Gargantuan Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 353 (20d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
10 (+0)
CON
26 (+8)
INT
15 (+2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +7, CON +15, WIS +11, CHA +9
Skills History +8, Perception +13, Stealth +12
Damage Resistances Piercing
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Aquan, Common, Deep Speech, Draconic, Dwarvish
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Cold Footed. Anetadema can walk on water, and 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 Anetadema fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Anetadema can use its Frightful Presence. She 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 Anetadema's choice that is within 120 feet of her and aware of her must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. However, if they fail the savings throw by 5 or more, they become paralyzed through fear. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once they end the paralysis fear effect they are then frightened. If a creature's saving throw is successful or the frightened effect ends for it, the creature is immune to the Anetadema's Frightful Presence for the next 24 hours. 

Cold Breath (Recharge 5–6); The Anetadema 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 on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. Anetadema makes a Wisdom (Perception) check.

Tail Attack. Anetadema makes a tail attack.

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

Lair and Lair Actions

Anetadema’s Lair

Anetadema lairs in an icy cave at the ver water's edge of the mountains. Her lairs is accesable only by swimming 100 ft. underwater. Once inside, the lair has caverns and a labyrinthine of icy ledges. Her resting chamber is high in the largest cavern with the cliff face jagged with glass shar ice spikes. Anetadema can often intruders by the way the keening wind in her lair changes tone.

Lair Actions

On initiative count 20 (losing initiative ties), Anetadema takes a lair action to cause one of the following effects; Anetadema 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 Anetadema 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. Anetadema makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • Anetadema 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 Anetadema uses this lair action again or when the dragon dies.

Regional Effects

The region containing Anetadema’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 Anetadema’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 Anetadema wishes to move through a wall, she can do so without slowing down. The portion of the wall Anetadema moves through is destroyed, however.

If Anetadema dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Arctic

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