Archmagus. Whenever Zakirri deals any elemental damage, no matter the source, she can change the damage to cold, fire, force, lightning, or thunder. Additionally, Zakirri can maintain concentration on two different spells at the same time and, she has advantage on saving throws to maintain concentration on spells.
Ice Walk. Zakirri 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 her extra movement.
Legendary Resistance (3/Day). If Zakirri fails a saving throw, she can choose to succeed instead.
Magical Resistance. Zakirri has advantage on saves against spells and other magical effects.
Magic Weapons. Zakirri's Weapon Attacks are magical.
Spellcasting. Zakirri is a 30th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 22, +16 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): chill touch, mind sliver, prestidigitation, ray of frost, shocking grasp
1st level (at will): detect magic, magic missile, shield, thunderwave, unseen servant
2nd level (5 slots): blur, enlarge/reduce, mirror image, scorching ray
3rd level (5 slots): counterspell, dispel magic, hold person, lightning bolt, slow
4th level (4 slots): banishment, dimension door, greater invisibility
5th level (4 slots): cloudkill, dominate person, synaptic static, wall of force
6th level (3 slots): disintegrate, freezing sphere, true seeing
7th level (3 slots): forcecage, reverse gravity, prismatic spray
8th level (2 slots): control weather, mind blank, power word stun
Multiattack. Zakirri can cast a spell or use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) piercing damage plus 18 (4d8) cold damage and the target must make a DC 22 Constitution saving throw or have its speed reduced by 20 feet until the end of its next turn.
Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 27 (4d8 + 9) slashing damage. On a critical hit, this attack deals triple damage damage dice instead of double.
Tail. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage and the target must make a DC 22 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of Zakirri's choice that is within 150 feet of her and aware of her must succeed on a DC 22 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 Zakirri's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 4-6). Zakirri has spent countless decades experimenting with, honing and perfecting her breath weapon. IF it requires a save, the DC is 25. Zakirri has the following options when her breath weapon is available to her:
- Cold Breath. Zakirri exhales an icy blast in a 90-foot cone. Each creature in that area must make a Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.
- Dispelling Breath. Zakirri exhales purplish light in a 90-ft cone. This cone functions as a dispel magic spell cast at 7th level.
- Shatter Storm. Zakirri sends sonic shockwaves out in a 90-ft cone. This cone functions as a shatter spell cast at 7th level.
Zakirri 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. Zakirri regains spent legendary actions at the start of her turn.
Arcanist. Zakirri casts an “At Will” spell.
Tail Attack. Zakirri makes a tail attack.
Wing Attack (Costs 2 Actions). Zakirri beats her wings. Each creature within 30 feet of him must succeed on a DC 25 Dexterity saving throw or take 19 (4d4 + 9) bludgeoning damage and be knocked prone. Zakirri can then fly up to half her flying speed.
Draconomicon (Costs 3 Actions). Zakirri casts a spell of 5th level or lower.
Lair and Lair Actions
A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.
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:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 150 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 14 (4d6) 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 14 (4d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Magical ice shards form in mid-air then shoot at up to three creatures that the dragon can see within 150 feet of it. The dragon makes one ranged attack roll (+12 to hit) against each target. On a hit, the target takes 21 (6d6) piercing damage and is knocked prone.
- The dragon creates an opaque wall of ice on a solid surface it can see within 150 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 10 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 25, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’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 the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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