Armor Class. 18 (natural armor) Hit Points. 585 (30d20 + 270) Speed. 50 ft., burrow 50 ft. STR DEX CON INT WIS CHA 25 (+7) 8 (-1) 28 (+9) 13 (+1) 20 (+5) 14 (+2) Saving Throws: Str +15, Con +17, Wis +13 Skills. Nature +9, Perception +13 Damage Immunities. cold, poison; bludgeoning, piercing, and slashing damage from non-magical weapons Condition Immunities. exhaustion, paralyzed, petrified, poisoned, prone, unconscious Senses. darkvision 120 ft. tremorsense 60 ft., passive Perception 23 Languages. Druidic, Primordial, Sylvan Challenge. 27 (105,000 XP) Animus Loci. A beast, fey, or plant that targets the animus loci with an attack or a harmful spell must first make a DC 18 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. The creature is aware of this effect before it makes its attack. Frigid Aura. A creature that touches the animus loci or hits it with a melee attack while within 5 feet of it takes 5(1d10) cold damage. Ice Glide. The animus loci can burrow through nonmagical ice and snow. While doing so, the animus loci doesn't disturb the material it is moving through. Additionally, difficult terrain created by ice or snow does not impede the animus loci's movement. Innate Spellcasting. The animus loci's innate spellcasting ability is Constitution (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no components: At will: call lightning, cone of cold, control water, fog cloud, gust of wind, heat metal, ice storm, move earth, lightning bolt, sleet storm, wall of stone 1/day each: chain lightning, earthquake, firestorm, incendiary cloud, storm of vengeance, tsunami, whirlwind One With the Land. As long as it remains in its region, it cannot be surprised, can pinpoint the precise location of any creatures within 120 feet of it as a bonus action, and is immune to sneak attack damage Actions Multiattack. The animus loci makes two slam attacks. Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 29 (4d10 + 7) bludgeoning damage plus 14 (4d6) cold damage. Icicle. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one creature. Hit: 23 (3d10 + 7) bludgeoning damage plus 14 (4d6) cold damage. Legendary Actions The animus loci 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. The animus loci regains spent legendary actions at the start of its turn. Attack. The animus loci makes one Slam or Icicle attack Flurry (Costs 2 Actions). The animus loci transforms into a Gargantuan whirling cloud of wind and snow and moves up to 90 ft. in a straight line, passing through the spaces of any creatures in this line. It does not provoke opportunity attacks while doing this. Any creatures that it passes through must succeed on a DC 25 Constitution saving throw, taking 22 (4d10) cold damage on a failed save or half as much on a successful one. Additionally, the spaces that the animus loci passes through become covered with a thick layer of snow, becoming difficult terrain. The snow persists until the beginning of the animus loci's next turn. Deep Freeze (Costs 3 Actions). All creatures within 60 feet of the animus loci must make a DC 25 Constitution saving throw, taking 27 (5d10) cold damage on a failure or half as much on a successful one. Additionally, on a failed saving throw, the target is restrained by ice encrusting their body (escape DC 18). Furthermore, the ground in a 60 foot radius of the animus loci becomes slippery ice (Dungeon Master's Guide pg. 110) Manifestation (Costs 3 Actions). The animus loci assumes another one of its elemental manifestations, provided the manifestation is appropriate to its terrain and there is an adequate amount of material present to compose its new form. It can teleport up to 30 feet while doing this, and retains its hit points and expended spells while doing so.