Legendary Resistance (4/Day). If Arveiaturace fails a saving throw, she can choose to succeed instead.
Spellcasting. Arveiaturace casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
1/day each: Foresight, Psychic Scream, Mass Heal, Counterspell at 9th level, Mind Blank, Forcecage, Reverse Gravity, Hypnotic Pattern
Chromatic Awakening (Recharges after a Short or Long Rest). If Arveiaturace would be reduced to 0 hit points, her current hit point total instead resets to 425 hit points, she recharges her Breath Weapon, and she regains any expended uses of Legendary Resistance. Additionally, Arveiaturace can now use the options in the “Mythic Actions” section for 1 hour.
Frightful Presence. Each creature that is within 120 feet of Arveiaturace and aware of her must succeed on a DC 24 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 Arveiaturace's Frightful Presence for the next 24 hours.
Unusual Nature. Arveiaturace doesn’t require food or drink.
Multiattack. Arveiaturace uses Bite and Tail, Cold Breath (if available) or Spellcasting. She then makes two attacks with her claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 26) and is [Tooltip Not Found] until this grapple ends. Arveiaturace can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Cold Breath (Recharge 4–6). Arveiaturace exhales an icy blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 104 (16d12) cold damage on a failed save, or half as much damage on a successful one.
Arveiaturave can take 4 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. She regains spent legendary actions at the start of its turn.
Attack. Arveiaturave makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). Arveiaturave beats her wings. Each creature within 30 feet of Arveiaturave must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Arveiaturave can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). Areiaturace creates four spears of magical force. Each spear hits a creature of her choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Cast a Spell (Costs 2 Actions). Areiaturace casts one spell from her Spellcasting trait.
If Arveiaturace's Chromatic Awakening trait has activated in the last hour, she can use the options below as legendary actions.
Bite. Arveiaturace makes one Bite attack.
Chromatic Flare (Costs 2 Actions). Arveiaturace flares with elemental energy. Each creature in a 60-foot-radius sphere centered on Arveiaturace must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) cold damage.
Lair and Lair Actions
Arveiaturace’s Lair
Arveiaturace’s innate magic deepens the cold in the area around her lair. Mountain caverns are fast frozen by her presence. Arveiaturace can often detect intruders by the way the keening wind in its lair changes tone.
Arveiaturace 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), Arveiaturace takes a lair action to cause one of the following effects; Arveiaturace can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Arveiaturace can see within 120 feet of her. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 16 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 Arveiaturace can see within 120 feet of it. Arveiaturace makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- Arveiaturace creates an opaque wall of ice on a solid surface she can see within 120 feet of her. 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 Arveiaturace dies.
Regional Effects
The region containing Arveiaturace’s lair is warped by her magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of tArveiaturace’s lair.
- Freezing precipitation falls within 6 miles of Arveiaturace’s lair, sometimes forming blizzard conditions when Arveiaturace is at rest.
- Icy walls block off areas in Arveiaturace’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 Arveiaturace wishes to move through a wall, she can do so without slowing down. The portion of the wall Arveiaturace moves through is destroyed, however.
If Arveiaturace dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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