| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 27 | +8 | +15 |
| CON | 25 | +7 | +21 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 24 | +7 | +14 |
| CHA | 18 | +4 | +4 |
Amphibious. The dragon can breathe air and water.
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.
Belly Slider. The dragon doesn't spend any movement to get up from prone and it's movement is not impeded by the prone condition. It can move normally when prone as if it was standing up. On top of this while it is prone it can as a bonus action take the dash action. On top of this no creatures gain advantage on attacks while within 5 ft of the dragon while it is prone.
Legendary Resistance (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes two Slap and Peck attacks and Two Snowball Attack. It can replace one attack with a use of Spellcasting to cast Ice Knife (level 4 version).
Slap and Peck. Melee Attack Roll: +15, reach 15 ft. Hit: 21 (3d8 + 8) Bludgeoning damage plus 13 (3d8) Piercing damage.
Snowball. Ranged Attack Roll: +15, reach 300 ft. Hit: 17 (2d8 + 8) Bludgeoning damage plus 9 (2d8) Cold damage.
Snowball Breath (Recharge 5–6). Dexterity Saving Throw: DC 23, each creature in a 40 ft cone. Failure: 81 (16d8) bludgeoning damage and the creature is knocked prone. Success: Half damage only.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):
At Will: Detect Evil and Good, Sleet Storm, Ice Knife (level 4 version)
1/Day Each: Wall of Ice, Ice Storm, Cone of Cold
Belly Slider. The dragon can use the dash action as a bonus action while it is prone.
Sliding Dodge. As a reaction to getting hit with a ranged attack the dragon can gain the prone condition.
Legendary Action Uses: 4 (5 in Lair). Immediately after another creature's turn , the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each its turns.
Snowball Burst. Dexterity Saving Throw: DC 21, each creature in a 30-foot-radius sphere centered on a point the dragon can see within 120 feet. Failure: 24 (8d6) Bludgeoning damage, and the creature is knocked prone. Success: half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Snow Storm Caller. The dragon uses Spellcasting to cast Sleet Storm. The dragon can’t take this action again until the start of its next turn.
Slide and Snap. The dragon goes prone and moves up to half its Speed, and it makes one Slap and Peck attack.
Ice Wall. The dragon uses Spellcasting to cast Wall of Ice. The dragon can’t take this action again until the start of its next turn. This does not take away its uses of Wall of Ice.
Lair and Lair Actions
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:
- Flowing snow explodes in a 15ft radius around a point within the lair. Each creature within the radius must make a Dexterity Saving Throw: DC 15. Failure: 16 (4d8) Cold damage. Success: Half damage only.
- Eight super penguins slide into battle. These penguins automatically have the prone condition. These penguins act on the same turn as The Penguin Dragon. Use the blood hawk stat block but switch the flying speed with a swimming speed. Double their health and amount of damage dice. These penguins also gain the Belly Slider and Ice Walk trait from the Penguin Dragon.
- The ground becomes icy. Each hostile creature in the lair must make a dexterity saving throw. DC 18. Failure: the creature is knocked prone taking 1 point of bludgeoning damage. Success: Nothing happens. Success or failure: the ground for the entire lair becomes icy difficult terrain for one turn.
Regional Effects
The region containing a legendary Penguin Dragon's lair in a 12 mile radius is constantly snowing, abnormally cold and has an abundance of penguin populations, which creates one or more of the following effects:
- Every hour that the players spend within the region a group of 16 penguins will assault the players. Just use blood hawk stat block but switch the flying speed with a swimming speed. These penguins also gain the Belly Slider and Ice Walk trait from the Penguin Dragon.
- Every hour that the players spend within the region they must roll a constitution saving throw DC 18. Failure: 14 (4d6) Cold damage, and come under the effects of the Frostbite. Success: no effect happens.
If the Penguin Dragon dies, these effects(except for the penguins) fade over the course of 3d6 days.
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