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Bag of Beasts
Icewrath Behemoth
  • Huge, Beast
  • Neutral
  • CR 6
  • AC 13 (Natural Armor)
  • HP 126
STR
+7
24
+10
DEX
-1
9
CON
+5
21
INT
-3
5
WIS
-0
11
CHA
-1
9

Damage Vulnerabilities

Damage Resistances

  • Cold

Damage Immunities

Condition Immunities

Speed

  • basic - 40ft

Languages

Trampling Charge. If the Icewrath Behemoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Icewrath Behemoth can make one stomp attack against it as a bonus action.

Icewrath Veil. The Icewrath Behemoth emanates a frigid aura around it that saps the warmth of those nearby. If a creature ends its turn within 10 ft. of the Icewrath Behemoth it must succeed a DC 8 Constitution saving throw or become frozen in place and Restrained for 1 round. The DC increases by 2 for every round the creature has stayed within the range of the veil. This DC does not lower until the creature has spent a full minute out of the veil.

Actions

Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage.

Icewrath Breath (Recharge 5–6). The Icewrath Behemoth exhales a blast of water vapor that is instantly super-chilled by its veil in a 60-foot cone, freezing those it touches to their core. Each creature in that area must make a DC 12 Constitution saving throw, or be Chilled. Chilled creatures have difficulty moving with any speed, they have disadvantage on attacks until they can get warmed by some means.

Lore

Icewrath Behemoths are hulking beasts that wander frozen tundras grazing on the woody brush that lays under the snowfall. Their heads are covered in a calcified bone giving them a skull-like visage that is fused to the massive tree-trunk-thick tusks that jut out horizontally. Thick matted fur covers their massive frames with individuals ranging in various shades of white and grey. They radiate a chilling aura that saps the warmth of anything that comes close. The behemoths, however, can control the aura to an extent, allowing creatures they choose to be unaffected by any cold, including cold weather beyond the aura’s range.

Due to their own resistance to cold, and their ability to confer it to others, Icewrath Behemoths are sometimes used as steeds across treacherous terrain. Gaining an Icewrath Behemoth’s favor and use as a steed is easier said than done. They can be lulled into a calm with deep repetitive chanting and offered fruit when in this calm, though that usually means braving their chilling auras until the beast is convinced one is an ally.

With few natural predators aside from a rare White Dragon, Icewrath Behemoths are relatively docile in nature, attacking only when they feel threatened. When they do feel the need to confront a threat they form a title column and charge enemies down looping around the battlefield as many times is necessary to take the threat out.

Icewrath Behemoths travel in herds of 3-6. When a herd grows larger than that they divide into two smaller groups to spread further out, as their native environments cannot sustain the grazing habits of a larger group.

Knowledge Checks

Medicine DC 10 - Any kind of warmth will cure the chilling effect of the Icewrath Breath.

Nature DC 12 - Icewrath Behemoths can sometimes be used as steeds to travel great distances over cold terrain.

Animal Handling DC 12 - Icewrath Behemoths may be lulled into a calm with rhythmic guttural chanting.

Treasure

Though the behemoths don’t have any treasure, a resourceful traveler may be able to find one of the more interesting parts of their anatomy found deep in the beasts stomachs.

Icewrath Gastrolith

Wondrous item, Rare
Deep within the bowels of the Icewrath Behemoths lie gastroliths that aid in the digestion of the woody plants the beasts dine on. After some time these inert rocks become infused with the icy powers of the behemoths. By swallowing one of these a person may gain a small portion of these powers for themselves. Upon swallowing the gastrolith a person must make a Constitution saving throw DC 15. On a successful save the individual gains the ability to cast Ray of Frost once per day originating from their mouth as if a breath weapon. On a failed save the individual takes 1d4 cold damage and nothing else happens. If they happen to pass the stone a few days later it appears as an inert rock with no appearance of power.