Gargantuan Beast, Chaotic Good
Armor Class 23 Natural Armor
Hit Points 279 (18d20 + 90)
Speed 150 ft.
STR
22 (+6)
DEX
30 (+10)
CON
20 (+5)
INT
18 (+4)
WIS
24 (+7)
CHA
16 (+3)
Saving Throws DEX +17, INT +11, WIS +14, CHA +10
Skills Acrobatics +18, Perception +13, Stealth +26
Damage Resistances Thunder
Damage Immunities Lightning
Condition Immunities Exhaustion, Paralyzed, Petrified, Stunned
Senses Blindsight 30 ft., Darkvision 300 ft., Truesight 60 ft., Passive Perception 23
Languages Common, Elvish, Giant Elk, Sylvan, Telepathy 150 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Evasion. When the weasel is subjected to an effect, that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Innate Spellcasting. The weasel’s innate spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: lightning lure, thunder step, thunderclap, zephyr strike

3/day: lightning bolt

1/day: chain lightning

Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the weasel fails a saving throw, it can choose to succeed instead.

Lightning Field. The weasel sheds dim light in a 15-foot radius. Each creature, within 30 feet of the weasel, takes 3 (1d6) lightning damage, at the start of each of the weasel's turns, or if the weasel or another creature is subjected to lightning damage while within 15 feet of the weasel (this feature does not activate itself, but all other features and actions do). If a creature is subjected to this damage while wielding a metal weapon, the next time it deals damage with that weapon (this includes arrows and bolts with a metal head), before the start of the weasels next turn, the attack deals an extra 1d4 lightning damage.

Lightning Form. The weasel can transform into a ball of lightning, when it does so the weasel moves 30 feet in a straight line before transforming back into its original form. When the weasel does this it is unaffected by difficult terrain, its movement does not provoke opportunity attacks, and it can move through another creature's space at will. If the weasel moves through a creature's space, while in this form the creature must make a DC 25 Dexterity saving throw or take 14 (4d6) lightning damage. A creature can take this damage only once per turn.

In addition, when the weasel uses its Lightning Form it escapes any restraints and if it is grappled, prone, or restrained those conditions end as well.

Arc of Reckoning. When a creature hits the weasel with an attack while within 30 feet of the weasel the creature takes 9 (2d8) lightning damage and must make a DC 22 Constitution saving throw or become paralyzed until the end of its turn — if the weasel takes a legendary action at the end of the creature's turn the paralysis ends after the weasel's legendary action.

Speak with Beasts. The weasel can communicate with beasts as if they shared a language.

Telepathic Bond. If the weasel communicates with a creature telepathically, the creature can respond to the weasel, and other creatures in the conversation, likewise.

Titan's Stability. The weasel can only become prone if it wishes to be.

Actions

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 20 (4d6 + 6) piercing damage plus 13 (3d8) lighning damage.

Lightning Shock. The weasel emits an electrical discharge. Each creature, of the weasel's choice, within 15 feet of the weasel must make a DC 22 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much on a successful one. On a failed save the target can't take reactions until the start of its next turn.

Lightning Strike. The weasel sends a bolt of lightning toward a creature it can see within 150 feet of it. The creature, and each creature within 5 feet of it, must make a DC 22 Dexterity saving throw taking 13 (3d8) lightning damage on a failed save, or half as much on a successful one. A creature wearing metal armor has the damage double against it. 

Legendary Actions

The weasel can take 6 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 weasel regains spent legendary actions at the start of its turn.

Streaking Lightning. The weasel expends a number of legendary actions to use its Lightning Form to move 30 feet in a straight line, doing so a number of times equal to the number of legendary actions spent.

At-Will Spell (Costs 2 Actions). The weasel casts one of its at-will spells.

Bite (Costs 2 Actions). The weasel makes a bite attack.

Lightning Strike (Costs 2 Actions). The weasel uses its Lightning Strike.

Lightning Shock (Costs 3 Actions). The weasel uses its Lightning Shock.

 

Description

Colossal weasels can reach lengths of sixty-five feet (not including their tail) and heights of eighteen feet (at the shoulder). They have golden fur that is charged with electricity. They are extremely fast, extremely curious, and extremely skittish. They don't stay in one place for very long — typically for less than a couple of seconds. When something catches their attention they will dart between different locations in order to get a better look at it. 

When they move, their body transforms into lightning as they dart from one place to another. When it moves it leaves a trail of electrically charged grass, plants and air behind it — in some cases this charge can last up to an hour. Most creatures that travel through an area that a colossal weasel dwells in will have experienced this. However, the most a creature will ever see of a colossal weasel will likely be just a streak of lightning on a hill slope.

Colossal weasels avoid humanoid settlements for the most part. However, they are significantly less skittish at night, at which time their curiosity may get the better of them. These weasels may also attack undead that they encounter during the night — if they feel up to it. In such situations, they will dart through and around their quarry, staying out of reach, slowly electrocuting their enemy to death. On occasion a colossal weasel may go on a killing spree during the night, wiping out large numbers of undead in a couple of hours, some weasels will even pile the bodies of the undead that they kill, leaving them either as a sign or just for fun — these killing sprees are most common at night during a thunderstorm.

Like most colossal beasts, colossal weasels do not need to eat, drink or sleep. In fact, they actually tend to avoid bodies of water large enough for vertebrates to live in, because its electrical field can prove devastating to aquatic ecosystems. They also can get the rest they need in the few seconds they spend observing something.

Habitat: GrasslandHill

Yellow_Gorilla

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