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.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 33 cold damage on a failed save, or half as much damage on a successful one.
Bloodied. When Cryovain reaches half health, he becomes bloodied. If airborne, Cryovain slams down to the ground and cannot take flight again until fully healed. Any creatures within 10 ft. takes 25 (6d6 + 4) bludgeoning damage and is knocked prone. If Cryovain is already on the ground he loses the ability to fly until fully healed; he also stomps down with his front two legs. Any creature within 5 ft takes 14 (3d6 + 4) bludgeoning damage and any creature within 10 ft. is knocked prone. As Cryovain slams the ground, 5 (2d4) ice shards fall from the ceiling of his Lair. If a creature is hit with a falling ice shard they take 7 (2d6) cold damage, and from the shattered remains of each shard comes an Ice Mephit. The Ice Mephits are temporarily stunned from the collision and will enter initiative at the start of the next round.
Cryovain can take 5 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.
Detect: The dragon makes a Wisdom (Perception) check.
Tail Attack: The dragon makes a tail Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing damage and an additional 1d6 ice damage
Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Frostcage (Costs 1 Action, but can only be used once): The dragon focuses a jet of frost on a single Large or smaller creature. The target must make a DC 14 Dexterity saving throw, taking 8d8 cold damage on a failed save, and half as much damage on a successful one. A creature that fails this saving throw is also restrained, as its lower body is completely encased in a block of ice. As an action, the restrained target can make a DC 15 Strength check, breaking the icy prison on a success. The ice can also be attacked and destroyed (AC 13; hp 15; vulnerability to fire damage; immunity to cold, poison, and psychic damage)
Lair and Lair Actions
Icespire Peak
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 10 (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 10 (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.
- 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 20 feet long, 20 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.
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