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.
Magic Weapons. The Dragon's weapon attacks are magical.
Siege Monster. The dragon deals double damage to objects and structures.
Amphibious. The dragon can breathe air and water.
Spellcasting. The Dragon casts one of the following spells, requiring no spell components and using Intelligence as the spell casting ability.
At will: Dancing Lights, Guidance
3/day each: Rime's Binding Ice, Chaos Bolt (Lightning)
2/day: Ice Storm,
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, one with it's claws, and one with it's tail.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (2d10 + 13) piercing damage plus 17 (3d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (2d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 21 (2d8 + 13) 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 16 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.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 84 (16d8+ 10) cold damage on a failed save, or half as much damage on a successful one.
Comments