Medium Or Small Dragon, Neutral
Armor Class 12 (natural armor)
Hit Points 79 (26d8 + 21)
Speed 73 ft., Fly 80 ft., Swim 40 ft.
STR
13 (+1)
DEX
30 (+10)
CON
25 (+7)
INT
30 (+10)
WIS
30 (+10)
CHA
10 (+0)
Saving Throws DEX +13, CON +10, WIS +13, CHA +3
Skills Perception +11, Stealth +7
Damage Resistances Bludgeoning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Grappled, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common Could be learned after a slow process, Draconic Draconic,
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The dragon can breathe air and water.

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

Cloud Step (4-5/Min). The dragon can disappear into the clouds and become invisible, it can also become a cloud for the rest of it's lifespan

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) frost damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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.

Frost Breath (Recharge 5–6). The dragon exhales frosty mist that freezes on impact in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 24 (12d8) frost damage on a failed save, or half as much damage on a successful one.

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.

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

Description

White almost transparent long but thin body, a cloud-like mane and tail end and large horns that curl back. These species usually have blue or gray eyes, but some can have purple or red. Their scales change colors depending on the weather, light gray for cloudy and dark gray for storms.

Lair and Lair Actions

CloudGliders tend to nest in tall mountain peaks, often away from civilization as they are anti-social creatures. Their lairs tend to be filled with silver and healing springs, oftentimes there are holes in the ceiling of these lairs for natural light and more places to escape.

Lair Actions

On initiative count 17 (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:

Regional Effects

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

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

Monster Tags: AngelCult of the Dragonbeast companion

Habitat: ArcticHillMountain

Eclipse_The_Dragon_Keeper

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