Xixecal (5e Creature)
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Gargantuan elemental (titan), chaotic evil
Saving Throws Dexterity +10, Intelligence +10, Wisdom +8
Alert. The xixecal gains a +5 bonus to initiative rolls. The xixecal can't be surprised while conscious, and other creatures don't gain advantage on attack rolls against it as a result of being unseen by it.
Immutable Form. The xixecal is immune to any spell or effect that would alter its form.
Innate Spellcasting. The xixecal's innate spellcasting ability is Charisma (save DC 23, +15 to hit with spell attacks). The xixecal can cast the following spells, requiring no material components:
At will: dispel magic (as a 5th-level spell), dominate monster, elemental bane (cold; as a 9th-level spell), greater invisibility, hold monster, nondetection (self only), wall of ice
Legendary Resistance (3/Day). If the xixecal fails a saving throw, it can choose to succeed instead.
Living Storm. The xixecal is always at the center of a blizzard 5 miles in diameter. Heavy precipitation in the form of snow or hail falls there, causing the area to be lightly obscured. Strong winds swirl in the area covered by the storm. These winds extinguish open flames, disperse fog, and impose disadvantage on both Wisdom (Perception) checks that rely on hearing and on ranged attack rolls.
Magic Resistance. The xixecal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The xixecal's weapon attacks are magical.
Regeneration. The xixecal regains 30 hit points at the start of its turn if it has at least 1 hit point remaining. If the xixecal takes fire damage, this trait doesn't function at the start of its next turn.
Siege Monster. The xixecal deals double damage to objects and structures.
Multiattack. The xixecal makes two claw attacks.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 18 (4d8) cold damage, and the target must succeed on a DC 23 Constitution saving throw or be slowed for 1 minute, as if affected by the slow spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Cold Breath (Recharge 4-5). The xixecal exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 90 (20d8) cold damage and is slowed for 1 minute, as if affected by the slow spell. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature that succeeds on the initial saving throw takes half as much damage, and is not slowed.
Summon Dragon (Recharge 6). The xixecal summons one ancient white dragon which materializes within 60 feet of it in an unoccupied space it can see. Dragons summoned by this effect cannot use any legendary actions. The dragon obeys its summoner's commands and can't be controlled by any other creature. The dragon vanishes when it drops to 0 hit points or when its summoner dies.
The xixecal 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. The xixecal regains spent legendary actions at the start of its turn.
Attack. The xixecal makes one attack.
A storm of the ages moves in, cold beyond all imagining. At its nucleus something moves—a walking glacier 100 feet or more high. Its hoary, icelike body is vaguely humanoid, but always shrouded in an ice storm that screams and howls around it. Pale dragons of purest white wing through the storm, alighting on the shoulders of the colossus with impunity.
More than one world’s arctic region provides a home for an unwanted child of chill deific lust. Frozen away for all time, xixecals could be released when some unrelated cataclysm causes the world to shudder and shake, cracking the xixecal free from its rigid prison of black ice. Thus, xixecals do not precipitate a time of change, but may accompany them.