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.
Innate Spellcasting. Cryovain's innate spellcasting ability is Charisma (spell save DC 12). He can innately cast the following spells, requiring no material components:
(1/day) Blur
Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Destructive Rage. If Cryovain is in his lair (Icespire Hold) and does not have full HP, he can use a bonus action to destroy a 20' square piece of the terrain (e.g., destroy part of the roof, knock down a post, put a hole in a wall, etc).
Cryovain can take 1 legendary action, 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. Cryovain regains spent legendary actions at the start of its turn.
Destructive Rage. Cryovain uses his Destructive Rage.
Claw Attack. Cryovain makes a claw attack.
Summon Shadow Wyrmling (2/day). Cryovain summons 1 Shadow Wyrmling. The wyrmling spawns at a point within range (60') that Cyrovain can see and acts immediately next in initiative order.
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