Huge Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 272 (16d12 + 96)
Speed 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws DEX +4, CON +8, WIS +4, CHA +5
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
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: +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.

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 14 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 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.

Bonus Actions

Ice Eruption. While burrowing within 10 feet of the surface, The Dragon erupts (without spending movement) into a 10-foot square on the ground directly above them. This area becomes difficult terrain, and each creature on the ground in this area must make a DC 15 Dexterity saving throw. On a failed save, a creature is pushed 5 feet to an unoccupied space of The Dragon choice and is restrained by rubble. A creature can use their action to free themself or another creature within their reach. On a successful save, a creature is moved 5 feet to an unoccupied space of the creature’s choice and is not restrained.

Reactions

The Dragon has three villain actions. They can take each action once during an encounter after an enemy’s turn. The Dragon can take these actions in any order but can use only one per round.

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

Tail Attack. The dragon makes a tail attack. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Wing Attack. The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 13 (2d8 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

 

 

Special 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.

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. 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.

Ice shards. 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 (2d6) piercing damage.

Opaque wall. 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.

Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.

Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon. The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

Regional Effects

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

Chilly fog. Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.

Freezing precipitation. Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.

Icy walls. Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

Biting Chill. Extreme cold envelops the land within 6 miles of the dragon’s lair. If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.

Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Description

Hit Point 272 (16d12 + 966)  Full HP 416 (272 +144 Ice Armor)
Cryovain lived with his companion Isendraug in Svardborg.

In the late 1480s or early 1490s DR, Jarl Storvald's frost giant minions claimed the site during Isendraug and Cryovain's absence and took the opportunity to steal all of its eggs. Storvald blackmailed the two white dragons into obeying his orders or face the destruction of the eggs.

Cryovain was chained to the 'Krigvind', the jarl's colossal warship. During the battles, Storvald ordered Cryovain to provide air support.

After escaping the frost giants, Cryovain flew south to avoid other, more powerful dragons. He killed the orc warchief Kra and drove his orc tribe from Icespire Hold on Icespire Peak, taking the fortress as his new lair. Cryovain terrorized the surrounding areas, including the settlements of Phandalin, Gnomengarde, Leilon, and Neverwinter[5], and the displaced orcs also wreaked havoc on the area. Cryovain also drove a manticore from its mountaintop nest, which then attacked Adabra Gwynn's home on Umbrage Hill.

Lair and Lair Actions

A White Dragon’s Lair

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

Temperature. The temperature is slightly above freezing during the day and plunges at night. Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must make a DC 10 Constitution saving throw at the end of each hour. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear and creatures naturally adapted to cold climates. On a failed saving throw, the creature has disadvantage on ability checks, attack rolls, and saving throws, and its speed is halved. The creature freezes to death if it suffers these effects for six consecutive hours. These effects end on the creature after it spends at least an hour in a place of warmth.

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.
  • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.

  •  Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

Regional Effects

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

  • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
  • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
  • Biting Chill. Extreme cold envelops the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
  • Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Habitat: Arctic

Meanestmofo

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