Large Swarm of Large beasts, Chaotic Good
Armor Class 17
Hit Points 195 (17d12 + 85)
Speed 60 ft.
STR
25 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
3 (-4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws STR +22, DEX +6, CON +18, INT +2, WIS +2, CHA +4
Skills Perception +22
Damage Vulnerabilities Fire
Damage Immunities Cold
Condition Immunities Charmed, Grappled, Prone
Senses Tremorsense, Passive Perception 16
Languages Common Sign Language
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Once per long rest, Baermien can assume the form of the Ice Bear, Titan of the Frostwild. This transformation is not druidic magic but a bloodline awakening tied to ancient elemental spirits.

 

Actions
 

Multiattack

The Ice Bear makes three attacks: one with its bite and two with its claws.

Bite

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 7) piercing damage + 7 (2d6) cold damage.

Claw

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 7) slashing damage.

 

 

1. Glacial Roar (Recharge 5–6)

The Ice Bear unleashes a thunderous roar infused with elemental frost.

Each creature of its choice within 30 feet must make a DC 17 Constitution saving throw. On a failure:

  • Takes 36 (8d8) cold damage

  • Is slowed (as the slow spell, but only movement is halved) until the end of its next turn

On a success:

  • Takes half damage

  • No slow effect

 

2. Avalanche Charge

If the Ice Bear moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, the target must succeed on a DC 19 Strength saving throw or be knocked prone and take an additional 14 (4d6) bludgeoning damage.

If the target is prone, the Ice Bear may make one bite attack as a bonus action.

Bonus Actions

1. Froststep Lunge

Bonus Action Baermien surges forward with supernatural speed, leaving a trail of frost.

  • Move up to 20 feet without provoking opportunity attacks

  • The next melee attack made this turn deals an extra 1d10 cold damage

Why it’s good: Fast, aggressive, and fits the “unstoppable avalanche” vibe.

Reactions

Icebound Retaliation

When the Ice Bear takes damage from a creature within 10 feet, it may release a burst of freezing air. The attacker must make a DC 17 Constitution saving throw or take 10 (3d6) cold damage and have its speed reduced by 10 feet until the end of its next turn.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Frozen Hide

Whenever a creature hits the Ice Bear with a melee attack, that creature takes 5 cold damage.

Keen Smell

The Ice Bear has advantage on Wisdom (Perception) checks that rely on smell.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2026 3:20:01 PM
6
0
1
Coming Soon

Habitat: Arctic

zsombiferenczi

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