Gargantuan Dragon, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 563 (23d20 + 322)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
STR
30 (+10)
DEX
11 (+0)
CON
28 (+9)
INT
13 (+1)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws DEX +7, CON +16, WIS +9, CHA +10
Skills Perception +17, Stealth +8
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 24 (62,000 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.

Sluggish Chill. A creature that starts its turn within 10 feet of the dragon must succeed on a DC 16 Constitution saving throw or be unable to make more than a single attack on its turn.

Freezing Blood. Whenever the dragon takes 20 or more damage from a single source, it adds 1 to its AC until the beginning of its next turn.

Colossal. The dragon is considered Colossal sized (on grid: 60 ft. by 60 ft. or larger). This means that its hit dice are d20 + 5 [Example: 2d20 + (5 x CON modifier) + (2 x CON modifier)].

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: +15 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) piercing damage plus 13 (2d12) cold damage.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage + 1 cold damage.

Tail. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage.

Rending Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 32 (5d8 + 10) piercing, slashing, or bludgeoning damage + 3 (1d6) cold damage. If the target is grappled by the dragon, it takes an additional 21 (6d6) 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 19 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 95-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 90 (20d8) cold damage on a failed save, or half as much damage on a successful one.

Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The dragon can innately cast the following spells, requiring only verbal components:

At Will: frostbite, thaumaturgy, gust of wind, fog cloud

2/day each: Snilloc's snowball swarm, ice knife, sleet storm, Rime's binding ice

Reactions

Sudden Pounce. As a reaction to a creature within 80 feet of the dragon ending its turn further away than it started, the dragon moves up to its speed toward the creature without provoking attacks of opportunity and makes a Claw or Bite attack.

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.

Tail Attack. The dragon makes a tail attack.

Terrorize (Costs 2 Actions). One Frightened creature within 30 feet must succeed on a DC 17 Wisdom saving throw or take 14 (4d6) psychic damage. On the creature's next turn, it must use its movement to run away from the dragon.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Uttercold (Costs 3 Actions, Recharge 4-6). The dragon draws on its deepest reserves. Until the end of its next turn, cold damage the dragon deals ignores damage resistance.

Lair and Lair Actions

Same as Ancient White Dragon but all Save DCs increased by 3 and +5 to all damage dealt by Lair Actions.

Habitat: Arctic

Dragonekillax2

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