Homebrew
Amphibious. Danyphoros can breathe air and water. Bloody Weapons. While Danyphoros is bloodied, the ice weapons he is carrying and any ice weapons he will create becomes infused with his own shed blood. Ice weapons infused in his blood gain a +3 bonus to attack and damage rolls and can only have their magic dispelled or suppressed by a spell of 9th level. Lair Rejuvenation. If Danyphoros dies while his lair is intact and he has not died of old age, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within the heart of his lair. Legendary Resistance (3/Day). If Danyphoros fails a saving throw, he can choose to succeed instead. Magic Resistance. Danyphoros has advantage on saving throws against spells and other magical effects. Spellcasting. Danyphoros is an 18th-level spellcaster. Danyphoros's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared: 1st level (4 slots): Create or Destroy Water, Ice Knife 2nd level (3 slots): Cold Snap 3rd level (3 slots): Sleet Storm 4th level (3 slots): Control Water 5th level (3 slots): Hold Monster (creates watery confines, the save is Strength instead of Wisdom) 6th level (1 slots): Wall of Ice 7th level (1 slots): Whirlwind (creates a water waterspout) 8th level (1 slots): Control Weather 9th level (1 slots): Blade of Disaster (an icy blade dealing magical slashing damage instead of force)
Multiattack. Danyphoros can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws or three ice weapon attacks if he has any created. Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage. Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Ice Weapon. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: the melee weapon's damage roll + 8. Frightful Presence. Each creature of Danyphoros's choice that is within 120 feet of him and aware of him must succeed on a DC 26 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 Danyphoros's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). Danyphoros uses one of the following breath weapons. Jet Breath. Danyphoros exhales a cutting jet of water in a 120-foot line. Each creature in the line must make a DC 25 Dexterity saving throw, taking 125 (50d4) magical peircing damage on a failed save, or half as much damage on a successful one. Slow Breath. Danyphoros exhales a deep calming breath in a 60-foot cone. Each creature in that area must succeed on a DC 25 Charisma saving throw or suffer effects similar to the Slow spell 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. Change Shape. Danyphoros magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Danyphoros's choice). In a new form, Danyphoros retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as his action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Create Ice Weapon. Danyphoros summons and shapes a huge sized mass of ice to a weapon of his choice. The ice assumes the form and gains the properties of any simple melee weapon except the weapon’s damage dice on damage rolls are increased by 5 extra die and its weight is multiplied by 100. The ice weapon is also considered magical. If the ice weapon’s magic is dispelled or suppressed in any way the weapon is destroyed, reverting back to water.
Danyphoros 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. Danyphoros regains spent legendary actions at the start of his turn. Detect. Danyphoros makes a Wisdom (Perception) check. Tail Attack. Danyphoros makes a tail attack. Spell Cast (Actions Cost Equal to Spell Level). Danyphoros casts a spell of level 3 or lower.
On initiative count 20 (losing initiative ties), Danyphoros takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Danyphoros's Lair Danyphoros likes to create his lair in mountainous regions within a dozen miles of any focal point of a world's trading routes. He often leaves his lair to go teach others his findings and after centuaries of serving as mentor to the inhabitants and travelers of that world, he will move to a different world to start again, creating a new lair as well.
The surrounding region of Danyphoros's lair is affected in one or more of the following ways:
Danyphoros often abstains violence believing it is the route one resorts to in failing to find another way. When faced with any opponents attempting to stand a threat to him or to someone else, Danyphoros will often try to communicate with and understand the motivations of the opponent in hopes of coming to amicable terms with them. If his opponents are more agressive he will however use spells and actions such as his slow breath to disarm or subdue the opponent without harm. In the incredibly rare circumstance Danyphoros finds it clear the opponent is an enemy who cannot be subdued harmlessly however, he will often use a three phase battle tactic:
Danyphoros takes an affinity to lush and humid mountainous terrain.