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.
Lesser Animated Breaths. Whenever Cold Breath would kill living creature, they may be transformed into Lesser Animated Breaths (Cold)
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: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 3 (1d6) cold damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: Cryovain swings its tail in a 15ft cone forcing creatures in its path to make a DC 15 Dexterity saving throw, knocking creaturesprone and dealing 12 (2d6 + 6) bludgeoning damage. Creatures take half damage on a successful save.
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 14 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.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 45-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 20 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Command Animated Breaths. Cryovain commands up to two of its Lesser Animated Breaths to dissipate into a flurry of snow that charges at up to two target creatures, solidifying upon impact. Up to two target creatures must succeed on a DC 15 Dexterity saving throw or take 7 (1d8 + 3) bludgeoning damage and be knocked prone
Icy Heart. Whenever Cryovain is hit by an attack, increase Cold Breath's recharge range by 1. This bonus can accrue up to a recharge of 2-6, and will be reset to 5-6 after next use.
The dragon can take 2 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.
(Don't) Hold your breath. (Recharge: 5 rounds). Cryovain creates an armour of frost around itself and begins to take a slow and deep breath, preparing to blast everything in front of it with an empowered icy blast. Cryovain will gain 15 temporary health plus 10 for each player in combat. Breaking this temporary health will cause Cryovain to lose control of its breath and take half the total temporary health as damage and be incapacitated for one round before regaining composure.
On its next turn, if Cryovain has not lost control of its breath, it will forego its actions and exhale an icy torrent of snow and ice in a 90-degree cone, and again on the round after. Each creature in that area will be restrained by the torrent of ice and snow and must make a DC 15 Constitution saving throw, taking 28 (7d8) cold damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Cryovain's Lair
Cryovain has laid claim to its territory by forcing an unending winter blizzard to encircle its lair.
A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.
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.
- A buffet of ice and snow creating excessive ice mass on metal surfaces and fur covered items, slowly encumbering creatures wearing and/or wielding such equipment. This snow and ice are strangely more likely to attach to moving creatures. Creatures are Encumbered and lose 10ft of movement, if they are already encumbered, they become Heavily Encumbered, losing 20ft of movement and disadvantages on STR/DEX/CON saving throws. Creatures looking to remove excess snow and ice will need to free themselves with an action.
- 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:
- Ceaseless snow storm envelops its lair up to 1 mile centered on its den.
- 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 within 1 day. The ice walls melt over the course of 1d10 days.
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