Huge Monstrosity, Unaligned
Armor Class 15 Natural Hide
Hit Points 128 (10d12 + 50)
Speed 50 ft., Climb 50 ft.
STR
16 (+3)
DEX
14 (+2)
CON
22 (+6)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws STR +6, DEX +5, CON +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Fire
Condition Immunities Blinded, Charmed, Exhaustion, Invisible, Poisoned, Prone
Senses Tremorsense 30 ft., Passive Perception 16
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Adaptability. Whenever a spell of the same name hits the Berith for the second time it takes half the damage.

Climate Absorption. If the Berith is hit with fire or cold damage it will recover that amount of hitpoints instead.

Radiant Heat. Characters within 5ft. of the Berith take 1d6 fire damage at the beginning of their turn, this effect remains even if the creature dies. Whenever the Berith is hit by fire it gains one charge of Radiant Heat.

Frostbite. When a creature takes fire damage while it is under the effect of Sheer Cold the damage increases by 1/4 for each sheer cold stack on said creature. Thereafter it immediately looses one stack of Sheer Cold.

Sheer Cold. Creatures within its lair accumulate stacks of Sheer Cold. Upon reaching 5 stacks of sheer cold creatures will lose half their movement and have disadvantage on Dexterity saving throws, at 10 stacks creatures will continuously take 1d8 cold damage for every passing turn and have disadvantage on all saving throws, once a creature reaches 15 stacks they are frozen into ice statues and are considered dead.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 10ft., up to 3 targets. Hit: 10 (2d6+3)

Tail. Melee Weapon Attack:  +5 to hit, reach 20ft., cone. Hit: 7 (2d4+3), upon a successful hit targets must succeed a DC 15 Dexterity saving throw or be knocked away 15ft. and fall prone, if the target has 3 stacks of Sheer Cold they will be knocked away an additional 15ft.

Reactions

Icy Discharge. Upon reaching 3 charges of Radiant Heat, the Berith will discharge an icy nova all creatures within a 30ft. radius must make a DC 15 Constitution saving throw or take 2d4 cold damage, if successful they take half that damage.

Description

Hidden deep within a cave you can find a massive monster that looks similar to a centipede, its hide has a metal blue glint and its eyes seemingly burn inside. Behind its head you see a snake like hooding with orange veins running trough grey skin almost hypnotically pulsing with energy. It moves around using its dozen of claw like appendages as tiny legs creating a ripple like motions. Upon spotting its next prey it raises its massive head and lets out a scream that seemingly freezes their very bones to the core, its hooding starts waving rhythmically although it is not quite clear whether this is to mesmerize its prey or intimidate potential threats. 

Lair and Lair Actions

Deep inside caves with high magic density, a Berith can appear consuming the magic within any crystals and adapting to the environment they gain resistances and slowly create a magic barrier within the cavern system itself to defer adventurers from approaching its home. The Berith hunts alone and is a seldom seen creature as not many are foolish enough to rush into unknown danger and survive.

Lair Actions

On initiative count 20 (losing initiative ties), the Berith takes a lair action to cause one of the following effects; the Berith can’t use the same effect two rounds in a row:

  • The Berith concentrates an aura of frost towards any hostile creature within 60ft. any creature within this reach gains one stack of Sheer Cold following this targets standing within 10 ft. of each other are further affected by the cold accumulating stacks equal to targets within that radius.
  • The Berith screams and starts concentrating its energy above targets within a 60ft. radius creating stalactites above them that quickly form, on initiative count 20 (losing initiative ties), these stalactites will crash down onto the floor dealing [roll]1d8[/roll] cold damage and applying one stack of Sheer Cold for each hit.

Regional Effects

The region containing a Berith’s lair is encased in an all consuming winter, which creates one or more of the following effects:

  • Creatures without proper insulation being exposed to this cold for 4 hours will take 1d6 cold damage for every passing 30 minutes.
  • Snow will continuously fall no matter the season and frequent snowstorms affecting the vision of creatures will occur on the daily.

    If the Berith dies, these effects fade over the course of 1d8 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/31/2022 5:38:59 AM
7
0
1
Coming Soon
1/31/2022 5:50:43 AM
5
1
1.1
Coming Soon

Habitat: Arctic

Naidaros

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