| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 10 | +0 | +6 |
| CON | 26 | +8 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 17 | +3 | +3 |
| WIS | 13 | +1 | +7 |
| CHA | 18 | +4 | +10 |
Ice Walk. Bruenhidivel 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 her extra movement.
Mistress of the Frost. Bruenhidivel is considered Obscured whenever she is in snowfall. Any liquid water within 30 feet of her, magical or otherwise, instantly freezes.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Icy Thoughts. Bruenhidivel has Advantage on Saving Throws against being Charmed, Frightened, or put to Sleep. Any failed attempts to read her mind will cause 2d10 Psychic Damage.
Primal Fury. Bruenhidivel has Advantage on Attack Rolls against the last creature to deal her damage. When Bruenhidivel's health drops below 100, she gains 10 feet to her movement speed and can take another Attack Action.
Multiattack. Bruenhidivel can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Bruenhidivel's choice that is within 120 feet of her and aware of her must succeed on a DC 16 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 Bruenhidivel's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 4–6). Bruenhidivel exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 10d8 cold damage on a failed save, or half as much damage on a successful one. On a failed save, a creature becomes Bloodchilled until the end of the Dragon’s next turn. While Bloodchilled, movement speed is halved, it cannot take reactions, and their Strength and Dexterity Saving Throws are made with Disadvantage.
If they would be subjected to Bloodchilled again before it wears off, they become Frozen. A frozen creature must make a DC18 Strength Check to try and break the ice, or a DC18 Constitution Check to will their body to warm up. If they fail this check three times, they instantly fall unconscious. Another creature can also make the same Strength check to try and break them free.
Spellcasting. Bruenhidivel is a natural spellcaster, and can cast the following spells, requiring no Material components and using Charisma as her spellcasting ability (spell save DC 19, +11 to it):
At Will: Frostbite, Mage Hand, Ray of Frost, Vicious Mockery, Chromatic Orb, Command, Ice Knife, Magic Missile, Detect Thoughts, Gust of Wind, Rime's Binding Ice, Snilloc's Snowball Storm, Warding Wind, Counterspell, Fear, Haste, Sleet Storm, Wind Wall, Blizzard Sphere, Control Water, Ice Storm, Watery Sphere, Cone of Cold, Control Wind
2/day Each: Eyebite, Otiluke's Freezing Sphere, Wall of Ice, Whirlwind
1/day Each: Control Weather, Storm of Vengeance
Chilling Gaze. When another creature attempts an attack, Bruenhidivel affixes them with an icy stare. The creature must make a DC18 Wisdom Check. If they fail, they panic and are compelled to run up to their movement speed away from her, abandoning all other actions. If they succeed, they become immune to Chilling Gaze for 24 hours.
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.
Ice Burst. Bruenhidivel casts Rime's Binding Ice. She cannot take this action again until the end of her next turn.
Icicle Wall. Bruenhidivel causes a row of icicles 20 feet wide and 5 feet deep to erupt from the ground within 60 feet of her. Any creature within the area must make a DC 17 Saving Throw. On a failed save, they take 2d8 Piercing Damage and 2d8 Cold Damage and begin Bleeding. On a successful save, they take half damage. Bruenhidivel cannot take this action again until after her next turn.
Tail Attack. The dragon makes a tail attack.
Wing Attack. The dragon beats its wings. Each creature within 15 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.
Pounce. The dragon moves up to half its Speed, and it makes one Bite attack.
Description
"Plans? What plans? Such things mean little to me. The others may plot and scheme, holed up in their lairs and always thinking, thinking, thinking... But I've no use for such things. I am a hunter, a stalker, a lover of the hunt. The others can have their grand designs, so long as those plans continue to bring me to new prey. That is all that matters- that the hunts continue, and I am always given new quarry. Now, I've grown bored of talking. It's time to see whether or not you give greater sport than your appearances would suggest."
"Is there anything quite as beautiful as ice? Cold, hard, pristine... The world is never quite so beautiful to behold as when wreathed in frost and snow. It's in that stillness that I find my peace in between the fury of battle. And there are few things that I find as lovely as those who once thought themselves worthy challengers, sealed forever as frigid statues for my collection."
"Blood! Blood and fury! That is all you will know! You think me soft like a flurry? No! I am the blizzard incarnate, the heart of the gale, the winter's violent rage given form! I am the wind that snuffs out the flame of life! I am the keeper of the Eighth Gate, whose frosts grant glimpses of Cania itself! I will freeze the blood in your veins until your very hearts are locked within shackles of ice! When I am through with you, your bodies will be scattered like snow on the wind, and the very memories of your existence will be lost to the howing winds!"
A White Dragon Queen, also known as the Iceborn Savagery and the Ivory Fiend. The smallest and most volatile of the dragons under Tessyldraphelle, she cares little for plots and plans of grandeur or conquest, and thinks only of the feral thrill of battle and the bloody spoils that follow. Her wild nature makes her hard to control, and complex battle plans bore her, but her viciousness in combat is considered a valuable asset when it can be directed properly. Most of the others see her as little more than a living weapon, and do not try to involve her in their plotting often, though she has a decent enough relationship with Quolondo’Shasev.
Of all of her comrades, Bruenhidivel is by far the most feral in battle, caring little for lengthy planning or complicated stratagems. She tends to be incredibly brutal and forward in combat, lashing out with the fury of a crazed animal, making use of every asset at her disposal in a dizzying whirlwind of violence. Advanced sorcery and complex spellcasting are not things that she puts great stock in, and she has very little skill in any magics that do not come naturally. However, in a bizarre twist, she has considerable mastery over certain weather and ice-baced spells, and frequently employs barriers of frigid wind or frozen mist to conceal her movements. What she lacks in foresight she makes up for in adaptability, and when faced with challenging foes she can display a striking degree of cunning. In such situations she will begin to manipulate the field of battle to her advantage, creating sheets of ice and frozen constructs to upset footing and pacing.
Lair and Lair Actions
A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.
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:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged 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 10 (3d6) piercing damage.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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