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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning 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 19 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.
Rimefire Breath (Recharge 5–6). The dragon exhales its peculiar icy flame breath in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 34 (7d8+2) fire damage and 34 (7d8+2) cold damage on a failed save, or half as much damage on a successful one.
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.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The Rimefire Dragon cappears with bright red scales, covered with white plates of reinforced scales on most of its body and onall of its head. From its mouth and its nose, the dragon constantly emits a cold and damp steam-like breath, and its eyes turn ice blue when it starts getting angry.
Lair and Lair Actions
A Rimefire Dragon's Lair
Rimefire dragons lair in high mountains or near volcanoes, active and inactive, especially if covered in snow. Caves with volcanic or geothermal activity in a glacierare the among the most probable places where a Rimefire Dragon can be found, with geysers, geothermal vents and ice stalagmites protecting the dragon as it sleeps.
Rimefire Dragons always spend more time outside of their lair, hunting in the glaciers of the mountain or volcanic peaks where it resides, looking for prey or for more loot to add to its hoard, favoring shiny metallic objects, especially weaponry and armors.
A Rimefire Dragon is quick to anger, and this its servants know fully well, so they always try their best to appease him by mantaining its lair well-kept, lest they incur in the wrath of its cryoflames.
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:
- A geyser of cold and hot steam at the same time erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 11 (3d6) fire damage + 11 (3d6) cold damage on a failed save, or half as much damage on a successful one.
- Jagged flaming 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 4 (2d6) piercing damage + 4 (2d6) fire damage + 4 (2d6) cold damage.
- Cryosteam fog forms a cloud in a 60-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. The walking speed of creatures that are not the dragon (or other Rimefire Dragons) is reduced by 10 until the fog disperses. It lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary rimefire dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- A hot, yet chilly and damp fog lightly obscures the land within 6 miles of the dragon’s lair.
- The air is unnaturally warm while remaining freezing cold at the same time within 6 miles of the dragon's lair.
- Geysers open up on a constant basis within 6 miles of the lair.
If the dragon dies, these effects fade over the course of 1d10 days.
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