Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Indomitable Will. The dragon has advantage on saving throws against being stunned.
Magic Consumption. When presented with a magical item or artifact, the dragon performs a ritual which strips the magic from the item. The dragon absorbs this magic, which dramatically prolongs its life. It is impossible to determine how long a greenice dragon might live, given access to enough magical weapons and artifacts.
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: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Necrotic Breath. The dragon exhales green, destructive energy that fills a 40 ft cube in front of it. Each creature in that area must succeed on a DC20 Constitution saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Ice Growth (Costs 2 Actions). The dragon focuses its greenice corruption and heals itself for 10d10 hitpoints.
Ice Spikes (Costs 3 Actions). Icy spikes erupt out of the ground in a 40 ft cube in front of the dragon. Each creature in the area must make a DC20 Dexterity saving throw, taking 33 (6d10) cold damage on a failed save or half as much on a successful save. The area becomes difficult terrain until the end of the dragon's next turn.
Description
Greenice dragons are corrupted mimics of their silver cousins. Their silver-scaled hides are crossed with painful green cracks that persistently ooze freezing ichor, giving them an unnaturally spiked look. Though they live just as long and share a dragon's intelligence and will, a greenice dragon spends its existence unmaking anything it can see. Its hoard, if it has one, consists of broken, discarded, and useless items; the more powerful the item once was, the more the dragon covets it.
Lair and Lair Actions
A Greenice Dragon’s Lair
Greenice dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. They favor the realms of their progenitors, the silver dragons, though greenice dragons have long since forgotten the cool, capricious nature of their silver cousins.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
Regional Effects
The region containing a legendary greenice dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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