Ice Queen's Blessing. The Ice Queen can choose to bless the water around her.
Glacial Prison. Whenever the Ice Queen deals cold damage with a spell of 1st level or higher, she can force all enemies affected by the spell to make a Constitution saving throw. On a failure, a creature is stunned until the end of its next turn. Once this feature is used, it cannot be used until the Ice Queen finishes a short or long rest.
Frozen Shield. Ice Queen has resistance to cold damage and whenever a creature deals cold damage to her she reverses its effect by adding HP instead of taking them off.
Icy Tomb 3/day. When the Ice Queen hits a creature with an attack, she can use this feature to instantly encase that creature in ice. The creature becomes petrified for 1 minute, after which the ice melts. At the start of each of their turns, the petrified creature can make a Strength saving throw. On a success, the ice is broken and the creature can escape.
Ice Life. 1/day. When the Ice Queen hits a creature with an attack she can use this feature to instantly turn her enemy to a snow creature. This effect lasts for an hour after which the creature resumes it's original self. The Ice Queen can choose to end the spell earlier using her magic words.
Innate Spellcasting. The Ice Queen's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At Will: ice knife, gust of wind
1st level: fog cloud
2nd level: shatter
3rd level: sleet storm, wall of water
4th level: elemental bane, ice storm
5th level: cone of cold, conjure elemental
6th level: conjure fey, eyebite
7th level: power word pain
8th level: tsunami
9th level: power word kill, psychic scream
Multiattack. The Ice Queen makes 3 multiattacks with her stalactites.
Action Melee/Ranged Attack. +15 to hit, reach 5/90 ft., 1-3 targets. Hit: 25 (4d12) + 1 piercing damage and 10 (2d8) +2 cold damage.
Legendary Resistence 4/day. The Ice Queen can choose to succeed on a failed saving throw.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
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