, Crown of Frost dies, these effects fade over the course of 1d12 days.
Comments