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 14, +6 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
- At will: ice knife (as a 6th-level spell), warding wind
- 1/day each: ice storm (as a 6th-level spell)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. If the target is a Medium or smaller creature grappled by the dragon, the target is swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 21 (6d6) cold damage at the start of each of the dragon’s turns.
If the dragon takes 30 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Fling. The dragon tries to fling a Medium or smaller creature within 15 feet of it. The target must succeed on a DC 19 Dexterity saving throw or be hurled up to 30 feet horizontally in a direction of the dragon’s choice and land prone, taking 1d6 bludgeoning damage for every 10 feet it was thrown.
Ice Knife. Ranged Spell Attack: +6 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 14 Dexterity saving throw or take 24 (7d6) cold 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
- Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
- Freezing Breath. The dragon exhales a freezing fog in a 60-foot cone. Each creature standing on the ground in that area must succeed on a DC 19 Strength saving throw, or take 27 (6d8) 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 19 Strength (Athletics) check.
Ice Storm (1/day). A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within 300 ft. Each creature in the cylinder must make a DC 14 Dexterity saving throw, taking 18 (4d8) bludgeoning damage and 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the area of effect into difficult terrain until the end of the dragon’s next turn.
Warding Wind. A strong wind (20 miles per hour) blows around
the dragon in a 10-foot radius and moves with it, remaining
centered on it. The wind lasts for 10 minutes or until the dragon
loses its concentration. The wind has the following effects:
- It deafens the dragon and other creatures in its area.
- It extinguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than the dragon.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack or uses Fling.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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