Magic Resistance. Arauthator has advantage on saving throws against spells and other magical effects.
Enhanced Cold Adept. Whenever one of Arauthator's spells or abilities causes a creature to take cold damage, any 1s on the damage dice are treated as 2s. Any cold damage Arauthator deals ignores resistance.
Ice Walk. Arauthator 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). If Arauthator fails a saving throw, it can choose to succeed instead.
Watery Defense (31, 1/rest). As a reaction when Arauthator is hit by an attack and takes bludgeoning, piercing, or slashing damage from it, he can reduce that damage by 31, and then Arauthator can move up to 30 feet without provoking opportunity attacks.
Curse of the Sea.
When Arauthator hits a creature with a cantrip’s attack or when a creature fails a saving throw against his cantrip, he can curse the target until the end of Arauthator's next turn or until he curses a different creature with this feature.
Once per turn when he casts a spell, Arauthator can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (Arauthator chooses the effect to use if more than one effect applies):
Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of Arauthator's next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
Lightning Damage. If the affected target takes lightning damage from Arauthator's spell, the target takes an additional 5 lightning damage.
Forced Movement. If the target is moved by Arauthator's spell, increase the distance it is moved by 15 feet.
Metamagic (11/11). Subtle (1), Distant (1), Quicken (2)
Spellcasting. Arauthator is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Arauthator knows the following sorcerer spells:
Cantrips (at will): ray of frost, Chill Touch, Frostbite, Mage Hand, Message
1st level (4 slots): Absorb Elements, Chaos Bolt, Shield
2nd level (3 slots): Blindness/Deafness, Darkness, Enlarge/Reduce, Hold Person, Suggestion, Earthbind
3rd level (3 slots): Counterspell, Melf's Minute Meteors, Slow, Stinking Cloud
4th level (3 slots): Dimension Door, Blight, Enduring Missiles (homebrew spell)
5th level (2 slots): cone of cold
6th level (1 slot): mental prison
Multiattack. Arauthator can use its Frightful Presence. It then makes three attacks: one with its bite and two with its 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 Arauthator's choice that is within 120 feet of the dragon 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 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 Arauthator's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). Arauthator 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.
Frozen Wind Strike (Recharge 6). Arauthator uses Steel Wind Strike, but instead of dealing force damage it deals cold. This is considered an ability, not a spell.
Arauthator 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. Arauthator regains spent legendary actions at the start of its turn.
Detect. Arauthator makes a Wisdom (Perception) check.
Tail Attack. Arauthator makes a tail attack.
Wing Attack (Costs 2 Actions). Arauthator beats its wings. Each creature within 10 feet of him must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Arauthator can then fly up to half its flying speed.
Cast a Spell (Costs 2 Actions). The spell cannot be upcasted as part of the legendary action.
Force Charge (Costs 3 Actions). Arauthator recharges his breath attack.
Lair and Lair Actions
Arauthator’s Lair
Arauthator lairs in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. Arauthator loves vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
Arauthator’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by Arauthator’s presence. Arauthator can often detect intruders by the way the keening wind in its lair changes tone.
Arauthator rests on high ice shelves and cliffs in its 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, Arauthator flies from perch to perch and destroys them with its freezing breath.
Lair Actions
On initiative count 20 (losing initiative ties), Arauthator takes a lair action to cause one of the following effects; Arauthator can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Arauthator can see within 120 feet of it. 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 the dragon uses this lair action again or until Arauthator dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Arauthator can see within 120 feet of it. Arauthator makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Arauthator creates an opaque wall of ice on a solid surface it 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 its 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 Arauthator uses this lair action again or when the dragon dies.
- Soul Freeze: each creature Arauthator chooses in the lair must make a DC 21 Constitution saving throw or take 1 level of exhaustion
- Absolute 0: Arauthator gains his current health in temporary hit points. This effect lasts until they are expended or until the start of the lair's next turn. If Arauthator is hit with a melee weapon attack in this condition, the attacker takes 28 (8d6) cold damage
Regional Effects
The region containing Arauthator’s lair is warped by his magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of Arauthator’s lair.
- Freezing precipitation falls within 6 miles of Arauthator's lair, sometimes forming blizzard conditions when Arauthator is at rest.
- Icy walls block off areas in Arauthator’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 Arauthator wishes to move through a wall, it can do so without slowing down. The portion of the wall Arauthator moves through is destroyed, however.
If Arauthator dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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