Ice Walk. Aurora 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.
Living Blizzard. Aurora generates perpetual Difficult Terrain in the form of an intensely powerful blizzard and an aurora effect that disrupts magical abilities. Players must make a DC15 each turn or have their spells and magical items be 'shut off' for a turn.
Shaking Step. Players within 150 feet of Aurora when she moves must make a DC20 Dexterity save or be knocked prone from the explosive force of her footfalls.
Legendary Resistance (9/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning 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 16 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.
Cryo Cannon(Recharge 5–6). The dragon exhales an icy blast in a 900-foot long line. At the chosen impact point it explodes in a 25 foot radius. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
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 and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Supermassive. Aurora is Beyond Gargantuan in size, measuring over 26000 feet tall. When she moves, she only takes one step at a time.
Vision of Beauty. Anyone susceptible to appeal to the female form must make a DC25 Charisma save or become sexually infatuated with Aurora.
Lair and Lair Actions
Aurora's Lair
Aurora is a Planetary Siege Unit, anywhere she is deployed for combat is effectively her lair. These are often the frontlines of massive battles or on worlds overrun by catastrophic disasters such as demonic invasions.
The White Dreamstar in her bosom causes the ambient temperature to plummet to deep below subzero temperatures. Anyone without cold immunity must be dressed appropriately or take 1d4 cold damage per round when within 500 feet of her. Cold-elemental magic and damage in that 500 foot range deal double damage.
Anyone outside of the 500 foot range of her Dreamstar must tend tot he cataclysmic hurricane her presence causes. So long as she remains on the planet's surface, this range will increase by an additional 500 feet every other turn she takes.
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 10 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. 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.
- 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 10 (3d6) piercing damage.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 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 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 5, 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 Aurora is deactivated or leaves, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Previous Versions
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12/14/2022 11:23:43 PM
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Coming Soon
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