Large Elemental
AC 17 Natural Armor    Initiative +1 (11)
HP 237 (25d10)
Speed 30 ft., Climb 20 ft.
Mod Save
STR 21 +5 +8
DEX 13 +1 +1
CON 19 +4 +7
Mod Save
INT 4 −3 −3
WIS 12 +1 +4
CHA 8 −1 −1
Resistances Bludgeoning and Piercing from nonmagical attacks, Slashing
Immunities Cold, Poison; Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
Senses Darkvision 60 ft; Passive Perception 11
Languages None
CR 7 (XP 2,900; PB +3)
Traits

Geode Core. The Bhalterran's main body contains two large, glowing geodes with large Glacierpetals in the center of its chest. The creature regains 5 hit points at the start of its turn if it is in an area of extreme cold or touching raw stone/earth.

Weave Instability. Splits at 1/2 HP (average of 119). When the Bhalterran is reduced to 1/2 HP or less, it uses its reaction to immediately shatter into four Bhalterran Shards (Phase 2), distributing any excess damage to the newly formed shards and dealing 6 (1d12) cold damage to all creatures in a 20ft radius centered on itself. Roll initiative for the new creatures. The Geode Core shatters into four smaller crystals now housed within the shards.

Actions

Multiattack. Makes two attacks: one with Geode Club and one with Shattering Stomp.

Geode Club. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 4 (1d8) cold damage.

Shattering Stomp. The Bhalterran slams its foot, creating a localized frost tremor. Target a 10-foot radius circle. Each creature in that area must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage and being knocked prone on a failed save, or half as much damage and not being knocked prone on a successful one.

Glacial Shard Burst (Recharge 5-6). The Bhalterran fires a volley of icy crystalline shards. Each creature in a 30 foot radius sphere must make a DC 15 Dexterity saving throw, taking 10 (3d4 + 2) slashing damage 19 (3d10 + 2) cold damage on a failed save, or half as much on a successful one.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

Habitat: ArcticMountain

Vulred_Andala

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