Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Frostbite Dice. When a hostile creature enters the lair of Valkin, they will receive 1d10 that begins at 1. When taking damage from certain abilities, the creature will increase the dice in increments of one. Once 10 is reached on the dice, the creature's speed will be halved as ice begins to form around them, any additional cold damage taken that would cause an increase in number would cause the creature to be restrained, requiring a DC 12 STR saving throw to free themselves.
Sunlight Sensitivity. This creature has disadvantage to any check based on sight when in bright light.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 21 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.
Blue Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot line. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage and half their movement speed until the start of Valkin's next turn on a failed save, or half as much damage on a successful one.
Frostbite Mist (Recharge 3-4). The dragon exhales a orb of ice at a range 60-feet, creating a sphere of mist with a radius of 30-feet on impact. Each creature that begins their turn in that area will suffer 28 (8d6) cold damage. The area acts as if it is surrounded by fog and creatures will have disadvantage on checks based on sight. Additionally, any creature that receives damage from the mist will have to tick their frostbite dice up by one.
Soul of Fire, Cage of Ice. As a bonus action, Valkin can change the damage type of any of his attacks to fire damage if they would normally do cold damage and vice versa.
Frostbite Shell. As a reaction, Valkin will lower his body temperature, causing the moisture on his skin to freeze into plates of freezing ice. Valkin raises his AC to 23 and any creature that attacks him with a melee weapon suffers 1d6 of cold damage. This effect ends at the start of his next turn and can be done 5 times every dawn. If a creature receives damage from this ability, they will have to tick their frostbite dice up by 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.
Hoarfrost Crush. The dragon can cause any creature under the frostbite dice condition to make a DC 15 CON save, on fail, the creature will take cold damage equal to the number of their frostbite dice minus 1. All frostbite dice reset to 1 after this ability is used.
Claws of Mist. The dragon makes a claw attack against a creature, doing an additional 1d6 of cold damage if successful. For the next minute, any claw attack will do an additional 1d6 cold damage and increase the value on a creature's frostbite dice by one each time they take this damage.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The odor of sulfur and pumice surrounds this albino red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. a faint frozen steam emanates off of its stark white skin and old, pink scars of battles long past indicate that this dragon has lived for quite some time, perhaps longer than the Fog. The air is dry and cold, giving the feeling that one might choke if not they breathe in too much of the lair's atmosphere.
Lair and Lair Actions
Valkin's Lair
Valkin lives in the highest peak of the Shadow Range in Crow's Peak, dwelling in caverns deep under the snow-capped peaks. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair, the albino red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Cold mist erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Frozen vapors form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be restrained by rapidly growing chunks of ice until the end of its turn. The creature can make a DC 12 STR check to free themselves, after freeing themselves, the creature will half disadvantage on skill checks until its next turn as ice particles had gotten into their lungs. If the creature does not need to breathe, then they do not suffer from this effect.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources and plants within 1 mile of the lair are supernaturally frozen
- Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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