Cryonax

Huge elemental, neutral evil

Armor Class

21 (natural armor)

Hit Points

464 (32d12 + 256)

Speed

walk 40 ft., climb 40 ft.

Saves

Str +15, Dex +10, Con +15, Wis +11

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks

Damage Vulnerabilities

fire

Damage Immunities

cold, poison

Condition Immunities

charmed, frightened, paralyzed, petrified, poisoned, prone

Senses

blindsight 60 ft.

Languages

Common, Primordial

Challenge

22

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.

Innate Spellcasting

Cryonax's innate spellcasting ability is Charisma (spell save 21, +13 to hit with spell attacks). Cryonax can innately cast the following spells, requiring no material components: • At will: wall of ice, ice storm, sleet storm • 3/Day each: cone of cold • 1/Day each: otiluke's freezing sphere (45 (13d6) damage)

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, and the target is grappled (escape DC 20). Cryonax can grapple up to two targets but any tentacle that is grappling cannot be used to slam attack or use the ice spear attack.

Ice Spear

Ranged Weapon Attack: +10 to hit, range 120 ft., one target. Hit: 55 (10d10) piercing damage.

Summon Frost Horde (1/Day)

Cryonax summons two young white dragons or a frost giant with 2 yetis. The summoning costs Cryonax 50 hit points. The summoned creatures have maximum hit points and appear within 100 feet of Cryonax.

Legendary actions

Legendary Actions (3/Turn)

Cryonax can take 3 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. Cryonax regains spent legendary actions at the start of its turn.

Smash

Cryonax slams a grappled target against the ground, dealing 18 (4d8) 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 shrug off the freezing.

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 suffers 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 so is 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 against a DC 22 Strength check to remove the trapped ally.