FROZLENDT DRAGON Species in Pangorio | World Anvil

FROZLENDT DRAGON

The great dragon circled above the icy streets of Shearcliff, a city built at the top of the steepest, most rugged hilltop on Yarwyn, the middle of the three Keterwin Isles. Each circle dropped lower and lower until she folded her wings and landed on the castle courtyard. By then, every human and pack or pulling beast had been moved out of the way. Normally she would spare a word or two with folks but not today.   With long strides that never slipped on the ice, she made her way to the castle doors which opened. Humans in fur-lined chain armor rushed out to meet her. One wore a golden circlet instead of a helmet and he did not stop until he was before her snout. He made a curteous quarter-bow.   "Great Freizeldamma, though I am honored by your visit, I fear what it may portend."   "You are wise to fear, King of Yarwin, for the channels have frozen deep and the blue menace has begun to march across. This time they are many."   The King grimaced but nodded. "Though it's been nearly a hundred years since their last assault, we have been preparing." He waved at the ballista with braziers beside them for heating the metal heads of the great shafts deadly hot to the cold-born giantfolk marching their way. Fewer in number but far greater in size were trebuchets armed with chain slings that would hurl vats of oil lit just before launch. "We live at the ready."   "Their sledges haul catapults, ballista, and hooks with chains. They are legion. The roar has gone out across the ice to rally here."   "They must have heard about the fall of the Gateways. There are no portals left for any allies to arrive." The King stood straighter. "But I will light the beacons and send messengers to the other isles."   "Do light your fires but no need for messengers. We bring the word to all the Keterwin Isles."
— The Dire War
 

Kytha and Rimdelarchan

It is written that the Frozlendt dragons remember a time when the Rimeon, a cold-born giantfolk, busied themselves with worldly affairs rather than the butchering of dragons and plundering the Keterwin Isles. But this was millenia ago and the RImeon have since amassed themselves in the Frozenlands to hunt and plunder dragon lairs and the human isles. Dragon young were slaughtered in such vast numbers that the Frozlendts were on the brink of becoming extinct when a daring human princess braved her way up Fang Peak to speak to the eldest of Frozlendts.  
Kytha Arrowood and Rimdelarchan talked long, taking a full moon to forge a plan to save both their kinds. With the Rimeon only able to attack the Ketwerwin Isles in winter when the channels between the mainland and islands froze over, that left dragon and human time to forge a defense if they worked together. In return for the aid of the dragons, the humans would swear to tend dragons eggs and raise the hatchlings thus ensuring there would always be dragons to ally with them.

 

Hopesblood

The first winter after this bargain was made was the proving grounds for this new alliance. Raids were defeated and driven back across the frozen channels again and again. The winter was dubbed the Hopesblood War and forged the Keterwins and Frozlendts into perpetual unity. In the many centuries since, the Rimeon have tried to break the Isles or purge the Frozen Lands of icy lairs but the alliance always rallied. It was not all wins for the alliance, but they won more times than they lost and it was enough to ensure humans and dragons survived.   Over time, the dragons became valiant companions who carried their human partners into battle. Riders, who called themselves Dragoliers, wore a new armor that let them leap off their dragons and glide down upon an enemy. The dragons call themselves Fangknights. Many choose to learn wizarding as well, adding to their deadliness. A wizarding fangknight with a trio of Dragoliers has brought mastery of the skies to the Keterwin Alliance.  

Frozlendt Dragon Stat Blocks

Hatchling

Frozlendt Dragon Hatchling CR: 1/4

Tiny dragon, any
Armor Class: 12
Hit Points: 8hp (1d12+2) 1d12+2
Speed: 15 ft , fly: 30 ft , swim: 15 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

8 -1

WIS

10 +0

CHA

11 +0

Saving Throws: DEX +2 1d20+2 , CON +4 1d20+4 , WIS +2 1d20+2 . CHA +2 1d20+2
Skills: Perception: +4 1d20+4 , Stealth: +2 1d20+2
Damage Immunities: Cold
Senses: BLINDSIGHT: 10'   DARKVISION: 60'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 14
Languages: Draconic, Bexi (Human)
Challenge Rating: 1/4
by mamdg

1/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +2

Actions

BITE Melee Weapon Attack: +4 1d20+4 to hit, reach 5ft., one target. Hit: 3 (1d2+2) 1d2+2 piercing damage plus 1 pt of cold damage.   COLD BREATH (Recharge 5-6): 5' cone, each creature in the cone must make a SAVING THROW CON DC:10. On a fail they take 4 (1d8) 1d8 cold damage.

Reactions

Legendary Resistance (1/long rest): when the dragon fails a saving throw, it can re-roll that save.

A four legged creature with leathery wings covered in white scales. It is 1 foot long from snout to tail tip. It has a wingspan of 2 feet.   The dragon will take 1 year to grow out of this stage.

Suggested Environments

Cold Regions

Tadling

Frozlendt Dragon Tadling CR: 1

Tiny dragon, any
Armor Class: 13
Hit Points: 36hp (4d12 +12) 4d12+12
Speed: 20 ft , fly: 40 ft , burrow: 5 ft , swim: 20 ft

STR

16 +3

DEX

10 +0

CON

16 +3

INT

9 -1

WIS

11 +0

CHA

12 +1

Saving Throws: DEX: +2 1d20+2 , CON: +5 [roll;1d20+5], WIS: +2 1d20+2 , CHA: +3 1d20+3
Skills: Intimidation: +3 1d20+3 , Perception: +4 1d20+4 , Stealth: +2 1d20+2 , Survivial: +2 1d20+2
Damage Immunities: Cold
Senses: BLINDSIGHT: 10'   DARKVISION: 60'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 14
Languages: Draconic, Bexi (Human)
Challenge Rating: 1
by mamdg

1/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +2   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 1 Claw Attack   Second Wind (1/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 3 1D10+3   Use All Armor Types

Actions

BITE Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft., one target. Hit: 5 (1d4+3) 1d4+3 piercing damage plus 1 (1d2) 1d2 cold damage.   CLAW Melee Weapon Attack: +7 1d20+7 to hit, reach 5ft., one target. Hit: 4 (1d2+3) 1d2+3 slashing damage.   COLD BREATH (Recharge 5-6): 5' cone, each creature in the cone must make a SAVING THROW CON DC:12. On a fail they take 8 (2d8) 2d8 cold damage.

Reactions

Legendary Resistance (1/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 1   Detect (1pt): The dragon rolls Perception: +4 1d20+4

A four legged creature with leathery wings covered in white scales. It is 1 1/2 feet long from snout to tail tip. It has a wingspan of 3 feet.   The dragon will take 14 years to grow out of this stage. Age: 1-15 yrs old

Suggested Environments

Cold Regions

Polwing

Frozlendt Dragons Polwing CR: 3

Small dragon, any
Armor Class: 15
Hit Points: 70hp (7d12+28) 7d12+28
Speed: 25 ft , fly: 50 ft , burrow: 10 ft , swim: 25 ft

STR

18 +4

DEX

10 +0

CON

18 +4

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: DEX +3 1d20+3 , CON +7 1d20+7 , WIS +4 1d20+4 , CHA +4 1d20+4
Skills: Intimidation: +4 1d20+4 , Perception: +6 1d20+6 , Stealth: +3 1d20+3 , Survivial: +4 1d20+4
Damage Immunities: Cold
Senses: BLINDSIGHT: 10'   DARKVISION: 60'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 16
Languages: Draconic, Bexi (Human)
Challenge Rating: 3
by mamdg

2/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +3   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 2 Claw Attack   Second Wind (1/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 6 1D10+6

Actions

BITE Melee Weapon Attack: +9 1d20+9 to hit, reach 5ft., one target. Hit: 7 (1d6+4) 1d6+4 piercing damage plus 2 (1d4) 1d4 cold damage.   CLAW Melee Weapon Attack: +9 1d20+9 to hit, reach 5ft., one target. Hit: 6 (1d4+4) 1d4+4 slashing damage.   COLD BREATH (Recharge 5-6): 10' cone, each creature in the cone must make a SAVING THROW CON DC:14. On a fail they take 12 (3d8) 3d8 cold damage.

Reactions

Legendary Resistance (2/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 1   Detect (1pt): The dragon rolls Perception: +6 1d20+6

A four legged creature with leathery wings covered in white scales. It is 4 feet long from snout to tail tip. It has a wingspan of 8 feet.   The dragon will take 15 years to grow out of this stage. Age: 15-30 yrs old

Suggested Environments

Cold Regions

Wyrmling

Frozlendt Dragon Wyrmling CR: 7

Medium dragon, any
Armor Class: 17
Hit Points: 110hp (10d12+50) 10d12+50
Speed: 30 ft , fly: 60 ft , burrow: 15 ft , swim: 29 ft

STR

20 +5

DEX

10 +0

CON

20 +5

INT

12 +1

WIS

13 +1

CHA

14 +2

Saving Throws: DEX +4 1d20+4 , CON +9 1d20+9 , WIS +5 1d20+5 , CHA +6 1d20+6
Skills: Intimidation: +6 1d20+6 , Perception: +7 1d20+7 , Stealth: +4 1d20+4 , Survivial: +5 1d20+5
Damage Immunities: Cold
Senses: BLINDSIGHT: 10'   DARKVISION: 60'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 17
Languages: Draconic, Bexi (Human)
Challenge Rating: 7
by mamdg

1/day: GUST OF WIND 60-foot-line, Concentration up to 1 minute, A line of strong wind 10' wide and 60' long in a single chosen direction. As a bonus action, the dragon can change the direction of the wind. The wind dispurses gases/vapors, extinguishes candles, torches and similar inprotected flames. Protected flames have a 50% chance to not be extinguished. Each creature in the line must make a SAVING THROW STR DC: 16 or be pushed 15' along the line of the wind. SPD in the wind is reduced to 1/2.

2/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +4   Battle Readiness: advantage on Initiative rolls   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 2 Claw Attack   Second Wind (1/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 9 1D10+9

Actions

BITE Melee Weapon Attack: +11 1d20+11 to hit, reach 5ft., one target. Hit: 9 (1d8+5) 1d8+5 piercing damage plus 3 (1d6) 1d6 cold damage.   CLAW Melee Weapon Attack: +11 1d20+11 to hit, reach 5ft., one target. Hit: 8 (1d6+5) 1d6+5 slashing damage.   COLD BREATH (Recharge 5-6): 15' cone, each creature in the cone must make a SAVING THROW CON DC:16. On a fail they take 12 (4d8) 4d8 cold damage.

Reactions

Legendary Resistance (2/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 2   Detect (1pt): The dragon rolls Perception: +7 1d20+7   Tail Attack (1 pt) Melee Weapon Attack +11 1d20+11 to hit, reach 5ft., one target. Hit: 9 (1d8+5) 1d8+5 bludgeon damage.

A four legged creature with leathery wings covered in white scales. It is 8 feet long from snout to tail tip. It has a wingspan of 16 feet.   The dragon will take 15 years to grow out of this stage. Age: 30-45 yrs old

Suggested Environments

Cold Regions

Youngwing

Frozlendt Dragon Youngwing CR: 11

Large dragon, any
Armor Class: 19
Hit Points: 156hp (13d12+78) 13d12+78
Speed: 40 ft , fly: 80 ft , burrow: 20 ft , swim: 40 ft

STR

22 +6

DEX

10 +0

CON

22 +6

INT

12 +1

WIS

14 +2

CHA

15 +2

Saving Throws: DEX +5 1d20+5 , CON +11 1d20+11 , WIS +7 1d20+7 , CHA +7 1d20+7
Skills: Arcana: +6 1d20+6 , Intimidation: +7 1d20+7 , Investigate: +6 1d20+6 , Perception: +9 1d20+9 , Stealth: +5 1d20+5 , Survivial: +7 1d20+7
Damage Immunities: Cold
Senses: BLINDSIGHT: 30'   DARKVISION: 120'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 19
Languages: Draconic, Bexi (Human)
Challenge Rating: 11
by mamdg

SPELL DC: 14 SPELL ATTACK: +6 1d20+6   LEVEL ONE SPELL SLOTS: 3   CANTRIPS   Mage Hand: 30', 1 Minute, A spectral hand appears within range and can manipulate an object, open an unlocked door or container, stow or retrieve an object from an open container, or pour the contents of a vial. Can move the hand up to 30' but not exceeding range or it will vanish. Can carry up to 10 lbs.   Message: 120', 1 Round, The dragon can point its snout toward a creature within range and whisper a message that only the target hears and can reply to. Magical silence, 1' of stone, 1" of metal, a thin sheet of lead, or 3' of wood blocks this spell.   LEVEL ONE SPELLS   Feather Fall: REACTION, 60', 1 Minute, The dragon chooses up to 5 falling creatures within range, slowing rate of descent to 60' per round until the spell ends. If the creature lands before the spell ends, they take no damage and land on their feet, ending the spell on themself.   Glare Ice: 1st-level conjuration 60', 1 Minute, Slick ice covers the ground in a 10' square centered on a point within range, turning into difficult terrain for the duration. Each creature standing in the area must succeed on a DEX DC: 14 or fall prone. A creature entering or ending its turn in the area must also roll a DEX DC: 14 or fall prone.   Magnify Gravity: 60', 1 Round, The gravity in a 10-foot-radius sphere centered on a point the dragon can see within range increases for a moment. Each creature in the sphere must roll a CON DC: 14. On a fail, the creature takes 2d8 2d8 force damage and its speed is cut in half. On a success, the creature takes 1/2 damage and its speed is not affected. Any object not being worn or carried within the area requires a successful STR DC: 14 to pive up or move.

1/day: GUST OF WIND 60-foot-line, Concentration up to 1 minute, A line of strong wind 10' wide and 60' long in a single chosen direction. As a bonus action, the dragon can change the direction of the wind. The wind dispurses gases/vapors, extinguishes candles, torches and similar inprotected flames. Protected flames have a 50% chance to not be extinguished. Each creature in the line must make a SAVING THROW STR DC: 18 or be pushed 15' along the line of the wind. SPD in the wind is reduced to 1/2.

3/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 60-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +5   Battle Readiness: advantage on Initiative rolls   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 2 Claw Attack   Second Wind (1/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 12 1D10+12

Actions

BITE Melee Weapon Attack: +13 1d20+13 to hit, reach 5ft., one target. Hit: 12 (2d6+6) 2d6+6 piercing damage plus 4 (1d8) 1d8 cold damage.   CLAW Melee Weapon Attack: +13 1d20+13 to hit, reach 5ft., one target. Hit: 10 (1d8+6) 1d8+6 slashing damage.   COLD BREATH (Recharge 5-6): 30' cone, each creature in the cone must make a SAVING THROW CON DC:18. On a fail they take 32 (8d8) 8d8 cold damage.

Reactions

Legendary Resistance (3/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 2   Detect (1pt): The dragon rolls Perception: +9 1d20+9   Tail Attack (1 pt): Melee Weapon Attack +13 1d20+13 to hit, reach 10ft., one target. Hit: 12 (2d6+6) 2d6+6 bludgeon damage.

A four legged creature with leathery wings covered in white scales. It is 16 feet long from snout to tail tip. It has a wingspan of 32 feet.   The dragon will take 70 years to grow out of this stage. Age: 45-115 yrs old.   The dragon is now big enough to carry a rider.

Suggested Environments

Cold Regions

Adult

Frozlendt Dragon Adult CR: 18

Huge dragon, any
Armor Class: 21
Hit Points: 272hp (16d20+112) 16d20+112
Speed: 40 ft , fly: 80 ft , burrow: 30 ft , swim: 40 ft

STR

24 +7

DEX

10 +0

CON

24 +7

INT

13 +1

WIS

16 +3

CHA

16 +3

Saving Throws: DEX+6 1d20+6 , CON+13 1d20+13 , WIS +9 1d20+9 , CHA +9 1d20+9
Skills: Arcana: +7 1d20+7 , Intimidation: +9 1d20+9 , Investigate: +7 1d20+7 , Perception: +11 1d20+11 , Stealth: +6 1d20+6 , Survivial: +9 1d20+9
Damage Immunities: Cold
Senses: BLINDSIGHT: 60'   DARKVISION: 120'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 21
Languages: Draconic, Bexi (Human)
Challenge Rating: 18
by mamdg

SPELL DC: 15 SPELL ATTACK: +7 1d20+7   LEVEL ONE SPELL SLOTS: 4   LEVEL TWO SPELL SLOTS: 2   CANTRIPS   Mage Hand: 30', 1 Minute, A spectral hand appears within range and can manipulate an object, open an unlocked door or container, stow or retrieve an object from an open container, or pour the contents of a vial. Can move the hand up to 30' but not exceeding range or it will vanish. Can carry up to 10 lbs.   Message: 120', 1 Round, The dragon can point its snout toward a creature within range and whisper a message that only the target hears and can reply to. Magical silence, 1' of stone, 1" of metal, a thin sheet of lead, or 3' of wood blocks this spell.   Sapping Sting: 30', The dragon saps the vitality of one creature it can see within range. The target must make a CON DC: 15 or take 3d4 3d4 necrotic damage and fall prone.   LEVEL ONE SPELLS   Feather Fall: REACTION, 60', 1 Minute, The dragon chooses up to 5 falling creatures within range, slowing rate of descent to 60' per round until the spell ends. If the creature lands before the spell ends, they take no damage and land on their feet, ending the spell on themself.   Glare Ice: 1st-level conjuration 60', 1 Minute, Slick ice covers the ground in a 10' square centered on a point within range, turning into difficult terrain for the duration. Each creature standing in the area must succeed on a DEX DC: 15 or fall prone. A creature entering or ending its turn in the area must also roll a DEX DC: 15 or fall prone.   Magnify Gravity: 60', 1 Round, The gravity in a 10-foot-radius sphere centered on a point the dragon can see within range increases for a moment. Each creature in the sphere must roll a CON DC: 15. On a fail, the creature takes 2d8 2d8 force damage and its speed is cut in half. On a success, the creature takes 1/2 damage and its speed is not affected. Any object not being worn or carried within the area requires a successful STR DC: 15 to pive up or move.   LEVEL TWO SPELLS   Rime's Binding Ice: 30-foot-cone, A burst of cold emanates from the dragon. Each creature in the area must roll a CON DC: 15. On a fail, the creature takes 3d8 3d8 cold damage and is hindered by ice (lower body encased in ice) for 1 Minute or until it or another creature breaks the ice STR DC: 15. If the creature was prone, they are encased in ice and cannot move unless someone else breaks them free. On a success, the creature takes 1/2 damage and is not hindered by ice.

2/day: GUST OF WIND 60-foot-line, Concentration up to 1 minute, A line of strong wind 10' wide and 60' long in a single chosen direction. As a bonus action, the dragon can change the direction of the wind. The wind dispurses gases/vapors, extinguishes candles, torches and similar inprotected flames. Protected flames have a 50% chance to not be extinguished. Each creature in the line must make a SAVING THROW STR DC: 20 or be pushed 15' along the line of the wind. SPD in the wind is reduced to 1/2.

3/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 80-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +6   Battle Readiness: advantage on Initiative rolls   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 2 Claw Attack   Second Wind (2/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 15 1D10+15

Actions

BITE Melee Weapon Attack: +15 1d20+15 to hit, reach 10ft., one target. Hit: 15 (2d8+7) 2d8+7 piercing damage plus 6 (2d6) 2d6 cold damage.   CLAW Melee Weapon Attack: +15 1d20+15 to hit, reach 5ft., one target. Hit: 13 (2d6+7) 2d6+7 slashing damage.   COLD BREATH (Recharge 5-6): 60' cone, each creature in the cone must make a SAVING THROW CON DC: 20. On a fail they take 48 (12d8) 8d8 cold damage.

Reactions

Legendary Resistance (3/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 2   Detect (1pt): The dragon rolls Perception: +9 1d20+9   Tail Attack (1 pt): Melee Weapon Attack +15 1d20+15 to hit, reach 10ft., one target. Hit: 15 (2d8+7) 2d8+7 bludgeon damage.   Wing Attack (2pts): The dragon beats its wings. Each creature within 10' must roll DEX DC: 20 or take 13 (2d6+7) 2d6+7 bludgeoning damage and be knocked prone. The dragon can then fly at 1/2 is fly speed.

Lair Actions

Freezing Fog MM p.103, Jagged Ice Shards MM p.103, Opaque Wall Of Ice MMp.103   Blinding Sleet FTOD p.155, Whirling WInd FTOD p.155

A frost dragon's lair is a place of freezing temperaturesand profound solitude. Forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice are typical of the places frost dragons seek to make their homes. They enjoy the mournful sound of wind and choose, or make, lairs with long, winding tunnels down which the winds can travel. A maze of tunnels and mirror-like surfaces or polished ice confound would-be thieves.

Regional Effects

Chilly Fog MM p.103, Freezing Precipitation MM p. 103, Icy Walls MM p. 103   Biting Chill FTOD p.157, Mirror Ice FTOD p.157

A four legged creature with leathery wings covered in white scales. It is 32 feet long from snout to tail tip. It has a wingspan of 64 feet.   The dragon will take 135 years to grow out of this stage. Age: 115-250 yrs old.   The dragon is now big enough to carry three riders. At about 150 years of age, an adult Frost Dragon will leave its human family and attain its own lair.

Suggested Environments

Cold Regions

Ancient

Ancient Frozlendt Dragon CR: 21

Gargantuan dragon, any
Armor Class: 23
Hit Points: 342hp (19d20+152) 19d20+152
Speed: 40 ft , fly: 80 ft , burrow: 40 ft , swim: 40 ft

STR

26 +8

DEX

10 +0

CON

26 +8

INT

14 +2

WIS

16 +3

CHA

17 +3

Saving Throws: DEX +7 1d20+7 , CON +15 1d20+15 , WIS +10 1d20+10 , CHA +10 1d20+10
Skills: Arcana: +9 1d20+9 , Intimidation: +10 1d20+10 , Investigate: +9 1d20+9 , Perception: +12 1d20+12 , Stealth: +7 1d20+7 , Survivial: +10 1d20+10
Damage Immunities: Cold
Senses: BLINDSIGHT: 60'   DARKVISION: 120'   DRAGON SENSES: +2 on Perception   PASSIVE PERCEPTION: 22
Languages: Draconic, Bexi (Human)
Challenge Rating: 21
by mamdg

SPELL DC: 17 SPELL ATTACK: +9 1d20+9   LEVEL ONE SPELL SLOTS: 4   LEVEL TWO SPELL SLOTS: 3   LEVEL THREE SPELL SLOTS: 2   CANTRIPS   Mage Hand: 30', 1 Minute, A spectral hand appears within range and can manipulate an object, open an unlocked door or container, stow or retrieve an object from an open container, or pour the contents of a vial. Can move the hand up to 30' but not exceeding range or it will vanish. Can carry up to 10 lbs.   Message: 120', 1 Round, The dragon can point its snout toward a creature within range and whisper a message that only the target hears and can reply to. Magical silence, 1' of stone, 1" of metal, a thin sheet of lead, or 3' of wood blocks this spell.   Sapping Sting: 30', The dragon saps the vitality of one creature it can see within range. The target must make a CON DC: 15 or take 3d4 3d4 necrotic damage and fall prone.   LEVEL ONE SPELLS   Feather Fall: REACTION, 60', 1 Minute, The dragon chooses up to 5 falling creatures within range, slowing rate of descent to 60' per round until the spell ends. If the creature lands before the spell ends, they take no damage and land on their feet, ending the spell on themself.   Glare Ice: 1st-level conjuration 60', 1 Minute, Slick ice covers the ground in a 10' square centered on a point within range, turning into difficult terrain for the duration. Each creature standing in the area must succeed on a DEX DC: 15 or fall prone. A creature entering or ending its turn in the area must also roll a DEX DC: 15 or fall prone.   Magnify Gravity: 60', 1 Round, The gravity in a 10-foot-radius sphere centered on a point the dragon can see within range increases for a moment. Each creature in the sphere must roll a CON DC: 15. On a fail, the creature takes 2d8 2d8 force damage and its speed is cut in half. On a success, the creature takes 1/2 damage and its speed is not affected. Any object not being worn or carried within the area requires a successful STR DC: 15 to pive up or move.   LEVEL TWO SPELLS   Mirror Image: Self, 1 Minute, 3 illusory duplicates (AC: 10 each) appear in the dragons's space. The move with the dragon and mimic its actions while shifting positionsso it's impossible to track which one is real. The dragons is targeted by an attack it rolls a D20: If there are three duplicates it needs to roll 6 or higher for the attack to target a duplicate. If there are two duplicate, it must roll 8 or higher. With one duplicate, it must roll 11 or higher. A successful targeted hit on a duplicate destroys it. The spell will end when the last duplicate is destroyed or its durations is reached.   Rime's Binding Ice: 30-foot-cone, A burst of cold emanates from the dragon. Each creature in the area must roll a CON DC: 15. On a fail, the creature takes 3d8 3d8 cold damage and is hindered by ice (lower body encased in ice) for 1 Minute or until it or another creature breaks the ice STR DC: 15. If the creature was prone, they are encased in ice and cannot move unless someone else breaks them free. On a success, the creature takes 1/2 damage and is not hindered by ice.   LEVEL THREE SPELLS   Pulse Wave: 30-foot-cone, A cone of intense pressure that pulls or pushes (decided on casting) creatures and objects. Each creature in the area must roll CON DC: 17. On a fail, the creature takes 6d6 6d6 force damage and is either pulled or pushed 15'. On a success, the creature takes 1/2 damage and is not moved. Any object not being worn or carried is pushed or pulled 15'.

1/day: ICE STORM 300', A hail of rock-hard ice pounds to the ground in a 20-foot-radius by 40-foot-high cylinder center on a point within range. Each creature within the area makes a DEX DC: 22. On a fail, the creature takes 4d8 4d8 bludgeon damage plus 4d6 4d6 cold damage. On a success, the creature takes 1/2 damage.

2/day: GUST OF WIND 60-foot-line, Concentration up to 1 minute, A line of strong wind 10' wide and 60' long in a single chosen direction. As a bonus action, the dragon can change the direction of the wind. The wind dispurses gases/vapors, extinguishes candles, torches and similar inprotected flames. Protected flames have a 50% chance to not be extinguished. Each creature in the line must make a SAVING THROW STR DC: 22 or be pushed 15' along the line of the wind. SPD in the wind is reduced to 1/2.

3/day: FOG CLOUD 120', Concentration up to 1 hour, The dragon creates a 100-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners and its area is heavily obscured. A moderate or greater wind (10+ mph) disperses it.


Proficiency: +7   Battle Readiness: advantage on Initiative rolls   Improved Critical: 19-20   Martial Role (Attacker): +2 all attack rolls   Multi-Attack: 1 Bite Attack and 2 Claw Attack   Second Wind (3/short or long rest): The dragon can use a BONUS action to regain HP equal to 1d10 + 18 1D10+18

Actions

BITE Melee Weapon Attack: +17 1d20+17 to hit, reach 15ft., one target. Hit: 18 (2d10+8) 2d10+8 piercing damage plus 8 (2d8) 2d8 cold damage.   CLAW Melee Weapon Attack: +17 1d20+17 to hit, reach 10ft., one target. Hit: 16 (2d8+8) 2d8+8 slashing damage.   COLD BREATH (Recharge 5-6): 90' cone, each creature in the cone must make a SAVING THROW CON DC: 22. On a fail they take 64 (16d8) 8d8 cold damage.

Reactions

Legendary Resistance (3/long rest): when the dragon fails a saving throw, it can re-roll that save.

Legendary Actions

Total Points: 3   Detect (1pt): The dragon rolls Perception: +11 1d20+11   Tail Attack (1 pt): Melee Weapon Attack +17 1d20+17 to hit, reach 15ft., one target. Hit: 18 (2d10+8) 2d10+8 bludgeon damage.   Wing Attack (2pts): The dragon beats its wings. Each creature within 10' must roll DEX DC: 22 or take 16 (2d8+8) 2d8+8 bludgeoning damage and be knocked prone. The dragon can then fly at 1/2 is fly speed.

Lair Actions

Freezing Fog MM p.103, Jagged Ice Shards MM p.103, Opaque Wall Of Ice MMp.103   Blinding Sleet FTOD p.155, Whirling WInd FTOD p.155

A frost dragon's lair is a place of freezing temperaturesand profound solitude. Forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice are typical of the places frost dragons seek to make their homes. They enjoy the mournful sound of wind and choose, or make, lairs with long, winding tunnels down which the winds can travel. A maze of tunnels and mirror-like surfaces or polished ice confound would-be thieves.

Regional Effects

Chilly Fog MM p.103, Freezing Precipitation MM p. 103, Icy Walls MM p. 103   Biting Chill FTOD p.157, Mirror Ice FTOD p.157

A four legged creature with leathery wings covered in white scales. It is 64 feet long from snout to tail tip. It has a wingspan of 128 feet.   Age: 250-950 yrs old.   The dragon is now big enough to carry seven riders.

Suggested Environments

Cold Regions

by mamdg
 

Dragolier Gear

The arbelist is a heavier crossbow that can be mounted onto a saddlehorn that swivels. Its thick bolts are hollow and filled with magical concoctions or spell effects.   The hand-arbelist shoots hollowed darts.   Dragolier armor is fur-lined chain armor with a Cape of Gliding. This cape is made from shed Frozlendt wing skin that provides the magical ability for a human to glide.  

Fangknight Saddles

These saddles are made to hold an arbelist and up to three riders for those dragons that are large enough to carry so many. As a dragon grows, the saddle it wears can be added to, something the dragons are rather proud of. These saddles are often adorned with fancy silver, gold, and gemstone trimmings as the dragon pleases.
Dragon's First Saddle
by GDJ


Cover image: by KELLEPICS

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