Gargantuan Dragon (Titan), Chaotic Evil
Armor Class 26 (natural armor)
Hit Points 750 (40d20 + 300)
Speed 40 ft., Burrow 40 ft., Fly 80 ft. (hover), Swim 40 ft.
STR
30 (+10)
DEX
12 (+1)
CON
30 (+10)
INT
15 (+2)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws DEX +10, CON +19, WIS +11, CHA +12
Skills Perception +13, Stealth +6
Damage Vulnerabilities Radiant
Damage Resistances All
Damage Immunities Cold, Fire, Necrotic, Poison
Senses Unknown Perfect Awareness, Passive Perception 23
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Ice Walk. The dragon 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.

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Foe of the Sun. When the Arkalchos takes radiant damage from an effect that uses dayligh, or contains the word "Sun" in its name, the damage is doubled on top of the voulnerability.

Pain of the Living Light. When Arkalchos takes radiant damage, the entire plane quakes with his agony. every creature in the realm, has to succeed on a DC 15 DEX save, or be knocked prone, any structure, like a fortress or similar, loses half it's hitpoints, and crumbles completely on a repeated occurence.

Armor of Absolute Zero. Any time this creature is hit by a mele attack, the creature that hit it must succeed on a DC22 Saving throw, or become stunned, untill the end of it's next turn.

Savage Attacker. The dragon rolls critical hits on rolls of 19 and 20 on the
d20. Once per turn, it may reroll a damage die and take either
total.

Flyby. The dragon doesn't provoke opportunity attacks when it
flies out of an enemy's reach.

Terrifying. When the dragon uses its Dreadful ancient aura, it immediately makes an attack against a creature within reach.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 22 (4d10) cold damage.

Claw. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.

Dreadful Ancient Aura. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or gain a level of Dread. An affected creature can repeat this saving throw at the end of it's turn to reduce its Dread level by 1.

Cold  Flame Breath (Recharge 5–6). The dragon exhales blast of blue flame in a 20 foot wide and 180 foot long line. Each creature in that area must make a DC 26 Constitution saving throw, taking 50 (11d8) cold damage and 50 (11d8) fire damage on a failed save, or half as much damage on a successful one.

Heat Death (Recharge 5–6). Every creature in a 60 foot radius of the dragon makes a DC 26 Constitution Saving throw, becoming frozen on a failure. Frozen creatures suffer from the petrified condition

Reactions

Expulsion of Heat. After the dragon has used the heat death ability for a 3rd time, it can cause a release of this stored up energy. every creature in a 40 fot radius must succeed on a DC 25 Dexterity Saving throw, or take 49 (14d6) points of fire damage.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Manifest Self. The dragon ends one condition affecting it

Tail Attack. The dragon makes a tail attack.

Transposition (Costs 2 Actions). The dragon's wings blur, and it dissapears, it reapears in the same instant at any point within it's realm.

Heat death (Costs 3 Actions). Arkalchos uses the Heat Death action.

Lair and Lair Actions

Lair Actions

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

  • One of the Mercury pillars errupts into a toxic cloud of mercury vapour, the effect if this is comparable to the spell cloud kill, the effect fades after 1d4 turns.
  • One of the Stars in the strange sky winks out and becomes a beam of deadly light that shines in an infinetly high cylinder with a 30 foot diameter dealing 6d12 necrotic damage to any creature that fails a DC 15 Charisma Saving throw, or half as much on a successful save
  • The dragon concentrates it's will and every creature within a 30 foot diameter dealing 4d6 cold damage and has their movement speed redduced by half if they fail a DC 15 Charisma Saving throw, or half as much on a successful save

Regional Effects

The realm of the Dragon of the first Ice has the following properties

  • The temperature is colder than the dark side of a planet at the edge of it's stellar system, there is an ocean of liquid oxygen, any creature that falls into it has it's movement speed reduced by half and take 10d8 cold damage
  • The only solid flor is made of pillars of pure mercury, when a creature uses a fire based effect while standing on one of these pillars, the surface melts and the creature becomes restrained in the mercury that freezes over quickly, the creature can escape on a DC 15 strength, athletics check.
  • the shoals on the sea of frozen oxygen are made of dry ice, using a fire based effect on one of these shoals causes a cloud of fog to errupt from the area covering the area of the effect and a 30 foot radius around it in fog for 1d4 turns.

If the dragon dies, his demiplane begins to dissapear, any creature still in it after 6 days is erased from all existence

Previous Versions

Name Date Modified Views Adds Version Actions
5/10/2021 7:21:23 PM
20
1
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Coming Soon
5/12/2021 9:13:40 PM
21
1
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Coming Soon

Habitat: Arctic

BardBeatingBarbarian

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