Legendary Resistance (2/Day). If Cryovain fails a saving throw, it can choose to succeed instead.
Innate Spellcaster. Cryovain has harnessed his natural magical ability and can cast each of the following spells at 3rd level once per day without the use of material components: glyph of warding, intellect fortress, major image and silence
Multiattack. Cryovain can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 5) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Cryovain's Teeth. Cryovain calls upon one Kobold Dragonshield warrior to appear by opening up a 2 ft sinkhole (range 80 ft).
Cryovain's Detachable Claws. When Cryovain enters combat with one or more Winged Kobolds, he can use a bonus action to throw one near him up to 120 ft in the air. The Winged Kobold can then use its crossbow attack.
Cryovain can take 2 legendary actions once his HP is reduced to 50%, 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to 1/4 its flying speed.
Lair and Lair Actions
Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands. Cryovain has adapted these skills for a Mountain environment.
Lair Actions
On initiative count 20 (losing initiative ties) and only after losing 50% of his HP, Cryovain takes a lair action to cause the following effect; the dragon can’t use the same effect two rounds in a row:
- Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thunderstorms rage within 3 miles of the lair. In the lowlands there can be heavy rainfall, but at about 3,000 feet it turns to snow. Blizzards are common.
If the dragon dies, the thunderstorms abate within 1d8 days.
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