Birgin the Winter Storm

Birgin the Winter Storm

Birgin is in many ways, a typical white dragon. He revels in destruction, and death, like any chromatic dragon, except in one way. He has a grudge against Norwegian Vikings, one clan in particular. A clan that was led by Aldorf Forktongue slipped into Birgin's lair in the mountains east a good thirty years ago and made off with a large sack of gold. Birgin has been hunting down the gold, and the clan since. Recently active again Birgin, is aware of a distant relation of Aldorf operating in Old Saxony wielding pact magic & another who trained the clan in the ways of killing Birgin's guards, and close to the grave of an ancient red dragon Birgin once was allied with. If he can kill this Northman, and hopefully revive this ally they can look to recruit more dragons to start rebuilding the Dragon race again.   Like any white dragon, Birgin is stocky, with a shorter neck compared to most other dragon kind. White scales with a slight mix of gray & ice blue mixed in cover his body. Black eyes survey the region he is in, looking for more plunder, and can breathe icy blasts that freeze his victims to death.

Mental characteristics

Failures & Embarrassments

Birgin lost part of his treasure to a northman and his allies about 30 something years ago called Adolf Forktongue. He has decided to wipe out Forktongue's relatives so none can pass on how it was done, and reclaim his hoard.

Intellectual Characteristics

Birgin is coldly calculating initially, then is a whirlwind of destruction when roused. Patience is little use to him, and only works for him in the initial stages of planning. When confronted by a smarter or stronger opponent, he looses this coolness, and gives in to his animalistic side. Not the brightest of dragons, he can be very direct, and takes the simpler paths compared to other types of chromatic dragons.

Morality & Philosophy

The world is there to allow him to be at the top of the food-chain, and all precious items are his and his kind alone. Any creature that gets in his way is to be frozen, ate, or squashed without a thought to the long term outcome.

Ancient nasty white dragon. Got a massive chip on his shoulder. Flying to Aachen.

Character Location
Current Location
On the wing to Aachen
"Such a nightmare that dragon. Doesn't take anything for him to destroy a whole village, eat all living creatures, and make off with anything worth gold. Bugger has a habit of hiding in snowstorms, or creating one around himself, before attacking. About the only thing he seems to have the smarts to do. Tracked him to the Scandes mountains at one stage, but he had disappeared. Last heard he is flying south to Old Saxony, don't know why but it ain't gonna be good."   As stated by Grimly the Dragonslayer, in a tavern in Oslo, after trying to track down Birgin.
Alignment
Chaotic Evil
Current Status
On the way to Aachen
Current Location
Age
500+ years old
Children
Current Residence
Scandes mountain range
Gender
Male
Eyes
Black
Skin Tone/Pigmentation
Covered in gray/blue tinged white scales
Height
30' tall, 75' long roughly
Weight
7+ tons
Known Languages
Common (Old Nord), Draconic.

Birgin the Winter Storm

Gargantuan White Dragon, Hoarder of Treasure, Chaotic Evil

Armor Class 20 (natural armour)
Hit Points 376 18d20+144
Speed: 40 ft Fly: 80 ft Burrow: 40 ft Swim: 40 ft

STR

26
( +8 )

DEX

10
( +0 )

CON

26
( +8 )

INT

10
( +0 )

WIS

13
( +1 )

CHA

14
( +2 )

Saving Throws Dex +6, Con +14, Wis +7, Cha +8
Skills Perception +13, Stealth +6
Damage Immunities Cold
Senses Blindsight 60 ft, Darkvision 120 ft, passive Perception 23
Languages Common (Old Nord), Draconic
Challenge Rating 20
Proficiency Bonus +7

Description

Birgin is in many ways, a typical white dragon. He revels in destruction, and death, like any chromatic dragon, except in one way. He has a grudge against Norwegian Vikings, one clan in particular. A clan that was led by Aldorf Forktongue slipped into Birgin's lair in the mountains east a good thirty years ago and made off with a large sack of gold. Birgin has been hunting down the gold, and the clan since. Recently active again Birgin, is aware of a distant relation of Aldorf operating in Old Saxony wielding pact magic, and close to the grave of an ancient red dragon Birgin once was allied with. If he can kill this Northman, and hopefully revive this ally they can look to recruit more dragons to start rebuilding the Dragon race again.   Like any white dragon, Birgin is stocky, with a shorter neck compared to most other dragon kind. White scales with a slight mix of gray & ice blue mixed in cover his body. Black eyes survey the region he is in, looking for more plunder, and can breathe icy blasts that freeze his victims to death.

Ideals

Revenge is best served cold.

Bonds

My treasure is everything.

Flaws

I sometimes underestimate mortal intelligence.

Suggested Environments

Norway, Sweden, Lapland, and Denmark though usually the mountains of Norway or his own lair.


Ice Walk. Birgin 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 him extra movement.   Legendary Resistance (3/Day). If Birgin fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Birkin can use his Frightful Presence. He then makes makes three attacks, one with his bite, and two with his 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 Birgin's choice that is within 120 feet of him and aware of him 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 it's 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 Birgin's Frightful Presence for the next 24 hours.   Cold Breath (Recharge 5-6). Birgin 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 much damage on a successful one.

Legendary Actions

Birgin 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. Birgin regains spend legendary actions at the start of his turn.

  • Detect. Birgin makes a Wisdom (Perception) check.
  • Tail Attack. Birgin makes a tail attack.
  • Wing Attack (Costs 2 Actions). Birgin beats his wings. Each creature within 15 feet of him must succeed on a DC 22 Dexterity saving throw or take 15 2d6+8 bludgeoning damage and is knocked prone. Birgin can then fly up to half his flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), Birgin takes a lair action 6o cause one of the following effects; he can't use the same effect two rounds on a row:

  • Freezing fog fills a 20-foot-radius sphere centred on a point Birgin can see within 120 feet of it. The fog spreads around corners, and it's area is heavily obscured. Each creature in the fog when it appears must take 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 it's 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 Birgin uses this lair action again or he dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Birgin can see within 120 feet of it. Birgin makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 3d6 piercing damage.
  • Birgin creates an opaque wall of ice on a surface he can see within 120 feet of him. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within it's area is pushed up to 5 feet out of the wall's space, appearing on whichever side 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 Birgin uses this lair action again or he dies.

White dragons lair in icy caverns and deep subterranean chambers far from the sun. They favour high mountain vales accessible only by flying , caverns in cliff faces, and labyrinthian ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to their ceilings to latch on like bats, or slithering down icy crevasses. A legendary white dragon's innate magic deepens the cold in the area around it's lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening in it's lair changes tone. A white dragon rests on high ice shelves and cliffs in it's lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with it's freezing breath.   In the case of Birgin, his lair is in a snow-capped mountain leading up to an outcrop that allows him to survey all around.

Regional Effects

The region containing Birgin's lair is warped by his magic, which creates one or more of the following effects:

  • Chilly fog lightly obscured the land within 6 miles of the lair.
  • Freezing precipitation falls within 6 miles of his lair, sometimes creating blizzard conditions when he is resting.
  • Icy walls block of areas in his 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 Birgin wishes to move through a wall he can do so without slowing down. The portion of the wall Birgin moves through is destroyed, however.
If Birgin dies, the fog and precipitation fade within 1 day. The ice walls melt over 1d10 days.

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