22 (natural armor)
462 (25d20 + 200)
walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
dex +9, int +10, wis +9
perception +9
Cold, Necrotic, Poison
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
blindsight 60 ft., darkvision 120 ft.
Draconic
24
Gegazol 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 her extra movement.
If Gegazol fails a saving throw, she can choose to succeed instead.
Gegazol has advantage on saving throws against spells and other magical effects.
If destroyed while her soul vessel remains intact, Gegazol's unconscious body rejuvenates within 5 feet of the soul vessel, where she regains 78 (12d12) hit points each day. When she has regained half her hit points, she regains consciousness.
Any creature not immune to the poisoned condition that starts its turn within 30 feet of Gegazol must succeed on a DC 23 Constitution saving throw or become poisoned until the start of that creature's next turn. On a successful saving throw, the creature is immune to Gegazol's stench for 1 hour. Poisoned: • A poisoned creature has disadvantage on Attack rolls and Ability Checks.
Gegazol and undead within 120 feet of her have advantage on saving throws against effects that turn undead.
Gegazol can use her frightful presence. She then makes three attacks: one with her bite and two with her claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d12 + 8) piercing damage, 9 (2d8) cold damage and 9 (2d8) necrotic damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or fall prone.
Each creature of Gegazol's choice within 120 feet of and aware of her 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 Gegazol's Frightful Presence for the next 24 hours. Frightened: • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can't willingly move closer to the source of its fear.
Gegazol exhales frozen material and rot in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 45 (10d8) cold damage and 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Those who fail the save also gain two levels of exhaustion until the end of Gegazol's next turn, and those who fail by 5 or more are also blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Gegazol can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Gegazol regains spent legendary actions at the start of its turn.
Gegazol gains truesight out to 120 feet until the end of her next turn and can make a Wisdom (Perception) check.
Gegazol makes a tail attack.
Gegazol beats her wings. Each creature within 30 feet of her must succeed on a DC 23 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and 9 (2d8) cold damage, and then fall prone. Gegazol can then fly up to half her flying speed.