Draconic Immunity. The dragon cannot be put to sleep by magic.
Metalsense. The dragon can supernaturally sense non-precious metals (such as iron, steel, or bronze) within 60 feet of themself if the metal is not behind total cover. The dragon cannot be surprised by any creature using armor or weapons made from non-precious metals.
Multiattack. The dragon makes three attacks: one with their Bite and two with their Claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) Piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) Slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales a stream of icy crystal in a 40-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 14 Constitution saving throw or have their Dexterity score reduced by 3 (1d6). A creature's Dexterity score is reduced until they complete a short or long rest.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 14):
1/day each: Shape Water, Pass Without Trace, Rime’s Binding Ice
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