Gargantuan Elemental (Titan), Unaligned
Armor Class 18
Hit Points 310 (18d20 + 121)
Speed 20 ft., Fly 120 ft.
STR
19 (+4)
DEX
26 (+8)
CON
25 (+7)
INT
10 (+0)
WIS
24 (+7)
CHA
12 (+1)
Saving Throws STR +11, CON +14
Skills Athletics +13, Insight +13, Perception +13
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Senses Blindsight 120, Darkvision 60 ft., Passive Perception 23
Languages Celestial, Common, Draconic, Primordial
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Arctic Rage (Mythic Trait; Recharges after a Short or Long Rest). When the cold phoenix is brought to 0 hit points, it does not die or fall unconscious. It instead releases a blast of steam as it assumes an incorporeal form made of snow flurries. The cold phoenix regains 199 hit points. When this trait is activated, each creature within 30 feet of the phoenix must make a DC 21 Constitution save or take 22 (4d10) fire damage, or half as much on a successful save. It gains immunity to all mundane damage types and resistance to bludgeoning, piercing, and slashing from magical weapons. It loses its Made Of Ice feature. If its Snow Driver and Freezing Breath actions have not recharged, they do so. While this trait is active, the phoenix's solid, glassy beak of ice becomes its weak point. If a creature hits the phoenix with an attack roll of 25 or above, the phoenix will have vulnerability to all of that attack's damage.

Blizzard Aura. The phoenix is cloaked in a swirling storm with a 60-foot radius. This area is heavily obscured and Wisdom (Perception) checks that rely on hearing have disadvantage. At the start of its turn, each creature of the phoenix's choice within this aura must succeed on a DC 20 Constitution save or take 18 (4d8) cold damage and be pushed up to ten feet in a direction of the phoenix's choice.

Legendary Resistance (3/Day). If the phoenix fails a saving throw, it can choose to succeed instead.

Made Of Ice. The cold phoenix can only be brought to 0 hit points by taking 40 points or more of fire or radiant damage.

Magic Weapons. The cold phoenix's weapon attacks are magical.

Actions

Multiattack. The phoenix makes two attacks: one with its talons and one with its icy feather shard.

Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) cold damage. Instead of dealing damage, the phoenix can grapple the target (escape DC 20). The phoenix has two talons it can grapple with, and if it has two creatures grappled it cannot make talon attacks against any other creatures.

Icy Feather Shard. Ranged Weapon Attack: +13 to hit, range 80/320, one target. Hit: 30 (4d10 + 8) piercing damage and 18 (4d8) cold damage.

 

Snow Driver (Recharge 6). The cold phoenix moves up to its speed in a straight line and targets each creature within 15 feet of it during its movement. Each creature must make a DC 20 Dexterity saving throw or take 75 (13d10) bludgeoning damage as they are carried with the cold phoenix's wake.

Freezing Breath (Recharge 5-6). The cold phoenix exhales an icy blast in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Legendary Actions

The phoenix 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 phoenix regains spent legendary actions at the start of its turn.

Detect. The phoenix makes a Wisdom (Perception) check.

Scratch. The phoenix makes one talon attack.

Wintry Wings (Costs 2 Actions). The phoenix flaps its wings, buffeting nearby enemies. Each creature within 15 feet of the cold phoenix must make a DC 21 Strength saving throw or take 15 (2d6 + 8) bludgeoning damage and fall prone. It can then move up to half its flying speed.

Mythic Actions

If the cold phoenix's mythic trait is active, it can use the following actions as legendary actions for an hour after activating Arctic Rage.

Freezing Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: The target must make a DC 20 Constitution.  If the saving throw fails by 10 or more, the creature is instantly petrified. Otherwise, on a failed save the creature begins to freeze and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Flash Freeze. The cold phoenix can freeze the snow within its Blizzard Aura together, making that area difficult terrain.

Launch Feather. The phoenix makes an attack with its icy feather shard.

Description

If the fiery phoenix is a symbol of resurrection and dynamic change, then the cold phoenix is a symbol of permanence and static being. This immortal bird resides on the very highest mountaintops and does not age or die. Legends say it can only be slain by someone favored by the gods themselves. Even getting close enough to the cold phoenix to strike it can be problematic, however, since the bird wreathes itself in intense blizzards and uses this cover to ambush unwary travelers buffeted by the freezing winds and rooted to the spot by the birds icy breath.

Lair and Lair Actions

A Cold Phoenix’s Lair

A cold phoenix makes its home on remote mountaintops that tower over any nearby mountains. These places often also have steep slopes, unexpected cliffs, and hidden ravines.

The cold phoenix's nest is a bowl shaped basin hollowed into the top of a mountain.

Lair Actions

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

  • The cold phoenix calls forth 1d6 souls of adventurers who died on past failed expeditions to climb its mountain. These souls use the stat block of a snow maiden, with the following changes: the snow maidens have 60 feet of blindsight.
  • The cold phoenix loosens the snow on a nearby slope and causes an avalanche. Every creature within a 80 x 150 foot area must make a DC 21 Dexterity save or take 28 (5d10) bludgeoning damage and 14 (3d8) cold damage and be restrained. On a successful save the creature takes half as much damage and is only knocked prone.

Regional Effects

The region containing a cold phoenix's lair is affected by the creature's stormy moods, creating the following magical effects:

  • The cold phoenix can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Water within 6 miles of the phoenix's lair freezes solid.
  • Hauntingly beautiful natural formations created by whipping wind and frozen water will appear overnight.

When the cold phoenix dies, all of these regional effects fade immediately.

Habitat: ArcticMountain

Noble22

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