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.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sharp Ice. Any attack Atlantis makes hits as a critical hit on a roll of 19 or 20.
Frozen pulse. At the start of Atlantis's turns, a chilling wind blows out from him. Any creature within 10 of Atlantis must make a DC 21 Strength save or become frozen solid.
Multiattack. Atlantis makes three attacks: one with its bite, one with claws, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Icicle Crash. Atlantis roars out, causing Icicles to crash down from above. The icicles take up 5, 10ft diameter spaces and fall anywhere Atlantis wants. Creatures hit by this must make a DC 21 dexterity save or take 25(5d10) bludgeoning and 25(5d10) cold damage on a fail. Targets that fail are also knocked prone. Successful saves take only half damage.
Freezing Breath (Recharge 6). The dragon exhales an icy blast in a 60ft cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage and gain 1 point of exhaustion on a failed save, or half as much damage on a successful one. The area in that line then becomes frozen and rough terrain for 1 hour.
Shield of Ice. When hit by a melee attack, Atlantis may cause frozen ice crystals to appear, rendering the attack useless and causing 10(2d10) cold damage back to the attacker.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Icicle Cage (Costs 3 actions). Atlantis causes a frozen sphere to appear from the ground, surrounding one creature they can see. This causes no damage but causes the creature to become trapped within ice with no air, and no light.
Description
An Ice covered White dragon lies deep within a frozen segment of the sea. A chilling mist always surrounds Atlantis, creating a chilling visage of piercing blue eyes peering out from the mist.
Lair and Lair Actions
Atlantis's Lair
A cavern carved out of an intensely cold, frozen part of the sea is where this dragon calls home. No amount of mortal heat can melt this frozen wasteland. Sharp icicles and smooth slides lay out traps for this lair. Sparkling within the icy walls are all sorts of gems and gold the dragon has collected over the years.
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.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes 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 the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade and the cavern collapses within 1 hour. Any other effects fade within a day.
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