Gargantuan Dragon, Chaotic Evil
Armor Class 20 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
26 (+8)
DEX
12 (+1)
CON
26 (+8)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws DEX +8, CON +15, WIS +8, CHA +8
Skills Perception +13, Stealth +7
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
Languages Common, Draconic
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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.

Frosty Awakening (Recharges after a Short or Long Rest). If the glacial dragon would be reduced to 0 hit points, its current hit point total instead resets to 275 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the dragon can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 33,000 XP (66,000XP total) for defeating the dragon after its Frosty Awakening activates.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

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.

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 16 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.

Ice Breath (Recharge 5–6). The dragon exhales an icy beam in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 71 (13d10) cold damage on a failed save, or half as much damage on a successful one.

Bonus Actions

Frozen Carapace. The dragon becomes encased in ice for as long as it maintains concentration on the effect (as if concentrating on a spell). While encased, the dragon has resistance to bludgeoning, piercing, and slashing damage. Additionally the dragon cannot move but gains an extra +16 to (stealth) checks.

Reactions

Iced Over. When taking damage the dragon can expend its reaction to use its forzen carapace ability. It can only do so while it is on the ground or firmly grasped onto a wall. 

Legendary Actions

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.

Treacherous Ice. Magical ice covers the ground in a 20-foot radius centered on a point the dragon can see within 120 feet of itself. The ice, which is (difficult terrain) for all creatures except glacial dragons, lasts for 10 minutes or until the dragon uses this legendary action again.

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.

Mythic Actions

If the dragon's Frosty Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Bite. The dragon makes one Bite attack.

Cold Snap (Costs 2 Actions). The dragon surges with icey energy. Each creature in a 60-foot-radius sphere centered on the dragon must succeed on a DC 21 Constitution saving throw or take 22 (4d10) cold damage.

Lair and Lair Actions

A Glacial Dragon’s Lair

Glacial dragons lair in icy caves and cavernous depths far from the sun. They shun open plains for frozen wastes with crawling ice and deep crevasses. Glacial dragons love large open chambers in their lairs, flying up to the ceiling to hang like icicles, easily overseeing all that occurs below. 

A legendary Glacial dragon’s innate magic deepens the cold in the area around its lair. Mountain caves are fast frozen by the Glacial dragon’s presence. A Glacial dragon can often detect intruders by sensing the temperature change of the ice around them, subtle shifts in the frost that others cannot percieve, and the soft creaks of icicles in the wind. 

A Glacial dragon rests on high ice shelves or cielings in its lair, the floor around it a treacherous stramash of shattered ice and stone, hidden cracks, and frosted slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

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:

  • Creeping ice coats all within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The ice spreads around corners, and its area is difficult terrain. Each creature on the ice when it appears must make a DC 10 Consititution 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 on the ice takes 10 (3d6) cold damage. A fire can create a safe zone in the ice. The ice 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.
  • 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 Glacial dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Trees and other non-moving life forms within 6 miles of the dragon's lair become coated in ice, often rsulting in pike like pillars.
  • Freezing gales blow within 6 miles of the dragon’s lair, sometimes whipping up snow and ice into painful duststorms while the dragon is resting.
  • 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 ice and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Arctic

HarryHighDef

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