Gargantuan Monstrosity, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 323 (16d20 + 155)
Speed 40 ft., Climb 40 ft., Burrow 35 ft.
STR
24 (+7)
DEX
28 (+9)
CON
22 (+6)
INT
4 (-3)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +13, DEX +15, CON +12
Skills Athletics +20, Stealth +21
Damage Resistances Piercing; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Grappled
Senses Darkvision 120 ft., Tremorsense 30 ft., Passive Perception 16
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Ice Walk. The Spine Behemoth can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Actions

Multiattack. The Spine Behemoth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 6 (1d12) cold damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 6 (1d12) cold damage.

Frightful Presence. Each creature of the behemoth's choice that is within 120 feet it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.

 

Spine Shot (Recharge 2-4). Ranged Weapon Attack: +14 to hit, range 100/400 ft., one target. Hit: 22 (4d10) piercing damage. The target must also make a DC 18 STR saving throw or be pushed back 10 ft. If being pushed in this way would cause the target to hit a wall or otherwise solid object, the target is [Tooltip Not Found] and pinned against this object by the spine (escape DC 18).

Cold Breath (Recharge 5–6). The Spine Behemoth exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

The Ancient Spine Behemoth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Spine Behemoth regains spent legendary actions at the start of their turn.

Move. The Spine Behemoth moves up to half of its movement speed in any direction.

Claw Attack. The Spine Behemoth makes a single claw attack.

Long Jump (Costs 2 Actions). The Spine Behemoth jumps through the air, landing 50ft in any direction. Any creatures that are in the Behemoth's space when it lands takes 28 (8d8) bludgeoning damage.

Multiattack (Costs 3 Actions). The Spine Behemoth makes a multiattack against a single target.

Habitat: Arctic

MistertheDM

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