Awakening. When first reduced below 241 hit points, an aura flares to life granting the following benefits until Abaasy is reduced below 161 hit points: Abaasy's Armor Class increases to 27, it gets an additional +1 to its attacks, save DCs, and saving throws.
Crazed. When first reduced below 563 hit points, an aura flares to life granting the following benefits until Abaasy is reduced below 402 hit points: Abaasy is immune to the prone condition, its melee attacks all do 1 additional damage die of damage, and the Double Attack triggers on a 4 or higher.
Deadly Body. Creatures that deal damage to Abaasy within 45 feet of it take 5 necrotic damage.
Double Attack. Whenever Abaasy can use it's Bite, Claw, or Tail attacks, roll a d10. On an 8 or higher, the attack happens again. This can only trigger once per normal usage.
Guardian's Privilege. Abaasy can stand up from prone using 10 feet of movement.
Legendary Resistance (4/Day). If Abaasy fails a saving throw, they can choose to succeed instead.
Unusual Nature. Abaasy doesn’t require food or drink.
Wind Up. Abaasy does not start an encounter with Ultra Air Crush X charged.
Multiattack. Abaasy uses its Frightful Presence. It then makes three attacks: one Bite attack and two Claw attacks. It uses Ultra Play Bite in place of its Bite if available.
Frightful Presence. Each creature of Abaasy's choice that is within 120 feet of them and aware of them 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 Abaasy's Frightful Presence for the next 24 hours.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 31 (3d12 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Ultra Play Bite (Recharge 5–6). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 52 (6d12 + 10) piercing damage.
Ultra Tail Strike (Recharge 5–6). Abaasy strikes out in a 20 foot arc in front of it with its tail, making an attack roll against each target. Melee Weapon Attack: +18 to hit, 20 ft. cone. Hit: 24 (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Ultra Air Crush X (Recharge 6). Abaasy moves without provoking attacks of opportunity, rising high in the air before using the momentum to crush a single target. The target must make a DC 26 Dexterity saving throw, taking 156 (26d10) bludgeoning damage and be pushed back 15 feet on a failed save or half as much and no pushing on a success. Abaasy then lands within 30 feet of the target.
Demon Purging Fire (Recharge 5–6). Abaasy exhales paralyzing flames in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 35 (5d10) fire damage, is set on fire, and is paralyzed on a failed save, or half as much damage, is not set on fire, and is not paralyzed on a successful one. Creatures on fire take 6 (1d10) fire damage at the start of each of their turns until they or another creature uses an Action to extinguish the flames. A creature paralyzed by this attack is paralyzed until the end of Abaasy's next turn.
Abaasy 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. Abaasy regains spent legendary actions at the start of its turn.
Attack. Abaasy makes one Claw or Tail attack. It will use Ultra Tail Strike if available.
Wing Attack (Costs 2 Actions). Abaasy beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Abaasy can then fly up to half its flying speed.
Description
A great and terrible drake that claims its home on an icy peak in Eiselcross, sworn to protect the Abjurer's Plate. Towering at fifty feet in height, Abaasy's roar has been known to trigger avalanches on all of the surrounding mountains. When someone dares to claim the plate, it holds nothing back. Its foes will be treated to vicious bites, claws, full body attacks, and a devastating breath weapon that leaves foes locked in place as flame sears their flesh. This creature defies normal draconic classification, as it appears to be neither metallic, gem, or chromatic in nature.
Lair and Lair Actions
Abaasy lairs in the high mountains of Eiselcross, dwelling at the peak of the mountain guarding the Abjurer's Plate.
Roosting atop the Vault of Evocation, it is unknown what this dragon's lair would look like for a normal drake.
One true constant, however, is the biting cold and persistent blizzards that plague the regions Abaasy calls home.
Lair Actions
On initiative count 20 (losing initiative ties), Abaasy takes a lair action to cause one of the following effects; Abaasy can’t use the same effect two rounds in a row:
- A 20 foor high, 20 foot radius cylinder centered on a point Abaasy can see within range is covered with slick ice, making it difficult terrain. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 18 Dexterity saving throw. On a failed save, it falls prone.
- Biting winds and hail blast a 10 foot radius sphere centered on a point Abaasy can see within range. If a creature starts its turn in the area and is concentrating on a spell, the creature must make a successful DC 21 Constitution saving throw or lose concentration.
- The perpetual blizzard whips into a frenzy in a 20-foot-radius sphere centered on a point Abaasy can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. Exposed flames are doused.
Regional Effects
The region containing Abaasy's lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Sudden snowstorms are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are frozen completely solid unless they are hot springs.
- Ice within 1 mile of the lair greatly increases momentum when traversed. Creatures that make running starts on ice have their jump distance quintupled.
If Abaasy dies, these effects fade over the course of 1d10 days.
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