Large Monstrosity
AC 15 natural armor    Initiative +1 (11)
HP 133 (14d10 + 56)
Speed 40 ft., Swim 30 ft.
Mod Save
STR 20 +5 +5
DEX 12 +1 +1
CON 18 +4 +4
Mod Save
INT 4 −3 −3
WIS 16 +3 +3
CHA 5 −3 −3
Skills Athletics +8, Perception +6
Vulnerabilities Fire
Immunities Cold
Senses Darkvision 60 ft; Passive Perception 16
Languages None
CR 7 (XP 2,900; PB +3)
Traits

Keen Smell. The ursa polaris has advantage on Wisdom (Perception) checks that rely on smell.

Snow Camouflage. The ursa polaris has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions

Multiattack. The ursa polaris makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) cold damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Cold Breath (Recharge 5-6). The ursa polaris exhales a blast of freezing wind and shards of ice in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and 14 (4d6) piercing damage on a failed save, or half as much damage on a successful one.

Hypnotic Array (Recharge 5-6). The ursa polaris sways its back, causing the ice formations on its shoulders to catch available light. Each creature within 30 feet of the ursa polaris that sees the light pattern must make a DC 15 Wisdom saving throw. On a failure, a creature takes 21 (6d6) radiant damage and is stunned for 1 minute. On a success, a creature takes half the damage and isn’t stunned. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage or if another creature takes an action to shake it out of its stupor.

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.

Habitat: Arctic

alexandreclangevin

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