Frozen King. The Behemoth dragon heals from taking cold damage, immune to the chilled status effect, and immune to being frozen.
Beastly. The Behemoth dragon is covered in fur, the fur tufts are frozen in several locations on the outer body and thaw out the closer they get to its body. Creatures may use the fur to climb the behemoth dragon at their normal walking speed or take the dash action to climb at double pace. Those close to the thawed fur gain immunity to environmental cold damage as well as the chilled status effect from its lair.
Weak Points. The behemoth dragon has five weak points. On its heals, on its neck, on its eyes, on its throat, and in the center of its underbelly. Each of these weakpoints in specific has an AC of 0 and takes extra damage based on the weak point. The heals take 2x damage, but players are still targetable by its ground-target attacks. The neck takes x4 damage, but players here make the shake save (in legendary actions) with disadvantage. The eyes take x20 damage but can only be struck once each and players make the shake save with disadvantage. Once the eyes are destroyed the behemoth is blinded for 1d20 days- upon which its eyes regenerate. The throat takes X10 damage and can only be attacked once, once destroyed the behemoth can no longer use its rupturing roar action, or its howling shards legendary action. The underbelly takes x10 damage, players here are immune to the frozen gale action of the behemoth, but make the shake save with disadvantage.
Multiattack. The Behemoth makes two attacks. Either two slash, or one slash and one tail strike.
Slash. Melee Weapon Attack: +7 to hit, reach 10 ft., grounded single target. Hit: 20 (2d10 +10) Slashing damage.
Tail Strike. Melee Weapon Attack: +3 to hit, reach 20 ft., grounded single target. Hit: 30 (3d10 + 15) bludgeoning damage.
Stomp. (18-20 recharge) Melee Weapon Attack: -5 to hit, reach 5 ft., grounded single target. Hit: Instant Death
Frozen Gale. The Behemoth dragon summons a gale of howling, freezing winds. All creatures within 120ft of it must succeed a dc 20 con save or become chilled. If the creature has resistance to cold damage, then they make this save with advantage.
Chilled: While chilled, characters move at half speed and deal half damage as well as gaining disadvantage on dex and strength saves. The effect can be removed by being within 5ft of any suitable heat source such as a fire, wearing gear that grants cold immunity, or just having cold immunity in general.
Rupturing Roar. The behemoth lets out an ear splitting roar. Creatures within 200ft of it must make a dc 15 con save or become deafened and frightened for one minute. The creature may reattempt the saving throw at the start of each of its turns to end to frightened effect.
Absolute Zero (9-10 recharge). The behemoth unleashes its mighty frost breath attack in a 30ft cone. All creatures in the area must make a DC 23 dex save, taking 50 (3d20 + 20) cold damage on a failed save and half as much on a successful one.
The behemoth dragon has 5 legendary actions. It can only make a legendary action at the beginning of another creatures turn and regains any spent actions at the beginning of its own turn.
Shake (Costs 1 Actions). The behemoth attempts to shake a specific creature on it off, the creature must succeed .
Howling shards (Costs 1 Actions). With a loud howl the behemoth summons dagger-like hail. Creatures on its body or within 5ft of it must make a dc 20 dex save, taking 16 (8d4) slashing damage on a fail and half as much on a successful one.
Frozen Armor (Costs 5 Actions). The behemoth freezes over one of its weak points, granting it an AC of 25 until the end of the creatures turn..
Description
A towering beast that dwarfs all others by comparison, its sleeping body lay across a full mountain range and causes violent avalanches upon wake. The behemoth dragon stores its loot horde within the linings of a separate, sack-like organ that connects to its esophagus. The behemoth dragon is incredibly stupid, and one of the few dragons that cannot directly cast magic or even speak. It inadvertently uses its latent magic power to command the weather immediately around it and in its lair purely by instinct alone. Often times the behemoth dragon's body is home to several other monsters who manage to tunnel through the ice and feed off its flesh, leading to several small cave-like tunnels on its body. The behemoth dragon is so massive however, that it doesn't even notice any of this let alone feel it. No possible civilizations may be raised within several miles of a behemoth dragons lair, as it could level an entire kingdom with a mighty stomp due to its size. Behemoth dragon scales are actually quite brittle as the beast relies on the harsh cold and its enormous size to deter any possible predators. While most of the beasts meat would be frozen within mere moments of it dying- a master of winter wilderness survival could manage to harvest large quantities of the beasts meat while alive. Although climbing one is a feat unto itself. Thousands of reckless adventurers have sought out this beast with intent to kill it hearing of its weak defenses. Leading out ill prepared into its lair the cold kills most before they even see the shadow of this beast, and those that have rarely come back to tell the tale.
A word of advice to DM's: This monster is what I refer to as a "Dungeon Class" monster. Which is a beast so large that I make it into a dungeon with the end goal being to strike down its weak points, survive the harsh conditions, and inevitably gain immense loot from its death. I provide stats for a fight with the beast itself in case any DM wishes to run a severely scaled down in size version. If so, I highly recommend altering the health.
Lair and Lair Actions
The Behemoth dragon patrols an entire mountain range as its lair.
Lair Actions
On initiative count 4 (losing initiative ties), the behemoth dragon takes a lair action to cause one of the following effects; the behemoth dragon can’t use the same effect two rounds in a row:
- Flash Freeze- The Behemoth dragon freezes the ground around it within 80ft of itself making itself difficulty (and slippery) terrain.
- Kelvin- The behemoth dragon drastically drops the temperature, all creatures within its lair must succeed a DC 15 Con save or become chilled. (Chilled status effect described under breath attack.)
Regional Effects
The region containing a legendary behemoth dragon's lair is Sub-zero temperature, which creates one or more of the following effects:
- If a creature within the lair lacks any form of cold resistance they must succeed a dc 10 con save or become chilled, those who succeed must repeat this save every 24 hours.
- Starting a fire within the lair requires a dc 17 survival check. Magical fires (non-attack) are blown out instantly.
If the Behemoth Dragon dies, these effects fade over the course of 1d8 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/19/2019 2:25:45 AM
|
0
|
1
|
1
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted May 3, 2023There is so much wrong with this monster, I should take the time to fix it. But, honestly, I wish I knew how to delete it and my shame.