THE SHARED REFERENCE Adventurer

Monster

Cryonax

Outside your table’s allowed sources

Official reference · MaBJoV · 2014

Creature type
Elemental
Size
Huge
Armor class
21 (natural armor)
Hit points
391 (27d12 + 216)
Speed
Walk 40 ft., Climb 40 ft.
Challenge rating
22
Alignment
Neutral Evil
Strength
26
Dexterity
16
Constitution
26
Intelligence
19
Wisdom
19
Charisma
23
Passive Perception
14
Saving Throws
str: +15; dex: +10; con: +15; wis: +11
Senses
blindsight 60 ft.
Languages
Common, Primordial
Resistances
resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
cold, poison
Condition Immunities
charmed, frightened, paralyzed, petrified, poisoned, prone
Vulnerabilities
fire

Traits

Cold Aura

At the start of each of Cryonax's turns, each creature within 10 feet of him takes 21 (6d6) cold damage. A creature also takes 21 (6d6) cold damage if they touch or hit Cryonax. Nonmagical weapons that hit Cryonax are frozen immediately after dealing damage to Cryonax. If used again and they hit any creature, the weapon shatters. The freezing effect disappears after an hour.

Empowered Attacks

Cryonax's Slam attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.

Ice Walker

No ability checks are required when Cryonax walks or climbs across icy surfaces and difficult snow or ice terrain does not cost him extra movement.

Legendary Resistance (3/Day)

If Cryonax fails a saving throw, he can choose to succeed instead.

Magic Resistance

Cryonax has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Cryonax makes two Slam attacks with his tentacles or two Ice Spear attacks.

Slam

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 20). Cryonax can grapple up to two targets but any tentacle that is grappling can't be used to make a Slam or Ice Spear attack.

Ice Spear

Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 36 (6d10 + 3) cold damage.

Summon Frost Horde (1/Day)

Cryonax summons two young white dragons or a frost giant with two yetis. The summoning costs Cryonax 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of Cryonax.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Smash

Cryonax slams a grappled target against the ground, dealing 13 (3d8) bludgeoning damage to it.

Tentacle Freeze

Cryonax's tentacle freezes a grappled target. If the target fails a DC 22 Constitution saving throw they are paralyzed and Cryonax releases them from its tentacle. They remain frozen indefinitely but can attempt the Constitution saving throw at the end of each of their turns. Success means they are no longer frozen.

Ice Shroud (Costs 3 Actions)

With a gesture Cryonax targets a frozen creature (see Tentacle Freeze) that is within 30 feet of him. The target is encased instantly in a hard shell of crushing ice. The target receives no saving throw and takes 22 (5d8) cold damage immediately and at the start of each of their turns. The target is considered stunned but is partly protected by the shroud and resistant to all damage. The shroud disappears if Cryonax removes it, Cryonax dies, the shroud takes 100 hit points of damage or another character uses their action and succeeds on a DC 22 Strength check to remove the trapped ally.

Spellcasting

Cryonax casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):

At will: ice storm, sleet storm, wall of ice

2/day each: cone of cold, otiluke's freezing sphere (45 (13d6) damage)

Quick preview