Legendary Resistance (3/Day). If Arantihr fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Arantihr's innate spellcasting ability is Wisdom (spell save DC 21). He can innately cast the following spells, requiring no material components (spell DC 21):
At will: Gust, Dispel Magic, Invisibility
1/day each: Counterspell, Cone of Cold, Levitate
Magic Resistance. Arantihr has advantage on saving throws against spells and other magical effects.
Magic Weapons. Arantihr's weapon attacks are magical.
Multiattack. Arantihr makes two attacks with his longsword - Gwilithír.
Gwilithír. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d8 + 5) slashing damage plus (2d6) cold damage. This cold damage bursts forth from the sword out to a range of 20ft in a line.
Wrath of the North Wind (Recharge 5–6). Arantihr summons 1 [monster]Air Elemental[monster](s) which appear in spaces of his choosing within 30 ft of himself. An Air Elemental acts as an ally of Arantihr and rolls it's own place in the initiative order.
Arantihr 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. Arantihr regains spent legendary actions at the start of his turn.
Howling Gale (Costs 1 Action). Arantihr creates a blast of howling wind from himself - each creature within 15ft of Arantihr must make a DC 21 Strength saving throw, taking 9 (2d8) cold damage and being pushed away 10ft on a failed save (if the creature collides with an object as a result of this action, they take an additional 5 (1d8) bludgeoning damage, if a creature collides with another creature as a result of this action, both creatures suffer this additional damage.) On a successful save, the creature takes half damage and is not pushed away.
Teleport (Costs 2 Actions). Arantihr magically teleports up to 120 feet to an unoccupied space he can see. Anything Arantihr is wearing or carrying is teleported with him.
Lair and Lair Actions
Aratihr dwells in The Halls of Whispered Song in the Feywild. He can use the following actions in his lair.
Lair Actions
On initiative count 20 (losing initiative ties), Arantihr takes a lair action to cause one of the following effects; Arantihr can’t use the same effect two rounds in a row:
- Arantihr drops the temperature of the air, covering all surfaces with ice. This effect is identical to the Sleet Stormspell.
- Arantihr controls the surrounding air as an extension of himself. Each creature Arantihr designates must succeed at a DC 21 Strength saving throw or be hoisted or flung 3d6 × 10 feet through the air. A creature smashed into a solid object or released in mid-air takes 1d6 bludgeoning damage for every 10 feet moved or fallen.
- Arantihr creates a torrent of debris within 120 feet of him that lasts until initiative count 20 on the next round. The debris lightly obscures every creature and object in the area for the duration. All creatures in the area must succeed at a DC 21 Constitution saving throw or be Blindeduntil initiative count 20 on the next round.
Regional Effects
The region containing Arantihr’s lair is battered by blisteringly cold blizzards, which creates one or more of the following effects:
- The area within a 5 mile radius of The Halls of the Wispered Song is in a state of permanent tundra. Creatures in this area must make a DC 16 consitution saving throw every half hour, taking 5 (2d4) cold damage on a failed save. If this save fails by a factor of 5 or more, the creature suffers one level of exhaustion.
- The area within a 5 mile radius of The Halls of Wispered Song is considered difficult terrain due to the large snow drifts and gale force winds which permeate the area.
If Arantihr dies, these effects fade over the course of 1d20 days.
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