Keen Senses. Arveiaturace has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Magic Resistance. Arveiaturace has advantage on saving throws against spells and other magical effects.
Empowered Spell. When Arveiaturace rolls for damage for a spell she can use her reaction to activate the wand of Empowered Meta Magic. Using one of its 4 charges to reroll a number of the damgge dice up to Arveiaturace's charisma modifier. The wand regains 1d4 charges at dawn.
Telepathy. Arveiaturace can magically communicate telepathically with any creature within 100 feet of it that can understand a language.
Legendary Resistance (3/day). If Arveiaturace fails a saving throw, she can choose to succeed instead.
Ice Walk. Arveiaturace 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.
Meltharond's Knowledge. Any spell attacks made against Arveiaturace are at disadvantage.
Permanente Spell Turning. Meltharond has enchanged Arveiaturace's scales with the magic of Spell Turning. She has advantage on saving throws against any spell that targets only her. In addition, if you roll a 20 for the save, and the spell is 7th level or lower, the spell has no effect on you, and instead the targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Awaken from Afar. Meltharond enchanted Arveiaturace with a unique spell known as Awaken from Afar. The spell allows Arveiaturace to trigger the effect of a magic item without actually touching the item. For the item to be activated it must be within the range of the awaken from afar spell (60ft radius), and it functions as though Arveiaturace herself were triggering it from her current position. All other conditions, such as the requirement that she have the spell on her spell list or if the item's enchantment restricts its use to a particular race or individual, do not apply. The spell allows Arveiaturace to be the privileged entity for the round that the item is activated for. Both she and the item to be activated have to be on the same plane (using a Nightmare to shift into the astral plane would break the spell). The spell last for 1 turn and if the magic item has limited charges, or uses, Arveiaturace activating it counts as one of those uses. She cannot activate an item that is actively being held by another creature (a wizard holding his wand can't be activated, but a wand hanging off a belt can be).
Multiattack. Arveiaturace makes two bite attacks. It can replace one of these attacks with a sting attack.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 8) piercing damage.
Sting. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 11 (1d6 +11) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Spellcasting. Arveiaturace casts one of the following spells, using Charisma as the spellcasting ability (spell attack 12 save DC 20):
At will: Chill Touch, Frost Bite, Gust, Mage Hand, Prestidigitation, Ray of Frost
3/day each: Armor of Agathys, Snilloc's Snowball Swarm
2/day each: Fog Cloud, Gust of Wind
1/day each: Ice Storm, Wall of Ice, Control Weather
Wand of Healing. This wand has 10 charges. Arveiaturace can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Wand of Frost. The wand has 10 charges. Arveiaturace can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Previous Versions
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12/23/2024 8:13:13 AM
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1/23/2025 7:58:47 AM
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5/25/2026 4:37:21 AM
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