Freezing Wrath (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 267 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Freezing Wrath activates.
Frigid Body. Any creature that touches the greatwyrm or hits it with a melee attack takes 13 (2d12) cold damage.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Ice Walk. The greatwyrm 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.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Multiattack. The greatwyrm can use its Frightful Presence then makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Frightful Presence. Each creature of the greatwyrm choice that is within 120 feet of the greatwyrm and aware of it must succeed on a DC 26 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 greatwyrm's Frightful Presence for the next 24 hours.
Spellcasting. The greatwyrm casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
1/day each: gust of wind, ice storm, rime's binding ice
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Cold Breath (Recharge 5–6). The greatwyrm exhales an icy blast in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw. On a failed save, the creature takes 81 (18d8) cold damage. On a successful save, the creature takes half as much damage.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm’s choice it can see within 120 feet of it, dealing 7 (1d8 + 3) force damage to its target, then disappears.
If the greatwyrm’s Freezing Wrath trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Freezing Orb (Costs 2 Actions). The greatwyrm brims with freezing energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Consitution saving throw or take 18 (4d8) cold damage.
Lair and Lair Actions
Ancient white greatwyrms lair in places of freezing temperatures and profound solitude, such as forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice and away from the sun. They favor high mountain vales accessible only by flying. Ancient white greatwyrms love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
The innate magic of the ancient white greatwyrm deepens the cold in the area around its lair. Mountain caverns are fast-frozen by the ancient white greatwyrm's presence. An ancient white greatwyr can often detect intruders by the way the keening wind in its lair changes tone. The greatwyrm rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the greatwyrm flies from perch to perch and destroys them with its freezing breath.
Ancient white greatwyrm enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the greatwyrm finds pleasing. The labyrinthine tunnels and the mirror-like icy surfaces in an ancient white greatwyrm's lair confound would-be thieves and might foil their escape.
Ancient White Greatwyrm Lair Features
The lair has the following features:
Cave Entrance. The entrance is a cave that opens into the cliff’s rocky base. When the greatwyrm goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the greatwyrm leaves the cave mouth open to let the lair breathe.
Frozen Stream. The cave’s interior is a twisting stone tunnel carved out by a subterranean stream, now frozen over by the greatwyrm's presence. The stream spills down in stages over low, frozen cascades, creating an icy stairway.
Dining Hall. A small chamber adjoining the stream just inside the cave’s entrance is the greatwyrm's dining hall; it contains the horrid remnants of recent meals.
Rocky Grotto. Past the topmost cascade is the grotto floor, a rocky cavern dimly lit by blue light filtering through the icy vault high above. The largest of the greatwyrm's frozen trophies are scattered about the grotto.
Low Cavern. Beyond the grotto, the stream leads to a low-ceilinged cavern the greatwyrm used as a sleeping place when smaller; it might now serve as a home for the greatwyrm's minions.
Upper Cavern. High above the grotto floor is a large cave where the greatwyrm rests and stores the bulk of the greatwyrm's hoard. The cave opens onto a narrow stone shelf that juts out from the grotto’s walls and nearly encircles it. The shelf is stable but icy, and there is no obvious means of reaching it except for flying or scaling the sheer rock walls.
Icy Dome. Above the shelf is a frozen dome riddled with icicles. The ice here is just thin enough for the greatwyrm to burst through to the open air if a quick escape is necessary.
Lair Actions
On initiative count 20 (losing initiative ties), the greatwyrm takes a lair action to cause one of the following effects; the greatwyrm can’t use the same effect two rounds in a row:
Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the greatwyrm can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
Drop Stalactite. Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the greatwyrm can see within 120 feet of it. The greatwyrm makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 14 (4d6) piercing damage.
Frigid Cloud. Freezing fog fills a 20-foot-radius sphere centered on a point the greatwyrm can see within 120 feet of it. 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 14 (4d6) 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 14 (4d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the greatwyrm uses this lair action again or until the greatwyrm dies.
Segment Lair. The greatwyrm 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 greatwyrm uses this lair action again or when the greatwyrm dies.
Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the greatwyrm. The greatwyrm's flying is not affected by this wind, which lasts until the next time the greatwyrm uses a lair action or until the greatwyrm dies.
Regional Effects
The region containing an ancient white greatwyrm's lair is warped by the greatwyrm's magic, which creates one or more of the following effects:
Biting Chill. [basicrules]Extreme cold[/basicrules] envelops the land within 6 miles of the greatwyrm's lair. If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
Ever Present Blizzard. Within 6 miles of the greatwyrm's lair, chilly fog lightly obscures the land and freezing precipitation falls within 6 miles of the greatwyrm's lair, sometimes forming blizzard conditions when the greatwyrm is at rest.
Frozen Walls. Icy walls block off areas in the greatwyrm'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 greatwyrm wishes to move through a wall, it can do so without slowing down. The portion of the wall the greatwyrm moves through is destroyed, however.
Mirror Ice. The icy surfaces in the greatwyrm's lair reflect light like mirrors, giving creatures in the lair other than the greatwyrm disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the greatwyrm has a 50 percent chance of going in a different direction from the direction it intends.
If the greatwyrm dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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