Birgin the Winter Storm
Birgin the Winter Storm
Mental characteristics
Failures & Embarrassments
Intellectual Characteristics
Morality & Philosophy
Ancient nasty white dragon. Got a massive chip on his shoulder. Flying to Aachen.
Ancient nasty white dragon. Got a massive chip on his shoulder. Flying to Aachen.
Gargantuan White Dragon, Hoarder of Treasure, Chaotic Evil
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.
Revenge is best served cold.
My treasure is everything.
I sometimes underestimate mortal intelligence.
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.
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.
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.
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:
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.
The region containing Birgin's lair is warped by his magic, which creates one or more of the following effects:
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