Archmagus. Whenever Zakirri deals any elemental damage, no matter the source, she can change the damage to cold, fire, or lightning. Additionally, Zakirri can maintain concentration on two different spells at the same time.
Aura of the North (1/day). Zakirri summons the swirling, frigid winds of the frozen north to her aid covering a 150 ft. radius sphere centered on Zakirri. For 1 minute, when creatures enter the aura for the first time on a turn or start their turn there, their vision is reduced to 20 ft., and they take 8 (2d6) cold damage. Additionally, Zakirri has half-cover from creatures further than 20 ft. away from her.
Brutal Strikes. Animalistic and savage describe a White Dragon perfectly, Zakirri's physical attacks suffer a -5 to hit but deal an additional 10 damage (already included in the attacks).
Chromatic Awakening (Recharges after a Short or Long Rest). If Zakirri would be reduced to 0 hit points, her current hit point total instead resets to 573 hit points, her Breath Weapon recharges, and she regains any expended uses of Legendary Resistance. Additionally, Zakirri can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating Zakirri after her Chromatic Awakening activates.
Elemental Master (Cold). Whenever Zakirri deals cold damage, she ignores resistance to cold damage. In addition, when she rolls damage that deals cold damage, she treats any 1 on a damage die as a 2.
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 (4/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 24, +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): 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
6th level (3 slots): disintegrate, freezing sphere
7th level (3 slots): forcecage, prismatic spray
8th level (2 slots): mind blank, power word stun
9th level (2 slots): foresight, time stop
10th level (1 slot): any quickened spell of 6th level or lower
11th level (1 slot): any quickened spell of 7th level or lower
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: +13 to hit, reach 20 ft., one target. Hit: 33 (2d12 + 20) piercing damage plus 16 (4d6) cold damage and the target must make a DC 26 Constitution saving throw or have its speed reduced by 20 feet until the end of its next turn.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (2d8 + 20) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Zakirri can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 31 (2d10 + 20) bludgeoning damage and the target must make a DC 26 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 26 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 5–6). Zakirri has spent centuries honing and perfecting her breath weapon. Zakirri exhales a blast of energy in a 300-foot cone choosing one of the options listed below:
- Freezing Breath. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 84 (12d12) cold damage and is restrained until the end of Zakirri's next turn. On a successful save, the creature takes half as much damage and is not restrained.
- Dispelling Breath. Zakirri exhales a purplish light. This cone functions as a dispel magic spell as if cast at 7th level.
- Shard Storm. Dagger like shards of ice pierce every creature in the area. A creature takes 60 piercing damage reduced by an amount equaling their AC score.
Enraged Breakthrough (3/day). At the start of her turn, if Zakirri is suffering from being paralyzed, poisoned, restrained, or stunned she can choose to take 25 Psychic damage (cannot be reduced by any means) to end the effect(s). Furthermore, when using this ability, Zakirri's attack deal an additional damage die on a hit until the start of her next turn.
Negate Spell (5/Day). When Zakirri sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 7th level or lower, its spell fails and has no effect. If it is casting a spell of 8th-level spell or higher, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect.
Zakirri can take 4 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 one tail attack.
Wing Attack (Costs 2 Actions). Zakirri beats her wings. Each creature within 30 feet of him must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) 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.
If Zakirri's Chromatic Awakening trait has activated in the last hour, she can use the options below as legendary actions.
Bite. Zakirri makes one Bite attack.
Frozen Wind (Costs 3 Actions). Zakirri flares with elemental energy. Each creature in a 150-foot-radius sphere centered on her must succeed on a DC 26 Dexterity saving throw or take 40 (8d8) cold damage.
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 Zakirri can see within 120 feet of her. 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 16 (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 16 (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 (+11 to hit) against each target. On a hit, the target takes 21 (6d6) piercing damage and is knocked prone.
- Zakirri targets a single creature she can see within 120 ft. of her with the spell flesh to stone save DC 15. this will turn the creature to ice instead of stone.
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.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
11/11/2021 4:01:32 AM
|
0
|
0
|
--
|
Coming Soon
|
Comments