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."
Kytha and Rimdelarchan
Hopesblood
Frozlendt Dragon Stat Blocks
Frozlendt Dragon Hatchling CR: 1/4
STR
14 +2
DEX
10 +0
CON
14 +2
INT
8 -1
WIS
10 +0
CHA
11 +0
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.
Suggested Environments
Cold Regions
Frozlendt Dragon Tadling CR: 1
STR
16 +3
DEX
10 +0
CON
16 +3
INT
9 -1
WIS
11 +0
CHA
12 +1
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
Suggested Environments
Cold Regions
Frozlendt Dragons Polwing CR: 3
STR
18 +4
DEX
10 +0
CON
18 +4
INT
10 +0
WIS
12 +1
CHA
12 +1
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
Suggested Environments
Cold Regions
Frozlendt Dragon Wyrmling CR: 7
STR
20 +5
DEX
10 +0
CON
20 +5
INT
12 +1
WIS
13 +1
CHA
14 +2
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.
Suggested Environments
Cold Regions
Frozlendt Dragon Youngwing CR: 11
STR
22 +6
DEX
10 +0
CON
22 +6
INT
12 +1
WIS
14 +2
CHA
15 +2
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.
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.
Suggested Environments
Cold Regions
Frozlendt Dragon Adult CR: 18
STR
24 +7
DEX
10 +0
CON
24 +7
INT
13 +1
WIS
16 +3
CHA
16 +3
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.
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
Suggested Environments
Cold Regions
Ancient Frozlendt Dragon CR: 21
STR
26 +8
DEX
10 +0
CON
26 +8
INT
14 +2
WIS
16 +3
CHA
17 +3
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'.
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
Suggested Environments
Cold Regions
Comments