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 (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Wind Cloak. The Dragon makes a Dexterity (Stealth) check. If the resulting roll is a 17 or higher, the dragon becomes obscured by an aura of dark wind, pushing back any nearby enemies by 10 feet, and rendering any ranged attacks ineffective over the span of 2 minutes. If the roll fails, the dragon must take 20 damage to make up for the roll. (Legendary Resistance cannot be used with this action)
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, sending out a powerful burst of wind. 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.
Description
Grey Dragon eyes often range from bright yellow to icy blue, and sometimes both (Heterochromia).
A Grey Dragon's scales are comparable in durability and worth to Titanium.
In order to sustain flight against powerful winds, a Grey Dragon's wing-arms have evolved with more muscularity, with its front legs being reduced in capability as a result.
Lair and Lair Actions
The Tempest's Hideaway
Grey Dragons often reside in various mountainous regions and icy tundral areas, similar to White Dragons.
A legendary grey dragon’s innate magic causes great winds to stir the area around its lair. Mountain caverns are fast frozen by the dragon’s presence. Grey dragons can often detect intruders by the way the keening wind in its lair changes tone.
Grey dragons usually rest on high ice shelves and cliffs in its lair, the floors beneath them slippery and frigid. As foes struggle to move toward it, the dragon continuously flies from perch to perch, observing the enemies in a manner of humorous mockery.
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:
- Frigid wind gusts burst at a rectangular 20-foot-radius around the openings of the Dragon's lair, building up fog that obscures the battlefield. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) 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 10 (3d6) 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.
- 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.
- When at 60 HP or less, the dragon creates 5 cyclone-like pillars around the battlefield, severely limiting the amount of breathing room enemies will have until the dragon is defeated.
Regional Effects
The region containing a grey dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Cold winds sweep across 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 winds die down and the temperature warms up, all over the span of 1 day. The ice walls melt over the course of 1d10 days.
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