Cryo Imprisonmental (5e Creature)

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Cyro Imprisonmental[edit]

Huge elemental, lawful neutral


Armor Class 15 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 21 (+5) 12 (+1) 15 (+2) 4 (-3)

Saving Throws Con +10, Wis +7, Cha +2
Skills Arcana +6, Insight +7, Perception +7
Proficiency Bonus +5
Damage Resistances force, psychic, radiant
Damage Immunities cold, poison
Condition Immunities charmed, frightened, petrified, poisoned, unconcious
Senses truesight 120 ft. passive Perception 17
Languages Aquan, Auran, Sylvan (Can understand but not speak)
Challenge 15 (13,000 XP)


Innate Spellcasting. The cyro imprisonmental's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells without spell components:

At Will: armor of agathys, detect magic, frost fingers
5/day each: absorb elements, counterspell, hold person, magic missile, pulse wave, rime's binding ice, shield,
3/day each: circle of power, cone of cold, elemental bane, fire shield (chill shield only), gate seal
1/day each: otiluke's freezing sphere, power word: pain, wall of ice

Frozen Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) cold damage and its movement speed is reduced by 10 feet until the end of its next turn. If the attack scores a critical hit, the creature’s movement speed is reduced to 0 feet for the same duration.

Frozen Prison. Whenever a creature fails a Constitution saving throw against one of the elemental’s spells, it takes 5 (1d10) additional cold damage and its movement speed is reduced by 10 feet until the end of its next turn. If the creatures fails the saving throw by 5 or more, its movement speed is reduced to 0 feet for the same duration.

Magic Absorption. The elemental has advantage on saving throws against spells and other magical effects. After it succeeds on a saving throw against a spell of 1st-level or higher, it can cast armor of agathys on itself as if using a spell slot equal to the level of the spell (no action required).

Still Mind. The elemental’s concentration can only be broken while it is incapacitated. When a creature within 60 feet of the elemental fails a concentration saving throw, it takes 5 (1d10) cold damage.

Winter’s Graveyard. When reduced to 0 hit points, the elemental is paralyzed and immune to all damage until the start of its next turn. At the start of its next turn, it explodes and all creatures within 60 feet of it must make a DC 15 Constitution saving throw, taking 33 (6d10) cold and 33 (6d10) force damage on a failure or half as much on a success. Creatures within 30 feet of the elemental have disadvantage on this saving throw. Any creature that fails the saving throw has its movement speed reduced by 10 feet and disadvantage on Constitution saving throws until it completes a long rest. The effects can also be removed with the greater restoration spell.

ACTIONS

Multiattack. The elemental makes two glacier breaker or icicle chill attacks, or one glacier breaker and one icicle chill attack.

Glacier Breaker. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage and 5 (1d10) cold damage. The target is knocked prone and has disadvantage on the next Constitution saving throw it makes within 1 minute.

Icicle Chill. Ranged Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 11 (1d8 + 7) piercing damage and 5 (1d10) cold damage. The target’s movement speed is reduced by 10 feet and it can’t take reactions until the end of its next turn.

Tomb of Frozen Tears (Recharge 5-6). All other creatures within 60 feet of the elemental must succeed on DC 15 Constitution saving throw or take 55 (10d10) cold damage, or half as much on success. Any creature that fails the saving throw is petrified in ice for 1 hour. Creatures petrified this way take 5 (1d10) cold damage at the start of their turns. can't regain hit points, and lose any resistance to cold damage. The creature can free itself by succeeding on a DC 15 Constitution saving throw at the end of its turns or another creature within 5 feet of it can use an action to break it out of the ice. The condition also ends if the petrified creature takes at least 5 fire damage in a single turn.

BONUS ACTIONS

Arcane Meltwater. The elemental can expend a use of one of its spells from its Innate Spellcasting feature to regain hit points equal to five times the spell’s level. It also casts armor of agathys on itself as if using a spell slot equal to the level of the spell.

Surrender to the Frost. All creatures within 60 feet of the elemental make a Constitution ability check. Whichever creature, besides the cyro imprisonmental, rolls the lowest takes 5 (1d10) cold damage and has disadvantage on the next Constitution saving throw it makes within 1 minute. If the cyro imprisonmental rolls the highest, all other creatures take 5 (1d10) cold damage and have disadvantage on their next Constitution saving throws made within 1 minute.

LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Break. The elemental makes a glacier breaker attack.

Chill. The elemental makes an icicle chill attack.

Shield. The elemental uses Arcane Meltwater.

Spell. The elemental casts a spell with a casting time of 1 action.

Yield. The elemental uses Surrender to the Frost.

One of the cruelest ways for the winter fey to deal with enemy spellcasters they capture, usually other fey, is to entomb them in a thick chunk of ice, then from it carve out this construct with a cold spark of life imparted into it. The cyro imprisonmental will then go on to use the still living fey imprisoned within it as a power source to maintain its own existence and loyally serve its creator. Worse still, once the spell takes hold, there is no known way to free the prisoner without killing them in the process of breaking through the elemental’s frozen armor.

Tactics

A cyro imprisonmental is usually deployed to deal with spellcasters particularly irksome to its fey master, otherwise it will only respond violently to those that attack the behemoth. In combat, the cyro imprisonmental will use Tomb of Frozen Tears whenever it can position itself to freeze all the enemies it can see, use spells to buff itself, counter enemy abilities, and hit multiple foes or neutralize particularly dangerous ones, and attacks to tenderize enemies for its other powers or prevent fleeing. When it petrifies enemies, it will generally ignore them to focus on active threats. The cyro imprisonmental will use Arcane Meltwater conservatively when high in health, but more liberally as it assesses what spells are unneeded to counter enemy powers and lowers in hit points. A cyro imprisonmental will fight to the death unless ordered otherwise by its creator.

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