Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 141 (14d12 + 50)
Speed 40 ft., burrow 25 ft., fly 80 ft., swim 40 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +4, CON +9, WIS +4, CHA +5
Skills Perception +8, Stealth +5
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 18
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
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 (1/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: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing 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 12 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 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 1 legendary action choosing from the options below. The legendary action can be used only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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

Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 7 (3d4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and 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 10 Constitution saving throw, taking 7 (2d6) 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 7 (2d6) 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.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+5 to hit) against each target. On a hit, the target takes 7 (2d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 20 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

 

Habitat: Arctic

Dusey

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