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Dragon, Ice

Family: Dragons

Huge dragon, chaotic evil

Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 40 ft., fly 80 ft.

22 (+6) 14 (+2) 20 (+5) 16 (+3) 12 (+1) 16 (+3)

Saving Throws Dex +7, Con +10, Int +8, Wis +6
Skills Perception +6, Stealth +7
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages Common, Draconic
Challenge 15 (13,000 XP)


  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


  • Multiattack. The dragon makes two melee attacks.
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) cold damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
  • Freezing Breath. The dragon exhales an icy breath in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 28 (8d6) cold damage on a failure half damage on a success. If the target fails their saving throw, they are also paralyzed for 1 minute. The target can make a DC 17 Constitution saving throw to end the paralysis at the end of each of their turns.
  • Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Detect. The dragon makes a Wisdom (Perception) check.
  • Wing Attack (Costs 2 Actions). Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
  • Claw Attack (Costs 3 Actions). The dragon makes one claw attack.


A party of adventurers cautiously makes its way across a snowy crevasse. Without warning, a bluish-white dragon drops from the sky and breathes a blast of freezing cold air. Half of the heroes are literally frozen in their tracks.

Cool Intellect. Unlike its white dragon cousin, the ice dragon is rather intelligent. In fact, it is a wily and clever creature. These dragons know when they’re outmatched and won’t hesitate to fight again another day. An ice dragon will usually make its home in a large ice cavern. It makes sure to choose a strategic location it can defend.

Frozen in Their Tracks. Their powerful breath can freeze victims and make them easy targets. The ice dragon will use its breath weapon at a great distance and then move in to attack with its jaws and claws. However, the sight of the dragon is so terrifying that most creatures don’t get close enough to feel its icy breath.

Snow Problem. Snow elf forces often hunt these dragons. The two foes don’t feel they can share the Arctic peacefully. Ferocious air battles between the snow elves’ airships and ice dragons are legendary. The elves are always working on new ways to protect their craft from these creatures.

Section 15: Copyright Notice

Monsters of the Wilderness: A Collection of Monsters for 5th Edition Copyright 2022 Cawood Publishing Author Andrew Cawood

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