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 (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon 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.
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.
Claw Attack. The dragon makes a claw attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Eye of Carnage The dragon picks of a large glass ball that glows red. It seems to resemble and eye. When the dragon picks this up, it gains extra power, but will die one round after he uses this. He will only use this as a last ditch effort.
Lair and Lair Actions
Cryovain's Lair
Cryovain dominates Icespire hold, which he took from the local orc clan. Cryovain resides on the roof of this building when it's not hunting. No more spoiler's for you!
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Ice Cannon The dragon shoots out 3 balls of ice, dealing 7 (2d6) Bludgeoning Damage and 4 (1d6) Cold Damage for each ball on a failed DC 15 dexterity check. This also moves a hit target 10 feet back.
Sleet Water The dragon either shoots freezing cold water at a player or a point on the ground. When shot at a player, the player must succeed a DC 15 dexterity saving throw or be frozen. They must succeed a DC 10 strength check to break free. Every round the player spends frozen, they take 5 (1d8) cold damage. If the player dodges the attack, treat it like the dragon sprayed the water on the point where the player was standing. When the dragon shoot the stream of water at a point on the ground, there is a 15 foot radius of ice on the ground. Trying to move more than 10 feet through this patch of ice will require a DC 10 dexterity saving through, or you are knocked prone.
Fog of Frost The dragon breathes a special form of it's cold breath, focusing more on volume than temperature. This causes a fog like cloud to form around the dragon with a radius of 30 feet. Anyone inside it is blinded by the creature, only being able to see creatures within 10 feet of you. This lasts until one round after this is used. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 4 (1d6) 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 4 (1d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
Wall of Ice The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 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, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon 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, 15 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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