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.
Canine Senses. The dragon has advantage on any rolls involving sight, smell, and hearing.
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 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.
Tusks. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 20 (2d8 + 10) piercing 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.
Frostfire Breath (Recharge 5–6). The dragon exhales a blast of frostfire in a 110 ft. cone for 1d8 turns. All creatures within the cone take 4d10 fire damage and 3d12 cold damage. any surface or creature touched by the frostfire for at least 3 turns will burn with frostfire for 8d12 turns or until put out.
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 Blizzard (Costs 2 Actions). The dragon beats its wings and sends up a flurry of snow and ice. Each creature within 60 feet of the dragon must succeed on a DC 22 constitution saving throw or take 15 (2d6 + 8) cold damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Through the roaring winds, travellers can sometimes hear the bone-chilling howl of an Arctic Wolf Dragon. Very few encounter one of these enormous beasts and live to tell the tale. Arctic Wolf Dragons are very territorial, and won't hesitate to kill one another if they feel intruded upon. However they have been known to work together to hunt their prey, usually other dragons or beasts. Occasionally, Frost giants will tame these dragons as mounts, though these cases are extremely rare due to the dangers it poses.
"Haven't heard that ol' wolf howlin' in a couple weeks. Could mean he's dead, and we'll have some good roasted dragon for a while, but we're gonna have to step up our village's defenses."
-Khutmod Magmamaster of Drycrest
Lair and Lair Actions
Arctic Wolf Dragons live in massive dens in the side of mountains and glaciers. Their lairs are identified by the following effects:
Blizzard. A minor blizzard swirls about 15 feet around the entrance to their den. Creatures move 5 feet slower while in this area.
Familiar Territory. All creatures within 0.5 km of the dragon's den have a disadvantage on detection and perception rolls.
Avalanche. Any cliffs or overhangs in the area are prone to avalanches. The dragon can make a strength roll to trigger an avalanche when not in combat.
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