Icy Aura. When the bewilder takes melee damage, it deals 1d6 cold damage back to the attacker, but only if the attack hits.
Survival Instinct. Unless already in its lair, when this creature falls below half health it runs away to its lair to sleep and recover
Multiattack. The Bewilderbeast makes two attacks, one with its bite and one with its paw-pummel.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 13 (2d8 + 4) Piercing damage. If the target is medium or smaller, it is grappled (escape DC 14), until the grapple ends the target is restrained and the Bewilderbeast cannot bite again until its free.
Paw-Pummel. Melee Weapon Attack: +2 to hit, reach 5 ft, two targets. Hit: 8 (1d12 + 2) Bludgeoning damage. On hit, pushes targets back by 10ft, if they hit a wall ( DEX save DC 13) on a fail they are stunned at the start of next turn.
Shard Breath. Ranged weapon attack: +5 to hit, range 15 ft cone., multiple targets. Hit: 11 (2d8+2) Cold damage.
Flattening Charge. Melee Weapon Attack: DEX save (DC 14), reach 40 ft line, multiple targets. Hit: 20 (4d8 + 2) Bludgeoning damage. The bewilderbeast rears up on its hind legs and at the end of the round charges forward in a straight line dealing damage and prone-ing any creature hit. This uses an entire turn and cannot be used twice in a row.
Snow Sprites. Summon 1d4 Snow Sprites.
Description
The Bewilderbeast is a highly intelligent beast known for its amazing survivability. It knows when to run, hide, and sneak attack its foes. The females are generally larger than the males and they are incredibly rare creatures. They would normally be found in the cold parts of the fey-wild, but sometimes they traverse to the material realm looking for a safe place to mate and have Bewilderbeast cubs.
Lair and Lair Actions
An icy cave.
Lair Actions
On initiative count 15 (losing initiative ties), the Bewilderbeast takes a lair action to cause one of the following effects; the Bewilderbeast can’t use the same effect two rounds in a row:
- The Bewilderbeast breathes a large amount of icy wind over the floor, covering it in a thin, slippery layer of permafrost. Enemies attempting to move on this surface have to make a DC 12 DEX save otherwise they slip and become prone.
Previous Versions
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12/22/2025 3:37:47 PM
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0
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1
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1.0
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Coming Soon
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12/23/2025 10:27:00 PM
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0
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1
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1.1
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Coming Soon
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