Gegazol
Grim Hollow: Lairs of Etharis p. 117 (Third Party)
- Size
- Gargantuan
- Type
- undead
- Alignment
- chaotic evil
- AC
- 22 (natural armor)
- Hit Points
- 462 (25d20+200)
- Speed
- walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
- Saving Throws
- Dex +9, Int +10, Wis +9
- Skills
- Perception +9
- Immunities
- Cold, Necrotic, Poison
- Condition Immunities
- Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses
- blindsight 60 ft., darkvision 120 ft.
- Passive Perception
- 19
- Languages
- Draconic
- Challenge
- 24
Traits
Ice Walk
Gegazol 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.
Legendary Resistance (3/Day)
If Gegazol fails a saving throw, she can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Gegazol has advantage on saving throws against spells and other magical effects.
Rejuvenation
If destroyed while her soul vessel remains intact, Gegazol's unconscious body rejuvenates within 5 feet of the soul vessel, where she regains 78 (12d12) hit points each day. When she has regained half her hit points, she regains consciousness.
Stench
Any creature not immune to the poisoned condition that starts its turn within 30 feet of Gegazol must succeed on a DC 23 Constitution saving throw or become poisoned until the start of that creature's next turn. On a successful saving throw, the creature is immune to Gegazol's stench for 1 hour.
Poisoned:
- A poisoned creature has disadvantage on Attack rolls and Ability Checks.
Turning Defiance
Gegazol and undead within 120 feet of her have advantage on saving throws against effects that turn undead.
Actions
Multiattack
Gegazol can use her frightful presence. She then makes three attacks: one with her bite and two with her claws.
Bite
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage, 9 (2d8) cold damage and 9 (2d8) necrotic damage.
Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Tail
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or fall prone.
Frightful Presence
Each creature of Gegazol's choice within 120 feet of and aware of her must succeed on a DC 21 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 Gegazol's Frightful Presence for the next 24 hours.
Frightened:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Breath of Long Night (Recharge 5-6)
Gegazol exhales frozen material and rot in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 45 (10d8) cold damage and 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Those who fail the save also gain two levels of exhaustion until the end of Gegazol's next turn, and those who fail by 5 or more are also blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
recharge
D5
Legendary Actions
Legendary Actions (3/Turn)
Gegazol can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gegazol regains spent legendary actions at the start of its turn.
recharge
3/TURN
Daemon Sight
Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom (Perception) check.
Tail
Gegazol makes a tail attack.
Wings of Winter (Costs 2 Actions)
Gegazol beats her wings. Each creature within 30 feet of her must succeed on a DC 23 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and 9 (2d8) cold damage, and then fall prone. Gegazol can then fly up to half her flying speed.
Other data
description
"The Scourge of the North is an undead dragon named Gegazol. If I hear her name, I get the hell out of there. She's powerful, cunning, and treacherous. And she's rarely alone—she always has one army or another behind her."
Gegazol's Lair: The Scourge's lair is the sinkhole cave on an island off the northernmost shores of Etharis, north of even the raging coldfire. In this cave, the daemon's skull sits. It rests at the bottom of a deep, wet cavern upon a pedestal carved into the earth. Magic wards protect the crack above the skull. Gegazol's Immortals, a brutal cadre of undead warriors the dragon created or conquered, guard the expanded catacombs around the shrine. Gegazol needs no rest, but between campaigns, she lounges within the shrine, curled around the skull's pedestal. The whole place stinks of decay, making the site nauseating. While in her lair, Gegazol's Stench radius increases to 120 feet.
Lair Actions: On initiative count 20 (losing initiative ties), Gegazol takes a lair action to cause one of the following effects. Gegazol can't use the same effect two rounds in a row.
Tendrils of necrotic power rise and reach for living creatures within the lair. Each living creature in the lair must attempt a DC 21 Constitution saving throw or take 13 (3d8) necrotic damage and gain one level of exhaustion until initiative count 20 on the next round.
Gegazol crashes her wings upon the ground, and rime spreads in a sphere with a 120-foot radius around her. This sphere spreads around corners and creates difficult terrain made of ice. Creatures in that area must make a DC 21 Constitution saving throw. Those who fail take 18 (4d8) cold damage and are grappled (escape DC 21). On a success, the creature takes half the damage and isn't grappled. The difficult terrain disappears on initiative count 20 on the next round.
Gegazol creates an opaque wall of black ice on a solid surface she can see within 120 feet of her. The wall is made up of twenty contiguous 10-foot square panels that are each 2 feet thick. When the wall appears, each creature in its area is pushed 5 feet out of the wall's space, appearing on whichever side of the wall the creature wants. Each 10-foot section of the wall has AC 5, 60 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Gegazol uses this lair action again or when she dies.