Gargantuan Dragon (Chromatic), Chaotic Evil
AC 19    Initiative +10 (20)
HP 375 (16d12 + 96)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
Mod Save
STR 27 +8 +8
DEX 14 +2 +7
CON 22 +6 +11
Mod Save
INT 10 +0 +0
WIS 15 +2 +7
CHA 15 +2 +2
Skills Perception +11, Stealth +5
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 21
Languages Common, Draconic
CR 13 (XP 10,000; PB +5)
Traits

Ice Walk. The dragon 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 it extra movement.

Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 15 (2d6 + 8) Slashing damage plus 4 (1d8) Cold damage.

Bite. Melee Attack Roll: +12, reach 15 ft. Hit: 19 (2d10 + 8) Piercing damage plus 9 (2d8) Cold damage.

Tail. Melee Attack Roll: +12, reach 20 ft. Hit: 17 (2d8 + 8) Bludgeoning damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 67 (15d8) Cold damage. Success: Half damage.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target’s Speed is 0 until the end of the target’s next turn. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can’t take this action again until the start of its next turn.

Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.

Description

Villain Actions

(One per round, at end of another creature’s turn. Each is one-and-done during the fight, in order.)

Round 1: Frost Nova
Arauthator slams his claws into the ice, triggering a massive shockwave of cold.

  • All creatures within 30 ft. must make a DC 18 Con save or take 4d8 cold and be restrained in ice until the end of their next turn (save ends).
  • The area becomes difficult terrain for 1 round.

Round 2: Glacial Retaliation

  • Arauthator shatters a portion of the lair—ice spikes erupt from the ground.
  • Up to three creatures of his choice within 60 feet must make a DC 18 Dex save or take 6d6 piercing damage and 2d6 cold damage, and be knocked prone.

Round 3: Blizzard Roar

  • Arauthator unleashes a roar that calls a minor blizzard within the lair.
  • The area is heavily obscured for 1 round (except for him), and all creatures must make a DC 16 Wis save or become frightened until the end of their next turn.
  • Additionally, at initiative 20 on the following round, flying creatures not immune to cold are forced to land.

Arauthator’s Spellcasting (Innate Spellcasting, wisdom-based, save DC 18, +10 to hit)

At-will (3/day each):

  • Fog Cloud (obscures terrain)
  • Ice Knife (ranged attack, cold/explosive damage)
  • Ray of Frost (for picking off weakened characters)
  • Detect Magic (for sniffing magical threats)

3/day:

  • Wall of Ice (obstructs, divides party, punishes ranged)
  • Cone of Cold (mass damage, fits white dragon)
  • Hold Person (targets weak-willed PCs)
  • Armor of Agathys (self-protection—flavored as icy hide)
  • Mirror Image (confounds attackers; icy duplicates)

1/day:

  • Control Water (moves water, isolates, or sweeps away scrags/adventurers)
  • Ice Storm (mass damage and rough terrain)
  • Greater Invisibility (bypasses party’s targeting for a round; disappears in blizzard!)

Habitat: Arctic

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