| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +10 |
| CON | 20 | +5 | +19 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +12 |
| CHA | 16 | +3 | +14 |
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.
Demonic Aura. Any creature hostile to the dragon that starts its turn within 30 feet of the dragon has disadvantage on Wisdom saving throws against being charmed or frightened.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes one Bite and two Rend attacks.
Bite. Melee Attack Roll: +10, reach 10 ft. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) necrotic damage.
Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.
Cold Breath (Recharge 5–6). The dragon exhales frost and abyssal energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) cold damage plus 18 (4d8) necrotic damage on a failed save, or half as much on a successful one. On a failed save, the creature is also restrained until the end of its next turn.
Fear Pulse (Recharge 5–6). Each creature within 30 feet of the dragon must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Mirror of Ice (Lair Action). The dragon vanishes into its own reflection.
As it does, its form distorts and slips into a reflective icy surface within 15 feet. The dragon disappears into the demonic mirror realm that overlays its lair and reemerges from a different reflective surface of ice anywhere within 60 feet of the entrance point.
When it reappears, each creature within 10 feet of the exit point must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) necrotic damage and is slowed (as per the *slow* spell) until the end of its next turn.
This lair action can only be used in locations that contain at least two exposed icy or reflective surfaces. If no valid surfaces remain, this action fails.
Icy Rebuke. When a creature within 5 feet of the dragon hits it with a melee attack, the dragon unleashes a burst of cursed frost in retaliation.
The attacker must make a DC 17 Constitution saving throw. On a failed save, the creature takes 13 (3d8) cold damage and is restrained in a thin coating of black ice until the end of its next turn. On a successful save, the creature takes half damage and is not restrained.
The dragon can use this reaction once per round.
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.
Tail Whip. The dragon makes a tail attack.
Melee Attack Roll: +10, reach 15 ft. Hit: 13 (2d6 + 6) bludgeoning damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone.
Chill Stare. The dragon targets one creature it can see within 60 feet. That creature must succeed on a DC 17 Wisdom saving throw or take 9 (2d8) cold damage and has disadvantage on its next attack roll or saving throw before the end of its next turn.
Wing Surge (Costs 2 Actions). The dragon beats its wings with demonic force. Each creature within 15 feet must make a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be pushed 10 feet away and knocked prone. The dragon can then fly up to half its flying speed without provoking opportunity attacks.
Abyssal Rebirth (Mythic Trait – Triggers at 0 HP)
When Cryovain is reduced to 0 HP, it lets out a distorted, multi-tonal scream that fractures nearby ice. Its body collapses, but the shadows around it surge inward—and the corpse rises again, puppeted by a demon's will.
The dragon regains 100 HP. Its eyes burn with abyssal light, and its scales blacken with necrotic frost. While in this state:
- Its melee attacks deal an additional 1d6 necrotic damage.
- It gains resistance to radiant and force damage.
- Its Cold Breath recharges automatically every 3 rounds.
This form lasts until the dragon is reduced to 0 HP a second time. When it dies, the body shatters into black ice and releases a wave of screaming, frozen souls.
Each creature within 30 feet must succeed on a DC 17 Constitution saving throw or take 18 (4d8) necrotic damage and gain one level of exhaustion.
Description
Cryovain, the Mirror-Wyrm of Icespire is no longer just a beast—it is a vessel.
Once a young white dragon claiming the ruined fortress of Icespire Hold, Cryovain’s body now hosts a sliver of an ancient demon lord’s essence. Exposure to an abyssal glyph buried beneath the mountain's ice fused Cryovain’s soul to the mirror realm—a place where shadow and reflection twist into gateways between worlds.
The corruption manifests in its appearance: eyes like obsidian shards weep black frozen blood; veins of black ice pulse beneath its scales. It moves with erratic speed, blinking between reflections on the ice, and leaves behind clawprints that steam and hiss with necrotic heat.
Cryovain no longer roars—it screams. Echoes ripple across icy walls, distorted with multiple voices: the dragon’s own, and something older, malevolent, and maddening. When it fights, it toys with prey, often retreating through mirror-ice only to ambush from behind. To Cryovain, this is not a hunt—it is a performance for its master, meant to usher in a full crossing into the Material Plane.
Despite its growing power, Cryovain remains bound to the lair that empowered it. It views intruders as both a threat and a ritual opportunity. Each soul spilled on the ice may further weaken the veil separating this world from its master’s rebirth.
Adventurers who face Cryovain will quickly learn: this is not the same dragon that once stalked the peaks. It is a harbinger of something far worse—something that watches from behind the mirror.
Lair and Lair Actions
Icespire Hold serves as Cryovain’s lair—a ruined fortress perched atop a frozen cliff face. The dragon’s corruption has warped the icy stone halls, transforming them into a reflection-filled mirror realm where shadows linger unnaturally and ice forms faces that seem to whisper.
The ambient temperature remains below freezing at all times. Cracks in the stone reveal pulses of black ice underneath, radiating with faint infernal energy. Reflections shimmer subtly, creating the illusion that someone—or something—is always watching.
While in its lair, Cryovain draws on this demonic resonance to warp space, conjure ice, and phase between mirror surfaces.
**Mirror of Ice.** The dragon vanishes into its own reflection.
As it does, its form distorts and slips into a reflective icy surface within 15 feet. The dragon disappears into the demonic mirror realm that overlays its lair and reemerges from a different reflective surface of ice anywhere within 60 feet of entrance.
When it reappears, each creature within 10 feet of the exit point must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) necrotic damage and is slowed (as per the *slow* spell) until the end of its next turn.
This lair action can only be used in locations that contain at least two exposed icy or reflective surfaces. If no valid surfaces remain, this action fails.
**Frozen Pulse.** The dragon causes a sudden surge of infernal cold to erupt beneath its enemies.
Each creature of the dragon’s choice standing on an icy or snow-covered surface must succeed on a DC 17 Constitution saving throw or take 13 (3d8) cold damage and have their speed halved until the end of their next turn.
**Shards of Self.** Reflections along the walls fracture, releasing mirror images of torment.
Choose up to 3 creatures the dragon can see. Each must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and have disadvantage on their next attack roll.
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