Huge Monstrosity
AC 17    Initiative +4 (14)
HP 625 (60d10)
Speed 50 ft., Climb 30 ft.
Mod Save
STR 21 +5 +5
DEX 18 +4 +4
CON 18 +4 +4
Mod Save
INT 4 −3 −3
WIS 13 +1 +1
CHA 7 −2 −2
Senses Passive Perception 18
Languages None
CR 7 (XP 2,900; PB +3)
Traits

Icy Momentum.
While on icy or frozen terrain, Barrioth’s movement does not provoke opportunity attacks, and it can Dash as a bonus action.

Arctic Predator.
Barrioth has advantage on Dexterity (Stealth) checks made in snowy or icy environments.

Slippery Stride.
When Barrioth moves more than 20 feet in a straight line on its turn, its next melee attack deals an extra 7 (2d6) slashing damage and forces the target to make a DC 15 Strength saving throw or be knocked prone.

Actions

Multiattack.

Barrioth makes three attacks: one with its bite and two with its claws. It can replace one attack with Tail Slam.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 5) slashing damage.

Tail Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage, and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.

Frost Wind (Recharge 5–6).
Barrioth exhales a burst of frigid air in a 30-foot cone. Creatures in that area must make a DC 15 Constitution saving throw, taking 28 (8d6) cold damage on a failed save, or half as much on a success. Creatures that fail are also slowed (as the slow spell, no concentration, 1 round).

Description

Barrioth is a saber-fanged wyvern that rules the frozen tundras with blinding speed and brutal slams. Its large tusks, spiked tail, and massive foreclaws allow it to scale icy walls and launch itself at prey like a living avalanche. Territorial and relentless, Barrioth uses momentum and terrain to shred opponents while staying in constant motion.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Barrioth can take one lair action. It can’t use the same effect two rounds in a row:

  • Icy Gale. Frigid wind blasts through a 30-foot line that is 5 feet wide. All creatures in the line must make a DC 14 Strength saving throw or be pushed 10 feet and knocked prone.

  • Shatter Ice Spikes. Barrioth shatters part of the icy ground within 60 feet, creating a 10-foot-radius difficult terrain zone. Any creature in the zone when it forms must make a DC 14 Dexterity saving throw or take 9 (2d8) piercing damage and fall prone.

  • Blizzard Veil. A blinding blizzard fills the lair until the start of the next round. Ranged attacks are made with disadvantage, and creatures cannot see farther than 15 feet unless they have truesight.

ZacharyFideline

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