Ice Dragons

Ice Dragons (Subtype – Water, Cold; Alignment – often Lawful)

Ice dragons live in cold regions – arctic lands, glacier-capped mountain ranges, and the like. They are sometimes mistaken for crystal or diamond dragons, but their transcluscent scales take on an increasingly bluish haze as they age; their eyes are generally a brilliant turquoise. The horned protrusions on its head and neck look like the ice floes down a rocky cliff. In warmer climates than they prefer, ice dragons seem to sweat profusely.

The harsh arctic environments the ice dragon inhabits often give it a stricter ethic than some other dragons; many adhere to personal codes of behavior (some honorable, some not), especially regarding how they interact with other creatures. Some see themselves as guardians of their territories; others act more like robber barons, enforcing a hierarchy on an area and exacting tribute from sentient beings within it.

Ice dragons are fierce opponants, often opening with their breath weapon, and then charging in with spells and physical attacks. More honorable ice dragons may attempt to parley before entering combat.

  • Immune to Cold; Vulnerable to Fire
  • Icewalking (Ex)
  • Waterbreathing (Ex)
  • Swim
  • Breath Weapon: A line of ice (shards)
  • Freeze (Su): Once per day per three age categories, an ice dragon can drop the temperature of a small area to sub-freezing temperatures, flash freezing everything in the affected area. The dragon can affect 1 cubic yard per age category (the area affected must be at least 1 foot thick at all points), and the area remains at the super-cold temperature for 1 round per age category. Anything in the affected area must make a Fortitude save (same DC as breath weapon) or take 2d6 cold damage and be frozen for the duration of the effect plus 1d6 rounds; creatures which succeed their saves take half damage and move at half speed for 1d6 rounds. Anything remaining in or entering the affected area for the duration of the effect must also make a saving throw each round spent in the area or suffer the same consequences.  A frozen creature cannot move (though the freezing is not so deep as to prevent breathing). Frozen creatures must make a fortitude save every round in the affected area or take an additional 1d6 cold damage (save for half). The frozen effect can be removed by the application of at least 12 points of fire damage.  Creatures immune to cold damage or affects are not affected by Freeze, and those with cold resistance of at least 15 are only slowed on a failed save and are not affected on a successful save.
  • Other spell-like abilities: 3/day – chill metal (juvenile); 3/day – sleet storm (adult); 1/day – ice storm (old); 1/day – cone of cold (ancient); 1/day – control weather (great wyrm).

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