Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe air and water.
Oathbound Dominion. Any creature bound by one of the dragon’s oaths is aware of its commands, regardless of distance. (See Oaths below.)
Tainted Frost. A creature that starts its turn within the dragon's Tainted Frost or enters it for the first time takes 7 (2d6) Cold damage. It must also make a *Constitution Saving Throw:* DC 17. *First Failure:* The creature is Restrained and repeats the save at the end of its next turn if it is still Restrained, ending the effect on a success. *Second Failure:* The target is Petrified instead of the Restrained condition. The Petrified condition ends after 1 minute as long as it is not in water.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Paralyzing Breath or (B) Spellcasting to cast Ice Knife.
Rend. Melee Attack Roll: +13, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Cold damage. If a creature is inside of the dragon's Tainted Frost, it instead takes 18 (4d8) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage that makes immunity go to resistance instead. Success: No damage. In addition, the dragon's Tainted Frost flows around it in a 30 ft emanation until the end of the dragon's next turn.
Paralyzing Breath. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. First Failure: The target has the Incapacitated condition until the end of its next turn, when it repeats the save. Second Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18, +11 to hit with spell attacks):
At Will: Detect Magic, Hold Person, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell)
1/Day Each: Ice Storm (level 5 version), Zone of Truth, Control Water.
Legendary Action Uses: 3 (4 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 of its turns.
Chill. The dragon uses Spellcasting to cast Hold Person. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 19, each creature in a 60-foot-long, 10-foot-wide Line. Failure: 14 (4d6) Cold damage, and the target is pushed up to 30 feet straight away from the dragon. Success: Half damage only. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Description
Cursed Healing Waters. Water flowing around the dragon’s crystal horns is imbued with restorative magic. As an action, a creature within 5 feet of the dragon can drink or collect this water to regain 45 (10d8) hit points and end the poisoned condition, plus it is cured of any diseases.
After 7 days, that creature must succeed on a DC 20 Constitution saving throw or become cursed. While cursed, it is compelled to seek deep water and drown itself. A Remove Curse or Greater Restoration ends this effect. (can only be used outside of combat).
Deep Oath
This is a special formal pact the dragon may grant to a chosen creature that is not a Construct. While a creature is under the oath they gain one of the following benefits:
Amphibious: The creature can breathe air and water
Strong Swimmer: The creature gains Swim Speed equal to their movement speed
Aqua Bolt: The creature can cast Lightning Bolt a 3rd level spell twice per day
For the creature to willingly break a command given to it by the dragon, it must succeed a *Wisdom Saving Throw* DC 22. *Failure:* Disadvantage on attack rolls and saving throws for the next 24 hours.
When the creature is reduced to 0 hit points, the dragon gains one of the following:
Invigorate: The dragon permanently gains 20 hit points
Fortify: The dragon gains an extra cast of Control Water, Scrying, Sending, or Wall of Ice per day
Enhance: The dragon gains a temporary bonus to Dexterity or Charisma for 24 hours.
Lair and Lair Actions
Hoardborn Tidal Golem. On initiative count 20 (losing initiative ties), Falenous may summon a Hoardborn Tidal Golem in an unoccupied space within 60 feet that contains water or within her hoard. The golem is formed from water drawn from the surrounding environment and fragments of Falenous’s hoard, appearing as a towering figure of swirling water filled with suspended coins, gems, and treasure. The golem acts immediately after Falenous in the initiative order and obeys her commands. It remains until destroyed or until Falenous dismisses it (no action required). If destroyed, the golem collapses into inert water and scattered treasure. After 3 turns of combat, the golem reforms at the center of falenous's hoard at full hp. If 1 horn is broken, half the golems HP and damage. If both of falenous's horns are broken the golem will stay destoryed.
Regional Effects
The region containing this dragon's lair is changed by its presence, creating the following effects:
Crystal Clear: The water within 2 miles of the dragon's lair are crystal clear and calm.
Sun and Storms. While in its lair, the dragon can cast Control Weather, requiring no Material components and using the same spellcasting ability as its Spellcasting action. When casting the spell this way, the dragon can control the weather within 3 miles of its lair, regardless of if the dragon is inside or outside.
Untraceable. Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement penalties from Difficult Terrain in this area.
Previous Versions
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