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 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Cryovain can take 2 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. Cryovain regains spent legendary actions at the start of its turn.
- Detect. Cryovain makes a Wisdom (Perception) check.
- Tail Attack. Cryovain makes a tail attack. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
- Wing Attack (Costs 2 Actions). Cryovain beats his wings. Each creature within 10 feet of Cryovain must succeed on a DC 17 Dexterity saving throw or take 10 (1d6 + 6) bludgeoning damage and be knocked prone. Cryovain can then fly up to half his flying speed.
Description
Cryovain is a young white dragon causing havoc in the region of Phandalin and the Sword Mountains. He is typical of his kind, being dim-witted, cruel, and driven primarily by hunger and greed. White dragons are known for their viciousness and cunning, traits that Cryovain embodies as he seeks to expand his domain and secure his place as a dominant predator.
Cryovain is a large, serpentine dragon with scales that resemble glistening ice, reflecting his cold, heartless nature. His eyes are icy blue, exuding a sense of raw, primal aggression. His claws and teeth are razor-sharp, capable of tearing through flesh and bone with ease.
Background
Cryovain has claimed the crumbling fortress on Icespire Peak as his lair after driving out the orc tribe that once occupied it. His presence has disrupted the region, causing other creatures to be displaced and leading to increased attacks on local settlements as he patrols his new territory.
Behavior
Cryovain is primarily motivated by the desire to establish and defend his territory, as well as to amass a hoard of treasure. His cruelty is matched by a keen instinct for survival, making him a formidable opponent. He frequently uses his icy breath weapon to devastating effect, freezing his prey and enemies alike.
Abilities and Tactics
Cryovain’s combat abilities are enhanced by his natural dragon traits and his adaptations to the icy environment. He uses the terrain to his advantage, often attacking from the air or ambushing his prey in the snow and ice. His ability to breathe a cone of cold can incapacitate even well-prepared adventurers, making encounters with him particularly deadly.
Impact on the Region
Cryovain's reign of terror has a profound impact on the surrounding area. Settlements like Phandalin live in constant fear of his raids, and the ecosystem around Icespire Peak is thrown into chaos. Other creatures, such as displaced manticores and orcs seeking revenge, further complicate the lives of local inhabitants.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Cryovain takes a lair action to cause one of the following effects; Cryovain can’t use the same effect two rounds in a row:
- Icy Mist. An icy mist fills a 20-foot radius centered on a point Cryovain can see within 120 feet of it. The mist lasts until initiative count 20 on the next round. Any creature that starts its turn in the mist must succeed on a DC 15 Constitution saving throw or be blinded until the end of its turn.
- Ice Spikes. Cryovain causes ice spikes to burst from the ground in a 20-foot radius centered on a point it can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage and be restrained by the ice spikes until the end of its next turn.
- Frozen Ground. The ground in a 20-foot radius centered on a point Cryovain can see within 120 feet of it becomes icy and slick. That area is considered difficult terrain until initiative count 20 on the next round. Any creature that enters the area or starts its turn there must succeed on a DC 15 Dexterity saving throw or fall prone.