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 makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
On initiative count 10 (losing initiative ties), Cryovain takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- Freezing fog fills a 15-foot-radius sphere centered on a point Cryovain can see within 60 feet of her. 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 7 (2d6) 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 7 (2d6) cold damage. A wind of at least 15 miles per hour disperses the fog. The fog otherwise lasts until Cryovain uses this lair action again or until she dies.
Slippery Ice. Slippery ice covers the rooftop. The ice is difficult terrain. When a creature other than Cryovain moves on the ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
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