Gargantuan Undead, Unaligned
Armor Class 18 Natural Armor
Hit Points 250 (20d20 + 5)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
5 (-3)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws STR +8
Damage Vulnerabilities Radiant
Damage Resistances Acid, Bludgeoning, Fire, Necrotic, Piercing, Slashing
Senses Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bismuth Mineral Armor Plates. This monstrosity has mineral plates consisting of Bismuth growing all over its body due to soaking in the hot springs for so long. These plates give the monstrosity a boost to its AC, +1 for each plate, with 4 total plates the players can destroy. To destroy a plate, players must make a successful attack roll which deals bludgeoning or force damage. Players will deal half damage on a successful attack and reduce the number of mineral plates the monstrosity has by 1, also reducing AC by 1. When all 4 plates are destroyed, resistance to bludgeoning, force, piercing and slashing gets nullified, taking normal damage.

 

Actions

Bismuth Beast makes 2 normal attacks per action, either one claw and one bite, or 2 claws.

Claw Attack. Normal Melee Attack: +5 to hit, reach 10 ft., 1 target. Hit: 1D8+5 slashing damage. 

Bite Attack. Normal Melee Attack: +5 to hit, reach 10 ft., 1 target. Hit: 1D10+5 piercing damage.

Charge Attack. Melee Attack: 60 ft Line DC 12 DEX Saving Throw. Must be at least 10 ft away from the first opponent in the line. 1d10+3 Bludgeoning damage. Can only be done under the cover of steam, and only used once every 4 rounds. Costs 1 Action and all Movement for the current turn.

Roar. To all creatures within audible range (120' diameter circle), DC 12 WIS Saving Throw or be Frightened. The frightened creature has disadvantage on ability checks and attack rolls while its source of fear is within line of sight. The creature also can’t willingly move closer to whatever is causing the frightened condition. Once per turn, at the end of their turns, players may attempt another WIS saving throw vs being frightened. Costs 1 Bonus Action, 2 uses per Short Rest.

Splash Attack. Ranged Weapon Attack: 20 ft cone; DC 12 DEX Saving Throw. 1d10 Fire damage. Must have Hot Springs water within melee range

Steam Cover. The Bismuth Beast stomps on the ground rapidly, causing steam from various vents to obscure the area. Within a 120' diameter, sight is blocked for further than 10ft, and gets advantage on Stealth rolls while in the steam. Only available once Bismuth Beast is under 50% health, or takes more than 35 damage in a single attack.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

The Bismuth Beast is an undead, that at first description to players, will not entirely appear to be undead. A large beast, somewhat resembling an oversized polar, with patches of both fur and bare skin, appears diseased and bloated. Its body is covered with mineral deposits of Bismuth, due to the long periods of soaking in the hot springs water. With large "plates" of bismuth covering most of its body, and two bismuth "horns", the BB appears well armored against attack. Due to the nature of its environment, it is resistant to acid and fire (caustic and boiling water, which it has adapted to). Also, due to being an undead, it has a vulnerability to radiant damage, and is immune to necrotic damage. The plates, while still having at least one on its body, provide resistance to bludgeoning, piercing, and slashing damage. 10ft tall at the shoulder, 20ft long

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

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

Monster Tags: Armorundeadmonstrosity

Habitat: Arctic

Pinzel

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