Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Snowy Camouflage. When the dragon is in blizzard conditions, it gets advantage on Dexterity(Stealth) checks. Its walking movement speed is also increased by 10 feet
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 180 feet of the dragon and aware of it must succeed on a DC 17 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.
Icy Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 20 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 25 (5d10) lightning damage and cold damage on a failed save, or half as much damage on a successful one.
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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A pale and icy blue, this cross dragon is the spawn of a blue and a white dragon, and takes characteristics from both. Its most prominent feature is the silver horn that protrudes from its snout, and its small black eyes.
Lair and Lair Actions
These cross dragons make their lairs in cold coastal and barren places, using their freezing lightning breath and their burrowing ability to carve out icy crystallized caverns and tunnels beneath the snow.
Thundersnows rage around a legendary ice/lightning cross dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly pits that are the dragon’s first line of defense.
An ice/lightning cross dragon will almost never give up its lair, unless it is about to die. In this case the dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of snow and hail swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
Regional Effects
The region containing a legendary cyan dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Thundersnows rage within 5 miles of the lair, and speed to 1d6 more miles if there is an active thunderstorm or snowstorm outside of its lair.
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 16 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.
- At any point that there is an overhang, 5 (1d10) icicles will hang. A creature underneath the icicle must succeed on a DC 14 Wisdom (Perception) check or the icicles will fall on top of it, at which point the creature will make a DC 19 Dexterity saving throw or take {"diceNotation":"1d10","rollType":"roll","rollAction":"sinkhole"}[/rollable]× 5 feet the icicle fell.
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