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.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 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 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.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Frost dragons are mountainous dwelling dragons that feed primarily on the smaller lifeforms within the snowy mountaintop regions. They are often seen as non-hostile creatures unlike their scaled counterparts, the white dragons. They are fascinated by humanoid culture and those with good intentions and will aid those who've good intentions, in war or in other ways. And unlike their scaled brethren, frost dragons are adorned by a coat of fur and feathered wings instead of scales and webbed wings to distinguish themselves from their more hostile counterparts, the White Dragon. This fur coat often is of the same colors as the snowy mountain tops, having hues of browns, white and pale blue tones. They bear horns that are more simplistic in nature as a simple curved shape and are mainly used for protection.
Considered to be similar to size of the red dragons, frost dragons are still among one of the more intelligent of the dragons, in line with green and copper dragons. They favorably dwell in the snowy cold mountain tops, though some have been reported to have migrated their lairs to lower and warmer elevations. And can often be seen in lower elevations during the mating periods of time. As they age, frost dragons maintain their coat of fur, and slowly begin to grow a line of fur or hair down their spine and their wings are strong enough to support their weight being airborne for a short period of time. Their fur also does dull down a little to help match the sky and their environment to make it nearly impossible to see them in the snow when they are sitting still.
Companionship. Frost dragon are intelligent enough to know who is friendly and who is not. It is also not unheard of for a frost dragon to befriend a traveler in their journey as a companion. This typically only occurs if a humanoid manages to save the beast from death to another beast. It is a bond made that a frost dragon sees as being owed to save the one who saves them, and will follow them around on their journey. These friendly dragons can even be taught to fight for the humanoid.
Cunning Tacticians. Frost dragons are intelligent enough to assess threats and plan for those accordingly. Some might even welcome or invite its prey in and be friendly towards them before attacking and killing their prey. They aren't the great of hunters, but makes up it for their exception defensive tactics. It can be also said that if you are turned frozen that you are likely going to be eaten whole, or if not, buried under layers of snow that have been turned into ice and saved for a later meal.
Sometimes you might be able to find frozen bodies of their greatest foes up against the walls of their lairs as trophies to those who might wish to harm the frost dragon. And while they are some of the more intelligent of the dragons, they have a shorter memory span than of any of dragon. This weak memory span can be used against them to actually trick the dragon to be friendly towards foes trying to kill it, but disappear after a time.
Social Creatures. Frost dragons typically once they reach the young age are more curious about the world beyond their known world and will explore and be social with those of the unknown, and begin to fully hone their ability to perceive ill willed people. At a point of dragons of the opposite sex, it is an active search for mates, and will tend to stay together to the end of life even after conception.
They still can't abide by rivals near their lair. A frost dragon will attack other creatures after analyzing the level of the threat, who it views as too weak or too powerful to let live. The only creatures that will serve under a frost dragon however are only humans that have demonstrated the strength and intentions to benefit the dragon, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.
The frost dragon will never pledge its allegiance to those of ill will and have demonstrated the physical and/or magical might. Often though the snow dragon might seek out those to test its mettle with to prove it's the most dominant, and might choose to serve though who may have bested it.
Dragons of the Mountains. Frost dragons love watching humanoid creatures climb and try to survive in the cold, low air climates of the snowy mountains and will aid travelers who are in need, provided they have good will. They also can be often found bartering for treasures and might offer something a traveler needs in exchange for something that is seen of similar valuable to the dragon.
Masters of Intentions. Frost dragons do not tolerate those with evil or otherwise bad intentions, and will often use their size and strength to neutralize those threats. They are exceptionally adept at distinguishing those who have bad intentions, even within a group, and will be hostile towards those specific entities. When a conflict unfolds near its lair, a frost dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
Bountiful Wealth. Frost dragons loot from unfortunate travelers that they are hostile towards and often will collect everything that these souls have carried; from potions to trinkets, armor to relics, gold and other valuables. When a frost dragon pledges to aid an army wage war against evil, it will ask for some form of nominal payment. If such a request is beyond its allies’ means, it can settle for a collection of old books on human history or a ceremonial item commemorating the alliance. A frost dragon might also lay claim to some of the treasure held by the enemy that it feels would be safer under its protection.
Lair and Lair Actions
A Frost Dragon’s Lair
Frost dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. Frost dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
A legendary frost 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 frost dragon can often detect intruders by the way the keening wind in its lair changes tone.
A frost 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.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- 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 frost 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.
- 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.
Previous Versions
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1/15/2022 2:01:14 AM
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Coming Soon
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