Glacier Behemoth
Huge Beast, unaligned
A depression in the ground trails in the wake of this six-legged creature. Aged ice, appearing more like granite, covers the creature’s body._
Slow but Steady. Glacier behemoths earn their name from their resemblance to glaciers, including their slow, relentless pace. Their squat frames help conceal their six legs, reinforcing the notion that they are calved glaciers. Short of chasms blocking its way or the intervention of other glacier behemoths, nothing can stop a glacier behemoth when it moves. Its tough hide combined with its primal intellect render it fearless as it lumbers after its foes.
Bulettekin. Glacier behemoths are arctic relatives to Open Game License
Armor Class 18 (natural armor)
Hit Points 172 (15d12+75)
Speed 20 ft., burrow 20 ft.
- STR
- 24 (+7)
- DEX
- 3 (-4)
- CON
- 21 (+5)
- INT
- 4 (-3)
- WIS
- 14 (+2)
- CHA
- 7 (-2)
Saving Throws Con +9, Wis +6
Skills Athletics +11, Perception +6
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities grappled, prone, restrained
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 16
Languages —
Challenge 12
Traits
Ground Disruptor. When the glacier behemoth moves, it can choose to make the area it moves through difficult terrain. When it uses Inexorable Charge, it automatically makes the ground difficult terrain.
Unstoppable. Difficult terrain composed of ice, rocks, sand, or natural vegetation, living or dead, doesn't cost the glacier behemoth extra movement. Its speed can't be reduced by any effect.
Actions
Multiattack. The glacier behemoth makes two bite attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 33 (4d12 + 7) piercing damage.
Inexorable Charge. If the glacier behemoth moves at least 10 feet, it can then use this action to continue moving in a 40-foot line that is 15 feet wide. Each creature in this line must make a DC 17 Dexterity saving throw. On a failure, a creature takes 35 (10d6) bludgeoning damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. The glacier behemoth's movement along this line doesn't provoke opportunity attacks.






