Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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 moment.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 21 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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 10 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.
Description
There are many theological debates as to why Tiamat refuses to allow her offspring to breed outside of their chromatic lineage. Some believe she fears that such creatures would overpower the others and completely destroy the dragons’ sense of authority. Others feel that she does so, because such a mixture would produce an inferior offspring. Regardless of the true reason, it is severely forbidden, and such a birth would damn the pairing dragon’s souls into oblivion.
But sometimes, it does happen. When the pairing of a blue and white dragon occurs, the result is the halfbreed known as the iceshock dragon. It inherits most of it’s appearance and power from it’s white dragon parent, but some of the blue dragon’s genetics do present themself. The most iconic are the blue stripes similar to those found on dinosaurs trails along the iceshock dragon’s tail and up to it’s face.
Mutations. There are couple of differences in the iceshock dragon than from it’s parents. The most noticeable is the fact that it is a little larger than its parents. It’s muscle mass is thicker, and it is just a little hardier too. It is also more agile. It’s joints are thinner, which allow the iceshot dragon to move more nimbly.
It’s mental capacities are more like it’s blue dragon ancestors. It has a sharp wit, and it’s intelligence is far above a simple-minded monster. Thee iceshock dragon has a superior understanding of it’s natural charm. In an unforseen twist, adult iceshock dragons develop the ability to change their form into a humanoid shape. Such a thing is usually only displayed in metallic dragons, which hints at the potential powers made possible in cross-breeding.
Vicious and Patient. Iceshock dragons must keep a low profile, but their draconic ancestry would never allow them to live as paupers. So, they tend to be secretive and conniving. They like to lead their prey to them; using lies, deceptions, and bait. They target humanoids of great magical wealth, or lone beasts much like themselves.
They only attack when they are convinced they have the ultimate upper-hand. When this happens, they unleash all of their power upon their hapless victims. Since the iceshock dragon cannot risk tales of their existence spreading around, they will fight to their deaths to destroy their targets. It is not an issue of honor, but of ultimate survival. They know what would happen should Tiamat learn of their existence.
Invisible Overlords. While they know they cannot rule out in the open, iceshock dragons are satisfied with ruling from the shadows. They observe the simple-minded beasts around their havens, and they secretly reward the strongest with promises of great power. This is in fact true, because the iceshock dragon will reward their champions with gold and weapons. They allow their subjects a little freedom, but if such minions ever show an ounce of rebellion, the iceshock dragon kills absolutely everyone and starts all over again.
Once they cull a wholly devoted army, they then direct their forces to expand the iceshock dragon’s territories. Either through hostile takeovers or mass genocide, the iceshock dragon’s influences grow and grow. No one knows who the true ruler of this new empire is, but they know that the individual is a cruel and unforgiving master.
The reason for the iceshock dragon’s quest for power could be in the fact that they fear death. If they die, they must appear before Tiamat for judgement. Perhaps if they have their own devoted army, they can manage to escape the wrath of their god.
Lair and Lair Actions
A Iceshock Dragon’s Lair
The iceshock dragon is an unusual genetic mutation, and it's habits are a mixture of it's parents and some new ones. Like it's white dragon ancestors, it prefers to make it's lair within cold, mountainous areas. Like their blue dragon ancestors, they prefer to live in a barren location where it is rarely bothered by humanoids. Unlike either, however, the iceshock dragon has a fascination with derelict cities. It's lair is typically made within the protected walls of a fallen city. The reason for the city being abandoned is usually due to the iceshock dragon's murderous tendencies, but it can just as easily be for other reasons as well.
Much like it's white dragon ancestors, magic deepens the cold in the area around its lair. Buildings are fast frozen by the iceshock dragon’s presence. An iceshock dragon can often detect intruders by the way the keening wind in its lair changes tone.
Unusually, the iceshock dragon prefers to kill it's prey with a personal touch. It will use it's lair to full capacity, but it will not completely abandon the battlefield. While the blue dragon prefers to collapse it's haven on invaiders, and the white dragon prefers to attack from a distance, the iceshock dragon will ultimately die on the battlefield rather than flee.
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 15 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.
- 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, or half as much damage on a successful one.
- 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 Iceshock 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.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. Any sinkholes remain where they are.
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