Aura of Frost. The ground within 30 feet of the leopard is icy and is difficult terrain for other creatures. The leopard can dismiss or restore this affect as a bonus action.
Ice Walk. The leopard can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Innate Spellcasting. The leopard’s innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: enhance ability (cat’s grace, no concentration), find traps, fire shield (cold shield only), frostbite, jump, longstrider, pass without trace, primal savagery, Rime’s binding ice, sleet storm (no concentration), spider climb (no concentration)
3/day each: cone of cold, ice storm, Rime’s binding ice (as a 5th-level spell), Snilloc’s snowball swarm (as a 5th-level spell), wall of ice
1/day: Otiluke’s freezing sphere
Keen Hearing and Sight. The leopard has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Legendary Resistance (3/Day). If the leopard fails a saving throw, it can choose to succeed instead.
Pounce. If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 22 Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.
Speak with Beasts. The leopard can communicate with beasts as if they shared a language.
Telepathic Bond. If the leopard communicates with a creature telepathically, the creature can respond to the leopard, and other creatures in the conversation, likewise.
Titan's Stability. The leopard can only become prone if it wishes to be.
Multiattack. The leopard makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage plus 5 (2d4) cold damage.
Frost Breath. The leopard exhales freezing wind in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much on a successful one.
The leopard 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. The leopard regains spent legendary actions at the start of its turn.
Claw Attack. The leopard makes a claw attack.
Move. The leopard moves up to its speed.
At-Will Spell (Costs 2 Actions). The leopard casts one of its at-will spells.
Freezing Flare (Costs 3 Actions). The leopard restores its Aura of Frost if it is extinguished, and each creature, of the leopards choice, within 30 feet of the leopard takes 14 (4d6) cold damage.
Description
Colossal snow leopards prowl mountain ranges, eradicating evil where it can be found and watching over the land below. They are built for life in the cold mountain tops, however this makes them ineffective in warmer environments, resulting in them staying in them staying in the mountain ranges they call their home. This isolation has developed a single-mindedness in colossal snow leopards; a single-minded dedication to the protection of their mountain range. They rarely get involved with things outside of their own domain, apart from the exchange of information. However, with the snow leopard's strength focused in on one location, it results in their mountainous homes being one of the safest location — or at least it would be if the environment itself weren't so inhospitable. For creatures that have a means to deal with the cold the domain of a colossal snow leopard is a near perfect sanctuary, as long as they don't make themselves the snow leopard's target.
Colossal snow leopards are slightly smaller than colossal panthers. Like colossal panthers they are also loners, however they take very little interest in humanoids. Much like most other colossal beasts they also do not need to eat, drink or sleep.
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