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Ice Beast

Ice Beast

Huge fiend, chaotic evil

Armor Class 16 (natural)
Hit Points 126 (12d12 + 48)
Speed 40 ft., Fly 60 ft. (hover)
STR
19
(+4)
DEX
12
(+1)
CON
18
(+4)
INT
11
(+0)
WIS
14
(+2)
CHA
12
(+1)
Saving Throws Str +7, Con +7, Wis +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Frightened, Frozen, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal
Challenge 7 (2,900 XP)

Frigid Aura. Any creature that starts its turn within 10 feet of the Beast takes 3 (1d6) cold damage and has its speed reduced by 10 feet until the start of its next turn.

Deep Freeze. The Beast’s cold abilities inflict Chill. When a creature is hit by an attack or fails a saving throw against an ability that causes Chill, it gains 1 stack of Chill. If a creature reaches 3 stacks of Chill, it becomes Petrified (frozen in solid ice) until the end of its next turn. All stacks are lost when the creature is frozen or if it takes no cold damage for 1 minute or if they take fire damage.

Legendary Resistance (2/Day). If the Beast fails a saving throw, it can choose to succeed instead.

Glacial Fissure Intermission (Triggered at 84 HP and 42 HP). When the Beast is reduced to these health thresholds, it immediately shifts phases: It becomes immune to all damage and flies 40 feet into the air, out of melee reach. It summons 3 Ice Clan Imps (use Ice Mephit stats) into the arena. At the start of its next turn, it unleashes a Frost Wave (see Legendary Actions).The intermission ends, and its damage immunity vanishes, as soon as all 3 minions are destroyed.

Actions

Multiattack. The Beast makes two attacks: one with its Frozen Swing and one with its Slam.

Frozen Swing. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 4 (1d8) cold damage. The target must succeed on a DC 15 Constitution saving throw or gain 1 stack of Chill.

Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Freezing Breath (Recharge 5–6). The Beast exhales a blast of freezing wind in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and gains 2 stacks of Chill. On a successful save, a creature takes half as much damage and gains 1 stack of Chill.

Legendary Actions

Move. The Beast moves up to its speed without provoking opportunity attacks.

Icicle Impact (Costs 2 Actions). The Beast leaps or flies up and slams down at a point it can see within 30 feet. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage from exploding icicles and gain 1 stack of Chill.

Frost Wave (Costs 3 Actions; Only Available During Intermission. The Beast sweeps a 15-foot-wide, 60-foot-long line of crushing ice across the floor. Creatures in the line must make a DC 15 Dexterity saving throw, taking 18 (4d8) cold damage and being knocked prone on a failure. A creature that succeeds takes half damage and isn't knocked prone.