Gargantuan Dragon (Inevitable), Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 433 (25d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 90 ft., Swim 40 ft.
STR
29 (+9)
DEX
14 (+2)
CON
28 (+9)
INT
24 (+7)
WIS
19 (+4)
CHA
17 (+3)
Saving Throws DEX +10, CON +17, WIS +12, CHA +11
Skills History +7, Intimidation +10, Perception +13, Religion +4, Stealth +6
Damage Resistances Lightning, Necrotic, Poison, Slashing, Thunder, Ranged Attacks, Bludgeoning from non magical attacks
Damage Immunities Cold
Condition Immunities Deafened, Incapacitated, Prone
Senses Blindsight 60 ft., Darkvision 150 ft., Passive Perception 26
Languages Common, Draconic, Primordial
Challenge 25 (75,000 XP)
Proficiency Bonus +8
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 (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Catastrophic . A 90 ft. aura of sheer cold its expelled from the dragon, flinging everything on its range that are not attached to ground and immediatly freezing any water body on range. Any creature which ends its turn within the dragons range must succeed a DC 19 Strength saving throw or be flung (2d20). feet in a random direction and be considered prone.

Cold Skin (Recharge 5–6).  The Primordial-like whyrm can inherently cast the armor of agathys spell at 6th level.

Snow Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.l

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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 8) slashing damage plus plus 5 (1d8) cold damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 8 (1d8) cold damage.

Frightful Presence. 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 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 the dragon's Frightful Presence for the next 24 hours.

Frost Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage and are restrained for one minute on a failed save, or half as much damage on a successful one.

Bonus Actions

Blizzard. Blizzards burst from the dragons surroundings, hampering his targets paces. Each creature within 40 ft. range must succeed a DC 14 Strength saving throw or be moved 5 feet in a direction of the dragon's choice.

Reactions

Can perform attacks of opportunity.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 5 (1d8) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus plus 5 (1d8) cold 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.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage plus 5 (1d8) cold damage and be knocked prone. The dragon can then fly up to half its flying speed.

Catastrophe Avalanche. (Costs 3 Actions).The blizzard dragon expands and intensifies its aura, reaching into the primordial plane of cold and gathering its energy around him to exhale an avalanche of freezing flames and ice, whose particles colisions end up to cause bursts of lightning, freezing and burying anithing on its touch.

This attack can only be done twice a week, or the dragon dies of physical wear, being that when the second time is realized, it causes half of its damage. When performed: 

* From the cold: Every creature within 120 ft. of the dragon must make a DC 22 Constitution saving throw and, take 89 (22d8 + 9) cold damage and become paralyzed for one minute (A creature who failed can repeat this saving throw at the end of its turn, ending the paralyzed effect if it is successful) on a failed save or take half damage and not be paralyzed.

* From the impact: Every creature within 120 ft. of the dragon must make a DC 17 Dexterity saving throw, taking 25 (4d10) bludgeoning damage and become prone and buried alive in 1d6 foot of snow on failed save or half as much on a successful save and be pushed 1d20 ft. away also becoming prone.

* From the lightnings: Every creature within 120 ft. of the dragon must make a DC 17 Dexterity saving throw, taking 18 (6d6 + 2) lightning damage on failed save or half as much on a successful save.

 

Lair and Lair Actions

A Blizzard Dragon’s Lair

Blizzard dragons lair on frozen ravines, open fields or high mountains in the primordial cold plane. Blizzard dragons love the vision of the sky, favoring roofless locations, or places with entrances (exits) leading directly into the open terrain.

A legendary blizzard dragon’s innate magic deepens the cold in the area around its lair. Ravines, fields or mountains are fast frozen by it's presence. A blizzard dragon can often detect intruders by sensing fonts of heat, like the intruder's body,  in its lair range.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken blue ice and snow, hidden spikes, 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 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 16 Constitution saving throw, taking 10 (3d6) 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 10 (3d6) cold damage. The fog lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice spears emerge from the ground, striking up to three creatures that the dragon can see within 150 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • 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 60 feet long, 40 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 9, 30 hit points, vulnerability to fire damage, resistance to slashing 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 blizzarddragon’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.
  • Thunder snow storm falls within 6 miles of the dragon’s lair.
  • 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 isn't destroyed but takes (1d4) bludgeooning damage.

If the dragon dies, the thunder snow storm and fog fade within 1d4 weeks. The ice walls melt over the course of 1d10 days.

Monster Tags: ElementalInevitable

Habitat: Arctic

RenanMarco

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