Gargantuan Monstrosity, Unaligned
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft., Fly 80 ft.
STR
20 (+5)
DEX
21 (+5)
CON
21 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
5 (-3)
Skills Acrobatics +10, Perception +5
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 15
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Segmented Creature. The colgera is composed of three Huge segments: its head, body, and tail. Each segment has one-third of the colgera's maximum hit points (average 65). The three segments are considered one creature, except when a creature makes an attack roll against the colgera. If more than one of the colgera's segments is in the area of an effect that deals damage, it rolls one saving throw, and the damage it takes is applied to all segments within the area. When the colgera moves, its head drives its movement, and its body and tail follow.

Freedom of Movement. The colgera ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Frozen Body. A creature that touches the colgera or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Wind's Evasion. The colgera is unaffected by the gusts and whirlwinds it generates, and it has advantage on saving throws against other harmful effects caused by air, wind, or storms. When it makes a Dexterity saving throw against an effect that deals damage, it takes half damage on a failed save, and no damage on a successful one.

Actions

Multiattack. The colgera makes four attacks with its spikes.

Spike. Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 12 (2d6 + 5) piercing damage, and the colgera's weak point becomes exposed on its back until the start of its next turn.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 48 (8d10 + 5) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the colgera can't bite another target.

Whirlwind (Recharge 5-6). A 5-foot radius, 60-foot tall cylinder of swirling air forms in a space adjacent to the colgera, and moves 20 feet in a horizontal direction the colgera chooses. A creature that enters the whirlwind for the first time on a turn, or that starts its turn there, must make a DC 18 Strength saving throw: on a failed save, the creature takes 16 (3d10) bludgeoning damage, is knocked 20 feet away from the whirlwind, and falls prone. If a creature succeeds on the saving throw, it takes half of the bludgeoning damage and is pushed to a space adjacent to the whirlwind. At the start of the colgera's next turn, the whirlwind travels in the same direction for an additional 20 feet, and then dissipates.

Bonus Actions

Misty Step (Recharge 5-6). The colgera teleports to a point it can see within 60 feet of itself.

Legendary Actions

The colgera can take 3 legendary actions each round, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. The colgera regains spent legendary actions at the start of its turn.

Rotate. The colgera changes the direction its exposed belly is pointing. The direction is the same for all its segments.

Wing Attack (Costs 2 Actions). The colgera beats its wings. Each creature within 10 feet of it must succeed on a DC 18 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage and fall prone. The colgera can then fly up to half its flying speed.

Description

Weak Point. The colgera has three weak points, one of each of its segments, that is protected on its back and exposed on its belly. Each belly weak point has full cover when attacked from the colgera's back, and half cover from the sides. When the colgera uses its multiattack, one weak point of the colgera's choice on its back becomes exposed. Only one weak point at a time can be exposed on the colgera's back. Whenever the colgera takes damage that is not targeted at an exposed weak point, that damage is reduced to 1 after applying any damage modifiers including critical hits. A creature that knows of the weak points (DC 15 Investigation or Nature check) can choose to target one if it is exposed: on a hit, the attack deals damage normally. When a segment is reduced to 0 hit points, the weak point is destroyed. When all three segments are reduced to 0 hit points, the colgera dies. Destroyed weak points regenerate with full health when the colgera finishes a short or long rest.

Lair and Lair Actions

Colgera's Lair

On initiative count 20, the colgera can invoke ambient magic to take one of the following lair actions.

Gust of Wind. A 10-foot wide line of wind up to 60 feet long forms between two points the colgera can see within its lair. The wind moves from one end of the line to the other in a direction the colgera chooses. Ranged attacks that pass through the line are made at disadvantage. A creature that enters the line for the first time on a turn, or start their turn there, must succeed on a DC 18 Strength saving throw or be pushed up to 15 feet in the direction of the wind; if it rolls a 9 or less on its saving throw, it is also knocked prone. When moving upwind, each foot moved costs 2 feet of movement; when moving downwind, you move 2 feet for every foot of movement spent. The line lasts until initiative count 20 of the next round, or until the colgera dies.

Hail Storm. Massive hail falls in a 20-foot radius, 40-foot high cylinder centered on a point the colgera can see within 120 feet of it. Each creature in the cylinder must make a DC 18 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save or half as much damage on a successful one. If the cylinder is touching the ground, the area becomes difficult terrain until initiative count 20 of the next round.

Seizing Mist. Freezing fog fills a 40-foot cube centered on a point the colgera can see within 120 feet of it. The fog spreads around corners, and the area becomes heavily obscured. Each creature in the fog when it appears, or that ends its turn within it, must make a DC 14 Constitution saving throw: on a failed save, it is chilled for 1 minute. A creature with resistance to cold damage has advantage on the saving throw, and a creature that is immune to cold damage is unaffected. A chilled creature has its speed halved, takes a -2 penalty to its AC and Dexterity saving throws, can use either a bonus action or an action on its turn, and can only make one attack per turn. A chilled creature can repeat the saving throw at the end of its turn: on a success, the effect ends for it. The effect also ends for a chilled creature if it takes fire damage. The fog is dispersed by winds of at least 20 miles per hour, but otherwise lasts until the colgera uses this lair action again or dies.

Regional Effects

The land within 5 miles of the colgera's lair is covered in a perpetual snowstorm. The DC to resist the effects of extreme cold increases to 12; creatures with resistance to cold damage are no longer unaffected by this cold, but they have advantage on the saving throw. The pall of snow makes the area lightly obscured at all times.

Habitat: Arctic

simonlucn

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