Gegazol

Grim Hollow: Lairs of Etharis p. 117 (Third Party)

Tamaño
Gargantuesco
Tipo
undead
Alineamiento
caótico malvado
CA
22 (natural armor)
Puntos de golpe
462 (25d20+200)
Velocidad
walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
Salvaciones
Dex +9, Int +10, Wis +9
Habilidades
Perception +9
Inmunidades
Cold, Necrotic, Poison
Inmunidad a estados
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Sentidos
blindsight 60 ft., darkvision 120 ft.
Percepción pasiva
19
Idiomas
Draconic
Desafío
24
FUE
27
+8
DES
14
+2
CON
26
+8
INT
16
+3
SAB
15
+2
CAR
23
+6

Rasgos

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.

Acciones

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

Acciones legendarias

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.

Otros datos

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.