Large Monstrosity, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 180 (20d12)
Speed 40 ft., Climb 40 ft.
STR
22 (+6)
DEX
16 (+3)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws STR +10, CON +11, WIS +8
Skills Athletics +12, Intimidation +5, Perception +8, Stealth +7, Survival +8
Damage Resistances Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Senses Blindsight, Darkvision, Passive Perception 22
Languages Giant, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Winter Storm Walker: This creature has resistance to Lightning, Thunder and Cold Damage. 

Freezing Claws: When Volibear gets below 80 HP, Volibear goes into a fury on his next turn. All of his attacks with his claws do an extra 2D6 Cold damage, and are made with advantage. 

Sky Splitter: Volibear as an action can call down a large bolt of lightning up to 60ft away in a 15ft Cube on an area. creatures in that area must make a DEX 18 Save or take 4D8 Lightning Damage and 4D8 Cold Damage, and have their movement slowed by half for one turn. Creatures that save take half damage and are not affected by this effect. 

Relentless Storm: Instead of casting Sky Splitter, Volibear can summon a storm around him of cold and lightning. Creatures within 10ft of Volibear will take 2D8 Cold and 2D8 Lightning Damage unless they make a DEX 18 Saving Throw. On a save they take no damage. 

Thundering Roar: Volibear roars out as a bonus action on his turn, and creatures within 30ft must make a WIS 18 Save or be frightened by Volibear until they save at the start of their next turn. 

 

Actions

Multi-Attack: Volibear can make three attacks, only  one being a bite attack. 

Claw Strike: Melee attack: + 12 to Hit, Reach 10ft, One Target. 2D8 + 6 Slashing Dmg. (+2D6 if Freezing Claws is active)

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., One target.  (2d8 + 6) [Piercing] damage. The target must make a STR 18 Saving throw or be grappled by Volibear. As a bonus action Volibear can throw the target in its mouth 20 ft in any direction. If the target hits the ground, it takes 1D10 damage. If the target hits a structure, it takes 2D10 Damage. 

Bonus Actions

Thundering Roar: Volibear roars out as a bonus action on his turn, and creatures within 30ft must make a WIS 18 Save or be frightened by Volibear until they save at the start of their next turn.

Reactions

Opportunity Attack. Volibear can make one Claw attack or Bite attack as a reaction to a creature moving out of its attack range. (10ft). Claws can add the damage from the Freezing claws. Volibears Bite attack can grapple, but cant throw the creature until its next turn. 

Legendary Actions

Volibear can take the below actions on another creatures end of turn. Volibear has 3 Legendary actions per round. 

Claw Attack: one creature within range. 

Bite Attack: Take a bite attack on a creature within range

Rush: Volibear can dash up to half its movement speed. 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Volibear the StormBringer is a monstrous white bear with mutated, blue Ice spikes coming out of his back. 

Lair and Lair Actions

Deep in the mysterious continent of Melkarne, Volibear stalks the frozen wastes around 10 miles aroiund his large cave where he resides. Harsh storms surround the area of ice, snow, and lightning. Strong winds make it hard to traverse the area. the longer one stays in the area, the more risky it becomes to stay in the area. 

Lair Actions

On initiative count 20 (losing initiative ties), Volibear takes a lair action to cause one of the following effects.

A Bolt of Lightning strikes at a creature other than Volibear. + 6 to hit 2D6 Lightning Dmg. 

Regional Effects

The region containing a legendary Volibear’s lair is ac chillingly cold climate, which creates one or more of the following effects:

  • The strong winds and flurries of snow make it hard to travel, track and see. Disadvantage on Survival and Perception. Travel is slowed by half, and every day creatures that travel through here have to make a CON 14 Save or take a point of Exhaustion. 
  • Beasts in this area are subject to Volibear and seek out any intruders. Remorhaz do traverse the continent but avoid the area due to this storm that appears randomly around a 20 mile area around the lair. 

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Arctic

DanielIngram

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