Ice Dragons
Majestic and chilling, Ice Dragons are the apex predators of the frozen realms. With scales shimmering like glacial ice and eyes that gleam with the cold light of the auroras, they are not only a sight to behold but are also unmatched in their hunting prowess. Their vast wings, intricately patterned with frosty designs, allow them to soar silently over icy tundras, while their keen senses are attuned to detect even the slightest movement or heat signature of potential prey beneath the snowy expanse.
Unlike their draconic kin who might hoard gold or jewels, the Ice Dragon's treasure is far more macabre. Over centuries, they have amassed vast collections of trophies from the most formidable creatures they've defeated. These grisly keepsakes — from the horns of powerful beasts, to the weapons of legendary warriors, and even frozen remains of other dragons — serve not only as reminders of past conquests but also as challenges to those who might dare face them. To enter an Ice Dragon's lair is to gaze upon a museum of its victories, a testament to countless battles won and enemies defeated.
But it's not just raw strength that makes these dragons the ultimate hunters; it's their cunning and tactical minds. They take immense pride in their strategies, often choosing to hunt creatures many times their size or those deemed nearly invincible. For an Ice Dragon, the thrill is in the challenge, and the greater the risk, the sweeter the reward. These magnificent beasts view every hunt as a game of wit and power, always seeking to outmaneuver their prey, relishing in the dance of death before claiming another trophy for their ever-growing collection.
Tier 4
Young Ice Dragon
Enormous, Draconic
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 20 AP 10 HP 330 Posture 168
- Damage Resistance: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 18
- Senses Dark Vision
- Language Draconic
Movement
Base/ Fly 45 Climb/Swim 25 Dash 50 Stats + Skills
STR +10 DEX +8 INT +1 WIS +8 CHA -1
- LU +1: Luck Points: 1; Critical Fail: 1
Villain Actions
Pride Action Once per round, you can use 1 Action anytime that you want.
Avalanche Roar When you roll for Initiative while in a snowy mountain, you can cause an avalanche. All creatures within 300 feet of you must make an Endurance Save (DC 18), taking 1d12 sonic damage on a fail, or half as much on a success.
Regardless of that, all creatures within 1.000 feet from you must succeed on an Agility Save (DC 18) or take 3d8 strike and 3d8 cold damage and become Knocked Prone and burrowed in 30 feet of snow (they can use their climbing speed to get out).
A creature that takes this sonic damage must also succeed on an Insight (DC 18), or become Scared of you for 1 turn.
Abilities
- Freezing Aura: At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 18), or become Contained for 1 turn. If a creature was already Contained, it takes 1d8 cold damage instead.
- Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d8 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 16).
- Influence Weakness: A creature can only influence you using Nature. If it succeeds, your attitude increases by 2 instead of just 1.
Actions (3)
- Cold Breath All creatures in a 60 feet wide and 120 feet long area in front of you must make an Endurance Save (DC 18). On a fail, they take 4d8 cold damage and become Contained and Immobilized for 1 turn. On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
- Bite Hit +10, Dmg 2d10 thrust + 1d8 cold
- Armor Piercer: You ignore 2 AP
- Cold Claw Hit +10, Dmg 2d10 slash + 1d8 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Tail Hit +10, Dmg 1d12 strike
- Long Reach: The reach of this weapon is 30 feet.
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
Tier 5
Ice Dragon
Enormous, Draconic
Tier 5, Challenge Point 60, XP: 300
Attributes
AC 20 AP 14 HP 492 Posture 249
- Damage Resistance: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 19
- Senses Dark Vision
- Language All Languages
Movement
Base/ Fly 45 Climb/Swim 30 Dash 60 Stats + Skills
STR +12 DEX +9 INT +4 WIS +9 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
Ego Save When you fail a Save, you can deal 4d12 psychic damage to yourself and succeed on it instead.
Pride Action Once per round, you can use 1 Action anytime that you want.
Avalanche Roar When you roll for Initiative while in a snowy mountain, you can cause an avalanche. All creatures within 300 feet of you must make an Endurance Save (DC 20), taking 2d10 sonic damage on a fail, or half as much on a success.
Regardless of that, all creatures within 1.000 feet from you must succeed on an Agility Save (DC 20) or take 3d8 strike and 3d8 cold damage and become Knocked Prone and burrowed in 30 feet of snow (they can use their climbing speed to get out).
A creature that takes this sonic damage must also succeed on an Insight (DC 20), or become Scared of you for 2 turns.
Abilities
- Freezing Aura: At the start of your turn, all creatures within 60 feet of you must succeed on an Endurance Save (DC 20), or become Contained for 1 turn. If a creature was already Contained, it takes 1d8 cold damage instead.
- Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d8 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 17).
- Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.
- Influence Weakness: A creature can only influence you using Nature. If it succeeds, your attitude increases by 2 instead of just 1.
Actions (3)
- Cold Breath All creatures in a 60 feet wide and 120 feet long area in front of you must make an Endurance Save (DC 20). On a fail, they take 6d8 cold damage and become Contained and Immobilized for 1 turn. On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
- Bite Hit +12, Dmg 2d12 thrust + 1d8 cold
- Armor Piercer: You ignore 3 AP
- Cold Claw Hit +12, Dmg 2d12 slash + 1d8 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Tail Hit +12, Dmg 2d8 strike
- Long Reach: The reach of this weapon is 30 feet.
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
Tier 6
Ancient Ice Dragon
Gigantic, Draconic
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 20 HP 814 Posture 410
- Damage Resistance: Cold
- Damage Weakness: Fire
- Passive Insight/ Perception 20
- Senses Dark Vision
- Language All Languages
Movement
Base/ Fly 90 Climb/Swim 60 Dash 120 Stats + Skills
STR +14 DEX +10 INT +8 WIS +10 CHA -1
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
Ego Save When you fail a Save, you can deal 4d12 psychic damage to yourself and succeed on it instead.
Pride Action Once per round, you can use 1 Action anytime that you want.
Avalanche Roar When you roll for Initiative while in a snowy mountain, you can cause an avalanche. All creatures within 300 feet of you must make an Endurance Save (DC 22), taking 2d12 sonic damage on a fail, or half as much on a success.
Regardless of that, all creatures within 1.000 feet from you must succeed on an Agility Save (DC 22) or take 3d8 strike and 3d8 cold damage and become Knocked Prone and burrowed in 30 feet of snow (they can use their climbing speed to get out).
A creature that takes this sonic damage must also succeed on an Insight (DC 22), or become Scared of you for 2 turns.
Second Phase Once you reach 0 HP, instead of dying, you become a Freezing Dragon Soul.
Abilities
- Freezing Aura: At the start of your turn, all creatures within 120 feet of you must succeed on an Endurance Save (DC 22), or become Contained for 1 turn. If a creature was already Contained, it takes 1d10 cold damage instead.
- Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes 1d10 cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is 18).
- Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.
Actions (3)
- Cold Breath All creatures in a 60 feet wide and 120 feet long area in front of you must make an Endurance Save (DC 22). On a fail, they take 6d10 cold damage and become Contained and Immobilized for 1 turn. On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
- Bite Hit +14, Dmg 3d10 thrust + 1d10 cold
- Armor Piercer: You ignore all AP
- Cold Claw Hit +14, Dmg 3d10 slash + 1d10 cold
- Bloody Hit: If you deal damage to the HP of a creature, it starts Bleeding (1d6).
- Tail Hit +14, Dmg 2d12 strike
- Long Reach: The reach of this weapon is 60 feet.
- Knocker: On a hit, a target smaller than you becomes Knocked Prone and takes double Posture damage.
Freezing Dragon Soul
Gigantic, Draconic/ Elemental
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 0 HP 214 Posture 110
- Damage Immunities Brain, Bleed, Cold, Poison
- Damage Resistance Slash, Strike, Thrust
- Damage Weakness Fire
- Passive Insight/ Perception 20
- Senses Dark Vision
- Language All Languages
Movement
Base/ Fly 90 Climb/Swim 60 Dash 120 Stats + Skills
STR +14 DEX +10 INT +8 WIS +10 CHA -1
LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
- Ego Save When you fail a Save, you can deal 4d12 psychic damage to yourself and succeed on it instead.
- Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.
Abilities
- Freezing Aura: At the start of your turn, all creatures within 300 feet of you must succeed on an Endurance Save (DC 22), or become Contained for 1 turn. If a creature was already Contained, it takes 1d10 cold damage instead.
- Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
Actions (1)
- Cold Breath All creatures in a 60 feet wide and 120 feet long area in front of you must make an Endurance Save (DC 22). On a fail, they take 8d10 cold damage and become Contained and Immobilized for 3 turns. On a success, they only take half that damage.
- Triumph: This Action has a limit of once per round.
- Cold Claw Hit +14, Dmg 3d12 cold