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Lair Actions • The ice within 3 miles begins to imitate
life, growing in shapes that resemble
life. This includes plant life, wild
On initiative count 20 (losing initiative ties), the animals, and even civilization; all of
Dire Articuno takes a lair action to cause one these are inanimate, icy statue
of the following effects; it can’t use the same replications.
two effects in a row:
• Ice shards jut out from the walls, floor, If the Dire Articuno is truly killed, the effects
and ceiling in a 60-foot-radius begin to recede naturally.
centered on the Dire Articuno. Each
creature in that range must make a Ice Thralls
Dexterity saving throw (DC 12), taking
10 (3d6) piercing damage on a failed
save or half as much on a successful Ice Thrall are creatures who have been frozen
one. within the walls of the Dire Articuno’s lair.
• The Dire Articuno whips up an intense They are typically humanoid and have bits of
blizzard in a 120-foot area centered on the original body frozen in a shell of ice. They
it. Creatures without True Sight cannot act as mindless guards, attacking anything of
see beyond 10 feet, all movement is warmth if they get too near. While in the Dire
taken as if on difficult terrain, and all Articuno’s lair or within 500 feet of the
non-magical sounds are silenced until creature, they are mentally linked to the bird
initiative count 20 on the following and follow its commands to the best of their
round. This does not inhibit the Dire abilities. They are not very fast or very strong
Articuno. and rely on their defensive ice and sheer
• If standing on its nest, the Dire numbers to overwhelm foes.
Articuno can briefly preen itself,
recovering 14 (4d6) hit points.
Regional Effects
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1 - Base
3 - Food Chamber