Spellcasting: Cast Ice Storm (4th) once a day
Heal 1d6 when he takes Cold damage
Chilling Aura: Everyone within 10 feet of the guardian takes 1 Cold damage
Flail: 10 ft. Cone, DC: 14 Str or Dex save. 3d8+5 bludgeoning damage +2d6 cold damage if he has more than half HP left.
Slam: 10 ft. Reach. +9 to hit. 1d8 + 5 bludgeoning damage + 2d6 cold damage if above half HP. (Bonus action)
Sexond Wind: (2/Day) Heal 20 HP, Bonus action
Indomitable: (2/Day) Reroll a saving throw
Ice Pillar: DC: 16 Dex save or take 2d6 + 4 piercing and cold damage, 5ft. Radius. 1d4 cooldown
Summon Soldiers: 1/Day, Summon 3 soldiers (Considered 4th level spell)
Icy Protection: Reduce damage except for Fire or lightning damage by 1d8+1
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
A hulking suit of armor filled with blue mist and glowing blue eyes peeking from the helmet.
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.
Previous Versions
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7/15/2020 1:42:35 AM
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Coming Soon
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