Legendary Resistance (3/Day). If the Arctic Gargantua fails a saving throw, it can choose to succeed instead.
Magic-Resistant Scales. The Arctic Gargantua has advantage on saving throws against spells, and any creature that makes a spell attack against the Arctic Gargantua has disadvantage on the attack roll.
Siege Monster. The Arctic Gargantua deals double damage to objects and structures.
Magic Weapons. The Arctic Gargantua’s weapon attacks are magical.
Toxin Resistance. The Arctic Gargantua has advantage on saving throws against being poisoned.
Ice Walk. The Arctic Gargantua can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain comprised of ice or snow doesn't cost extra movement.
Hold Breath. The Arctic Gargantua can hold its breath for 1 hour.
Multiattack. The Arctic Gargantua can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws and one with its tail. It can use its Swallow instead of its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 27 (3d12 + 9) piercing damage plus 9 (3d6) cold damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Arctic Gargantua can't bite another target.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 18 (3d6 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the Arctic Gargantua's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Arctic Gargantua is within line of sight, 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 Arctic Gargantua's Frightful Presence for the next 24 hours.
Swallow. The Arctic Gargantua makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Arctic Gargantua, and it takes 28 (7d8) acid damage and 28 (7d8) cold damage at the start of each of the Arctic Gargantua's turns.
If the Arctic Gargantua takes 50 damage or more on a single turn from a creature inside it, the Arctic Gargantua must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Arctic Gargantua. If the Arctic Gargantua dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Frost Breath (Recharge 5-6). The Arctic Gargantua exhales an icy blast in a 90-foot cone. Each creature in that areas must make a DC 24 Constitution saving throw. On a failure, the creature takes 48 (8d12). If the creature fails the save by 5 or more, it is restrained in ice for 1 minute (escape DC 20). On a success, a creature takes half damage.
The Arctic Gargantua 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 Arctic Gargantua regains spent legendary actions at the start of its turn.
Attack. The Arctic Gargantua makes one claw attack or tail attack.
Move. The Arctic Gargantua moves up to half its speed.
Stomp (Costs 2 Actions). The Arctic Gargantua stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centred on this point must succeed on a DC 25 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the Arctic Gargantua uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 25 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Arctic Gargantua and is no longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Bellowing Roar (Costs 3 Actions). The Arctic Gargantua lets out a thunderous roar. All creatures within 30 feet of the Arctic Gargantua must make a DC 24 Consitution saving throw. On a failure, the creature takes 15 (5d6) thunder damage and is deafened for 1 minute. If a creature fails the save by 5 or more, it is also stunned for 1 minute. On a success, the creature takes half damage. A creature can reroll the saving throw at the end of its next turn, ending the effect on a success.
Walking Blizzard (Mythic Trait; Recharges after a Short or Long Rest). When the Arctic Gargantua is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, a swirling storm of ice forms around it which heals its wounds, the Arctic Gargantua regaining 290 hit points. In addition, any creature within 30 feet of the Arctic Gargantua that starts its turn or on its turn enters the blizzard must make a DC 24 Consitution saving throw, taking 12 (4d6) bludgeoning damage and 12 (4d6) cold damage on a failure or half as much on a success. A creature within the blizzard also has its speed halved.
If the Arctic Gargantua's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Walking Blizzard:
Swipe. The Arctic Gargantua makes two claw attacks.
Dash. The Arctic Gargantua moves up to its full movement speed, attacks of opportunity having disadvantage against it.
Fling (Costs 2 Actions). The Arctic Gargantua makes one tail attack against a Huge creature or smaller. On a hit, the creature takes the tail's damage and must make a DC 25 Strength saving throw. On a failure, the creature is knocked 60 feet away. Once the creature lands, regardless of whether it went the fill 60 feet or not, it takes 18 (6d6) bludgeoning damage from the impact.
If the creature has travelled further than 60 feet after being pushed, it takes an additional 3 (1d6) bludgeoning damage per 10 additional feet travelled to a maximum of 30 (10d6) additional bludgeoning damage. The creature lands prone unless it has a way to negate taking damage from the fall.
Eye of the Storm (Costs 2 Actions). The Arctic Gargantua extends the blizzard around it to 60 feet until the start of its next turn or until its concentration ends (as if concentrating on a spell).
Blizzard Breath (Costs 3 Actions). The Arctic Gargantua recharges and uses its Cold Breath.
Description
One of the great titans, a monster able to destroy all in its path. I only have one question, how in the nine hells does it manage to hide from people? - Elin Gentleheart, Adventurer
Legends tell of a time when titan walked the planet, supposedly in the time before the gods. The stories claim these titanic beings were either killed or banished, regardless the only one left is the Tarrasque. That is until now.
The Arctic Gargantua us a colossal creature, larger than the Tarrasque, though not by much. Much like the Tarrasque, there is believed to only be one Arctic Gargantua. It is less aggressive than its titanic cousin but its large body sometimes leads to accidental damage. It is also omnivorous, meaning it may attack a creature and devour it. When in combat, the Arctic Gargantua is able to unleash freezing blasts from its mouth, a near redundant ability due to the Arctic Gargantua's size allowing it to beat almost any creature.
The strangest thing about the Arctic Gargantua is its ability to avoid being tracked. The creature seems to just vanish when nobody is looking, appearing an indeterminate amount of time later. Some believe it has a natural affinity for stealth, others say it can turn invisible and some say it is briefly removed from reality. Regardless, it is whose to avoid the Arctic Gargantua.
Lair and Lair Actions
The Arctic Gargantua’s Lair
The Arctic Gargantua's lair is a hallow mountain made of ice. the lair was made by the Arctic Gargantua's Ice Breath, creating a large shelter from prying eyes. The inside of the lair is void of any special features beyond the remains of any creatures the Arctic Gargantua has eaten.
The Arctic Gargantua's lair can only be entered via a special passage that begins deep underwater, the entire passage is filled with freezing water. Despite this, the Arctic Gargantua is more than capable of smashing through the walls of its lair but it seems the lair was made to make it difficult to access to all but the Arctic Gargantua.
Lair Actions
On initiative count 20 (losing initiative ties), the Arctic Gargantua takes a lair action to cause one of the following effects; the Arctic Gargantua can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centred on a point the Arctic Gargantua 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 15 Constitution saving throw, taking 9 (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 9 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the Arctic Gargantua uses this lair action again or until the Arctic Gargantua dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the Arctic Gargantua can see within 120 feet of it. The Arctic Gargantua makes one ranged attack roll (+10 to hit) against each target. On a hit, the target takes 9 (3d6) piercing damage.
- The ground around the Arctic Gargantua quakes. All creatures on the ground within 120 feet of the Arctic Gargantua must make a DC 15 Strength saving throw or be knocked prone.
Regional Effects
The region containing the legendary Arctic Gargantua’s lair is warped by the monsters’ magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the Arctic Gargantua’s lair.
- Freezing precipitation falls within 6 miles of the Arctic Gargantua’s lair, sometimes forming blizzard conditions when the Arctic Gargantua is at rest.
- Minor earthquakes can sometimes be felt up to a mile away from the Arctic Gargantua's lair.
- Medium-sized creatures and smaller sometimes have a chill run down their spine as they feel like something colossal is close when within 6 miles of the lair.
If the Arctic Gargantua dies, the minor earthquakes cease immediately. All other effects fade over 1d10 days except the spine chill, which lasts as long as the Arctic Gargantua's corpse is in its lair.
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