b'Gnoph-keh of Serex \n'b'  Large   monstrosity  (extraterrene),  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  133 (14d10+56)  Speed  40 ft., climb 40 ft.\n'b' STATS STR: 20 (+5) DEX:  13 (+1)  CON:  18 (+4)  INT:  11 (+0)  WIS:  12 (+1)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +5,  Con  +9,  Wis  +5  Skills   Perception  +5,  Stealth  +5  Condition Immunities  cold,  prone   Senses  tremorsense 60 ft., passive  Perception  15  Languages  Giant,  mi-go   Challenge  10 (5,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Spell-Like Abilities  A gnoph-keh can use the following spells as innate abilities. Its casting ability is  Charisma  (DC 14, +6 to hit).\n'b'\n'b'\n'b'  3/day :  fog cloud ,  spike growth  (icy surface only) \n'b'  1/day :  control weather  (duration 1 hour),  ice storm  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The gnoph-keh makes four claw attacks and one gore  attack . \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 1d8+5 slashing damage. \n'b'  Gore .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 1d6+5 piercing damage and 2d10 cold damage. If the target is a living creature, it must make a  Con  save (DC 13) or be  petrified  into solid ice. On the first failed save, the creature is  restrained . At the end of its next turn, it must repeat the save; on a success, the effect ends, but on a failure, it is  petrified  until freed by powerful magic. \n'b'\n'b' ABOUT \n'b' Long, rank white hair covers this thick-bodied creature.\xc2\xa0It has six apelike limbs with taloned hands, a bearlike muzzle with sharp teeth, and a sharp horn jutting from its forehead. \n'b' The gnoph-keh are a race of predatory creatures that dwell in the polar wastes. They are sometimes referred to as the \xe2\x80\x9cwhite apes\xe2\x80\x9d of the ice, but in fact they are not apes at all. Instead, they are descended from the monstrous spawn of a long-vanished Great Old One that haunted the icy regions of the earth countless ages ago. Gnoph-keh cannot tolerate warm temperatures, and often retreat to the uttermost poles to hibernate away warm centuries. They are therefore recent arrivals, appearing only in the last couple of hundred years with the encroaching glaciers. Primitive tribes of the tundra often fall under their sway, seeking to placate the hateful monsters with human sacrifice. \n'b' Gnoph-keh seem to move from glacier to glacier through some unknown magic involving ice portals or wind-walking. They have now colonized several glaciated regions.'