Large Monstrosity (Druid), Neutral
Armor Class 16 Natural Armor
Hit Points 210 (20d10 + 100)
Speed 60 ft., Climb 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
16 (+3)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws INT +9, WIS +12
Skills Athletics +10, Perception +17, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 27
Languages Abyssal, Common, Druidic, Sylvan, Telepathy 120 ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. This beast is a 20th-level Druidic spellcaster. Its spellcasting ability is 22 (+6) (spell save DC 19, +13 to hit with spell attacks, +5 proficiency bonus).

Archdruid. The ancient ice leopard can use its Wild Shape an unlimited number of times. Additionally, the leopard can ignore the verbal and somatic components of its druid spells, as well as any material components that lack a cost and aren’t consumed by a spell. It gains this benefit in both its normal shape and its beast shape from Wild Shape.

War Caster. The ancient ice leopard has advantage on Constitution saving throws that it makes to maintain its concentration on a spell when it takes damage. When a hostile creature's movement provokes an opportunity attack, the beast can use its reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Land's Stride. Moving through nonmagical difficult terrain costs the ancient ice leopard no extra movement. It can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard, and has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. The beast is also immune to magical effects within its lair that are caused as a result of lair actions.

Icy Hide. The ancient ice leopard is immunity to cold damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Pack Tactics*. The ancient ice leopard has advantage on an attack roll against a creature if at least one of its allies, being an ice leopard*, is within 5 feet of the creature and the ally isn't incapacitated

Passive Stealth. The Ancient Ice Leopard is naturally stealthy under the tree. It gets an additional +10 to stealth checks and is [condition]Invisible[/conditions] until it is seen or until initiative is rolled.

Actions

Wild Shape. The leopard can use an action to magically assume the shape of a beast that he has seen before, up to a challenge rating of 6.

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.

Spellcasting. The beast casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 19):

At will: Frostbite, Resistance, Druidcraft

1st level (4 Slots): Faerie FireIce Knife, Absorb Elements

2nd level (3 Slots): Hold Person

3rd level (3 Slots): Summon Beast

4th level (3 slots): Ice StormPolymorph, Elemental Bane

5th level (3 slots): Geas, Cone of Cold

6th level (2 slots): Investiture of Ice

7th level (2 slots)

8th level (1 slot)

9th level (1 slot)

1/day: Feeblemind

Reactions

Legendary Resistance (3/Day). If the ancient ice leopard fails a saving throw, it can choose to succeed instead.

Gift of the Gem Dragon (Wisdom) (5/Day). When the ancient ice leopard takes damage from a creature that is within 10 feet of it, the creature that dealt damage to it must make a STR 19 saving throw. On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from the leopard. On a successful save, the creature takes half as much damage and isn’t pushed.

Legendary Actions

The Ancient Ice Leopard 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 leopard regains spent legendary actions at the start of its turn.

Summon Ice Leopard. The Ancient Ice Leopard summons an Ice Leopard on the battlefield to a space the beast can see. Any summoned beasts have their own collective initiative roll, any additional summons follow the same initiative as currently existing summons.

Confusion. The Ancient Ice Leopard chooses an enemy it can see and can see it. Its eyes flare and the target must make a WIS 19 saving throw or suffer the effects of the  confusion spell. This action cannot be used while a creature is under its effect.

Beasts of Burden. The Ancient Ice Leopard summons 2 spectral Ice Leopard heads and fires 2 Fierce Colds at an enemy of its choosing. +9 to hit. The creature takes 9 (1d8 + 4) piercing damage plus 7 (2d6) cold damage.

Description

A vaguely ice elemental variated snow leopard from the mortal plane. This creature's stature is standard for the type of animal it resembles but its mind and capabilities know no steep limits.

Where average ice leopards living upon The Isle of Circles would possess unkempt and nonuniform shards of ice and crystal melded into its fur, the structure of ice on the Ancient's body are pristine. The quality of any crystals that would fall off the beast would be of expert level crafting, more refined than occurrences of crystal in the natural world.

Any attack to the World Tree is a direct attack to it. Any creature attempting to strike the tree will immediately trigger the creature's Feeblemind ability. This creature will valiantly fight to the death to protect the tree and the immense treasure of magical artifacts it is hoarding.

Lair and Lair Actions

The land controlled by the Ancient Ice Leopard is easy to detect, as there is only one combination of factors suitable for its habitation: the presence of a World Tree upon a sparse tundra. This creature has had countless lifetimes to imbue the land with arcane energy to flourish it into a vast nature preserve. The lair itself is a wide expanse of land, however the effects seen by lair actions only happen around the base of the World Tree: which is a tree akin to Pandora's Home Tree (from James Cameron's Avatar).

Lair Actions

On initiative count 20 (losing initiative ties), the Ancient Ice Leopard takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row and is immune to any conditional effect caused by a lair action:

  • The tree's ice covered roots vibrate, causing two 5-foot wide icicles to fall to the ground. Any creature under the icicle must make a DEX 17 saving throw. On failed save creatures take (2d8) piercing damage, and half as much on a successful one.
  • The ground in a 10-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for 2 rounds. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a WIS 19 (Perception) check to recognize the terrain as hazardous before entering it.
  • The ground beneath the World Tree shifts causing the soil beneath the tree base to loosen, dragging every creature standing on it down into it; every creature must make a DEX 17 saving throw or be restrained up to their waste in the ground.
    • Any creature currently prone when the effect takes place they automatically fail, and are completely buried. The creature must succeed on a STR 18 ability check to dig their way out. [hazard]Suffocation[/hazard] is observed in the beginning round they are buried and all subsequent rounds they stay under the ground. If a creature is still buried and the effect takes place again, they do not move further into the ground and receive no additional penalties.

Regional Effects

The region containing a legendary Ancient Ice Leopard’s lair is the base of a World Tree on a glacial island, which creates one or more of the following effects:

  • The land surrounding the lair for up to 2 miles gain the effects of the Druid Grove spell. The effects as listed start from the center point of the tree in circles, measured by radius distances from the previous area of effect.
    • From the center point to a mile in diameter, no fog, undergrowth, or guardians are present. The land is fertile and trees are sparse except for the singular World Tree.
    • From a half-mile out from the center a Wind Wall surrounds the tree at a mile in diameter with a 10 foot depth. It stretches up 150 feet on every side.
    • From a half-mile to one mile out from the center point the land is filled with Fog that influences confusion for every 100 rounds (10 minutes) a creature is within the fog. The spells effect lasts the normal amount of time. 
      • Air Elementals roam this area freely, as well as hostile and dazed adventurers from times past, both of which are immune to the confusion effect.
    • From a mile out for another mile the land is filled with non-magical difficult terrain in the style of a forest covered in jagged ice spires and snow.
  • The weather around the lair starting at two miles is a blizzard for an additional 2 miles radially from the center.

If the Ancient Ice Leopard dies, these effects fade over the course of 100 days. The World Tree remains living and the surrounding dead space outward of a half mile is slowly filled in with more regional flora.

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2024 6:54:08 PM
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9/23/2024 12:20:00 AM
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2
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10/20/2024 7:56:56 AM
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1
2.5
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Monster Tags: monstrosity

Habitat: ArcticForestGrassland

dactel

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