Amphibious. The Bewilderbeast can breathe air and water.
Multiattack. The Bewilderbeast makes two Bite attacks and one Tusk attack
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 24 (4d6 + 4) piercing damage plus 12 (4d4 + 4) cold damage.
Tusk. Melee Weapon Attack: +5 to hit, reach 40 ft., 1 target. Hit: 30 (7d4 + 5)
Ice Breath. The Bewilderbeast exhales a 100 ft cone of ice. Eeach creature in that cone takes 5d12 cold damage and take a DC 30 Dexterity saving throw or be knocked prone by the ice.
Frightful Presence. Each creature that can see the Bewilderbeast must make a DC 17 Wisdom saving throw or be frightened by the Bewilderbeast until the end of the Bewilderbeast's next turn
The Bewilderbeast can take 2 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 Bewilderbeast regains spent legendary actions at the start of its turn.
Mind Bend (Costs 3 Actions). Every Dragon within 150 feet of the Bewilderbeast must make a DC 30 Wisdom saving throw or be charmed by the Bewilderbeast and must follow its commands until the end of its next turn.
Sonic Roar (Costs 2 Actions). The Bewilderbeast roars. Every creature within 50 feet of the Bewilderbeast must make a DC 15 Wisdom saving throw and take 2d20 thunder damage on a failed save, or half as much damage on a successful one.
Description
Bewilderbeasts are gargantuan beasts that often dwell underwater or in mountains, where its ice breath can form nests for them. Some are used as war machines be the Valkors.
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