___ ___ > ## Barioth >*Huge beast, chaotic neutral* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 248(16d20 + 80) > - **Speed** 40 ft., fly 80ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|18 (+4)|20 (+5)|8 (-1)|12 (+1)|12 (+1)| >___ > - **Saving Throws** Dex +8, Wis +9, Con +9 > - **Skills** Stealth +8, Perception +9 > - **Condition Immunities** charmed, frightened > - **Damage Immunities** Cold > - **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 19 > - **Languages** Draconic > - **Challenge** 12 (8,400 XP) > ___ > ***Legendary Resistance (3/Day).*** If Barioth fails a saving throw, it can choose to succeed instead. > > ***Ice Walk.*** Barioth 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 moment. > > ***Iceblight.*** A deeply penetrating aura of cold magic surrounds Barioth. Some of it's attacks inflict the condition of iceblight. When a creature is exposed to iceblight, they must make DC 17 Constitution saving throw. On a failed save, all status effects (magical or not) and spells enhancing the target are ended. (Ex. Ends rage, potion effects, and concentration spells) > ### Actions > ***Multiattack.*** Barioth can use its Roar or Body Bash. It then makes three attacks: one with its bite and two with its claws. > > ***Roar.*** Each creature of Barioth 's choice that is within 120 feet of Barioth and aware of it must succeed on a DC 13 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 Barioth's Roar for the next 24 hours. > > ***Body Bash.*** *Melee Weapon Attack:* +8 to hit, reach 5ft., one target. *Hit* 34 (6d10 + 4) If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed back 20 feet and be knocked prone. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5ft., one target. *Hit* 13 (2d6 + 6) > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10ft., one target. *Hit* 17 (2d10 + 6) plus 4 (1d8) cold damage. > > ***Tail.*** *Melee Weapon Attack:* +10 to hit, reach 15ft., one target. *Hit* 15 (2d8 + 6) on a hit, the target creature suffers Iceblight. > > ***Icy Blast (Recharge 5-6).*** Barioth exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Barioth 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. Barioth regains spent legendary actions at the start of its turn. > > ***Detect.*** Barioth makes a Wisdom (Perception) check. > > ***Tail Attack.*** Barioth makes a tail attack. > > ***Wing Attack (Costs 2 Actions).*** Barioth beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Barioth can then fly up to half its flying speed. Credit: Monster Hunter