Large Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 40 ft., Burrow 20 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 +3, CON +7, WIS +3, CHA +4
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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.

Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The dragon can innately cast the following spells, requiring no
material components:
• At will: gust of wind
• 1/day: ice knife (as a 4th-level spell)

Actions

Multiattack. The dragon 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.

Ice Knife (1/day). Ranged Spell Attack: +4 to hit, range 60 ft. Hit: The target takes 5 (1d10) piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a DC 12 Dexterity saving throw or take 17 (5d6) cold damage.

Wing Attack. Each creature within 5 feet of the dragon must succeed on a DC 15  dexterity saving throw or take 11 (2d6+4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed

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.

Freezing Breath (Recharge 5–6). The dragon exhales a freezing fog in a 30-foot cone. Each creature standing on the ground in that area must succeed on a DC 15 Strength saving throw, or take 22 (5d8) bludgeoning damage and be restrained for 1 minute as ice encases its feet. As an action, a creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 15 Strength (Athletics) check.

Gust of Wind. A line of strong wind 60 feet long and 10 feet wide blasts from the dragon in a direction of the dragon’s choice for 1 minute or until it loses its concentration. Each creature that starts its turn in the line must succeed on a DC 12 Strength saving throw or be pushed 15 feet away from the dragon in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the dragon. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of the dragon’s turns before the spell ends, it can change the direction in which the line blasts from it.

Habitat: Arctic

FrostfireWisp

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