Thundertusk (5e Creature)
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Gargantuan monstrosity, unaligned
Numbing Cold. When a hostile creature starts its turn within 5 feet of the thundertusk, it must succeed on a DC 14 Constitution saving throw or have disadvantage on melee attack rolls and may not take bonus actions or reactions until the start of its next turn.
Trampling Charge. If the thundertusk 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 thundertusk can make one stomp attack against it as a bonus action.
Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 33 (4d12+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Frozen Orb (Recharge 5-6). Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage plus 10 (3d6) cold damage. Hit or miss, the orb then explodes. The target and each creature within 20 feet of the point where the orb explodes must make a DC 18 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
Thundertusks are creatures of ice and doom, ancient monsters that strode the darkest ages long ago, when the world was frozen over and sheathed in ice. Retreating from the sudden warming of the sun, the forefathers of these mammoth beasts headed to the northern plains where they became saturated in the magic that was unleashed in those strange lands. Imbued by these unnatural winds, the thundertusks became living embodiments of the cruel and ever-enduring winter, primordial things from a long-forgotten past.
Living Ice Age. Their hulking mass exudes an aura of arctic air so cold it chills blood and freezes their prey. Thundertusks advance as relentlessly as a winter storm, using their numbing airs to slow their victims down, allowing the beasts to bring their cumbersome but crushing mass to bear. But the thundertusk is not just deadly up close, where it can stomp frozen foes flat. A thunderstusk's horns attract the elemental power of magic like a lightning conductor. The beast's icy breath mixes with this sorcerous flux, coalescing into swirling sphere of eldritch energy and jagged shards of ice. With a sound akin to a peal of a thunderclap, the thundertusk can hurl these frozen orbs across long distances like a cannonball. Upon impact, the glowing sphere of frost shatters, sending lightning-wreathed icicles spinning through the air. The shards scythe into exposed flesh, cutting bloody holes into anything within a wide radius.
Glacial Hibernation. Thundertusks are solitary wanderers that travel across the cold places of the world, far to the north or high amidst the frozen peaks of mountains. Needing a great deal of sustenance to sustain their bulk, they constantly roam in search of fresh meat. In the summers when temperatures rise slightly above freezing, the creature will seek out a chosen glacier and scoop out a cave with its gigantic blade-edged tusks until it can retreat from the punishing rays of the sun. There, in a cocoon of ice, the beast will slow its heartbeat and lower its body temperature further still, allowing the thundertusk's freezing breath to slowly crystallise the moisture until the beast is completely surrounded in cooling ice. Safe from the predation of the beasts and Frost Giant tribes of the mountains, the thundertusk sleeps through the heat in its frozen refuge. When the days begin to shorten and the warmth of the sun retreats once again, eventually, through sheer brawn and with numerous shifts of its massive shoulders and muscular haunches, the thundertusk will burst free in a shower of ice shards and roar its victory over the sun.
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