BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Ornthran, the Argent Storm

Ornthran, the Argent Storm CR: 23

Gargantuan dragon, lawful evil
Armor Class: 22 (Natural Armour)
Hit Points: 487 (25D20+225)
Speed: 40 ft , fly: 80 ft

STR

30 +10

DEX

10 +0

CON

29 +9

INT

18 +4

WIS

15 +2

CHA

23 +6

Saving Throws: Dexterity +7, Constitution +16, Wisdom, +10, Charisma +13
Skills: Arcana +11, History +11, Perception +16, Stealth +7
Damage Immunities: Cold
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 26
Languages: Common and Draconic
Challenge Rating: 23

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.
    BONUS ACTIONS   Change Shape. Ornthran magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. He reverts to its true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Ornthran's choice).   In a new form, Ornthran retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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.
If Ornthran dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1D10 days.

Current Location
Species
Ethnicity
Age
1,200
Children
Gender
Female (she/her)

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!