Hold Breath. The somnacanth can hold its breath for 12 hours.
Ice Walk. The somnacanth can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Standing Leap. The somnacanth's long jump is up to 40 feet and its high jump is up to 20 feet, without a running start. In addition, the somnacanth does not incur opportunity attacks while moving with a jump.
Multiattack. The somnacanth makes five Frill Quill attacks.
Frill Quill. Range Weapon Attack: d20+10 to hit, reach 60/240 ft., one target. Hit: 8 (1d6 + 5) piercing damage. If the quill misses, it stabs into the ground in an unoccupied space within 5 feet of the target. When a creature enters the quill's space, it takes 3 (1d6) piercing damage and the quill is destroyed.
Headbutt. Melee Weapon Attack: d20+10 to hit, reach 10 ft., two targets. Hit: 18 (3d8 + 5) bludgeoning damage plus 7 (2d6) cold damage.
Tail. Melee Weapon Attack: d20+10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) cold damage.
Deadly Leap. If the somnacanth jumps at least 10 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 18 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 22 (5d6 + 5) bludgeoning damage plus 14 (4d6) cold damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the somnacanth's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the somnacanth's space.
Icy Wasteland (Recharges after a Short or Long Rest). If the somnacanth is below half of its maximum hit points, it can use this action to cause a freezing chill to emanate in a 60-foot radius from a point 60 feet away from it. For 1 minute, that area is icy and becomes difficult terrain.
It then extends its body and screams, creating multiple icy explosions in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 42 (12d6) cold damage and be diseased with iceblight for 1 minute on a failed save, or half as much damage and isn't diseased with iceblight on a successful one. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success.
The somnacanth can take 3 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 somnacanth regains spent legendary actions at the start of its turn.
Attack. The somnacanth makes one Tail attack.
Frozen Mist. The somnacanth releases freezing mist in a 5-foot radius around it. Each creature in that area must succeed on a DC 18 Constitution saving throw or be diseased with iceblight for 1 minute on a failed save. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success.
Aurora Breath (Costs 2 Actions). The somnacanth exhales ice in 60-foot long line that is 5 feet wide, that sweeps across a 180 degree area in front of it. Each creature in that area must make a DC 18 Constitution saving throw, taking 28 (8d6) cold damage and be diseased with iceblight for 1 minute on a failed save, or half as much damage and isn't diseased with iceblight on a successful one. A creature can repeat its saving throw at the end of its turn, ending the effecting on a success.
Writher (Costs 2 Actions). The somnacanth moves up to half its speed without provoking opportunity attacks and then makes one Headbutt attack.
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