Medium Beast, Chaotic Neutral
Armor Class 18 Natural armor
Hit Points 270 (20d8 + 180)
Speed 55 ft., Walk 15 ft.
STR
19 (+4)
DEX
19 (+4)
CON
22 (+6)
INT
21 (+5)
WIS
27 (+8)
CHA
16 (+3)
Saving Throws INT +11
Skills Stealth +9
Damage Vulnerabilities Bludgeoning, Fire, Lightning
Damage Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 21
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/day). When Articuno fails a saving throw, it can choose to succeed instead.

Snow Cloak. When Articuno is in a hailstorm, whether natural or induced by magic such as using its Hail action, all attacks on it have a -3 penalty to hit.

Freeze. Some of Articuno's attacks have the ability to freeze other creatures, encasing them in ice. A frozen creature is treated as though it were petrified, with the following differences:

  • A frozen creature can still attempt to make an action on its turn, but it must roll a D10 and get either a 9 or a 10 to thaw out and perform the action. Otherwise, it remains frozen and the action automatically fails.
  • A creature that controls ice through non-spellcasting means, such as another Articuno, is immune to being frozen.
  • A creature that can create fire and heat, both with spells and with innate abilities, can still be frozen, but can also thaw itself out on its turn by using such an ability with no die roll required.
  • A frozen creature is instantly thawed if it takes fire damage from any source.
  • Harsh sunlight prevents creatures from being frozen, but if a creature was already frozen before the light turned harsh, it will not thaw automatically.
Actions

Gust. Ranged Weapon Attack: +10 to hit, range 40/60 ft., one target. Hit: 25 (6d6 + 4) thunder damage. If the target is airborne and above Articuno, it takes double damage.

Powder Snow. Articuno attacks with a chilling gust of powdery snow, covering a 30-foot cone projecting from it. All creatures within the cone must make a DC 19 Constitution saving throw. A creature takes 18 (3d8 + 5) cold damage on a failed save, or half as much on a successful one. Articuno rolls a d10 for each creature that fails its save, and on a 10, the creature is frozen (see Freeze under Articuno's special traits).

Agility. Articuno increases its fly speed by 20 feet for 1 minute.

Tailwind. Articuno makes a tailwind blow in from behind itself for 5 rounds, giving itself and allied creatures +30 to movement speed and +3 to their initiative rolls. Re-using Tailwind does not stack the effect, but it does reset the time limit.

Freeze-Dry. Ranged Spell Attack: +11 to hit, range 20/30 ft., one target. Hit: 23 (4d8 + 5) cold damage. If the target is a creature, it must succeed on a DC 19 Constitution saving throw or be frozen. Additionally, if the target possesses any form of alignment with water, such as a water elemental, it is vulnerable to the damage dealt regardless of its inherent vulnerabilities and resistances.

Ice Beam. Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 14 (2d8 + 5) cold damage, and Articuno rolls a d10. On a 10, the target is frozen.

Hail. Articuno summons a hailstorm that lasts 5 rounds, covering a 100x100x50 cube centered on it. All creatures within the hailstorm take 2d4 cold damage at the end of every turn they take within it, unless they are resistant or immune to cold damage in which case they are unaffected.

Hurricane. A whirlwind howls down to a point that Articuno can see on the ground within 300 feet. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. A creature must make a DC 19 Dexterity saving throw if it is in the area where the whirlwind appears. A creature takes 40 (10d6 + 5) bludgeoning damage on a failed save, or half as much damage on a successful one.

Blizzard (Recharge 5-6). Articuno summons a howling blizzard at up to 5 creatures within 90 feet. The creatures must succeed a DC 19 Dexterity saving throw or take 38 (6d10 + 5) cold damage. Articuno rolls a d10 for each creature that fails its save and is not reduced to 0 hit points, and on a 10, the creature is frozen.

Sheer Cold (1/Day). Articuno attacks a creature it can see within 100 feet with a blast of absolute-zero cold. The creature must succeed on a DC 14 Constitution saving throw or be instantly reduced to 0 hit points. Creatures that are immune to cold damage are immune to this attack.

Legendary Actions

The legendary bird may make 3 legendary actions, choosing from the options below. The bird may only make 3 legendary actions per round and only on another creature's turn. It regains spent legendary actions at the start of its turn.

Mist. Articuno makes itself and any creatures it considers allies immune to temporary effects caused by enemies that alter abilities or skills, including bonuses, penalties, advantage and disadvantage. Lasts one minute.

Reflect. Articuno creates a wondrous wall of light that stands for 2 minutes. The wall is 20 feet tall, 50 feet wide, and 5 feet thick. The wall does not stop anything, but weapon attacks made by any creatures of Articuno's choosing while on Articuno's side of the wall deal half damage.

Ice Shard. Ranged Spell Attack: +11 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) cold damage.

Ancient Power. Articuno rolls 1d10. On a 10, Articuno's Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma all increase by +2 for 1 minute.

Roost (Costs 3 Actions). Articuno automatically lands on the ground if it is within its current flying speed reach. If it cannot fly to the ground in one turn, Roost fails. If it succeeds, Articuno restores its HP by up to half its maximum, loses its lightning vulnerability, and gains a resistance to cold damage, but also loses its acid resistance and gains a vulnerability to bludgeoning, piercing, and slashing damage. This effect lasts until the end of Articuno's coming turn.

Mind Reader (Costs 2 Actions). On the bird's next turn, if it makes an attack, the attack roll for a specific creature will be replaced by forcing a DC 15 (if melee) or 16 (if ranged) saving throw for half damage. If it uses a saving-throw-based move, a successful save for half damage will instead deal full damage without any additional effects, and a successful save for evasion will instead deal half damage.

Description

Articuno, the Freeze Pokémon.

Kanto Research Notes

A legendary bird Pokémon that is said to appear to doomed people who are lost in icy mountains.

A legendary bird Pokémon. It freezes water that is contained in winter air and makes it snow.

A legendary bird Pokémon with long and distinctive tail feathers. Said to appear if you are freezing on a snowy mountain.

Johto Research Notes

The magnificent, seemingly translucent wings of this legendary bird Pokémon are said to be made of ice.

One of the legendary bird Pokémon, it chills moisture in the atmosphere to create snow while flying.

Legendary bird Pokémon. As it flies through the sky, it cools the air, causing snow to fall.

Hoenn Research Notes

Articuno is a legendary bird Pokémon that can control ice. The flapping of its wings chills the air. As a result, it is said that when this Pokémon flies, snow will fall.

One of the legendary bird Pokémon. With its long tail trailing behind, its flying form is magnificent.

Sinnoh Research Notes

A legendary bird Pokémon. It can create blizzards by freezing moisture in the air.

Galar Research Notes

It's said that this Pokémon's beautiful blue wings are made of ice. Articuno flies over snowy mountains, its long tail fluttering along behind it.

This Pokémon can control ice at will. Articuno is said to live in snowy mountains riddled with permafrost.

Habitat: ArcticMountain

KingRey

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