Large Dragon, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 200 (16d10 + 64)
Speed 40 ft., Burrow 20 ft., Fly 80 ft.
STR
21 (+5)
DEX
10 (+0)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +5, CON +9, WIS +6, CHA +8
Skills Perception +9, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Actions

Spellcasting. The dragon is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dragon has the following wizard spells prepared:

Cantrips (at will): thunderclap, message

3rd level (3 slots): wall of sand, thunder step, [spell[gust of wind[/spell]

Multiattack. The dragon 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: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Lightning Breath (Recharge 5–6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Reactions

Draconic Awareness (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Legendary Actions
Cryovain 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. Cryovain regains spent legendary actions at the start of their turn.
  • Detect. The dragon makes a Wisdom (Perception) check.
  • Claw Attack. The dragon makes a claw attack.
  • Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (1d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

When fighting inside his lair, Cryovain can invoke ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Cryovain takes a lair action to cause one of the following effects:

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried.
  • Cryovain summons a 30-foot-radius sphere of fog centered around himself. The sphere spreads around corners, and its area is heavily obscured. It lasts for one minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Habitat: CoastalDesert

SharpHusband

Comments

Posts Quoted:
Reply
Clear All Quotes