Huge Dragon, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 126)
Speed 40 ft., fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
24 (+7)
INT
16 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +5, CON +12, WIS +7, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Cold, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Storm Glide. The dragon ignores weather conditions caused by all manners of storms. It 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.

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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) cold damage. Additionally, this attack leaves shards of frozen lightning in the target, which crack at the start of its next turn, dealing 4 (1d8)

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) 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 17 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.

Hail Breath (Recharge 5–6). The dragon spits shards of hail and frozen lightning, creating a cylinder with a 10 foot radius and that is 60 feet high. Each creature in the cylinder must make a DC 19 Dexterity saving throw, taking 27 (5d10) cold damage and 27 (5d10) bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature that is flying fails this saving throw it immediately falls prone as hail knocks it out of the sky.
Until the start of the dragons next turn the area is lightly obscured and counts as difficult terrain, at which point the charged ice cracks dealing 27 (5d10) lightning damage to every creature in the area and ending this effect.

Legendary Actions

The dragon can take 3 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. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Cyan dragons are the result of the unlikely union between a white and a blue dragon, taking the abilities of both to become a rare and powerful creature. 
Although they lose a majority of their parents burrowing capabilities, with the combination of their elements they can control hail as well as frozen lightning. 
Frozen lightning typically resembles white or opaque crystals glowing with electrical charge.
Cyan dragons are exceedingly as rare their parents rarely share habitats, and, much like other draconic hybrids, are typically seen as abominations by other dragons, requiring either extreme luck, or a rare display of compassion from their parents to survive.

Lair and Lair Actions

Even though cyan dragons prefer colder terrain, they can inhabit a vast amount of climates, provided hailstorms and or other similar phenomena are naturally occurring in the region.

Hail and ice hide a cyan dragons liar. They burrow out an area in a similar manner as a blue dragon, albeit the lairs they inhabit are considerably smaller than those of blues. The horn inherited after one of their parents has greatly diminished size, making it practically useless for quickly burrowing through the ground.

As the dig, cyan dragons naturally line their caves with crystals of frozen lightning, which they can utilize to defend their homes, magically reforming it to deter intruders. The process of artificially recreating the ice is extremely straining for a cyan dragon, as creating a stable enough crystal drains their ability to use their breath weapons in combat for the day.

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:

  • An overcharged icicle falls on one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) piercing damage. The icicle then discharges its energy, causing all creatures with 10 feet to make a DC 15 constitution saving throw, or take 10 (3d6) lightning damage and have their movement speed reduced by 15 feet until the end of their next turn.
  • A cloud of freezing mist and jumping currents fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and provides heavy obscurement. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn. If a creature already succeeded on this saving throw at least once in the past hour, it has advantage on the roll.
  • The dragon creates a charged 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. Creatures that start or end their turn within 10 feet of the wall must make a DC 15 dexterity saving throw taking 9 (2d8) lightning damage or half as much on a success.  Each 10-foot section of the wall has AC 5, 30 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.

The region containing a legendary cyan dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • All storms withing 6 miles of the lair become hailstorms, causing flying creatures other than the dragon to make a DC 20 acrobatics check for every minute spent in the air. Creatures that don't succeed are knocked out of the sky, falling prone.
  • All ice surfaces withing 6 miles gain a minor electric charge. Every creature that spends more than a minute making contact with the ice becomes paralyzed for the next minute, but gains immunity to this effect for the next hour afterwards. Special insulated footwear can prevent this effect.
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.

If the dragon dies, all charged ice surfaces loose their effects immediately, and the storms return back to normal within 1d10 days. Any sinkholes remain where they are.

ALeafOfMilk

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