The Ninth World, Homebrew, Pokemon
White Kyurem CR: 13 (10000 XP)
Huge dragon (kyurem, paragon), chaotic evil
Armor Class: 17 (natural armor)
Hit Points: 200 ( 16d12+96 )
Speed:
40 ft
, fly: 80 ft
, burrow: 30 ft
, swim: 40 ft
Saving Throws: Dex +5, Con +11, Wis +6, Cha +6
Skills: Perception +11, Stealth +5
Damage Immunities: cold
Senses: Blindsight 60 ft., darkvision 60 ft.
Languages: Common, Draconic
Challenge Rating: 13 (10000 XP)
Escalator. The escalator ability allows the dragon to add the escalation die to its attack rolls. The dragon uses the escalation dice during combat, adding the die to its to-hit rolls and overall damage that round (not individual attacks). Once the die hits d20+, the dragon starts rolling to-hit with advantage. Initially, the escalation die starts at d2, and then it progresses to d4, d5, d6, d7, d8, d10, d12, d14, d16, d20, d24 and finally d30. The dragon gains an escalation dice whenever:
- The dragon scores a critical hit,
- The first time the dragon reduces a player to half his or her starting hit points (bloodied).
- Each time it knocks an opponent out.
Characters will also have a separate escalation die pool - a d6 - which starts at 0 and can add to it under the following circumstances:
- The first time a character scores a critical hit – “filled with hope the party feels they can overcome this foe”.
- The first time a character is bloodied – “things are looking dicey, pull out all the stops”.
- The first time a character is knocked out or killed – “we need to finish this NOW”.
Players collect the d6 and use each once as they see fit as boons.
Frostbite. The dragon’s mere presence causes numbing cold. All creatures within 5 feet of the dragon take 4 cold damage automatically at the start of their turn.
Paragon Fortitude. The dragon has multiple pools of hit points, each of which is tracked separately. All damage and healing must be completely applied to only one pool. All ongoing conditions and effects affecting the dragon end when a pool is reduced to zero. Once a pool is reduced to zero, that pool cannot receive any healing until after a long rest. The dragon is killed if all hit point pools are reduced to zero.
Paragon Fury. The dragon gains an additional legendary action for each of its hit point pools that have been reduced to zero. The dragon also has advantage on initative rolls once the first pool (white) has been exhausted.
Paragon Transformation. The dragon has multiple forms, each corresponding to one of the creature’s hit point pools. The dragon begins the battle in its
White Kyurem. When that form’s hit point pool has been reduced to zero, it assumes its
Blue Kyurem and then its
Black Kyurem in turn. Only then will
Macau, Paragon Intellect Devourer be revealed.
Ice Walk. The dragon 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 it extra movement.
Legendary Resistance (3/day). If the dragon fails a Saving Throw, it can choose to succeed instead.
Raw Power. Until White is bloodied, he does an additional 1d8 cold damage with his claw attacks (included).
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:
2d10+6 piercing damage plus 1d8 cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
2d6+6 slashing damage plus 1d8 cold damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., AOE. Hit:
2d8+6 bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a WIS saving throw or become Frightened for 1 minute. A creature can repeat the Saving Throw at the end of each turn, ending its 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 dragon's Frightful Presence for the next 24 hours.
Ice Beam (Timer 1d4). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a COIN saving throw, taking
12d8 cold damage on a failed save, or half as much on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, which replenish at the start of its turn. The actions can only be taken at the end of another creature's turn, only one at a time. The dragon gets a bonus legendary action for each hit point pool exhausted. So white has 3 actions, blue has 4, and black has 5.
- Detect. The dragon makes a Wisdom (Perception) check.
- Dragon Punch. The dragon makes a Tail attack.
- Wing Attack (Costs 2 Actions) The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC DEX saving throw or take 2d6+6 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Regional Effects
Depending on the dragon's form the environment within ½ a mile will change:
- White. It begins to snow, and the temperature drops to 0 Fahrenheit. Ice forms wherever White moves. When first exposed to this cold, a creature must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion.
- Blue. A storm rolls in and it begins to rain, soon becoming torrential. Everything within an area is lightly obscured, and creatures (excluding the dragon) in the area have disadvantage on Wisdom (Perception) checks that rely on sight. The heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on sight or hearing.
- Black. The sun comes out, and the skies clear. It becomes very hot quickly, reaching temperatures in the low 100s Fahrenheit. Each round of heavy exertion (such as combat) must succeed on a Constitution saving throw at the end of each round or gain one level of exhaustion. The DC is 5 for the first round and increases by 1 for each additional round. Creatures wearing medium or heavy armor or who are clad in heavy clothing have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates. If a character spends a round drinking water, this cancels the effect of the heat (including the exhaustion effect).
Note, these effects occur even indoors if the dragon so wills it and can change as the dragon shifts forms.
The creature is a grey, blue, bipedal creature of indefinable but seemingly draconic basis. The Host has a blue head and snout, yellow eyes without pupils, a pair of pointed light bluish horns on its head, and a yellow crest on its skull. Three pointed teeth jut out the bottom of either side of its jaws, which are frozen shut by the ice covering its head.
Suggested Environments
Any, likely wastelands or anywhere an intellect devourer would haunt