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.
Innate Spellcasting. The dragon's spellcasting ability is equal to a 20th level spellcaster, using Intelligence as its spellcasting ability.
1st Level Spells: Sleep, Chromatic Orb, Shield, Absorb Elements, Magic Missile (9)
2nd Level Spells: Web, Misty Step, Enlarge/Reduce, Invisibility (8)
3rd Level Spells: Fear, Counterspell, Animate Dead, Bestow Curse, Haste (7)
4th Level Spells: Deathward, Banishment (6)
5th Level Spells: Hallow, Greater Restoration, Geas, Dominate Person (5)
6th Level Spells: Blade Barrier, Disintegrate, Heal (4)
7th Level Spells: Regenerate, Prismatic Spray, Teleport (3)
8th Level Spells: Antimagic Field, Dominate Monster (2)
9th Level Spells: Power Word Heal, Mass Heal (1)
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: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage and (2d8) radiant damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 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 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.
Holy Breath (Recharge 5-6). The dragon exhales a holy blast in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save and becomes blind, or half as much damage on a successful one.
The dragon can take 5 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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Absolute Zero (Costs 5 Actions). The dragon releases an icy aura. Each creature within 15 feet of the dragon must succeed on a DC 18 Constitution saving throw or become unconscious and the creature(s) hit points become 0. This ability can only be used once every minute.
Lair and Lair Actions
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:
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- 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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