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 (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Iceblight. When a creature suffers the effects of either the Cold Breath or Entomb actions it suffers from iceblight. While under this effect, the creature suffers the effects of the Slow spell. This effect can be removed by casting lesser restoration, dispel magic or similar spells. Alternatively, if the creature suffers at least 5 points of fire damage it is also freed from this effect.
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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 16 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 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. If a creature failed the save it is effected by the Iceblight trait. The creature can repeat the save to remove the effects of Iceblight at the end of their turn.
Bloodied Breath. When the dragon’s hit points fall below half, its breath weapon recharges and it uses it immediately.
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.
Scout. The dragon moves up to half its flying speed and makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Entomb (Costs 2 Actions). The dragon flaps its wings, summoning a a frozen torrent of wind. The dragon targets one creature within 120 feet of itself, that creature must succeed a DC 22 Strength or Dexterity saving throw (creature’s choice) or suffer 10 (3d6) cold damage and become restrained. A creature can use their action to make a DC 15 Strength check to break the restraint. While restrained, a creature is affected by the Iceblight trait.
Aura of Winter (Costs 3 Actions). The dragon summons a blizzard-like mist up to 20 feet around itself. The dragon is considered heavily obscured and any creature that first enters the aura must make a DC 22 Constitution saving throw or suffer 18 (4d8) cold damage and lose any resistance to cold damage for 1 minute, or suffer half damage on a success. The area inside the mist is considered difficult terrain and flying on it costs double movement. The dragon is immune to these effects. The effects stop at the end of the dragon’s next turn.
Description
These are the statistics for my campaign’s Ancient White Dragon. It was made with the intent of making the fight more interesting by having the dragon have abilities beyond simply damaging the players.
Lair and Lair Actions
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 (3d6) 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 (3d6) 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 (+7 to hit) against each target. On a hit, the target takes 10 (3d6) 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, 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.
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