Ice Walk. Crovaine 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 him extra movement.
Legendary Resistance (3/Day). If Crovaine fails a saving throw, he can choose to succeed instead.
Magic Resistance. Crovaine has advantage on saving throws against spells and other magical effects.
Multiattack. Crovaine can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the Crovain's choice that is within 120 feet of him and aware of him must succeed on a DC 14 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 Crovain's Frightful Presence for the next 24 hours.
Breath of the Grave (Recharge 5–6). Crovaine exhales a blast of ice, acid, and shards of metal in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 26 (6d8) cold damage and 26 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
Crovaine 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. Crovaine regains spent legendary actions at the start of his turn.
Detect. Crovain makes a Wisdom (Perception) check.
Tail Attack. Crovaine makes a tail attack.
Wing Attack (Costs 2 Actions). Crovaine beats his wings. Each creature within 10 feet of Crovaine must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Crovaine can then fly up to half his flying speed.
Lair and Lair Actions
Crovaine's Lair
Crovaine has been returned to "life" by the Eyes of the Ascendant, and roars into battle in the unholy forge that rebirthed him.
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:
- Acidic fog fills a 20-foot-radius sphere centered on a point the Crovaine can see within 120 feet of him. 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) acid 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) acid damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Crovaine uses this lair action again or until he dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath 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.
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