Ice Walk. Cryovain 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.
Legendary Resistance (2/Day). If Cryovain 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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Frightful Presence. Each creature of the Cryovain's choice that is within 60 feet of the dragon and aware of it must succeed on a DC 12 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.
Cold Breath (Recharge 5–6). Cryovain exhales an icy blast in a 45-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 50 (11d8) cold damage on a failed save, or half as much damage on a successful one.
Cryovain 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. He regains spent legendary actions at the start of its turn.
Detect. Cryovain makes a Wisdom (Perception) check.
Tail Attack. Cryovain makes a tail attack.
Glacial Shift. Cryovain moves up to half its speed without provoking opportunity attacks
Wing Attack (Costs 2 Actions). Cryovain beats its wings. Each creature within 10 feet of him must succeed on a DC 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. He can then fly up to half its flying speed.
Frost Sweep (Costs 2 Actions). Cryovain strikes its tail in a 15-foot cone behind it. Creatures in the are must succeed a DC 16 Strength saving throw or be pushed 15 feet away and blinded by spraying ice until the start of their next turn.
Chilling Blast (Costs 3 Actions). Cryovain blows an icy cold breeze towards one creature it can see within 30 feet. The target must succeed on a DC 17 Constitution saving throw or take 13 (3d8) cold damage and have its movement speed reduced to 0 until the end of its next turn as ice freezes around its feet.
Lair and Lair Actions
Lair
Cryovain resides on the breezy roof of the Icespire Hold.
Lair Actions
On initiative count 20 (losing initiative ties), Cryovain takes a lair action to cause one of the following effects; he 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 Cryovain uses this lair action again or until the dragon dies.
- Jagged ice shards are hurled from the walls of the roof of the Icespire Hold, striking up to three creatures 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.
- Cryovain 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, 10 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 10, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Cryovain uses this lair action again or when he dies.
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