Gargantuan Undead, Chaotic Evil
Armor Class 23 (natural armor)
Hit Points 454 (26d20 + 194)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
28 (+9)
INT
22 (+6)
WIS
12 (+1)
CHA
25 (+7)
Saving Throws DEX +10, CON +18, WIS +10, CHA +16
Skills Perception +14, Stealth +14
Damage Resistances Fire, Necrotic
Damage Immunities Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120ft, Passive Perception 22
Languages Abyssal, Common, Draconic, Primordial
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Ice Walk. Aussir'kothar 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.

Magic Weapons. Aussir'kothar's weapon attacks are magical.

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

Magic Resistance. Aussir'kothar has advantage on saving throws against spells and other magical effects.

Living Shadow. While Aussir'kothar is in dim light or darkness, Aussir'kothar has resistance to damage that isn't force, psychic, or radiant.

Shadow Stealth. While in dim light or darkness, Aussir'kothar can take the Hide action as a bonus action.

Sunlight Sensitivity. While in Sunlight, Aussir'kothar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting . Aussir'kothar’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks ). He can innately cast the following spells, requiring no components:

At will:  Telepathy, Frost Fingers, Spike Growth

3/day each: Elemental Bane, Wall of Ice, Counter Spell

1/day each: Freezing Sphere (8th level) , Gate

Actions

Multiattack. Aussir'kothar can use his Frightful Presence. he then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 8) slashing damage. plus 9 (2d8) cold damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 8) bludgeoning damage. plus 9 (2d8) cold damage.

Frightful Presence. Each creature of Aussir'kothar's choice that is within 120 feet of Aussir'kothar and aware of it must succeed on a DC 16 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 Aussir'kothar's Frightful Presence for the next 24 hours.

Frozen Void Breath (Recharge 5–6). Aussir'kothar exhales a darkly colored icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 36 (8d8) cold damage and 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and it's corpse transforms into a Coldlight Walker and acts immediately after Aussir'kothar in the initiative count. The Coldlight Walker is under Aussir'kothar's control. Any Coldlight Walkers created by this effect, die when Aussir'kothar is reduced to 0hp.

Reactions

Banishing Rebuke. When Aussir'kothar is damaged by a creature that he can see within 60 feet of him, he can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 23 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely. Aussir'kothar can only have 1 living creature in this extradimensional prison at a time.

Legendary Actions

Aussir'kothar 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. Aussir'kothar regains spent legendary actions at the start of his turn.

Ice Flurry. Each creature within 30 feet of Aussir'kothar takes 5 (2d4) piercing damage from swirling ice, and nonmagical, open flames in that area are extinguished.

Wing Attack (Costs 2 Actions). Aussir'kothar beats his wings. Each creature within 15 feet of Aussir'kothar must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aussir'kothar can then fly up to half its flying speed.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Aussir'kothar must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Aussir'kothar is a massive shadowy undead white dragon, his necrotic undead flesh layered with coatings of mystical frost, even erupting into frozen spikes laced with necrotic energy, making it vastly more hostile to life than any other known ice based magic, as if the frozen void of space itself.

Lair and Lair Actions

 

 Aussir'kothar was a prodigy or at least and oddity among his kind, as unlike most white dragons he was just as cunning and intelligent as he was a savage apex predator, he began to learn to harness his innate magical powers, forcing a cult of necromancers into serving him, once they proved loyal enough, he under went the process into dracolichdom, promising them riches beyond their wildest dreams should they aid him, they agreed, once the process was completed, he slaughtered the cult and devoured their souls, before fleeing to the shadow fell for centuries. Apon his returned the remaining flesh and bone of his body had absorbed so much energy from his time in the shadow fell that he had managed to do what none ever thought possible, he had transformed into a shadow dragon in addition to his undead dracolich form, making him a superior form of dracolich, no longer entirely reliant on a phylactery, as now he was considered more native to the shadow fell than to his home world as far as the cosmos is concerned, ensuring the ultimate fail safe should his phylactery be destroyed, thus began his time as not just Aussir'kothar, but also as the now notorious "Frozen Lord of Dread"". He established his lair in the far artic lands of the southern pole where he established above it's frozen caverns, a kingdom which he spread word of via messages carved into corpses he dropped near the major cities of the world, asking for them to simply spread word of a safe haven for intelligent undead, located in the southern point of the world, where all they must do for residancy is pledge loyalty to it's ruler, and if they did not spread word of this within 1 year, their precious cities would be encased in ice and turned into a frozen waste land. Many were skeptical, but for the sake of their people spread the message as requested, before long it simply faded into rumors and legends, only those who dared to venture to or interact in trade or war with the fabled frozen kingdom of the dead ever learned the just how terrifyingly real it was.

Lair Actions

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

  • Freezing shadowy fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) necrotic damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the shadow dracolich uses this lair action again or until the shadow dracolich dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the shadow dracolich can see within 120 feet of it. The shadow dracolich makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage plus 9 (2d8) necrotic damage.

Regional Effects

The region containing Aussir'kothar’s lair is warped by tAussir'kothar’s magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of Aussir'kothar’s lair. Sunlight within this fog is instead considered dim light.
  • Freezing precipitation falls within 6 miles of Aussir'kothar’s lair, sometimes forming blizzard conditions when Aussir'kothar is at rest.
  • Icy walls block off areas in Aussir'kothar’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 Aussir'kothar wishes to move through a wall, it can do so without slowing down. The portion of the wall the shadow dracolich moves through is destroyed, however.

If the shadow dracolich dies, the fog and precipitation fade within 2 days. The ice walls melt over the course of 2d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/13/2020 5:07:51 AM
5
1
1
Coming Soon
9/22/2020 4:18:16 PM
12
1
2
Coming Soon
9/24/2020 4:57:20 AM
22
1
3
Coming Soon
10/1/2020 5:08:07 AM
26
1
4
Coming Soon

Monster Tags: NPCundead

Habitat: Arctic

Scarletsteam

Comments

Posts Quoted:
Reply
Clear All Quotes