Ullr, Frostwarden
The Ninth World (Homebrew), The Black Gate
Faustfvor the Seething (Ice Giant) CR: 10 (5,900 XP)
STR
23 +6
DEX
9 -1
CON
21 +5
INT
9 -1
WIS
10 +0
CHA
12 +1
Icebound Footing. When an effect pulls, pushes, or slides the giant, it can choose to move 10 feet fewer than the effect specifies. The giant can make a saving throw to avoid falling prone when an attack would knock him prone. Legendary Resistance (3/Day). If the giant fails a saving throw, he can choose to succeed instead.
Actions
Double Attack. The giant makes two attacks. He may also Cast a Spell or use Rain of Ice. Icy Bastard Sword. Melee Weapon Attack: 1d24+10 to hit, reach 10 ft., one target. Hit: 25 ( 3d12+6 ) slashing damage and 11 cold damage and the target is slowed until the end of his next turn (as the spell). This attack scores a critical hit on a 20 to 24 and roll a d7 on critical table G for additional critical hit results (DCC pg. 385). Coldshot Crossbow. Ranged Weapon Attack: 1d24+10 to hit, range 60/240 ft., one target. Hit: 28 ( 4d10+6 ) cold damage and ongoing 10 cold damage, and the target is slowed until the end of his next turn (as the spell, save ends the ongoing damage). This attack scores a critical hit on a 20 to 24 and rolls a d7 on critical table G for additional critical hit results (DCC pg. 385). Rain of Ice. Magical, flame-like ice rains down on a creature that the giant can see within 60 feet of him. The target must make a DC 16 Dexterity saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. Spellcasting. The giant casts one of the following spells, using Wisdom as his spellcasting ability (spell save DC 16):
- 2/day each: cure wounds (8th-level version), hold person
- 1/day each: divination, sending, word of recall, banishment (recharges if the target makes the save or is counterspelled)
Bonus Action
Blizzard Form. The giant and his equipment transform into a swirling column of snow until the end of his next turn. In this form, he cannot attack but is immune to damage except fire damage. In addition, he can move through openings of any size without squeezing and enter other creatures’ spaces. He may use another bonus action to extend the effect until the start of Faustfvor’s next turn. Otherwise, he automatically converts back into his giant form the following turn after moving.Reactions
Wintery Return. If the giant starts his turn in blizzard form, he can use his reaction to turn back into his giant form. When he does this all creatures within 10 feet of him take 20 cold damage.
Legendary Actions
The giant 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. The giant regains spent legendary actions at the start of his turn. Chilling Strike (Recharge 5-6). The giant makes an Icy Bastard Sword attack, the giant hits for an additional 5d12+15 cold damage, and the target is also vulnerable to cold damage for the next 1 minute. The vulnerable creature can make a CON saving throw at the end of his next turn to end the vulnerability. Hurling Charge (1/Day). The giant uses Icy Bastard Sword twice, but the attack does half damage and has a range of 60 feet (narratively, he is throwing axes not the bastard sword the giant then charges the same target and makes one Icy Bastard Sword attack, and the giant has advantage on the to-hit roll. Exploding Snowball (1/Day). The giant makes an Icy Bastard Sword attack, and if he hits may also trigger Exploding Snowball. All creatures within a 20-foot-radius sphere centred on the target hit by Icy Bastard Sword must make a CON saving throw as the temperature rapidly drops in the area of effect or take 8d6 cold damage or half on a success. Weighted Net. Ranged Weapon Attack: 1d24+10 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. Hit: The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.
Suggested Environments
Arctic, Mountain, Faerie, Para-elemental Plane of Ice
SRD (p.291)
Ancient White Dragon CR: 20
STR
26 +8
DEX
10 +0
CON
26 +8
INT
10 +0
WIS
13 +1
CHA
14 +2
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). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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 the dragon's Frightful Presence for the next 24 hours. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon 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. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon 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 the dragon dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The dragon 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 the dragon uses this lair action again or when the dragon dies.
- Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
- Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.
White dragons lair 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. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
- Cave Entrance. The entrance is a cave that opens into the cliff’s rocky base. When the dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.”
- Frozen Stream. The cave’s interior is a twisting stone tunnel carved out by a subterranean stream, now frozen over by the dragon’s presence. The stream spills down in stages over low, frozen cascades, creating an icy stairway.
- Dining Hall. A small chamber adjoining the stream just inside the cave’s entrance is the dragon’s dining hall; it contains the horrid remnants of recent meals.
- Rocky Grotto. Past the topmost cascade is the grotto floor, a rocky cavern dimly lit by blue light filtering through the icy vault high above. The largest of the dragon’s frozen trophies are scattered about the grotto.
- Low Cavern. Beyond the grotto, the stream leads to a low-ceilinged cavern the dragon used as a sleeping place when smaller; it might now serve as a home for the dragon’s minions.
- Upper Cavern. High above the grotto floor is a large cave where the dragon rests and stores the bulk of the dragon’s hoard. The cave opens onto a narrow stone shelf that juts out from the grotto’s walls and nearly encircles it. The shelf is stable but icy, and there is no obvious means of reaching it except for flying or scaling the sheer rock walls.
- Icy Dome. Above the shelf is a frozen dome riddled with icicles. The ice here is just thin enough for the dragon to burst through to the open air if a quick escape is necessary.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’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 the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
- Biting Chill. Extreme cold envelops the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
- Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Suggested Environments
Arctic
