Huge Dragon, Chaotic Evil
Armor Class 18
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR
22 (+6)
DEX
12 (+1)
CON
22 (+6)
INT
8 (-1)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws DEX +6, CON +11, WIS +7, CHA +6
Skills Perception +12, Stealth +6, Survival +7
Damage Immunities Cold
Senses Blindsight 60, Darkvision 120, Passive Perception 22
Languages Common, Draconic, Primordial
Challenge 14 (11,500 XP)
Proficiency Bonus +5
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.

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

Storm aura. The dragon causes a blizzard to swell up around it in a 60ft sphere, creatures that are affected by the dragon's frightful presence within the aura have their movement reduced to 0. The area is lightly obscured.

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., 1 target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) cold damage. 

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 13 (2d6 + 6) slashing damage. 

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., 1 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 14 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.

Blizzard breath.  The dragon exhales an icy wind in a 60-foot line that is 15 feet wide. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) cold damage, or half as much damage on a successful one. Creatures must also make a DC 19 Strength saving throw or be pushed 40ft by the strong winds

Bonus Actions

Storm aura surge (Recharge5-6). The dragon causes a blizzard to surge up around it, the blizzard becomes heavy obscurement and all creatures in the aura must succeed on a DC 19 Wisdom survival check before moving or move in a random direction. The surge lasts until the start of the dragon's next turn.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 1 Action).  The dragon makes a Wisdom perception check

Tail Attack (Costs 1 Action).  The dragon makes a tail attack.

Cold gust (Costs 2 Actions).  The dragon beats its wings releasing a condensing wind. Each creature within a 30-foot line that is 15 feet wide in front of the dragon must succeed on a DC 19 Strength saving throw or take 9 (2d8) cold damage and be pulled to the center of the line. The dragon can then fly up to half its flying speed.

Description

Blizzard dragons come into being when the eggs of white dragons are touched by primordial storm energies. They look similar to white dragons however there is a constant snowfall emanating from their wings.

Lair and Lair Actions

Blizzard dragons are outcasts due to their duel parentage and so tend to not build lairs, they prefer to travel living a nomadic lifestyle, and they utilize interdimensional items such as a [bag of holding to bring their hoards with them. As such the blizzard dragon is followed by extreme weather patterns and calls these storms its lair.

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 12 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.
  • Heavy snowfall appears in a 20ft radius column each creature in the column must make a DC 12 dexterity saving throw or be buried in a snow pile. A creature buried in this way is restrained under the snow pile. The snow pile has an AC of 5 and 20 hit points, it is vulnerable to fire damage. 
  • Jagged ice shards rain from the sky, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged Attack: +7 to hit, 1 target. Hit: 10 (3d6) piercing damage.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2023 9:32:26 AM
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10/27/2023 12:17:35 PM
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Lunatic_of_pandemonium

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