Ancient Blizzard Dragon
Huge dragon, lawful evil
Armor Class 18
Hit Points 422, bloodied 211
Speed 50', fly 50'
STR 24 (+7), DEX 18 (+4), CON 27 (+8), INT 22 (+6), WIS 23 (+6), CHA 22 (+6)
Saving Throws Str +14, Con +15, Wis +13, Cha +13
Skills Perception +13, Stealth +11
Damage Immunities cold
Condition Immunities charmed, frightened
Senses darkvision 120', passive Perception 23
Languages Draconic, Primordial (Glacian), understands Common but will not deign to speak it
CR 22
Traits
Ice Walk. Unaffected by difficult terrain made of ice or snow.
Freezing Winds. Any creature that ends its turn within 5' of the blizzard dragon is pushed up to 15' to a space of the dragon's choice.
Sudden Flurry. When the dragon takes cold damage, each enemy in its Freezing Winds aura is moved up to 10' to a space of the dragon's choice.
Clumsy Flier. While flying, the dragon has disadvantage on attack rolls, and Strength and Dexterity saves.
Legendary Resistance (3/LR).
Actions
Multiattack. 1x Bite + 1x Claw, or 2x Claw.
Bite. MWA, 15' reach, +14 to hit, 2d8+5 piercing + 1d8+5 cold and target's speed reduced to 0 until the end of the dragon's next turn.
Claw. MWA, 15' reach, +14 to hit, 2d6+8 slashing + 2d6+8 cold, and target is pushed up to 20' to a space of the dragon's choice.
Deep Freeze (1/SR, must be bloodied). Each creature within 25' of the dragon must make a DC 22 Constitution save. On a failure, it takes 3d10+5 cold damage, and its speed is reduced to 0 and it has disadvantage on Constitution saves (save ends, DC 15). On a successful save, it takes half as much damage, and the effect lasts until the end of the dragon's next turn.
Bonus Actions
Rising Winds. If the radius of the dragon's Freezing Winds aura is less than 25', it expands by 10'. If it is 25', each creature within the aura must make a DC 22 Constitution save. On a failure, it takes 4d8+12 cold damage and falls unconscious (save ends, DC 15). The radius then resets to 5'.
Reactions
Chill Rebuke (1/SR, recharges when first bloodied). When the dragon is hit by a melee attack, each creature of the dragon's choice within 25' must make a DC 22 Constitution save, or it takes 1d10+16 cold damage and its speed is reduced to 10' (save ends, DC 15).
Legendary Actions (3/round)
Wing Blast (costs 2). Each creature in the dragon's Freezing Winds aura must make a DC 22 Strength save or be knocked prone. The dragon then flies up to half its speed.
Detect. The dragon makes a Perception check.
Cantrip. The dragon casts a cantrip.
Spellcasting
The dragon's spellcasting ability is Intelligence (+13 to hit, save DC 21). The dragon knows the following wizard spells:
Cantrips:
- Frostbite. 60', CON save, 3d6 cold & disadvantage on next weapon attack
- Ray of Frost. 60', attack, 3d6 cold & speed reduced by 10 until start of dragon's next turn
5th level (Recharge 4-6):
- Expeditious Retreat. CONCENTRATION, BA Dash when cast and for duration
- Thunder Step. Teleport up to 90', all within 10' CON vs 5d10 thunder, save 1/2
- Counterspell. 60', negate spell cast of 5th level or lower, roll (+6 vs 10+spell level) for to negate higher levels
- Magic Circle. (Only affects humanoids)
- Absorb Elements. Resist triggering elemental damage, +5d6 of same type on next melee attack
Lair Actions
Falling Icicles. 3 icicles fall down from the ceiling, targeting points in the lair. A creature underneath a falling icicle must make a DC 15 Dexterity saving throw or take 2d6 piercing + 1d6 cold damage. If the target fails by 5 or more, it is also restrained until the icicle is removed (action, DC 10 Strength check) or destroyed (AC 13, HP 13; immune acid, cold, psychic, poison; resist bludgeoning, slashing, radiant; vulnerable fire, thunder).
Ice Spikes. A 10'x10' area in the lair grows jagged ice spike. A creature in that space when the spike appear, or that enters the space, must make a DC 15 Dexterity save or take 2d6 piercing + 1d6 cold damage, or half as much on a success. A creature that ends its turn in the spikes takes this damage automatically. If the target fails by 5 or more, it is also restrained until it is broken free or the spikes are destroyed (as icicles, 18 HP per 5'x5' section).
Summon Minion. The dragon summons an icy minion to a space in its lair. A minion is accompanied by 1d4-1 Winter Sprites if none are already present. d8: 1-2 Ice Mephit, 3-4 Ice Golem, 5-6 Winter Wolf, 7 White Pudding, 8 Frost Heave.