Large Dragon, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 153 (18d10 + 56)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
7 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +5, CON +8, WIS +5, CHA +5
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 4-5). 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 24 (6d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon 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 dragon regains spent legendary actions at the start of its turn.

Tail Attack. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Frightful Presence (Recharge 4-5). Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 13 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 the dragon's Frightful Presence for the next 24 hours. For each creature that succeeds their Wisdom saving throw an Ice Mephit, with 1 hit point, appears in a random space within 120ft of the Dragon.

Lair and Lair Actions

Lair: Icespire Hold

Slippery Ice. Slippery ice covers the rooftop. The ice is difficult terrain (see the rulebook). When a creature other than Cryovein moves on the ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

Falling Debris. Loose stonework and wooden support beams periodically collapse and fall. Any creature underneath must make a DC 10 Dexterity saving throw or take 12 (3d8) bludgeoning damage and be knocked prone.

Cold Hands. Any creature attempting to make a Dexterity (sleight of hand) check has disadvantage.

Ice Mephits. Mephits periodically flood the battlements appearing from within the icy wind circling Icespire Hold. On each new round of combat 1d4 Mephits appear on the periphery of the battle. Mephits are hostile to humanoids and avoid Cryovein.

Each Ice Mephit has 1 HP, AC 11 and the following abilities:

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 2) cold damage.

Death Burst. When the Mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 3 (1d6) slashing damage on a failed save, or half as much damage on a successful one.

Lair Actions

On each initiative count of 20 The Dragon takes a Lair Action from the table below:

1d6

Lair Action

1

Falling Icicles. Jagged Ice Shards fall from the ceiling, striking up to three creatures underneath. The dragon makes one ranged attack roll (+8 to hit) against each target. On a hit, the target takes 9 (3d6) piercing damage.

2

Ice Blockade. The Dragon creates an opaque wall of ice on a solid surface it can see within 120 feet. The wall can be up to 30ft long, 30ft high, and 1ft thick. When the wall appears, any creature within its area is pushed 5ft in either direction. Each 10-foot-section of the wall has AC 5, 20 hit points, and vulnerability to fire damage.

3

Frozen Terrain. The floor and walls within a 50ft radius of the dragon are covered in a thin sheet of ice, becoming difficult terrain. Any creature on the ice must make move at half speed or make a DC 10 Dexterity (Acrobatics) check or fall prone and taking 4 (2d4) bludgeoning damage on a failed save, or, on a success – retain their footing but skid 10ft in a random direction.

4

Howling Winds. The dragon summons a freezing icy wind which moves all creatures within a 60ft radius 10ft in a specific direction. Any creature either flying, or by an edge, need succeed a DC 10 Strength Saving throw or be knocked backwards/fall and take corresponding fall (bludgeoning) damage. Additionally, any ranged attacks made between this and the next lair action have disadvantage.

5

Reckless Frenzy. The dragon succumbs to its instinctual aggression lashing out recklessly with its claws striking all creatures within a 20ft radius. The dragon makes one melee attack roll (+7 to hit) against each target. On a hit, the target takes 11 (2d6+4) slashing damage.

6

Freezing Fog. Freezing Fog fills a 20-foot-radius centred on a point the dragon can see within 120 feet of it. Each creature within the fog when it appears must make a DC 10 Constitution saving throw, taking 9 (3d6) cold damage on a failed save, or half as much on a success. A creature which ends its turn within the fog takes a further 9 (3d6) cold damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
1/9/2021 5:49:09 PM
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Coming Soon

Habitat: Arctic

DonQuiorgus

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