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> ## Barioth
>*Huge beast, chaotic neutral*
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> - **Armor Class** 17 (natural armor)
> - **Hit Points** 248(16d20 + 80)
> - **Speed** 40 ft., fly 80ft.
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>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|18 (+4)|20 (+5)|8 (-1)|12 (+1)|12 (+1)|
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> - **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.
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> ***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

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