| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 12 | +1 | +1 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
Ice Walk. Boreas 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 him extra movement.
Legendary Resistance (3/Day). If Boreas fails a saving throw, he can choose to succeed instead.
Multiattack. Boreas can use his Frightful Presence. It then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of Boreas's choice that is within 120 feet of Boreas and aware of it 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 his turns, ending the effect on himself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Boreas's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). Boreas 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.
Boreas 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. Boreas regains spent legendary actions at the start of Boreas turn.
Detect. Boreas makes a Wisdom (Perception) check.
Tail Attack. Boreas makes a tail attack.
Wing Attack (Costs 2 Actions). Boreas beats his wings. Each creature within 10 feet of Boreas must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Boreas can then fly up to half his flying speed.
Description
Boreas is a dangerous adult white dragon. His main hobbies are freezing ships that enter his territory, and attacking the aarakocra settlement that's a mile south of his lair. His main enemy is the silver dragon Argentumdraconis, who lairs in the frozen heights of the Pillars of Ardanclost. His main goal is to take over the Valkor Army base that's north of his lair so that he can gain power, minions, and destructive force by seizing the army and their Bewilderbeast war machines.
Lair and Lair Actions
Boreas’s Lair
Boreas lairs in an icy cave that's attached to a deep subterranean chamber far from the sun. The high mountain vales are accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. Boreas love vertical heights in his caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
Boreas’s innate magic deepens the cold in the area around his lair. Mountain caverns are fast frozen by Boreas's presence. Boreas can often detect intruders by the way the keening wind in his lair changes tone.
Boreas rests on high ice shelves and cliffs in his lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, Boreas flies from perch to perch and destroys them with his freezing breath.
Lair Actions
On initiative count 20 (losing initiative ties), Boreas takes a lair action to cause one of the following effects; Boreas can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Boreas can see within 120 feet of it. The fog spreads around corners, and his area is heavily obscured. Each creature in the fog when he 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 Boreas uses this lair action again or until Boreas dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Boreas can see within 120 feet of him. Boreas makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Boreas creates an opaque wall of ice on a solid surface he 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 this 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 Boreas uses this lair action again or when Boreas dies.
Regional Effects
The region containing Boreas’s lair is warped by Boreas’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of Boreas’s lair.
- Freezing precipitation falls within 6 miles of Boreas’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in Boreas’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 Boreas wishes to move through a wall, it can do so without slowing down. The portion of the wall Boreas moves through is destroyed, however.
If Boreas dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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