Huge Monstrosity, Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 137 (11d12 + 66)
Speed 40 ft., Climb 40 ft., Fly 30 ft. Bomby bounces!
STR
24 (+7)
DEX
10 (+0)
CON
22 (+6)
INT
9 (-1)
WIS
13 (+1)
CHA
9 (-1)
Skills Perception +5, Stealth +4
Damage Immunities Cold
Senses Darkvision 60 ft, Passive Perception 15
Languages Yeti
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Fear of Fire. If Bomby takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. Bomby has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. Bomby has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. Bomby can use its Chilling Gaze or Horrifying Howl and makes two claw attacks.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.

Chilling Gaze. Bomby targets one creature it can see within 30 feet of it. If the target can see Bomby, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to Bomby's gaze for 1 hour.

Cold Breath (Recharge 6). Bomby exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Horrifying Howl (Recharge 5). Bomby inhales deeply, and exhales in a massive, deafening roar that echoes across the area. All creatures within 300 Feet must make a  DC 13 Wisdom saving throw or become Frightened for 1 minute. At the end of each of their turns, creatures affected by Horrifying Howl may roll it's DC 13 Wisdom saving throw. Upon a success, the effect ends. 

Lair and Lair Actions

Nestled deep in the snow-covered peaks is the lair of Bomby. The snow covered ground is littered with the bones and partially eaten bodies, mostly gnomes and dwarves, though some other races can be found among the victims.  The sounds of the monster can be heard, echoing through the high ceilings of the caverns and tunnels.

 

In combat, Bomby may uses it's movement and action to bounce to a location in  range. Upon landing, the ice covered stalagmites shake and break free of the cavern ceiling, roll 1D8 to determine the number of "icicles" that break loose, then roll 5D8 to determine how far from Bomby the danger ranges (Up to 40 Ft).  Roll  4D10 and 1SD times the number rolled on the first D8 and round to the nearest number divisible by 5. Any creature in that space directed must make a DEXTERITY Saving Throw or take 2D6 Piercing Damage. 

 

 

 

Habitat: Arctic

Audritus

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