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 (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Catastrophic . A 90 ft. aura of sheer cold its expelled from the dragon, flinging everything on its range that are not attached to ground and immediatly freezing any water body on range. Any creature which ends its turn within the dragons range must succeed a DC 19 Strength saving throw or be flung (2d20). feet in a random direction and be considered prone.
Cold Skin (Recharge 5–6). The Primordial-like whyrm can inherently cast the armor of agathys spell at 6th level.
Snow Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Unusual Nature. The greatwyrm doesn't require food or drink.
Chromatic Awakening (Recharges after a Short or Long Rest). Chromatic Awakening (Recharges after a Short or Long Rest): If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance.
Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour.
Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
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: +14 to hit, reach 15 ft., one target. Hit: 25 (2d10 + 12) piercing damage plus 16 (2d12 + 6) cold damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (2d10 + 8) slashing damage plus plus 8 (2d8) cold damage. If the target is a Huge or smaller creature, it is grappled (escape DC 22) and restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 8) bludgeoning damage plus 8 (2d8) cold damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the dragon's choice that is within 1,2 miles of the dragon and aware of it must succeed on a DC 20 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 12 hours.
Frost Breath (Recharge 5–6). The greatwyrm exhales an icy blast in a 360-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 96 (16d12) cold damage and are restrained for one minute on a failed save, or half as much damage on a successful one. Damaged surfaces in this area then become slippery ice (DMG 110) until the next summer after the dragon is dead.
Blizzard. Blizzards burst from the dragons surroundings, hampering his targets paces. Each creature within 40 ft. range must succeed a DC 20 Strength saving throw or be moved 10 feet in a direction of the dragon's choice.
Can perform attacks of opportunity.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 5 (1d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus plus 5 (1d8) cold damage.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (2d8 + 8) bludgeoning damage plus 8 (2d8) cold damage and be knocked prone. The dragon can then fly up to half its flying speed.
Catastrophe Avalanche. (Costs 3 Actions).The blizzard dragon expands and intensifies its aura, reaching into the primordial plane of cold and gathering its energy around him to exhale an avalanche of freezing flames and ice, whose particles colisions end up to cause bursts of lightning, freezing and burying anithing on its touch.
* From the cold: Every creature within 200 ft. of the dragon must make a DC 24 Constitution saving throw and, take 89 (22d8 + 9) cold damage and become paralyzed for one minute (A creature who failed can repeat this saving throw at the end of its turn, ending the paralyzed effect if it is successful) on a failed save or take half damage and not be paralyzed.
* From the impact: Every creature within 200 ft. of the dragon must make a DC 19 Dexterity saving throw, taking 25 (4d10) bludgeoning damage and become prone and buried alive in 1d6 foot of snow on failed save or half as much on a successful save and be pushed 1d20 ft. away also becoming prone.
* From the lightnings: Every creature within 200 ft. of the dragon must make a DC 19 Dexterity saving throw, taking 18 (6d6 + 2) lightning damage on failed save or half as much on a successful save.
Catastrophe Avalanche. (greatwyrm enhanced). (Costs 3 Actions).The blizzard dragon expands its influence to othe worlds through the connection of the echoes he absorbed reaching into their primordial planes of cold and gathering energy to exhale an avalanche of freezing multiplanar primordial energy and ice whose particles colisions end up to cause bursts of lightning, freezing and burying anithing on its touch.
This attack is essentially an ovepowered version of the already broken Catatrophe Avalanche present on the legendary actions, it can only be done once a week, or the dragon dies of spiritual(severed its soul) wear, being that when the second time is realized, it causes half of its damage. When performed:
* From the cold: Every creature within 250 ft. of the dragon must make a DC 22 Constitution saving throw and, take 130 (22d12 + 9) cold damage and become paralyzed for one minute or until damaged (A creature who failed can repeat this saving throw at the end of its turn, ending the paralyzed effect if it is successful) on a failed save or take half as much damage and not be paralyzed.
* From the impact: Every creature within 250 ft. of the dragon must make a DC 20 Dexterity saving throw, taking 40 (6d10 + 5) bludgeoning damage and become prone and buried alive in 2d8 foot of snow on failed save or take half as much damage on a successful save and be pushed 5 ft.
* From the lightnings: Every creature within 250 ft. of the dragon must make a DC 20 Dexterity saving throw, taking 24 (6d8 + 2) lightning damage on failed save or half as much on a successful save.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (2d10 + 12) piercing damage plus 16 (2d12 + 6) cold and force damage, and the target's speed is reduced by 10 feet until the end of its next turn.
Arcane Spears. The greatwyrm creates for spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 ft. of it, dealing 12 (2d8 + 4) force damage, then disappears.
Lair and Lair Actions
A Blizzard Greatwyrm's Lair
Blizzard Dragons generally lair on frozen ravines, open fields or high mountains in the primordial cold plane, but an unique entity like a Blizzard Greatwyrm is to big for natural structures or building. This god-like creature lives on a separate pocket dimension it created himself, bonded to the worlds it is connected, allowing the watch of their events.
Lair Actions
On initiative count 20 (losing initiative ties), the great takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Freezing fog fills the dimension allowing only the wyrm to see thorugh it naturally. The area under the fog is heavily obscured and each creature in the fog at the beginning of the round must make a DC 16 Wisdom saving throw and succeed or be considered blinded, the creature can break the blind effect when succeeding a DC 16 Wisdom check at the end of it's turn. A creature that ends its turn in the fog takes 15 (3d8) cold damage. The fog lasts until the greatwyrm wants or dies.
- Jagged magic spears emerge from the ground, striking up to three creatures that the greatwyrm can see within 150 feet of it. The greatwyrm makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The greatwyrm creates an invisible wall of force where it can see within 150 feet of it. The wall can be up to 60 feet long, 40 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 10 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 15, 45 hit points, vulnerability to fire force, resistance to slashing, fire and piercing damage and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears under the wyrm's will or when it dies.
Regional Effects
The dimension containing a blizzard greatwyrm’s lair is warped by the wyrm's magic, which creates one or more of the following effects:
- Any type of cold weather forms on the wyrm's lair depending on his wish.
- Icy obelisks block off areas in the dragon’s lair. Each obelisk has a base area of 82 ft. and variable height, and a 10-foot section of it has AC 14, 30 hit points, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall or obelisk, it can do so without slowing down.
If the great wyrm dies, the pocket dimension is destroyed and everything inside of it is released on either the elemental plane of cold (1-50) or material plane (51-100) from the world it belongs. .
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