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___ > ## Legendary Wampa (Unkajo) >*Huge Beast, Unaligned* > ___ > - **Armor Class** 20 (Natural Armor) > - **Hit Points** 290 (23d20+50) > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|16 (+3)|25 (+7)|10 (+0)|16 (+3)|14 (+2)| >___ >- **Saving throws** Dex +5, Con +12, Wis +6, Cha +10 >- **Skills** Perception +11, Stealth +5 > - **Damage Immunities** Cold > - **Senses** 60ft Darkvision, Passive Perception 20 > - **Challenge** 15 (13000 XP) > ___ >***Legendary resistance (3/day)*** If the wampa fails a saving throw, it can choose to succeed instead. > >***Keen Smell*** The Wampa has advantage on Wisdom (Perception) checks that rely on smell > ### Actions > ***Multiattack.*** The Legendary Wampa makes two weapon attacks with its claws. > >***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* (2d10 + 8) slashing damage. > >***Throw snowball*** *Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 33 (5d10+6) bludgeoning damage + 15 (3d10) cold damage > > ***Frost breath (Recharge 5-6).*** The Wampa exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one. > >### Legendary actions >Legendary Wampa 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. Legendary Wampa regains spent legendary actions at the start of their turn. > >***Claw attack:*** The Wampa makes a claw attack. >***Throw Snowball*** The Wampa throws a snowball at a target.