Shard-Twisted Moosebear
Huge monstrosity, chaotic neutral
Armor Class: 17
Hit Points: 184 (16d12 + 80)
Speed: 40 ft., climb 20 ft.
Saving Throws: CON +9, WIS +6
Skills: Perception +6, Survival +6
Damage Vulnerabilities: Thunder
Damage Immunities: Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60ft, Tremorsense 30ft, Passive Perception 16
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Special Traits
Shardasite Corruption. At the start of each of its turns, the Moosebear radiates unstable shard-energy. Every creature within 10 ft. must succeed on a DC 15 Constitution saving throw or take 7 (2d6) radiant damage and gain vulnerability to radiant damage until the start of its next turn.
Crystal-Ridden Flesh. Whenever a creature hits the Moosebear with a melee attack, shards explode outward. The attacker takes 5 (1d10) piercing damage.
Scent of Ozone. Creatures within 30 ft. have disadvantage on Stealth checks due to the static hum and green glow it emits.
Actions
Multiattack. The Moosebear makes two attacks: one with its Antler Gore and one with its Claw Swipe.
Antler Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be pushed 10 ft. and knocked prone.
Claw Swipe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.
Roar of the Storm. (Recharge 5–6). The Moosebear releases a thunderous roar charged with shard-energy. Each creature of its choice within 60 ft. that can hear it must make a DC 16 Constitution saving throw, taking 27 (6d8) thunder damage and being stunned until the end of its next turn on a failed save, or half damage on a success. Structures within 30 ft. take the same damage automatically.
Legendary Actions
Shard-Twisted Moosebear 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. Shard-Twisted Moosebear regains spent legendary actions at the start of its turn.
Shard Pulse. A wave of green light ripples from the Moosebear. Each creature within 10 ft. must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) radiant damage.
Instinctive Charge (Costs 2 Actions). The Moosebear moves up to half its speed toward a creature it can see without provoking opportunity attacks.
Lore
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