Ice Walk. The Behemoth 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.
Hidden in the Clouds. While in flight: the Behemoth practically blends in with the clouds and can even use the sun to cover a dive.
Multiattack. The Behemoth 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.
Ice Spikes (Recharge 5–6). The Behemoth 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 and 5 piercing damage on a failed save, or half as much damage on a successful one.
The Frost Behemoth 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 Behemoth regains spent legendary actions at the start of its turn.
Detect. The Behemoth makes a Wisdom (Perception) check.
Tail Attack. The Behemoth makes a tail attack.
Wing Attack (Costs 2 Actions). The Behemoth beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 10 (2d6 + 6) bludgeoning damage and be knocked prone. The Behemoth can then fly up to half its flying speed.
Description
The Frost Behemoth is a rare species of dragon indigenous to the far north of the Americas. They are nearly undetectable while in flight due to the white color of their underbelly and while on the ground their brown dorsal armor makes them blend in with the ground.
Lair and Lair Actions
A Behemoth’s Lair
Frost Behemoths 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. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
The area around a Frost Behemoth's nest will be covered a layer of ice and snow with ice spikes creating barriers to keep intruders away from their treasure horde and bone pile.
At the bottom of its roost, the Behemoth will pile the many bones of its prey. These bones can be used as a deterrent for 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:
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the Behemoth can see within 120 feet of it. The Behemoth makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The Frost Behemoth creates a barricade of ice spikes 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 Behemoth uses this lair action again or when it 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:
- 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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