Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Spellcasting. Voda is a 18-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +16 to hit with spell attacks). Voda can innately cast the following spells, requiring no material components: At will: ray of frost (4d8)
3/day:cone of cold, wall of ice, frost fingers(3rd level)
Siege Monster. The Voda deals double damage to objects and structures
Magic Resistance.Voda has advantage on saving throws against spells and other magical effects.
Magic Weapons. Voda's weapon attacks are magical.
Divine Being. Voda can’t be surprised and can’t be changed into another form against her will.
Legendary Resistance (3/Day). If Voda fails a saving throw, it can choose to succeed instead.
Niflhelm(Mythic Trait; Recharges after a Short or Long Rest). If Voda is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, it forms armor out of ice that cover it and gains 300 hit points.
Multiattack. The Voda makes two attacks two with its slam or two with its water jet.
Frightful Presence. Each creature of Voda's choice that is within 120 feet of it and aware of it must succeed on a DC 21 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 it's Frightful Presence for the next 24 hours.
Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 10) bludgeoning damage, and the target is grappled (escape DC 19). Voda can grapple up to four targets. When Voda moves, all creatures it has grappled move with it.
Water Jet. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) bludgeoning damage, and the target is knocked prone if it fails a DC 19 Strength saving throw.
Tidal Wave (Recharge 6). While submerged, the Voda magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick.
When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.
At the start of each of the Voda turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the Voda. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall’s height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.
Voda 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. Voda regains spent legendary actions at the start of her turn.
Ray of Frost: Voda cast Ray of Frost
Crush. One creature that Voda is grappling is crushed for 20 (2d10 + 10) bludgeoning damage.
Fling (Costs 2 Actions). Voda releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a solid surface, such as a wall or floor, the creature takes 1d6 bludgeoning damage for every 10 feet it was flung.
Description
giant serpentine water dragon
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Voda takes a lair action to cause one of the following effects; Voda can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Voda 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) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Voda uses this lair action again or until Voda dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Voda can see within 120 feet of it. Voda makes one ranged attack roll (+16 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Voda creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Voda uses this lair action again or when Voda dies.
Regional Effects
The region containing Voda’s lair is warped by the Voda’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of Voda’s lair.
- Freezing precipitation falls within 6 miles of the Voda’s lair, sometimes forming blizzard conditions when Voda is at rest.
- Icy walls block off areas in the Voda’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 Voda wishes to move through a wall, it can do so without slowing down. The portion of the wall Voda moves through is destroyed, however.
If Voda dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.







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