Khannierv the White Wrath

Gargantuan dragon, chaotic evil

Armor Class 20 (natural armor)

20 (natural armor) Hit Points 333 (18d20 + 144)

333 (18d20 + 144) Speed 40 ft., burrow 40 ft., fly 80ft ., swim 40 ft.

STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)

Saving Throws For +16, Dex +7, Con + 15, Wis +8

For +16, Dex +7, Con + 15, Wis +8 Skills Intimidation +9, Perception +15, Stealth +7

Intimidation +9, Perception +15, Stealth +7 Damage Immunities cold

cold Condition Immunities frightened

frightened Senses blindsight 60ft., darkvision 120 ft., passive Perception 25

blindsight 60ft., darkvision 120 ft., passive Perception 25 Languages Common, Draconic

Common, Draconic Challenge 21 (27,500 XP)

Bloodthirst. Khannierv has advantage on attack rolls against creatures that are currently below their maximum hit points.

Ice Walk. Khannierv 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 moment.

Frenzy. When it loses more than half it's hit points, Khannierv enters a frenzy. He receives resistance to bludgeoning, piercing and slashing, and can make one more claw attack with his Multiattack action. Additionaly, he immediatly uses his Frightful Presence. Creatures that had successfully saved against the effect before have to make the save again.

Legendary Resistance (3/Day). If Khannierv fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Khannierv can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 9) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 17 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of Khannierv's choice that is within 120 feet of Khannierv and aware of it 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 each of its turns , ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to Khannierv's Frightful Presence for the next 24 hours .

Cold Breath (Recharge 5-6). Khannierv 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 as much damage on a successful one.

Legendary Actions

Khannierv 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 . Khannierv regains spent legendary actions at the start of its turn.

Detect. Khannierv makes a Wisdom (Perception) check.

Tail Attack. Khannierv makes a tail attack.

Wing Attack (Costs 2 Actions). Khannierv beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Khannierv can then fly up to half its flying speed.