Huge Beast, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Fly 80 ft., Climb 40 ft.
STR
22 (+6)
DEX
17 (+3)
CON
22 (+6)
INT
9 (-1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +8, CON +11, WIS +7, CHA +7
Skills Perception +11, Stealth +5
Damage Vulnerabilities Fire
Damage Resistances Acid, Psychic, Bludgeoning from non magical attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Tremorsense 60, Passive Perception 21
Languages Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Ice Walk. The dragon 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 movement.

IceBlight. Ice Pillar and Artic Wind will inflict the enemy with Iceblight on a failed save.  Creatures inflicted with Iceblight will take (1d4) cold damage and is exhausted 2 points. (doesn't count previous exhaustion)  It can not be cured until an appropriate heat source is provided, cure disease is cast or after 1/2 min. Taking a full round action to brush of the ice particles reduces PC to 1 exhaustion point.

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

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

*roll a d6 after using each once, if you get a 1 it blows and nothing happens.

Artic Wind (Recharge 2-3). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Ice Pillar (Recharge 6) The barioth creates a 15-foot wide vortex within 60 feet of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 22 (5d8) bludgeoning damage and 7(2d6) cold damage on a failed save or half on a successful save.

Howl (recharge 3-4).  Area of Effect: Self (30 ft. radius, sphere). DC 19 constitution save.  On a failed save, enemy is stunned and deafened. On success save, the character is just deafened.

Reactions

Triple Back Flip Quadra Spin. When successfully saving against a spell (19-20), take no damage instead and moves 40 ft in a line without provoking opportunity attacks.  Can land on any solid surface or stop in the air flying.

Side Check. In reaction to a critical melee strike it bumps a character. The PC must make a DC 16 dexterity save or be knocked prone. If success pushed back 5ft.

Legendary Actions

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

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

Tail Attack. The dragon makes a tail attack.

Move Quick (Costs 1 Action). Increase AC by 10(28). Move your maximum movement.  Can be Opportunity Attacked

Quick Attack (Costs 2 Actions). Increase AC by 4(22). Move your maximum movement and do a single Claw attack against a single creature you pass.  Can be Opportunity Attacked

Snow Shroud (Costs 3 Actions). Melee Attack: Area of Effect: 5 ft. self, Hit: (3d10) Slashing damage. Knockback any creature hit 10 ft. Barioth rotates repeatedly at an incredible speed on the ground. causing a snow cloud in a 50 ft. sphere. It lasts 4 rounds(24 seconds) and the area is heavily obscured. There is no save.

Lair and Lair Actions

A White Wyvern’s Lair

Barioth's lair is in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

Barioth is a quadrupedal Flying Wyvern, with various cat-like features. Its body is mostly covered with icy white plates and spikes along its neck, spine, and tail. Its face features two massive, curved tusks of an amber coloration. Its forelegs are longer and more powerful than its back legs, with deadly spikes along its wings, as well as two large claws.

Barioth move quickly and attack wildly, presenting a challenge even to experienced adventurers. Barioth uses its fangs and claws to slide around on the ice making it hard to keep up with. It is able to slide its tail to its side and wield it in a club-like fashion. It is capable of producing a wind blast; Barioth will spit out an icy ball that will create a powerful tornado.

Barioth is highly aggressive and territorial.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • It drops to the ground and breaks off a part of a cliff. The players get caught in a avalanche and slide down 500 ft. They need to make a DC16 dex save or take 2d10 damage from debris and fall damage and are prone. If they make the save they can choose to slide down or stay on the cliff.
  • Free Howl 

Regional Effects

The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Arctic

RezMonk

Comments

Posts Quoted:
Reply
Clear All Quotes