Gargantuan Dragon, Neutral
Armor Class 20 Natural Armor
Hit Points 349 (349d8)
Speed 18 ft., Fly 40 ft., Burrow 55 ft., Swim 80 ft.
STR
27 (+8)
DEX
9 (-1)
CON
25 (+7)
INT
14 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws DEX +6, CON +14, CHA +10
Skills Stealth +0
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned
Senses Darkvision 100 ft, Passive Perception 23
Languages Common, Draconic, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Frozen Body. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 11 cold damage.

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 moment. 

Legendary Resistance (3 Day). If the dragon fails a saving throw, it can choose to succeed instead.

Spellcasting. The dragon is a 3rd-level spellcaster. Its spellcasting ability is 4 (spell save DC 4, +5 to hit with spell attacks). The dragon has following warlock and sorcerer spells prepared:
Cantrips (at will): chill touch, lightning lure, frostbite, ray of frost, thunderclap, eldritch blast, minor illusion.
1st level (4 slots): purify food and drink, unseen servant, sense emotion, protection from evil and good. 

Actions

Multiattck. The dragon can use it's Frightful Presence. It then makes 2 melee attacks.

Bite. Melee Weapon Attack: +11 to hit, reach 30 ft., 1 target. Hit: 19 piercing damage and 11 cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 25 ft., 1 target. Hit: 20 slashing damage and 11 cold damage.  

Tail. Melee Weapon Attack: +11 to hit, reach 80 ft., 1 target. Hit: 21 bludgeoning damage and 11 cold damage. 

Ice Breath. RangedWeapon Attack: + to hit, range #/# ft., 1 target. Hit: 70 cold damage.

Freeze Burst. RangedWeapon Attack: +10 to hit, range #/# ft., 1 target. Hit: 99 cold damage. The creature is then frozen and has it's speed reduced to 0 until the ice it is trapped in is thawed by a fireball spell or other similar powerful magic.  

Legendary Actions

Enter the description for how legendary actions work for your monster here.

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

Dual Claw. The dragon makes a Strength (Athletics) check. If successful, the dragon makes 2 claw attacks. 

Wing Attack (Costs 2 Actions).The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 19 bludgeoning damage and 11 cold damage and be knocked prone. 

Lair and Lair Actions

Great Glacierwing dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. A legendary great glacierwing dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the great glacierwing dragon's presence. A great glacierwing dragon can often detect intruders by the way the keening wind in its lair changes tone. A great glacierwing dragon 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 5 (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:

  • Walls of Ice. The dragon summons a wall of ice that is 37 ft tall, 45 ft long, and has 46 hit points. When the wall has ran out hit points, it collapses. Anyone 2 feet or less away from the wall will take 11 bludgeoning damage and 5 cold damage. 
  • Freezing Fog. Freezing fog that spreads at a 140 ft radius and each creature in the fog when it appears must make a DC 10 Constitution saving throw or take 13 cold damage.  
  • Ice Spikes. The dragon summons spikes of ice 8 ft tall and 1 ft wide coming out of the ground. Each creature hit by the spikes as they come up take 12 piercing damage and 9 cold damage. Each creature who runs into the spikes after they have come up takes 1 cold damage. The creature(s) die if they are lowered to 0 hit points.
  • Falling chunks of ice. The dragon summons 6 ft tall and 10 ft wide chunks of ice to fall from the ceiling of it's lair. Each creature that is hit by the chunks of ice takes 13 bludgeoning damage and 9 cold damage. Any Medium or smaller creatures hit by the chunks of ice are knocked prone.  
  • Icicle Gate. The dragon summons a 16 ft tall and 8 ft wide gate of icicles from up and down with 27 hit points. Each creature hit by the icicles as they come out of the ground takes 10 piercing damage and 5 cold damage. When the gate is destroyed, it shatters. Each creature 3 ft forward of the shattered gate must make a Dexterity (Athletics) saving throw or take 6 piercing damage and 6 cold damage. 
  • Create Glacierhunter Bat. The dragon magically creates a orc-sized bat monster made of solid ice (see fact sheet for Glacierhunter Bat).

Regional Effects

The region containing a legendary dragon]’s lair is wrapped by the dragon's magic, which creates one or more of the following effects:

  • Chilly Fog. 

If the dragon dies, these effects fade over the course of 2d8 days.

Habitat: ArcticMountain

Dragonekillax

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