Large Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 144 (16d10 + 56)
Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +3, CON +7, WIS +3, CHA +4
Skills Perception +6, Stealth +3
Damage Immunities Cold
Condition Immunities Frightened
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ice Walk. Cryovain 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.

Ice Armor. Thanks to the Frost and Ice covering it's body, while in it's Lair, Cryovain starts with 75 temporary HP. While Cryovain has these temporary HP, her AC is 19, her fly speed becomes 0 ft., and she can spend 10 of these HP to automatically succeed on saves against being: grappled, restrained, paralyzed, petrified and stunned.

Legendary Resistance (1/Day). If Cryovain fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Cryovain makes three attacks: one with her bite and two with her 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). Cryovain 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.

Legendary Actions

Cryovain can take 2 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. She regains spent legendary actions at the start of its turn.

Frigid Ray. Spell Attack: Cryovain focuses it frigid breath to a single beam, reach 60 ft., one target. the target must make a DC 15 Constitution saving throw, taking. 9 (2d8) cold damage on a failed save and its speed is reduced by 10 ft. until the start of Cryovain's next turn, or half as much damage on a successful one.

Frigid Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage., and pushes target 5 ft. if they are standing on ice or flying.

Frigid Wing (Costs 2 Actions). Cryovain beats her wings. Each creature within 5 ft. of her must succeed on a DC 15 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage. This becomes cold damage if Cryovain is standing on ice.

Habitat: Arctic

Randus2003

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