Gargantuan Celestial (Chromatic, Titan), Lawful Evil
Armor Class 24 (natural armor)
Hit Points 1109 (26d20 + 260)
Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
STR
30 (+10)
DEX
17 (+3)
CON
30 (+10)
INT
21 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws DEX +12, CON +19, WIS +15, CHA +17
Skills Arcana +16, Athletics +19, History +21, Insight +27, Intimidation +16, Investigation +27, Perception +21, Stealth +10, Survival +15
Damage Vulnerabilities Fire, Necrotic
Damage Resistances Lightning, Psychic, Thunder
Damage Immunities Acid, Cold, Poison, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 31
Languages All, Telepathy 180 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If Zorgilh would be reduced to 0 hit points from an attack that dealt fire, necrotic, or force damage, her current hit point total instead resets to 425 hit points, she recharges her Breath Weapons, and she regains any expended uses of Legendary Resistance and expended spell slots. Additionally, Zorgilh can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 105,000 XP (260,000 XP total) for defeating Zorgilh after her Chromatic Awakening activates.

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

Radiance Eater. Zorgilh can’t be surprised and can’t be changed into another form against her will. She can also tell when a creature is lying. If Zorgilh takes radiant damage, she instead regains hit points equal to the damage she would have taken and each creature within 30 feet of her takes that damage, instead.

Angelic Wrath. Zorgilh's weapon attacks are magical. When she hits with any non-breath weapon attack that is not a reaction, the weapon deals an extra 2d10 radiant damage, which is double against oozes and undead creatures. If a creature fails a saving throw against radiant damage by 5 or more(not including this damage), it is stunned until the end of its next turn.

Heart of Ice. While Zorgilh's hit points are greater than or equal to half her hit point maximum, she has advantage on casting damage spells that deal cold damage. If her hit points are less than half her hit point maximum, creatures that fail saving throws against cold damage by 10 or more gain a level of exhaustion.

Ice Walk. Zorgilh 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 moment.

Soul Chill. By feeding upon the dark powers of the Elder Evil, Father Llymic, Zorgilh can inflict Soul Chill upon all creatures of her choice within 30 ft. of her, upon creatures that receive damage from certain attacks, or by actions that automatically inflict Soul Chill. Soul chill is measured in levels. If a creature already suffering from one or more soul chill levels suffers another effect that increases the level of soul chill, its level of soul chill increases by the amount specified in the effect's description. Levels of soul chill can be removed by casting greater restoration while the target is bathed in natural sunlight, which sets its soul chill level to 0. A creature's hit point maximum is reduced by 5 for each level of soul chill it suffers from. If it suffers from at least two levels of soul chill, it rolls ability checks and saving throws with disadvantage. If a target's level of soul chill is greater than or equal to its challenge rating (or level, if the target lacks a challenge rating), or if this effect reduces its hit point maximum to 0, it transforms into a Divine Shadow, as per the Divine Shadow template below:

Divine Shadow Template
[Base size] Celestial, chaotic evil
Armor Class base + 3 (natural armor)
Hit Points: base + 7 more hit dice
Speed base + climb [new walking speed] ft. + flying [new walking speed] ft. (hover)
STR: Base + 2, DEX: Base + 2, CON: Base + 4, INT: Base + 2, WIS: Base + 4, CHA: Base + 8
Saving Throws = base
Skills: base including +21 Stealth 
Damage Vulnerabilities: base + radiant
Damage Resistances: base + fire, lightning, force
Damage Immunities: base + cold, necrotic
Condition Immunities: base + charmed, exhaustion, frightened, petrified, unconscious
Senses: base + blindsight 60 ft., passive Perception [base +10]
Languages: base + Draconic, Primordial, Infernal, Celestial
Challenge: [Challenge rating/level + 5]

Additional Traits

  • Ice Walk. The Divine Shadow 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 moment.
  • Innate Spellcasting. A Divine Shadow that has an Intelligence of 8 or higher
    gains this feature. The Divine Shadow's innate spellcasting ability is
    Charisma. It can innately cast the following spells, requiring no material
    components:
    At will: sleet storm (7th level)
    3/day: darkness
    2/day each: dispel magic* (6th level), ice storm (8th level)*
    1/day each: cone of cold (7th level)**, wall of ice (6th level)**
    *Only if the base creature has a challenge rating/level of 5 or higher.
    **Only if the base creature has a challenge rating/level of 10 or higher.
  • Light Sickness. The Divine Shadow is considered to be undead for the purpose of spells and other effects that harm undead. If the Divine Shadow takes radiant damage or is exposed to sunlight or a magical source of light, it is poisoned until the end of its next turn or until it is no longer
    exposed to the light.
  • Magic Resistance. The Divine Shadow has advantage on saving throws
    against spells and other magical effects.
  • Unyielding Essence. The Divine Shadow is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.

Additional Actions

  • Multiattack. The Divine Shadow makes four attacks: one with its bite, one with its claw, and two using the features of the base creature it was created from. If the base creature already has the Multiattack action, Zorgilh can choose not to replace it. These attacks do extra cold damage determined by the cold column of the table below.
  • Bite. Melee Weapon Attack: If the base creature already has a Bite action, the Divine Shadow can keep it. Otherwise, this attack uses the Divine Shadow's Strength modifier to determine its attack bonus and damage. This attack deals piercing damage to one target, with its damage dice determined by the bite column of the table below. The reach of this attack is 5 feet if the Divine Shadow is Large or smaller, 10 feet if it is Huge, or 15 feet if it is Gargantuan.
  • Claw. Melee Weapon Attack: If the base creature already has a Claw action, theDivine Shadow can keep it. Otherwise, this attack uses the Divine Shadow's Strength modifier to determine its attack bonus and damage. This attack deals slashing damage to one target, with its damage dice determined by the claw column of the table below. The reach of this attack is 5 feet if the Divine Shadow is Medium or smaller, 10 feet if it is Large, 15 feet if it is Huge, or 20 feet if it is Gargantuan.
  • Cold Breath (Recharge 6). The Divine Shadow exhales an icy blast in a cone with a size determined by the last column the table below. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature gains a level of Soul Chill x 1/4 the Divine Shadow's Challenge Rating (rounded down), and roll a number of d6s equal to the Divine Shadow's Challenge Rating × 3/4 (rounded up); the creature takes an amount of cold damage equal to the total. On a successful save, a creature takes half as much damage and does not gain Soul Chill level. If the base creature already has a breath-related action, it is not replaced as described above. Instead, any damage-dealing breath weapon possessed by the creature deals cold damage instead of its original damage type, and a creature that fails the saving throw to resist it gains Soul Chill levels equal to 1/2 of the creature's Challenge Rating x 1/2 (rounded down).

Creature Size

  • Tiny: Bite = 1d4, Claw = 1d4, Cold = 1, Breath Size = 15 feet
  • Small: Bite = 1d6, Claw = 1d4, Cold = 1d4, Breath Size = 15 feet
  • Medium: Bite = 1d8, Claw = 1d6, Cold = 1d6, Breath Size = 20 feet
  • Large: Bite = 2d8, Claw = 2d6, Cold = 1d8, Breath Size = 30 feet
  • Huge: Bite = 2d10, Claw = 2d6, Cold = 1d10, Breath Size = 40 feet
  • Gargantuan: Bite = 3d10, Claw = 3d6, Cold = 1d12, Breath Size = 50 feet

This transformation can only be undone by a Divine wish spell. Divine magic is any spell cast by a cleric, paladin, druid, ranger, or some other class and/or subclass that the DM deems appropriate. All levels of soul chill are removed when Zorgilh dies.

Divine Rejuvenation. When Zorgilh drops to 0 hit points because of an attack that did not deal fire, necrotic, or force damage, her body collapses into shards of ice, and any creature on the ground within 30 feet of the crumbling dragon must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) cold damage on a failed save, or half as much damage on a successful one. Zorgilh then instantly reappears in an unoccupied space within 60 feet of where her form was destroyed with all her hit points. She then activates Blizzard Veil. Her initiative count doesn’t change.

Devour Fear. When Zorgilh makes a melee attacks against a frightened creature, she will regain hit points equal to half the damage dealt. She can use an action to devour a living creature with less than a quarter of it's hit point maximum that is frightened and grappled by her. Doing so will kill the creature and Zorgilh will regain hit points equal to that creature's hit point maximum.

Divine Spellcasting. Zorgilh’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). All of Zorgilh's spells have a +10 ft. range and area, the duration of concentration spells that are one minute or less are increased to ten minutes, and 5th level spells or lower with a casting time of an hour or more is reduced to one minute. She can innately cast the following spells, requiring no material components:

At will: Frostbite, Ray of Frost, Absorb Elements, Frost Fingers, Rime's Binding Ice (6th level), Spirit Shroud (9th level), Sickening Radiance, Freezing Sphere (9th level), Sunbeam, Illusory Dragon, Summon Elemental (7th level, Water only), Conjure Elemental (9th level), Summon Greater Demon (9th level), Summon Draconic Spirit (9th level, Chromatic only), Ice Storm (9th level), Mordenkainen’s Sword, Reverse Gravity, Wall of Ice, Wall of Light, Wall of Force

3/day: Cone of Cold (9th level), Dawn, Disintegrate, Prismatic Spray, Sunburst, Blade of Disaster, Prismatic Wall, Conjure Celestial (9th level), Summon Fiend (9th level), Summon Celestial (9th level), Infernal Calling

Frozen Carapace. Zorgilh has advantage on saving throws against spells and other magical effects, and any time Zorgilh is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8. On a 1 to 5, Zorgilh is unaffected. On a 6 to 8, Zorgilh is unaffected, and the effect is reflected back at the caster as though it originated from Zorgilh, turning the caster into the target. Zorgilith is permanently under the effects of the spell Investiture of Ice.

Special Equipment. As a part of the ritual to restore Zorgilh, Orcus has used three of the Teeth of Dahlver-Nar, granting her permanent attunement with the teeth, removing the detrimental properties of each tooth, and allowing the usage of their implanted effects as many times as she wishes. Three of the teeth, The Thousand Deaths of Jander Sunstar (yellowed vampire fang), The Claws of Dragotha (broken translucent fang), and the Daughters of Bel (green steel pit fiend fang), are already implanted in her mouth. The rest are in their pouch strapped around her neck. Zorgilh is gifted and attuned to her Wand of Orcus by her husband Orcus when she is restored, and thanks to his wedding blessing upon her, this replica wand acts as if it is the real thing attuned to Orcus while in Zorgilh's possession. Orcus also bestows to his wife Khrusor, Spear of Heliod, the weapon now hellbent on serving Zorgilh by only granting her its beneficial properties(properties determined by DM) and diving into darker magics.

Targeting an item with Dispel Magic (9th level) will disrupt Zorgilh's attunement to that item, causing only the detrimental properties to affect her(properties determined by DM) and deal 100 (20d6) force damage that ignores resistances and immunities to Zorgilh. She will re-attune herself to an item in five turns.

Adaptive Predator. Zorgilh can make a critical hit on 18-20 and can make one reaction each turn. For every two Teeth of Dahlver-Nar implanted into her mouth, Zorgilh can make an additional reaction per turn.

Siege Monster. Zorgilh deals double damage to objects and structures.

Divine Nature. Zorgilh doesn’t require air, food, drink, or sleep.

Actions

Multiattack. Zorgilh can use her Divine Terror. She then makes one Frost Bite attack and two God-Slaying Claw attacks, casts a spell, makes two Wand of Orcus attacks and one Khrusor, Spear of Heliod attack, uses the properties of up to two of her magic items, or uses a Breath Weapon.

Frost Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) cold damage. The target must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion. A creature that fails the saving throw by 10 or more gains one level of Soul Chill.

God-Slaying Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. Zorgilh can have only one creature grappled this way at a time. If the target is a creature that has 75 hit points or fewer, it must succeed on a DC 13 Constitution saving throw or die.

Icicle-Barbed Tail. Melee Weapon Attack: +18 to hit, reach 30 ft., one target and all creatures within 20 ft. of that target. Hit: 19 (2d8 + 10) bludgeoning damage plus 21 (2d10 + 10) piercing damage plus 13 (2d12) cold damage. If initial target is a creature, it and all creatures within 20 ft. of it must succeed on a DC 26 Strength saving throw or be knocked prone. Each creature that fails the saving throw by 10 or more receives one level of Soul Chill.

Khrusor, Spear of HeliodMelee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 10)piercing damage plus 13 (2d12) radiant damage.

Queen of the Black Sun. While attuned to Khrusor, Spear of Heliod, as an action, Zorgilh can use the following actions:

  • Heavenly Raze. A beam of scornful light flashes out from the tip of the spear in a 10-foot-wide, 80-foot-long line. Each creature in the line must make a DC 21 Constitution saving throw. On a failed save, a creature takes 42 (7d10) radiant damage and is blinded until its next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. If this attack reduces a creature's hit points to 0, it explodes into brilliant sunlight, flashing in a 30-foot radius centered on the creature. Each creature in that light must make a DC 19 Constitution saving throw. On a failed save, a creature takes 19 (12d6) radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this action. Undead and oozes have disadvantage on this saving throw.
    • A creature blinded by this action makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
  • Spells. The spear has 10 charges. While holding it, Zorgilh can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: Guiding Bolt or Witch Bolt (1 charge), Daylight or Darkness (3 charges, targeting the tip of the spear only), Sunbeam or Moonbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn.

Wand of OrcusMelee Weapon Attack: +21 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 10) bludgeoning damage plus 13 (2d12) necrotic damage.

Bride to the Blood Lord. While attuned to the Wand of Orcus, as an action, Zorgilh can use the following actions:

  • Spells: The wand has 7 charges. As Orcus's wife, Zorgilh, while attuned to the wand, can cast each of the wand’s spells using 2 fewer charges (minimum of 0), rather than the normal charge amount. While holding it, Zorgilh can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (0 charge), blight (0 charges), circle of death (1 charges), finger of death (1 charges), power word kill (2 charges), or speak with dead (0 charge). The wand regains 1d4 + 3 expended charges daily at dawn.

  • Call Undead. While Zorgilh is holding the wand, she can use an action to conjure any undead, calling forth as many of them as she can divide 800 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of her and obey Zorgilh's commands to the best of their ability until they are dismissed or destroyed Zorgilh cannot use this action again until all the undead summoned have been dismissed or destroyed. Zorgilh's preferred choices of undead are as followed:

Divine Terror. Each creature of Zorgilh's choice within 120 feet of her and aware of her must succeed on a DC 23 Wisdom saving throw or become frightened for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Zorgilh is within line of sight, ending the effect on itself on a success. Each time a creature fails the saving throw to end the effect, it is dealt 12 (6d4) psychic damage and gains one level of Soul Chill. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Zorgilh’s Frightful Presence for 5 minutes and looses 3 levels of Soul Chill.

Seed of Despair. Melee Spell Attack: +14 to hit, reach 10 ft., one creature. Hit: Zorgilh implants a target with a Seed of Despair. When initially hit, and at the start of each of its turns, the target must make a DC 22 Constitution saving throw. On a failed save, the target gains 1d4 levels of soul chill. If the target succeeds on three of these saves, the effect ends for it. The Seed of Despair can only be removed by a greater restoration spell cast while the target is in the area of a daylight spell or similar effect, or in natural sunshine.

Breath Weapon (Recharge 5–6)Zorgilh can use one of the following Breath Weapons:

Roar of the Frozen Heavens. Zorgilh exhales a divine blizzard in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 39 (6d12) cold damage and 39 (6d12) radiant damage. On a successful save, the creature takes half as much damage. For each creature that failed the save, Zorgilh's breath manifests an Animated Breath(Cold Form). Each creature that took damage from this breath weapon is scorned for 10 minutes. While a creature is scorned, it loses any resistances it has to cold and radiant damage and gains a vulnerability to both damage types. In addition, the creature gains a level of exhaustion each time it takes both types of damage in a single turn.

Twilight Winter Rage. Zorgilh exhales an entwined burst of blinding radiance, unnerving shadow, and soul-chilling frost in a 300-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, gaining no benefit from cover (other than total cover). On a failed save, a creature takes 39 (4d12) cold damage, 39 (4d12) radiant damage, 39 (4d12) psychic damage, is blinded, and weakened until the end Zorgilh's next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, the creature takes half as much damage, and is not blinded or weakened. A creature that is blinded by this breath weapon can only end the effect by being affected by the greater restoration spell or similar magic. All creatures of Zorgilh's choice that take damage from this breath weapon gain one level of Soul Chill.

Bonus Actions

Zorgilh cannot use a bonus action during the turn she cast a 2/day spell, used a breath weapon, or used a Legendary or Mythic action.

Teeth of Dahlver-Nar. While attuned to the Teeth of Dahlver-Nar, as a bonus action, Zorgilh can make one of the following bonus actions:

  • Implant Teeth. Zorgilh choses one of the teeth implanted in her head and uses its effect, then she can make one Frost Bite attack on an enemy creature in range. Zorgilh can also use this bonus action to implant another tooth. She can have up to 8 more teeth implanted into her mouth. Zorgilh can use the actions of the teeth an unlimited number of times.
  • Sowing Teeth. Zorgilh places one of the teeth on the ground in an unoccupied space within her reach(20 ft.), or throws it into an unoccupied space within 30 feet of her in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to Zorgilh, speak all languages she speaks, and linger for 10 minutes before disappearing, unless she uses her bonus action to sustain them until her next turn.
  • Recovering Teeth. Once all the teeth in the pouch have vanished, their pouch also vanishes. The pouch with all the teeth that haven't been implanted into Zorgilh's head then appears in a random destination, which could be on a different world of the Material Plane. Zorgilh will send Orcus or his minions minions to retrieve it. Orcus will return with the pouch in 10 minutes, while his minions take an hour to find and retrieve the pouch.

Boon from the Frigid Darkness. Zorgilh can cast Draconic Transformation and Investiture of Ice on a single creature that is allied with her or under her control without needing to maintain concentration for either spell. The duration for the spells is until the death of the target creature. Zorgilh can only bestow this boon upon three creatures at a time.

Flash Freeze Glare. Zorgilh can use any of the effects of Eyebite on a single creature she can see within 60 ft. or her. If the creature fails the saving throw against Eyebite, she can force it to make a DC 18 Constitution saving throw if the creature isn't incapacitated and can see Zorgilh. If the saving throw fails by 5 or more, the creature is instantly petrified as a statue of ice, which has the same statistics and properties of a petrified stone statue. Otherwise, a creature that fails the save begins to turn into an ice statue and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.

Telepathic Warning. Zorgilh choses up to five living creatures that are her allies or are under her control and gives them a telepathic warning with her celestial abilities that they are in danger. The affected creatures will automatically succeed on the next three saving throws that they make. Zorgilh can use this bonus action before she takes a normal action.

Commandments of Tiamat. Zorgilh calls upon the power of Tiamat to cast Divine Word, Storm of Vengeance, or Planar Ally:

  • When Zorgilh casts Storm of Vengeance this way, it lasts for 10 minutes, she doesn't need to maintain concentration for the spell, is follows the round 5-10 effects for the rest of its duration, the storm doesn't disrupt her concentration or that of her allies, and it is centered on and follows Zorgilh. Zorgilh's lair actions are undisturbed by any of the effects of the storm and can be in the same area of affect as the storm. The storm can be ended early by breaking Zorgilh's concentration(as if concentrating on the spell) or by casting the Dispel Magic (9th level) or Counterspell (9th level) spells on the storm.
  • When Zorgilh casts Planar Ally, she summons Auril's daughter, Nalkara the Empyrean. She looks like a strikingly beautiful frost giant with pale blue skin, cold blue eyes, and crackling blue flames for hair. When she is happy, everything around her seems bright and warm. When she’s unhappy, her surroundings become darker and colder. Nalkara is completely loyal to Zorgilh and obeys her commands to the best of her ability, as she sees the dragon as the true persona of her mother, and the thing that birthed her was a defective shell meant to imprison her. Nalkara has similar stats to a normal Empyrean, but with the following benefits:
    • Additional Immunities: Cold, Radiance, Lightning
    • Additional Resistances: damage from spells, damage from nonmagical ranged attacks
    • Additional Condition Immunities: Charmed, Poisoned, Frightened, Exhaustion, Blinded, Petrified
    • Gains the Multiattack trait, able to make three Maul attacks or two Bolt attacks.
    • Gains new action: Teleport. Nalkara teleports to an unoccupied space that she can see within 120 feet of herself.
    • Gains new action: Ice Spear. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 14 (3d10 + 9) piercing damage plus 17 (9d6) cold damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Gains new Legendary action: Teleport. Nalkara uses her Teleport action.
    • Gains the Damage Absorption: Cold, Radiance, Lightning trait.
    • Gains the following spells for at-will spellcasting: Rime's Binding Ice (5th level), Spirit Shroud (7th level), Investiture of IceWall of Ice, Wall of Light, Wall of Force, Mass Cure Wounds (7th level), Lightning Bolt (5th level), Call Lightning (6th level)
    • Gains the following spells for 1/day spellcasting: Imprisonment, Banishment, Forcecage, Crusader's MantleSunburstSunbeamIce Storm (9th level), Chain Lightning (8th level)
Reactions

Sun’s Retaliation. When Zorgilh takes damage from a creature within 20 feet of her while attuned to Khrusor, Spear of Heliod, she can use her reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn.

Blizzard Veil. When Zorgilh takes damage from a ranged attack, she roars in a fury and can use her reaction to create a magical blizzard in a 40-foot-radius sphere centered on herself. The area within the sphere is heavily obscured, and the sphere moves with Zorgilh. Enemies of Zorgilh that start their turn in its radius or move into its area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 24 (3d12) cold damage and has its speed halved until the beginning of its next turn. The blizzard lasts until Zorgilh drops to 0 hit points, until she chooses to end the effect (no action required), or until her concentration is broken (as if concentrating on a spell).

Extradimensional Binding. When a celestial, a fiend, a fey, or an elemental appears within 50 ft. of Zorgilh and it is not her ally or under her control, she can use her reaction to cast an inverted Magic Circle at the specified creature's location. If the creature is trapped successfully, Zorgilh then automatically casts Planar Binding (9th level) on the creature trapped in the circle. The casting time for Planar Binding is affected by Divine Spellcasting.

Legendary Actions

Zorgilh 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. Zorgilh regains spent legendary actions at the start of its turn.

Ravaging Blizzard. Zorgilh moves up to her speed. Any creature in her path of travel or with 10 ft. of it must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 16 (5d4) cold damage, is shoved 20 ft. away from Zorgilh's path of travel, and is knocked prone. On a successful save, the creature is only take half of the damage, is shoved 10 ft. away from Zorgilh's path of travel, and is not knocked prone.

Savage Divine. Zorgilh makes one God-Slaying Claw or Icicle-Barbed Tail attack against each creature within 15 feet of her, or Zorgilh casts one of her at-will spells.

Wings of Frozen Feathers(Costs 2 Actions). Zorgilh beats her 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. Zorgilh can then fly up to half her flying speed. While she is moving this way, each creature that comes within 30 ft. of her must make a DC 22 Dexterity saving throw or take 23 (3d8+12) cold damage and be restrained by the icicle feathers that flew off of Zorgilh's wings.

Ice Stasis Spear (Costs 3 Actions). Zorgilh creates four spears of magical force. Each spear hits a creature of the Zorgilh’s choice she can see within 120 feet of it, dealing 12 (2d8 + 8) cold damage to its target, then the target must succeed on a DC 21 Charisma saving throw or become trapped inside of the hundred of crystal scales on Zorgilh's body, which are immovable. If the saving throw succeeds, nothing else happens. A creature trapped in a crystal scale is stunned, has total cover against attacks and other effects outside the scale, and takes 36 (6d12) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal scale is destroyed, which is a Tiny object with AC 18, 9 hit points, immunity to all damage except fire damage, and it imposes disadvantage on attack rolls against it that rely on Wisdom(Perception). A scale with a creature trapped inside it stands out by having a brighter sheen than the other scales and regenerates immediately after being destroyed, but the creature trapped inside is still freed if it is destroyed. The freed creature appears in an unoccupied space of its choice within 30 feet of Zorgilh.

Mythic Actions

If Zorgilh's Chromatic Awakening trait has activated in the last hour, she can use the options below as legendary actions.

Frost Bite. Zorgilh makes one Frost Bite attack.

Wrath of the Relics. Zorgilh makes one Khrusor, Spear of Heliod attack, one Wand of Orcus attack, or uses the properties of one of her attuned magic items.

Divine Frost Flare (Costs 2 Actions). Zorgilh flares with elemental and divine energy. Each creature in a 60-foot-radius sphere centered on Zorgilh must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) cold damage and 22 (5d8) radiant damage. All allies of Zorgilh that take this damage instead regain hit points equal to the damage and temporary hit points equal to half of the damage.

Divine Puppet (Costs 4 Actions). Zorgilh decides to make use of her living prison and summons Auril (First Form) as a slave to her will, rejuvenating the Frostmaiden to full strength. Auril takes her turn immediately after Zorgilh in the initiative order. Auril is permanently under Zorgilh's control and obeys her commands to the best of her ability, even when she changes forms. Zorgilh can only use this Mythic action when Auirl is not alive and/or not under her control. Auril gains the following benefits for all of her forms:

  • Auril's hit point maximum is multiplied by five.
  • Auril's movement speed is increased by 30 ft.
  • Auril gains the following spells to be cast at-will: Rime's Binding Ice, Spirit ShroudInvestiture of Ice, Absorb Elements
  • Auril gains the following spells to be cast 2/day: DisintegrateBlade of Disaster
  • Auril's spellcasting abilities are retained for all of her forms.
  • Auril can make twice as many attacks with her Multiattack trait.
  • Auril gains an additional +12 to hit.
  • Auril gains 2 additional uses of Legendary Resistance.
  • Auril's armor class is increased by +4.
  • Auril gains immunity to Bludgeoning, Piercing, and Slashing from nonmagical attacks, psychic, acid, and force damage.
  • Auril gains the trait Damage Absorption: Cold.
  • Auril's base attack damage and number of hit dice for her normal actions are doubled.
  • Auril can score a critical hit on 15-20.
  • Auril can use Blizzard Veil action in all of her forms. If a creature fails a DC 17 Constitution saving throw, the blizzard deals 17 (10d4) cold damage to creatures that walk into its radius and/or start/end their turn there, and its radius of effect increases by 10 ft. in each form(1st form = 30 ft., 2nd form = 40 ft., 3rd form = 50 ft.).
  • Auril can use the Ice Stasis action in all of her forms and the recharge is removed.
  • Auril can use the Cone of Cold action in all of her forms and the recharge is removed.
  • Auril gains a new trait called Frost Nova, which activates each time she changes form and when she dies. A 20-foot radius explosion of divine cold centered on where Auril's current form was destroyed and/or when she dies deals 30 (10d10) cold damage and grants one level of exhaustion to all creatures that fail a DC 20 Constitution saving throw. The explosion's damage increases by 3d10 each time it activates, and its radius increases by 10 ft. each time it activates(1st form = 20 ft., 2nd form = 30 ft., 3rd form = 40 ft.). On a success, the creature takes half damage and does not gain a level of exhaustion.

Description

The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat’s mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.

Often a chromatic greatwyrm’s ascension involves fusing the power of a single dragon’s echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.

In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.

Zorgilh is the youngest of the firstborn generation of White dragons, Tiamat's runt of the litter, and yet the first to ascend as a greatwyrm. Despising to be made the punching bag of the group, Zorgilh sought to do a great feat to earn the respect of her fellow white dragons. Zorgilh spend ages trying to come up with something, until she stumbled across a wounded Planetar, begging for aid. Rather than assist, Zorgilh devoured it and its divine spark, evolving her into a sort of celestial white dragon. The Planetar had left a magnificent after taste in her mouth, and she wanted more. Zorgilh practiced using her newfound divinity to enhance her own abilities, causing acts of destruction that the lesser creatures believed to be a sort of divine wrath from an angry god. They weren't that far off, for each time Zorgilh used her power in such evil acts, more celestials came down from the Upper Planes to put her down. All failed and were consumed, making Zorgilh even stronger until she finally became a minor goddess herself, the original one of winter and death, wielding her radiance as a scornful weapon to smite all that irked her.

Tiamat was beyond proud of her child, and eager to show her how to wield her new abilities in new ways only she could teach. Zorgilh accepted, pleased to be the pride of the white dragons. Her actions, however, also caught the attention of the demon lords of the lower planes as well. Orcus, Demon Prince of Undeath, caught wind of Zorgilh and was enthralled by her ruthless execution of the celestials and sought her allegiance. What followed next was a ferocious battle that reshaped the first world, Zorgilh refusing to be made a slave, and Orcus not wanting to let such a powerful tool escape his grasp. Finally, after literal years of fighting, the both of them too exhausted to continue, Zorgilh offered a compromise: a partnership rather than servitude. At this point, Orcus was so worn out he'd take anything he could get.

From then on, Orcus and Zorgilh and Orucs waged war after war with the celestials, thinning their numbers to the brink of extinction. Their shared bloodlust and destructive tendencies led to far more... "intimate" moments with them later on, the both of them feeling a strange attraction to the other as the wars grew bloodier and more lives on both sides were exterminated. Finally, Orucs and Zorgilh were wed, the both of them too obsessed with each other to ignore this twisted, newfound "love". As his wedding gift to her, Orcus gave Zorgilh his twisted blessing, making her an exact working replica of the Wand of Orcus without any drawbacks. For Orcus, Zorgilh fashioned the original Ring of Winter, which has never once left his finger. Orcus would destroy nations as anniversary gifts for Zorgilh, and she would give her husband an ice age that froze millions to death, only to be raised as his undead slaves. All the while, her divine powers grew and melded with her draconic abilities, granting her greater control of the cold and the very aspect of winter itself. To manipulate it to her whims was as easy as a child asking a parent for something, and her resume of abilities is quite versatile: telepathy using the wind, shaping the ice and snow like clay with her mind, and Orcus's lessons on magic did wonders for her abilities.

Centuries later, the "happy couple" learned of a counterfeit ring that was just as powerful but also sentient. Zorgilh was furious that the mortals would dare to make something so sacred into a tool for their filthy hands to wield and used her husband's wand to raise legions of undead to search for the ring. Seeing her power and fearing how powerful she would become in the future, the celestials launched a surprise attack upon her while she was searching for the ring. They extracted her divine spark and created Auril from it, resulting in the greatwyrm's imprisonment within the fledgling minor goddess. Upon learning of this, Orcus flew into a rage that lasted for eons, wasting world upon world in search of his wife, but Auril was as calculating and cunning as the winter was cold and merciless, but with the true Ring of Winter on his finger, he will always know where she hides. Auil might be the lesser of the two evils and be nowhere near as powerful as the dragon, but Zorgilh forever struggles to escape her prison and assume control once more.

Orcus can track Auril with his ring and has prepared a vile ritual to restore Zorgilh by sacrificing Auril and her followers when he finally does catch her(the character sheet is for when she is freed and the ritual succeeds).

Zorgilh's form is a mix of divinity and domination as draconic and celestial features permiate her body. Her scales are harder than any known metal, and they shine like diamonds of ice. Her black claws are longer than most dragons, almost like the talons of a great bird of prey, while her wings are covered in feather shaped javelins of ice that fly off when she flaps her wings. All along her tail, icy barbs line its length like a thorny whip of ice. Protrusions of ice erupt from her head, shaping themselves like a crown of black ice. Orcus is rarely not at her side, her husband faithfully murdering mortals for her amusement when the two of them are not planning how to wipe the mortal kingdoms and raise them all into a world's worth of undead soldiers for their armies.

Regional Effects

The region containing Zorgilh’s lair, the island of Solsice, is warped by the dragon’s magic, which creates one or more of the following effects. They do not come into effect unless the revival ritual was successful:

  • Absolute Zero. While within 3 miles of the lair, the save DC to resist the effects of extreme cold is 15 instead of 10, and creatures in the area without immunity or resistance to cold damage are given disadvantage on Strength and Dexterity checks. Whenever a creature that lacks resistance or immunity to cold damage spends a Hit Die to regain hit points within 1 mile of the island, it regains only a number of hit points equal to its Constitution modifier (minimum of 0). It doesn’t get to roll the die.
  • Breath of Winter. The island, its surface features, and all creatures and objects out to a distance of 6 miles from the island are lightly obscured by fog. Thick fog fills the air beginning 200 feet from the island and extending outward for 1 mile in all directions; anything on the water or in the air within this thick fog is heavily obscured. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Blockades of IceIcy walls block off areas in the dragon’s lair. Each wall is 12 inches thick, and a 10-foot section has AC 12, 30 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 wall is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied and Zorgilh knows which wall was destroyed. A creature moving through the sheet of frigid air for the first time on a turn must make a DC 17 Constitution saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. As an action, Zorgilh can cast Wall of Ice (9th level) to replace the wall rather than it following the rules of the spell.
  • Ice Brick Wall. Once a creature has set foot on the island, an semi-interdimensional seal is placed upon them, making it impossible to teleport away from the island or travel to an alternate plane of existence while on the island, but a creature can teleport to anywhere on the island following the rules of the teleport spell.
  • Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

Lair and Lair Actions

Zorgilh's Lair

Zorgilh's lair is the entire island of Solstice, once home to the Frostmaiden Auril before she and her worshipers were sacrificed in the ritual to resurrect her. Orcus has done some remodeling for his wife since taking it over, fixing it up with demonic battlements and a legion of fiends to protect the island. While Orcus is attuned to and has the Ring of Winter on his finger, Solstice will count as his lair, too(See Orcus's Lair Actions).

Auirl's Abode. Orcus has taken over the island with his demonic hordes in an effort or restore his wife to power. The island is completely untouched in terms of its original features, but the fortress of Grimskalle is where Orcus has consolidated his power while having a few dozen random patrols comb the island. Every 10 minutes, the party has a twenty percent chance to encounter one of these patrols, the chance increasing by five percent every 100 ft. closer the party is to the fortress of Grimskalle. The patrols can consist of one of the following groups, determined by rolling a d8:

  1. 6 Imp, 4 Bearded Devil, and 4 Spined Devil
  2. 6 Hell Hound, 2 Barlgura (summoner variant), and 4 Hellwasp
  3. 3 succubus, 5 cambion, and 2 Mezzoloth (summoner variant)
  4. 2 Hezrou (Summoner Variant), 3 Bone Devil (Summoner Variant), 1 Master of Cruelties, and 2 Glabrezu (summoner variant)
  5. 2 Ultroloth (summoner variant), 2 Erinyes (Rope Variant), 3 Relentless Juggernaut, and 2 Nalfeshnee (Summoner Variant)
  6. 6 Ice Devil (Spear Variant), 2 Marilith (Summoner Variant), and 1 Amnizu (Summoner Variant)
  7. 3 Red Abishai, and 2 Balor (Summoner Variant)
  8. 1 Pit Fiend (Summoner Variant) and 1 Molydeus (Summoner Variant)

Cold-Hearted Creatures. With Zorgilid's resurrection soon at hand, several more savage and monstrous creatures of the frozen tundra have returned to the island via ice-bridges and made it their home, traveling in groups for protection and overwhelming force when they decide to attack. Every 20 minutes, the party has a 50% chance to encounter such a group of monsters, determined by rolling a d12. The groups of monsters are as follows:

  1. 12 Winter Wolves hunting for food.
  2. 5 Frost Worms hunting for food.
  3. 2 Yetis and up to 3 Yeti Tykes hunting for food for the tykes.
  4. 4 Coldlight Walkers and 4 Snow Maidens seeking new victims to join them in their eternal walk admits the frigid darkness.
  5. 1 Remorhaz and up to 3 Young Remorhaz; The mother is teaching her spawn to hunt.
  6. 4 Ice Trolls looking for shelter to center their terrirtory.
  7. 1 or 2 Abominable Yetis(roll a d4, evens = 1, odds = 2), 1 Yeti, and up to 3 Yeti Tykes hunting for food for the tykes.
  8. 2 Frost Giant Everlasting Ones and up to 8 Winter Wolves seeking worthy foes to slay.
  9. 9 Ice Toads and 1 Giant Ice Toad looking for corpses to scavenge.
  10. 7 Snow Golems seeking intruders on the island.
  11. 9 One-Eyed Shivers hoping to gain favor with Zorgilh by cultivating power in her name.
  12. Young White Dragons seeking a lair to take for themselves on the island.

Draconic Neighbors. Zorgilh is viewed as a goddess among the white dragons, and there are many vying for her favor as they all rush to claim territories and lairs of their own on the island, lairs that they can keep so long as they submit to Zorgilh's rule while they stay on the island. The Island now has a total of 10 White Dragon Lairs burrowed into the north and south sides of the island, and the caves have different numbers of white dragons, depending on their age. These dragons do not come out of their lairs until Zorgilh is restored and she commands them to fight. The number of dragons is determined by rolling a d4:

  1. 4 Young White Dragons siblings with a lair to themselves, but they can't use lair actions. Each dragon is capable of spellcasting the following spells at-will (4th level spellcaster, spell save 14): Gust of Wind, Frostbite, Ray of Frost, Ice Knife (4th level), Chromatic Orb (4th level, Cold only), and Rime’s Binding Ice (4th level)
  2. 3 Adult White Dragons sharing a lair, though they aren't happy about it. Each dragon is capable of spellcasting the following spells at-will (9th level spellcaster, spell save 16): Gust of Wind, Frostbite, Ray of Frost, Ice Knife (6th level), Wind Wall, Control Water, Chromatic Orb (6th level, Cold only), Rime’s Binding Ice (6th level), Ice Storm (6th level), and Cone of Cold (6th level).The dragons can also use a lair action on initiative count 20 (losing initiative ties), but can only use the following lair action:
    • Icicle Blades. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 12 (4d6) piercing damage.
  3. 2 Ancient White Dragons, a mated pair. Each dragon is capable of spellcasting the following spells at-will (15th level spellcaster, spell save 18): Gust of Wind, Frostbite, Ray of Frost, Ice Knife (8th level), Wind Wall, Maelstrom, Chromatic Orb (8th level, Cold only), Rime’s Binding Ice (8th level), Ice Storm (8th level), Cone of Cold (8th level), Freezing Sphere (8th level), Investiture of Wind, and Investiture of Ice. The dragons can also use a lair action on initiative count 20 (losing initiative ties), but can only use the following lair actions:
    • Icicle Blades. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+9 to hit) against each target. On a hit, the target takes 14 (5d6) piercing damage.
    • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
  4. 1 White Greatwyrm, a child of Zorgilh. There are 3 White Greatwyrms on the island excluding Zorgilh, and each of them are her children. Each child has a unique power to them:
    • Virgi - The Magnificent: Virgi has the Dark Gifts Gathered Whispers, Living Shadow, and Watchers. She is also capable of using her mother's Blizzard Veil reaction and Frost Bite attack action.
    • Chargug - Lord Of The White: Charagug has the Dark Gift Touch of Death, the Epic Boon Boon of Irresistible Offense, and the Supernatural Gift Blessing of Protection. He is also capable of using his mother's God-Slaying Claw attack action and Flash Freeze Glare bonus action.
    • Zirveldrac - The Moon: Zirveldrac has the Epic Boons Boon of Magic Resistance, Boon of Resilience, and Boon of Quick Casting. She is also capable of using her mother's Divine Terror action and Icicle-Barbed Tail attack action.
    • Each child is capable of spellcasting the following spells at-will (20th level spellcaster, +17 to hit, spell save 20): Gust of Wind, Frostbite, Ray of Frost, Ice Knife (9th level), Wind WallControl WaterMaelstrom, Chromatic Orb (9th level, Cold only), Rime’s Binding Ice (9th level), Ice Storm (9th level), Cone of Cold (9th level), Freezing Sphere (9th level), Investiture of Wind, Investiture of Ice, Wall of Ice (9th level), Illusory Dragon (Cold only), Whirlwind, and Storm of Vengeance. The children can also use a lair action on initiative count 20 (losing initiative ties), but can only use the following lair actions:
      • Icicle Blades. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+11 to hit) against each target. On a hit, the target takes 16 (6d6) piercing damage.
      • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
      • Final Breath. Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 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 10 Constitution saving throw, taking 18 (5d6) 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 18 (5d6) 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.

Grimskalle 

The great fortress in the center of the island is largely unchanged except for 3 additional features:

  • Guardians of Death. Groups of undead creatures patrol the halls on the first two floors and guard the entrance to the third. All undead in these patrols have been given Truesight within 60 ft. by Orcus. The guard patrols always consist of three Frost Giant Zombie and four Skeletal Juggernaut. The group that guards the entrance to the third floor consists of a Lich, and two Adult Blue Dracolich.
  • Portals to Naratyr. On each floor of the fortress except for the battlements, there are two portals to Orcus's fortress city of Naratyr. Their locations on each floor is at the DM's discretion. The portal has 50 hit points and is immune all damage except for its vulnerability to radiant and bludgeoning damage. There is a Pit Fiend (summoner variant) accompanied by four Ice Devil (Spear Variant) guarding each portal. Every 5 minutes, roll a d8. Depending on the result(going in the order listed above for 1-8), one of the aforementioned patrol groups will come out of the portal and make their way out of the fortress to begin their patrol around the island. Destroying a portal will banish the fiends guarding it and every patrol group that came out of that particular portal.
  • Revival Ritual Chambers. Orcus himself is in the throne room, casting the revival ritual alongside a Pit Fiend (Summoner Variant), a Molydeus (Summoner Variant), and a Balor (Summoner Variant). All four of them are surrounded by a Prismatic Wall that is maintained by forty Ice Devil (Spear Variant). Hanging in cages above them are a few dozen worshipers of Auril, all of them weak and tired from being starved and nearly frozen to death. Bound by Imprisonment chains in the middle of the ritual circle is the Frostmaiden herself, Auril (First Form). Tied to her chest are the Teeth of Dahlver-Nar, which are glowing with an angry white light. She shriek's and writhes in anger, desperately trying to escape and vowing all sorts of promises of vengeance and suffering, but the fiends ignore her and continue the ritual. The ice devils are in groups of ten, maintaining the Prismatic Wall for a specific devil, which is indicated by the group standing behind that particular fiend. Their concentration on the wall canot be broken until they are all killed. Once the party has engaged the first group of Ice Devil's, the DM sets a time for 10 minutes. If the party defeats a group of ice devils before the timer runs out, the fiend they are protecting will stop concentrating on the ritual, be no longer protected by the wall, and engaged the party with four more ice devils at its command. When this occurs, 5 minutes are added to the timer. When the fiend is killed, another 5 minutes is added. If the ice devils protecting Orcus are killed before any of the other fiends casting the ritual, the other fiends will stop concentrating on the ritual and engage the party with their ice devils while Orcus continues the ritual. This will not extend the timer. If Orcus is the last fiend standing, he flies into a rage and refuses to fail his bride again, and pushes the Prismatic Wall toward the party, pushing them back 50 ft. from him and standing as his last line of defense until he finishes the ritual. There is only 1 minute left when this happens. If the party gets through the wall before time runs out, Orcus will engage them himself, content to finish the ritual after he crushes the interloping party. His stats are the same as per a normal encounter with Orcus in his lair, but there are no regional effects and he gains the benefits and powers of the Ring of Winter. On a turn that he falls to or below 125 hit points, retreats back to Naratyr by casting Plane Shift as an additional reaction, vowing to return and try again, but no before making a deadly promise to smite the interlopers with everything at his disposal.
    • When the time runs out and at least Orcus is still alive, the ritual is completed and Zorgilh is revived by devouring the souls of Aurils worshipers and taking back her divine spark from Auril, causing the Frostmaiden to cease to exist as she is absorbed into Zorgilh. Then, Orcus will summon five Pit Fiend (Summoner Variant) to distract the party while he arms Zorgilh with the magic items described in the Special Equipment section. This will take 5 minutes to complete, and Zorgilh can still use lair actions and cast spells while attuning herself to her equipment, but she can't move.

Lair Actions

On initiative count 10 and 20 (losing initiative ties), Zorgilh takes a lair action to cause one of the following effects; Zorgilh can’t use the same effect two rounds in a row:

  • Final Breath. Freezing fog fills a 20-foot-radius sphere centered on a point Zorgilh can see within 120 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 15 (3d8) 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 15 (3d8) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Zorgilh uses this lair action again or until Zorgilh dies.
  • Claws of Father Llymic. Jagged shards of ice emerge below three creatures that Zorgilh can see within 120 feet of her. Zorgilh makes one ranged attack roll (+16 to hit) against each target. On a hit, a target takes 10 (3d6) piercing damage plus 10 (3d6) cold damage, gains one level of Soul Chill, and its speed is halved until initiative count 20 of the next round.
  • Disruption of Solitude. Zorgilh instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them currently.
  • Extradimensional Skeleton Key. Zorgilh instantly teleports to any location on the island or teleports a creature she is aware of on the island to her location. If the space she chooses as her or the creatures destination is already occupied, Zorgilh/the creature appears in the closest unoccupied space to it instead.
  • Message on the Wind. Zorgilh telepathically communicates with any number of creatures at once, provided they’re all on the island. This effect lasts until Zorgilh stops concentrating on it (as if concentrating on a spell) or until she leaves the island or uses a different lair action.
  • Icicle Blades. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Zorgilh can see within 120 feet of her. Zorgilh makes one ranged attack roll (+18 to hit) against each target. On a hit, the target takes 21 (5d6) piercing damage and 21 (5d6) cold damage.
  • Flash Freeze. Zorgilh creates an opaque wall of ice on a solid surface she can see within 120 feet of her. 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 5 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 10, 50 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Zorgilh uses this lair action again or when she dies.
  • Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon. The dragon’s flying is not affected by this wind, which lasts until the next time Zorgilh uses a lair action or until she dies.
  • Icy Grip. A sudden, supernatural chill fills the lair near Zorgilh. Each creature of Zorgilh’s choice that she can see within 120 feet of her must succeed on a DC 20 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
  • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point Zorgilh can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2022 6:07:50 AM
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2/3/2022 4:28:38 AM
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2/6/2022 12:28:58 AM
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Monster Tags: TitanDemon LordCult of the Dragon

Habitat: Arctic

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