Ice Walk. Arveiturace 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 her extra movement.
Magical Resistance. Arveiturace has advantage on saving throws against magical effects. In addition if she rolls a 20 for the save and the spell is 7th level or lower, the spell has no effect on her and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Legendary Resistance (3/Day). If Arveiturace fails a saving throw, she can choose to succeed instead.
Multiattack. Arveiturace can use her Frightful Presence. She then makes three attacks: one with her bite and two with her 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 Arveiturace's choice that is within 120 feet of her and aware of her 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 Arveiturace's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). Arveiturace exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Spells.
At Will. Unseen Servant, Scrying
Cantrips. Mage Hand, Mending, Prestidigitation, Ray of Frost, Resistance
1st. (5/Day). Detect Magic, Alarm, Expeditious Retreat, Shield, Absorb Elements
2nd. (2/Day). Knock, Invisibility
3rd. (2/Day). Dispel Magic, Sleet Storm
4th. (1/Day). Ice Storm
Arveiturace can take 4 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. Arveiturace regains spent legendary actions at the start of her turn.
Detect. Arveiturace makes a Wisdom (Perception) check.
Tail Attack. Arveiturace makes a tail attack.
Wing Attack (Costs 2 Actions). Arveiturace beats her wings. Each creature within 15 feet of her must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed.
Awaken From Afar (Costs 3 Actions). Arveiturace can activate any magical item within line of sight that is not being held by a creature, the magic item must be on the same olane of existence. This ability overrides attunement as well as race/class requirements.
Description
Arveiaturace the White Wyrm, known to sailors and minstrels alike as Iceclaws, thanks to her habit of drifting low over ships sailing off the Sword Coast and plucking up crew members for quick snacks.
This ancient white dragon is feared by all sailors who ply the shipping lanes of the Sword Coast, except for those who dismiss her as a legend -- until it's too late. The Flying Hunt of Nimbral and several aerial patrols from Evermeet have fought her in midair and forced her into flight on occasion, but most ships are helpless against her diving attacks -- and when crews scramble down into their holds to escape her snatching claws, she's been known to land on a ship and tear it apart like a child opening a gift. What makes Arveiaturace so deadly is her past: She was the steed of a wizard, Meltharond Thone, who captured and tamed her. Over the centuries of her servitude, her hatred for him turned slowly to love, and she was plunged into melancholy when at last, longevity magic failing, he died (sometime around 1326 DR).
When she is especially lonely or going into battle, Arveiaturace straps the wizard's old palanquin on her back, and takes to the skies with his skeletal figure riding between her shoulders. A web of desperate magics spun by Meltharond in his waning days keep his bones whole and floating in proper relation to each other, so the wizard's skeleton sits upright and turns its head to look in whichever direction Iceclaws is looking. An observer could be forgiven for thinking Meltharond is a lich or some other sort of undead, but the dragon is truly alone, save on the rare occasions when she mates with the white dragon Arauthator -- occasions during which Meltharond's skeleton is left at home, sitting and eternally looking at nothing.
The information about Arveiaturace is taken from Dragon Magazine #231 by Ed Greenwood with supplementary material provided by Eric L. Boyd and converted to 5th edition by Ungstrup and in 2020 and re-edited by me in 2022.
Lair and Lair Actions
A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
A white dragon 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 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:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon 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 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.
- 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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