Huge Dragon, Neutral Good
Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., Fly 80 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
15 (+2)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws CON +10, INT +7, CHA +6
Skills Acrobatics +8, Perception +6
Damage Resistances Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Master Carver. Craddock 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 him extra movement. Also, when moving downhill on terrain composed of ice or snow his walk speed is doubled.

 Skilled Craftsman. Given days or longer to work, Craddock can create various wooden or metallic tools, weapons, armor, and machines. Outside of his lair, this takes a week or longer. Additionally, he is proficient with any armor or weapons he has made. When using such a weapon, he may substitute a Claw attack for a weapon attack.

Reformation. Craddock has the ability to resurrect a creature, even if its body is no longer present. Any reformed body parts will have a feint white bioluminescence to them for 5 (1d8) days after reformation.

Actions

Multiattack. Craddock makes four attacks: one with his bite, two with his claws, and one with his tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) cold damage.

Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. After first successful hit, ice spikes activate which add 7 (2d6) piercing damage to any subsequent tail attacks.

Breath Weapons (Recharge 5–6). Craddock uses one of the following breath weapons.

Cold Breath. Craddock 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.

Fire Breath. Craddock exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Craddock 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. Craddock makes a Wisdom (Perception) check.

Freeze Floor. Craddock leaps and uses his wings to propel himself one quarter of his flying speed. As he does, he breathes cold onto the ground beneath him, creating a 15 foot wide section of icy terrain in his wake. Any creature that moves through this terrain must succeed on a DC 15 Acrobatics check or fall prone and lose the rest of their movement for the turn. This terrain is also treated as rough terrain.

Wing Attack (Costs 2 Actions). Craddock beats his wings. Each creature within 10 feet of Craddock must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Craddock can then fly up to half his flying speed.

Lair and Lair Actions

Craddock’s Lair

Craddock lairs in an abandoned mine located on a forested snowy mountain. The lair has multiple entrances connected via a labyrinth of underground mining tunnels. There are run-down wooden mining structures next to each entrance. Various types of mining equipment and machinery can still be found in the lair, which Craddock uses to craft various types of creations. These creations can also be found in his lair, including weapons, armor, skiing equipment, simple mechanical machines, and other various displays of craftsmanship.

Craddock is generally welcoming of guests to his lair, and would be happy to show them his favorite creations and have conversation. However, if an intruder proves to be hostile, Craddock will attack to defend his lair and creations. He may grab a weapon or other combat tool he created if there is one nearby. If Craddock begins to feel the fight is not in his favor, he will attempt to lose the aggressors by moving through the labyrinth of the mine, using verticality to gain distance by flying up and down elevator shafts. Then Craddock will either attempt to gather equipment to help him win the fight, or pester the intruders with hit and run tactics until they leave if the threat is too great.

Lair Actions

On initiative count 20 (losing initiative ties), Craddock may take a lair action to cause one of the following effects; Craddock may not use the same effect two turns in a row, and he will not take these actions if he believes he is winning the fight as he does not want to damage his lair or his creations:

  • Craddock breathes fire into a hole near the entrance of a chamber, causing jets of fire to shoot out from various other holes next to candles in the chamber. Any creature standing within 5 ft of a wall must make a DC 15 Dexterity saving throw, taking 14 (3d8) fire damage on a failed save, or half as much damage on a successful one. Craddock normally uses this mechanism to quickly light all candles in a room.
  • All icy terrain in Craddock's sight shatters, sending ice shards violently upwards and outwards. Craddock makes one ranged attack roll (+7 to hit) against each enemy standing on or within 5 ft of icy terrain. On a hit, the target takes 14 (3d8) piercing damage.
  • (2 turns) Craddock strikes a support of the mine, which will cause the ceiling within a 15 ft radius of the support to collapse next turn. Any creatures within this radius must make a DC 19 dexterity saving throw, taking 18 (4d8) bludgeoning damage and be knocked prone and buried on a fail, or moving to the nearest space outside the radius on a success. The buried target is  restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success. Additionally, the area within the radius is now treated as a barricade with an AC of 5, 60 hit points, and immunity to acid, necrotic, poison, and psychic damage.

Regional Effects

The region containing Craddock’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • All area within 6 miles of Craddock's lair is permanently covered in snow
  • Deer and other large game in the area may have a slight bioluminescence to them, causing them to have a feint white glow when in the dark. This is not perceptible in daytime
  • Ski tracks appear in the snow within 6 miles of Craddock's lair. These tracks lead from mountain peaks to either the bottom of a valley, or one of Craddock's lair entrances.

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2019 9:12:40 PM
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6/7/2019 9:14:25 PM
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Coming Soon

Habitat: Arctic

MuskratCatcher

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