Huge Dragon, Lawful Evil
Armor Class 18 Natural
Hit Points 200 (16d12 + 96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
24 (+7)
DEX
10 (+0)
CON
24 (+7)
INT
10 (+0)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +5, CON +12, WIS +7, CHA +7
Skills Perception +12, Stealth +5
Damage Immunities Cold
Senses Blindsight 60, Darkvision 120, Passive Perception 15
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Ice Walk. Zahasshi 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.

Legendary Resistance (3/Day). If Zahasshi fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Zahasshi can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 7) piercing damage plus 6 (2d6) cold damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 13 (3d6 + 7) bludgeoning damage, if the creature is large or smaller, it must make a DC 17 Dexterity save, or be knocked prone.

Frightful Presence. Each creature of Zahasshi's choice that is within 120 feet of Zahasshi and aware of her must succeed on a DC 14 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 Zahasshi's Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5–6). Zahasshi exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zahasshi 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. Zahasshi regains spent legendary actions at the start of her turn.

Detect. Zahasshi makes a Wisdom (Perception) check.

Tail Attack. Zahasshi makes a tail attack.

Wing Attack (Costs 2 Actions). Zahasshi beats her wings. Each creature within 10 feet of Zahasshi must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Zahasshi can then fly up to half her flying speed.

Frozen Terrain (Costs 3 Actions). Zahasshi uses her ice magic to freeze all inanimate objects that are 60 feet from Zahasshi. The Terrian in the 60-foot radius that Zahasshi makes is now a difficult terrain and creatures on the ice must succeed on a DC 17 Dexterity Save or be knocked prone.

Description

Zahasshi is an 18-foot-tall Adult White Dragon that is famous for her ability to freeze any inanimate objects around her. She looks like any other normal Adult White Dragon but she has a scarred left eye that makes it appear pure white color. Even though she is a Chromatic Dragon, she has more respect than most dragons and usually leaves most creatures off with a warning. However if the creature still bothers her, she will get annoyed and attack the creature.

Zahasshi lives in the cold mountains that mostly no creatures would adventure up. She grows annoyed if a Creature stumbles upon her lair but she will try to give them a warning, otherwise, she will kill the creature and use the corpse to either hunt for better creatures or just eat it up.

Lair and Lair Actions

Lair Actions

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

  • Freezing fog fills a 20-foot-radius sphere centered on a point Zahasshi can see within 120 feet of her. 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 Zahasshi uses this lair action again or until Zahasshi dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Zahasshi can see within 120 feet of her. Zahasshi makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • Zahasshi 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 she 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 Zahasshi uses this lair action again or when Zahasshi dies.
  • Zahasshi cracks open the floor of her lair. Creatures that are above the crack must succeed on a DC 17 Dexterity saving throw or fall into an Ice Prison under the crack. Inside the Ice Prison, there is a Frost Giant along with 3 Yetis. They will be hostile to the creatures inside the Ice Prison except for Zahasshi. 

Regional Effects

The region containing Zahasshi's lair is warped by Zahasshi's magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 6 miles of Zahasshi's lair.
  • Freezing precipitation falls within 6 miles of Zahasshi's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in Zahasshi'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 Zahasshi wishes to move through a wall, she can do so without slowing down. The portion of the wall Zahasshi moves through is destroyed, however.
  • There will be more frost giants within 2 miles of Zahasshi's lair than usual and will become hostile to any creature except for Zahasshi

If Zahasshi dies, the fog and precipitation fade within 1 day. The ice walls melt over 1d10 days. The Frost Giants will leave the area where Zahasshi's lair is.

Habitat: Arctic

Salakinnir

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