Gargantuan Dragon, Typically Chaotic Evil
Armor Class 25 (natural armor)
Hit Points 1000 (52d20 + 252)
Speed 40 ft., Burrow 40 ft., Fly 120 ft., Swim 40 ft.
STR
30 (+10)
DEX
20 (+5)
CON
30 (+10)
INT
14 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +19, DEX +14, CON +19, WIS +12
Skills Athletics +5, Perception +13, Stealth +6
Damage Immunities Cold
Condition Immunities Charmed, Frightened, Incapacitated
Senses Blindsight 200 ft., Darkvision 300 ft., Tremorsense 60 ft., Truesight 120 ft., Passive Perception 25
Languages Common, Draconic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Chromatic Awakening (Recharges after a Short or Long Rest). If Vorugal would be reduced to 0 hit points, his current hit point total instead resets to 420 hit points; he also recharges his Breath Weapon, and he regains any expended uses of Legendary Resistance; Taking a Turn immediately. Additionally, Vorugal 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 the dragon after its Chromatic Awakening activates.

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.

Immutable Form. The dragon is immune to any spell or effect that would alter its form against its will.

Flying on a Blizzard. While Vorugal is in flight within snowy climate, his wings stir up a blizzard in a 800ft radius around him, obscuring creatures vision within that area to 10ft radius. This effect persists until the start of Vorugal's next turn, if he lands.

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

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: +18 to hit, reach 20 ft., one target. Hit: 29 (4d10 + 10) piercing damage plus 20 (5d8) cold damage.

Claw. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 25 (5d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 25 ft., one target. Hit: 22 (4d8 + 10) bludgeoning damage, knocking them Prone.


Frightful Presence. Each creature of the dragon's choice that is within 200 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 100 (25d8) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Aerial Snag. While flying, the dragon can attempt to snag up to two creatures into its grasp with its hinds.
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 10) slashing damage, causing them to be Grappled. A creature can take an action to end the Grapple by succeeding a DC 20 Strength check.

Tail Sweep.
(usable if tail attack wasn't used and the dragon isn't flying)  The Dragon sweeps its tail. Creatures within 25ft of it must succeed on a DC 25 Dexterity saving throw, or take 30 (5d8+10) bludgeoning damage and be knocked Prone.

Hoarfrost Armor (2/day Mythical). The dragon coats its body in ice, granting it a +5 bonus to its AC, benefits of Fire Shield (2d8), Spirit Guardians  (3d8) and resistance to all but Fire and Psychic damage for 1 minute, or until it takes 75 points of damage from a single creature on a turn.

Reactions

Vorugal gets access to the following reactions, which he can use on each creatures turn, while his mythic actions are active:

Icy Grip. As a reaction to being attacked with a melee weapon, Vorugal's Icy form freezes around the weapon, requiring a DC 18 Strength Check to lodge it free as a bonus action.

Distracting Snarl. As a reaction, Vorugal may impose the effects of Silvery Barbs upon a creature.

Legendary Actions

The dragon can take a number of legendary actions equal to the number of creatures facing him, 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.

Sweeping Attack. The dragon moves up to half its movement speed and makes an attack of its choice.

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.

Mythic Actions

Hail Storm (Costs 3 Legendary Actions). The dragon forms six boulder-sized chunks of ice from the water in the air that plummet to the ground at different points within 120 feet of it. Each creature in a 5-foot-radius sphere centered on each point that it chooses must make a DC 25 Dexterity saving throw. A creature takes 13 (3d8) cold damage and 13 (3d8) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one ice chunk is affected only once.

Frigid Doom's Breath (Recharge 4–6). The dragon exhales an icy blast in a 200-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 100 (25d8) cold damage on a failed save, or half as much damage on a successful one. Additionally each creature must succeed a DC 22 Strength saving throw, or be encased in ice, Restrained, Deafened and Incapacitated, begining to suffocate. Each such icy prison has AC 10, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.

Description

Appearance

Vorugal was an ancient white dragon. He was covered in pale scales and hide, with piercing blue eyes and gnarled teeth. It was not uncommon for icicles to hang from under his chin.

Personality

Vorugal was mentioned by Lady Allura to be the most bestial member of the Chroma Conclave. Although white dragons are just as intelligent as their other chromatic counterparts, Vorugal chose to be a hunter and collector of treasures like others of his kind, rather than a deceiver and schemer. Vorugal was fascinated with the hunt and the thrill of stalking worthy prey. He was however overly jealous of the power of others and would challenge any creature that undermined or questioned his superiority. His goal was to find a creature more powerful than him, a hunt that provided a real challenge, which ironically proved to be his undoing.

Lair and Lair Actions

 

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 25 Constitution saving throw, taking 20 (6d6) 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 (+15 to hit) against each target. On a hit, the target takes 20 (6d6) 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, 50 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 dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Arctic

Shokar

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