Shard-Twisted Moosebear

Huge monstrosity, chaotic neutral

Armor Class: 17

Hit Points: 184 (16d12 + 80)

Speed: 40 ft., climb 20 ft.

STR23(+6)
DEX12(+1)
CON21(+5)
INT4(-3)
WIS14(+2)
CHA9(-1)

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

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.

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.

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.

Homebrew

Lore

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  • homebrew_rules_reference/creatures_adversaries/shard-twisted-moosebear.txt
  • Last modified: 11 days ago
  • by 127.0.0.1