Medium Humanoid, Unaligned
Armor Class 20 Natural
Hit Points 150 (10d12)
Speed 40 ft., Fly 10 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws STR +10, CON +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Lightning, Thunder
Condition Immunities Charmed, Frightened
Senses Passive Perception 13
Languages Aquan, Auran, Common, Dwarvish, Giant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Raging Beast. The Beast has advantage on Strength Saving throws and checks.

Storm Aura. High winds and cutting ice swirl around in a 20 ft. radius obscuring the source of the storm, imposing disadvantage on ranged attacks and turning the area into difficult terrain. This effect stays until unconsciousness or death.

Thor's Wrath. The Beast is a raging storm and retaliates if struck with its natural elements. If hit with thunder or lightning damage, it's absorbed and rebounded; in a 15 ft.  sphere centered on the beast (Thunder. Dexterity DC 15) and pushed back 10 ft. or in a 30ft line (Lightning. Dexterity DC 15). On a fail, the targets take the full damage of the original attack, on a save they take half.

Broken Husk. When reduced to 30hp or lower, The Beast gathers enough sense to realize what's happening. It falls to the ground prone and begins to sob. On each of its turns it doesn't take any actions, taking 5 points of unavoidable damage at the end of said turns. Others can now approach and attempted to calm it down on a DC 16 persuasion check. If succeeded, The Beast falls unconscious, stops taking damage and the storm dissipates. If reduced to 0hp, The Beast breaks into blue light particles and dies. Only a wish spell can bring the soul back.

Actions

Multiattack. The Beast takes two Frozen Axe attacks and one Electrifying Touch attack.

Frozen Axe. Melee Weapon Attack: +10 to hit, reach 5 ft, one target. Hit: 14 (1d12 + 8) Slashing damage and 3 (1d6) Cold damage. 

Electrifying Touch. Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 5 (1d10) Lightning damage.

Icy Blast (Recharged 6). The Beast swings its axe and creates a blast of ice and snow. Each creature in a 40 ft. cone must make a DC 17 Constitution saving throw, taking 6d8 cold damage on a fail or half as much on a save.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Beast can take 2 legendary action, 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 Beast regains spent legendary actions at the start of its turn.

Thunderous Shout (Costs 1 Action). The Beast lets out a roar. Each creature who hears it must make a DC 13 Wisdom saving throw or become frightened of the beast.

Ice Pillar (Costs 2 actions). Slamming the axe into the ground, the target must make a DC 14 Dexterity saving throw, taking 1d10 Bludgeoning damage as a pillar of ice spouts 10 ft. into the air stranding them on top on a fail. On a success, the pillar still sprouts but no damage nor stranding in done.

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

A Stormborn freed from the confines of its mortal body, raging and lashing out in an uncontrollable rage, The Beast Of Skallengar is a terrifying sight to behold. A creature with the ability to call upon some of the greatest forces of nature, storms are summoned to The Beasts side when it fights. Ice, snow, lightning and sound all combine together to make one powerful elemental force. When the Beast is eventually calmed or dead, the storms vanish, and sunlight filters through the sky.

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.

CosmicWarlok