Large Dragon, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 162 (17d10 + 68)
Speed 20 ft., Fly 80 ft., Walk 40 ft., Swim 40 ft.
STR
21 (+5)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +4, CON +8, WIS +5, CHA +5
Skills Perception +7, Stealth +4
Damage Immunities Cold
Senses Blindsight 30 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.

Flyby. The dragon is an agile flier, quick to fly out of enemies' reach. The dragon doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Spellcasting. The [monster name] is a 3-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 13, +5 to hit with spell attacks). The [monster name] has following [Warlock] spells prepared:
Cantrips (at will): [Ray of frost]
1st level (4 slots): [Ice knife]

2st level (2 slots): [gust of wind], [snilloc's snowball swarm] 

Legendary Resistance (1/Day). If Cryovain fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) [piercing] damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) [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 16 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

 
Bonus Actions

 

 
Legendary Actions

Cryovain can take 1 legendary action, 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. Tiamat regains spent legendary actions at the start of its turn. 

 

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 5) [piercing] damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 5) [slashing] damage.

Ice knife. Cryovain You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

 

Description

 

 

Lair and Lair Actions

Frost Spike:  Glacial frost erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5 foot radius stalactites of ice. Each creature within the area must make a DC14 Dexterity saving throw, taking 4d6 ice damage on a failed save or half as much damage on a successful one. 

Tremor: A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed a DC14 Dexterity saving throw or be knocked prone.

Rime Mist: Icy mist forms a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on DC 14 Constitution saving throw or become blinded until the end of their next turn.

Elemental invocation. Cryovain can summon 1d4+2 Ice Mephits in an ice floor.

Previous Versions

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Habitat: Arctic

MildskyMx

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