Crown of Frost (Mythic Trait; Recharges after a Short or Long Rest). If Cryovain is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, he regains 133 hit points. In addition, the air around him refrigerates as a crust of permafrost forms on his scales, granting him 50 temporary hit points. While Cryovain has these temporary hit points, he deals an additional 4 (1d8) cold damage with each of his melee attacks and any creature that fails a saving throw against his Cold Breath is afflicted with the iceblight (see Lair Actions) disease for 1 minute.
Ice Winder. Cryovain 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 (2/day). When Cryovain fails a saving throw, it can choose to succeed instead.
Multiattack. Cryovain makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Breath Weapons (Recharge 5-6). Cryovain uses one of the following breath weapons.
Cold Breath. Cryovain exhales an icy blast in a 45-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Hail Storm. Cryovain expels a gale of freezing wind in a 60 -foot long, 5-foot radius cylinder. Each creature in the area must make a DC 16 Strength saving throw, taking 18 (4d8) piercing damage, 18 (4d8) cold damage, and being knocked prone on a failed save or half as much damage and not being knocked prone on a success.
Cryovain can take 2 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. Cryovain regains spent legendary actions at the start of his turn.
Detect. Cryovain makes a Wisdom(Perception) check.
Tail Attack. Cryovain makes one attack with his tail.
Frozen Maw (Costs 2 Actions). Cryovain makes one bite attack. If the target is a Medium or smaller creature, it is grappled (escape DC 16). A grappled creature takes an additional 4 (1d8) cold damage at the start of each of its turns. While Cryovain is grappling a creature in this way, he cannot use his bite attack or his Cold Breath.
If Cryovain's mythic trait is active, he can use the option below as a legendary action, as long as he has temporary hit points from his Crown of Frost.
Tempered Frost. Cryovain thickens the ice that envelops him. He has resistance to all damage of the next attack to hit him, except fire damage. Once he has been hit by an attack or is targeted by a harmful effect and takes damage, this effect ends.
Lair and Lair Actions
Cryovain’s Lair
Cryovain has taken residence in the abandoned Icespire Keep with his entourage of kobolds.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Cryovain can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 16 Constitution saving throw, becoming afflicted with the disease iceblight for 1 minute on a failed save. Creatures that are immune to cold damage are immune to this effect. While afflicted with iceblight, the creature cannot use reactions, has its speed halved, and cannot make more than one attack when it takes the Attack action, even i it has a feature that would grant it more. A creature that ends its turn in the fog takes 10 (3d6) cold damage. At the end of each of its turns if the creature has not taken any cold damage since the start of its last turn, a creature can make another Constitution saving throw, ending the effect on itself on a success. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Cryovain uses this lair action again or until Cryovain dies.
- Cryovain melts the ice encasing 1d4 orc corpses, which each animate as a zombie under his control.
- Cryovain creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Cryovain uses this lair action again or when Cryovain dies.
Regional Effects
The region containing Cryovain’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- A frozen haze lightly obscures the region within 6 miles of Cryovain's lair.
- Freezing precipitation falls within 6 miles of Cryovain’s lair, forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If Cryovain wishes to move through a wall, it can do so without slowing down, and can confer this ability to any number of creatures he chooses. Whenever a creature moves through a portion of the wall in this way it is destroyed, however.
If the Cryovain dies, these effects fade over the course of 1d10 days.
Previous Versions
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