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Huge fey (titanspawn), neutral

25 (+7) 10 (+0) 22 (+6) 18 (+4) 23 (+6) 18 (+4)

Armor Class 19 (natural armor)
Hit Points 237 (19d12 + 114)
Speed 50 ft., swim 40 ft.
Saving Throws Dexterity +6, Constitution +12, Wisdom +12
Skills Nature +10, Perception +12, Stealth +6, Survival +12
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold
Condition Immunities charmed, exhaustion, paralyzed, petrified, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages Druidic, Primordial, Titan Speech
Challenge 17 (18,000 XP)

Special Traits

  • Arctic Paragon. The huror has advantage on Dexterity (Stealth) checks made to hide in arctic terrain. It 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.
  • Icy Aura. The huror’s weapon attacks are magical. At the start of each of its turns, the huror deals 9 (2d8) cold damage to any creature grappling or grappled by it.
  • Keen Smell. The huror has advantage on Wisdom (Perception) checks that rely on smell.
  • Legendary Resistance (3/Day). If the huror fails a saving throw, it can choose to succeed instead.


  • Multiattack. The huror makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage plus 4 (1d8) cold damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage.
  • Cold Breath (Recharge 5-6). The huror exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The huror can take 3 legendary actions, choosing from the options below. It can use only one legendary action option at a time, and only at the end of another creature’s turn. The huror regains spent legendary actions at the start of its turn.

  • Detect. The huror makes a Wisdom (Perception) check.
  • Attack. The huror makes one bite attack.
  • Bear Hug (2 Actions). The huror makes two claw attacks. If it hits a creature of Huge or smaller size, the target is grappled (escape DC 17). The target also restrained until this grapple ends. While grappling this target, the huror has advantage on bite attack rolls against it and can’t use its claw attacks against other creatures. When the huror moves, any smaller creature it is grappling moves with it.

Lair Actions

Hurors guard the mountains and tundra of the frozen north on behalf of Denev the Earth Mother. They typically lair in frozen caverns deep beneath the ground.

On initiative count 20 (losing initiative ties), the huror takes a lair action to cause one of the following effects:

  • The huror creates fog as though it had cast fog cloud as a 3rd-level spell (60-foot radius). The fog lasts until initiative count 20 on the next round.
  • A bone-chillingly cold wind blows through the lair near the huror. Each creature within 60 feet of the huror must succeed on a DC 20 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as those of a lantern, have a 50 percent chance of being blown out.

Regional Effects

The region surrounding a huror’s lair is warped by its magic in the following ways:

  • Chilly fog and constant snowfall lightly obscure the land within 6 miles of the huror’s lair.
  • A severe blizzard normally surrounds the huror’s lair out to a radius of 3 miles. Creatures not protected from exposure or adapted to cold climes are subject to hazards such as hypothermia and frostbite.
  • Once per day, the huror can magically alter the weather in a 3-mile radius centered on its lair. The huror doesn’t need to be outdoors; otherwise, the effect is identical to the control weather spell. If the huror is slain, the altered weather returns to normal over the course of a day, and the fog and precipitation fade in 1d3 days.


A huror is a rare, cunning, powerful creature that plays a large role in many tales among the Albadian tribesfolk. Stories tell of hurors aiding lost worshipers of Denev, but just as often the huror is said to be a force of vengeance, punishing foolhardy folk who would despoil nature or profane the Great Mother’s sacred places.

A huror resembles a huge polar bear nearly the size of an elephant.

Snow and harsh winds swirl about it, stony ice crystals cake its pelt, and its blue eyes reveal the unmistakable glimmer of intelligence.

Legendary Guardian. Other legends claim that an ancient huror, nearing the end of its lifespan, may seek out a worthy hero to face in mortal combat. If the hero loses, she is spared, but shamed; if she wins, though, the huror shares some useful bit of ancient knowledge and offers up its hide as a rare magical cloak before it fades away. Then, when that hero later dies, she becomes a huror upon her death and guards the north in her new form.


The huror uses its quick speed and its attacks on its turn to deal with as many threats as possible. It will then attempt to bear hug whomever it believes is the greatest threat and focus its attacks on them if at all possible. It may use its cold breath on its first turn if enough targets are in range. If so, it will wait for another efficient opportunity, no matter when the breath weapon recharges.

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