Danger Sense. Cryovain has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, she can’t be blinded, deafened, or incapacitated.
Feral Instincts. Cryovain has advantage on initiative rolls. Additionally, if she is surprised at the beginning of combat and isn't incapacitated, she can act normally on her first turn, but only if she enters a rage before doing anything else on that turn.
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 her extra movement.
Reckless Attack. When Cryovain makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength until her next turn, but attack rolls against her have advantage until her next turn.
Warrior of the Gods. If a spell has the sole effect of restoring Cryovain to life, the caster doesn’t need material components to cast the spell on her.
Multiattack. Cryovain makes three attacks: one with her bite and two with her claws. She can replace either her bite attack or both claw attacks with a tail attack. Alternatively, if she is in her humanoid form, she makes two attacks with Hew.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, or 18 (2d10 + 7) piercing damage while raging, plus 4 (1d8) cold damage, and Cryovain can grapple the target (escape DC 17). While the target is grappled this way, the target is restrained, takes 4 (1d8) cold damage at the start of its turn, and Cryovain can't bite another target.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, or 14 (2d6 + 7) slashing damage while raging.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target that Cryovain isn't grappling. Hit: 14 (2d8 + 5) bludgeoning damage, or 16 (2d8 + 7) bludgeoning damage while raging, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.
Hew. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) magical slashing damage, or 14 (1d10 + 8) magical slashing damage while raging. If the target is a plant creature or an object made of wood, it takes maximum damage instead.
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 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.
Change Shape. As an action, Cryovain magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies.
Rage (4/day). Cryovain centers a rage. Her rage lasts for 1 minute, and ends early if she is knocked unconscious or if her turn ends and she hasn't attacked a hostile creature or taken damage since her last turn. She can also end her rage on her turn as a bonus action, and as part of the bonus action she takes to enter the rage, she can move up to half her speed. While raging, Cryovain gains the following benefits:
- When she makes a melee weapon attack using Strength, she adds 2 to the damage roll.
- She has advantage on Strength checks and Strength saving throws.
- She has resistance to bludgeoning, piercing, and slashing damage.
- The first creature she hits each turn with a weapon attack takes an extra 8 (1d6 + 4) radiant damage.
- If Cryovain fails a saving throw while raging, she can reroll it and must use the new roll. She can use this ability only once per rage.
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. She regains spent legendary actions at the start of her turn.
Attack. Cryovain makes a Bite, Tail, or Hew attack.
Detect. Cryovain makes a Wisdom (Perception) check.
Rend (Costs 2 Actions). Cryovain makes two Claw attacks against a creature she is grappling.
Wings (Costs 2 Actions). Cryovain beats her wings. Each creature within 10 feet of her must succeed on a DC 17 Strength saving throw or take 12 (2d6 + 5) bludgeoning damage, or 14 (2d6 + 7) bludgeoning damage while raging, and be pushed 10 feet directly away from her. Cryovain can then fly up to half her flying speed.
Recharge Breath (Costs 3 Actions). If Cryovain did not use her Cold Breath during or since her last turn, she immediately regains use of it, and uses it as her action before moving or taking a bonus action on her next turn. If another effect would force her to take another action, she takes that action instead.
Lair and Lair Actions
Lair Actions
On initiative count 12 (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 12 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.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that Cryovain can see within 60 feet of her. Each target mmust succeed on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage.
- Cryovain creates an opaque wall of ice on a solid surface she can see within 30 feet of her. The wall can be up to 20 feet long, 10 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 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 5, 10 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
- Cryovain summons 1d4 Ice Mephits that appear in unoccupied spaces within 60 feet of her. They are friendly with Cryovain and aid her in battle, acting on initiative count 12, and disappear 1 minute after being summoned or when Cryovain dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 10 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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