Large Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +3, CON +7, WIS +3, CHA +4
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Ice Walk. The dragon 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.

Actions

Multiattack. The dragon 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. Must make a DC 17 frost check. Failure: 1 exhaustion level.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. Creatures who fail their save also are immobilized in a sheet of ice for one round. 

Reactions

Fight and Flight. When driven to half health, uses its reaction to automatically regain his breath weapon and release it before attempting to flee unless one or fewer party members remain conscious.

Legendary Actions

Tail swipe. A creature within 10ft must make a DC 13 DEX save or be knocked prone. 

Hide and Seek. Make a free burrow movement of 30'. All creatures in its path must make a DC 13 Dex  save or fall prone.

Mythic Actions

Round 1 - "It's getting awfully cold in here"

  • Icy frost emanates from the dragon's skin and nostrils filling the air with a deep chill and dropping the temp. Make a DC 20 frost check. Failure: 1 exhaustion level 

Round 2 - Feral Rage

  • Flies high into the air and descends at full speed like a falling ice meteor. Takes 1d6 fall damage for every 10 feet. All creatures within 20ft of its impact take the same bludgeoning damage and must make a DC 15 DEX save or be knocked prone.  

Round 3 - Going nuclear.

  • Driven by feral rage,  releases a pulse of cold energy dealing 5d8 cold damage to all creatures within 5ft. Each creature must make a DC 15 CON save or take full damage, or half as much damage on a successful save. 

Lair and 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 the dragon 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 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.

  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

  • The dragon 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 the dragon uses this lair action again or when the dragon dies.

 

Habitat: Arctic

ReformedPastor

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