Large Dragon, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 350 (14d10 + 56)
Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws DEX +4, CON +7, WIS +4, CHA +3
Skills Perception +6, Stealth +3
Damage Immunities Cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Ice Walk. The dragon 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.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Reactions

Ice whip. When hit by a melee attack within 5 feet, Cryovain uses either his claws or his tail to deal damage. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 2) slashing damage and an additional 1d6 ice damage, and half of both on a failed save.

Legendary Actions

Cryovain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.

Detect: The dragon makes a Wisdom (Perception) check.

Tail Attack: The dragon makes a tail Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and an additional 1d6 ice damage

Wing Attack (Costs 2 Actions): The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

The young white dragon that threatened to decimate and take over the Sword Coast. Taking the Icespire Peak as his lair, the dragon has driven away the orcs and other dangerous creatures, displacing them from their homes at the base of the Sword Mountains, and causing trouble for the neighboring towns of Phandalin, Leilon, and the city of Neverwinter. 

Lair and Lair Actions

Icespire Peak

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.
  • 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.

Habitat: Arctic

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