within 120 feet of it must succeed on a DC 20 Dragon Wisdom saving throw or be Frightened until the Gargantuan dragon, chaotic evil beginning of the dragon's next turn, becoming immune to this effect for the next 24 hours on a success. Armor Class 21 (Natural Armor) Raise Hackles. The dragon extends its spined frill and a Hit Points 525 (26d20 + 252) deep, booming rumble ripples through the air around it Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft. in a 60 foot radius. Each creature in the area that is immune to the STR DEX CON INT WIS CHA dragon's Frightful Presence or the Frightened condition must succeed on a DC 25 Wisdom saving 28 (+9) 12 (+1) 28 (+9) 12 (+1) 15 (+2) 19 (+4) throw or lose that immunity for the next minute. Saving Throws DEX +9, CON +17, WIS +10, CHA +12 Winterglass Breath (Recharge 5–6). The dragon exhales a Skills Perception +18, Stealth +9, Survival +10 blast of frigid air in a 300-foot cone, covering the area Damage Resistances Attacks made without advantage in ice and forcing each creature in the area to succeed Damage Immunities Cold on a DC 25 Constitution saving throw or take 90 Condition Immunities Charmed, Frightened, Poisoned (20d8) cold damage, or half as much on a success. Senses Blindsight 60 ft., Darkvision 120 ft., Truesight A creature that fails this saving throw by 10 or more 120 ft., Passive Perception 28 contracts Frostbite. Languages Common, Draconic Challenge 25 (75,000 XP) A creature that moves more than 10 feet through the area in a turn must succeed on a DC 20 Dexterity Tundraborn. The dragon ignores negative effects from saving throw or fall prone. moving over terrain composed of ice or snow, and has advantage on saving throws against being Blinded. Reactions Sudden Pounce. When a creature the dragon can see Heavy Chill. A creature that begins its turn within 30 within 120 feet moves at least 15 feet away from it or feet of the dragon has disadvantage on each attack it fails an attempt to Hide from it, the dragon can leap up makes on its turn beyond the first, unless it is resistant to 120 feet directly toward the creature and make a or immune to cold damage. Barbed Claw attack against it. A creature can lose two unexpended hit dice to ignore Bloodied Breath (1/Day.) When the dragon is reduced this effect until the beginning of its next turn. below 263 hit points, it can roll to recharge its Frostblessed Resistance (5/Day). If the dragon fails a Winterglass Breath, then immediately use it, if available. saving throw against an effect that does not deal fire damage, it can choose to succeed instead. Legendary Actions The dragon can take 3 legendary actions, choosing Actions from the options below. Multiattack. The dragon makes four Barbed Claw attacks, one of which it can replace with its Bitter Bite Terrorize. One creature the dragon can see within 60 or Icecarve Tail, and uses either its Frightful Presence feet must succeed on a DC 20 Wisdom saving throw or Raise Hackles. or use its reaction to move its speed directly away from the dragon, or take 14 (4d6) psychic damage if it can't. Bitter Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing plus 13 Ice Tomb. The dragon breathes a layer of dense, translucent ice that encrusts a prone creature within (3d8) cold damage and the target is grappled (escape DC 25). 20 feet, forcing it to succeed on a DC 25 Strength saving throw or gain 25 temporary hit points, or half as A creature grappled in this way has disadvantage on many on a success. saving throws against the dragon's Winterglass Breath. A creature that has any of these temporary hit points is Barbed Claw. Melee Weapon Attack: +17 to hit, reach restrained and loses three unexpended hit dice at the 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage end of each of its turns, or gains a point of exhaustion and the target is knocked prone. if it can't. Each other creature within 10 feet of the target must Uttercold. The dragon draws on its deepest reserves, succeed on a DC 25 Dexterity saving throw or take half intensifying its natural cold. the attack's damage. Until the end of its next turn, cold damage the dragon Icecarve Tail. The dragon sweeps its tail, flinging a wave deals ignores damage resistance, and it can reroll any of ice and snow in a 30 foot cone. of the damage dice of its Winterglass Breath once, Each creature in the area is pushed up to 10 feet away taking the second result. and must succeed on a DC 25 Dexterity saving throw Ploughing Pivot (Costs 2 Actions). The dragon moves up or take 13 (3d8) cold damage and be Blinded until the to 15 feet and uses its Icecarve Tail. beginning of its next turn. Lay Bare White Dragon Spells 2nd-level enchantment Bloodfrost Barrier Casting Time: 1 action 3rd-level abjuration Range: 60 ft. Casting Time: 1 reaction, which you take when you take any Components: V, S, M (a preserved nerve) piercing or slashing damage Duration: 1 round, concentration Range: 60 ft. You amplify the fears of a creature you can see within Components: V, M (a white dragon's gallstone worth at least range to expose its weaknesses. The target must succeed on 50 gp) a Wisdom saving throw or be Frightened until the end of your Duration: 1 round next turn. While Frightened in this way, the creature has You freeze your spilled blood into an armored shell, gaining disadvantage on Constitution saving throws. temporary hit points equal to the triggering damage. These temporary hit points last until the beginning of your next turn, Rend Magic or until you take any fire damage. 3rd-level abjuration While you have any of these temporary hit points, your AC Casting Time: 1 action is increased by +2. Range: 60 ft. Components: V, S Clutch of Terror Duration: instantaneous 3rd-level necromancy The controller of one spell or magical effect you can see Casting Time: 1 action within 60 feet must succeed on a Constitution saving throw Range: 60 ft. or have the spell or effect end. Components: S, M (a drop of fear-sweat) If the magical effect was produced by an item, the item may Duration: 1 minute, concentration not be activated again until the end of your next turn. You sink a terrifying spectral claw into the head (or closest equivalent) of a creature within reach and drag it towards Sapping Cold you. Make a melee spell attack with a reach of 15 feet. 2nd-level evocation On a hit, the target takes 4d10 necrotic damage and is Casting Time: 1 action dragged up to 10 feet toward you, then must succeed on a Range: 60 ft. Wisdom saving throw or be Frightened for the next minute. A Components: S, M Frightened creature repeats this save at the end of each of its Duration: 1 minute, concentration turns, ending the effect on a success. One creature you can see within 30 feet must succeed on a Constitution saving throw or be unable to gain advantage on Delay Spell any roll for the next minute. 5th-level abjuration Casting Time: 1 reaction, which you take when you see a Splinterburst creature within 60 feet of you casting a spell 5th-level transmutation Range: 60 ft. Casting Time: 1 bonus action Components: V Range: 120 ft. Duration: 1 round Components: V, S You freeze a spell in mid-air, delaying its effect until the end Duration: instantaneous of your next turn. The spell keeps its original targets, and fails One tree you can see within range explodes in a hail of if those targets are no longer valid when the spell resolves. massive splinters. Each creature within 15 feet of the tree The spell's caster must maintain concentration on the spell must succeed on a Dexterity saving throw or take 27 (6d8) until the spell takes effect, or have the spell fail. piercing damage, or half as much on a success.