Ornthran, the Argent Storm
Ornthran, the Argent Storm CR: 23
STR
30 +10
DEX
10 +0
CON
29 +9
INT
18 +4
WIS
15 +2
CHA
23 +6
Innate Spellcasting. Ornthran can cast one of the following spells, requiring no material components and using his Charisma as the spellcasting ability (spell save DC 21).
- 1/Day each: beacon of hope, calm emotions, hold person, polymorph, teleport, zone of truth.
Legendary Resistance (3/Day). If Ornthran fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Ornthran can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 2D10+10 piercing damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 2D6+10 slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 2D8+10 bludgeoning damage. Frightful Presence. Each creature of Ornthran's choice that is within 120 feet of him and aware of it 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 the Ornthran's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). Ornthran uses one of the following breath weapons.
- Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 15D8 cold damage on a failed save, or half as much damage on a successful one.
- Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.
Legendary Actions
Ornthran 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. Ornthran regains spent legendary actions at the start of his turn. Detect. Ornthran makes a Wisdom (Perception) check. Tail Attack. Ornthran makes a tail attack. Wing Attack (Costs 2 Actions). Ornthran beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 2D6+10 bludgeoning damage and be knocked prone. Ornthran can then fly up to half its flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), Ornthran takes a lair action to cause one of the following effects:
- Fog Cloud. Ornthran creates fog as if he had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- Chilling Wind. A blisteringly cold wind blows through the lair near Ornthran. Each creature within 120 feet of him must succeed on a DC 15 Constitution saving throw or take 1D10 cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- Catch Breath. Ornthran rolls a D6. On a 6, she regains her breath weapon action.
- Lair Rejuvenation. Ornthran regains hit points equal to the number of Hit Dice he has by drawing on the magical energy suffusing her lair.
- Lingering Breath. Any creature that took damage from Ornthran's breath weapon on his previous turn immediately takes 3D6 lightning damage, as the breath weapon's energy lingers and clings to its targets.
- Toughened Scales. Glowing, magical energy swirls across Ornthran's scales, granting her resistance to bludgeoning, piercing and slashing damage until initiative count 20 on the next round.
- Icy Grip. A sudden, supernatural chill fills the lair near Ornthran. Each creature of his choice that he can see within 120 feet of him must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
Regional Effects
The region containing a Ornthran's lair is warped by his magic, which creates one or more of the following effects:
- Weather Control. Once per day, Ornthran can alter the weather in a 6-mile radius centered on its lair. He doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Favourable Winds. Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of Ornthan or his allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Solid Vapour. Given days or longer to work, Ornthran can make clouds and fog within its lair as solid as stone, forming structures and other objects as he wishes.
- Icy Water. All streams and bodies of water within 6 miles of the lair have a year-round covering of ice or are frozen solid, regardless of the local weather.
- Face in the Clouds. Ornthran's visage appears in cloud formations above the lair, giving the impression that he is watching intruders.
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