The Ninth World, Homebrew, Beyond the Black Gate, YuGiOh
Damage Reduction. In dragon form, the giant has a damage reduction of 10 which is bypassed by fire only. This means that each individual attack is reduced by 10 before any other multipliers are added. Rising Wind. The dragon is surrounded by a freezing wind which does 5 cold damage to all creatures that start or end their turn within 10 feet of the dragon (though a target can only take the damage once during its turn). Each time the dragon is hit in combat, the wind's range and chill increase. Put a 1d4 on the table and set it to 4. Each time the dragon is hit, reduce the die by 1 step and increase the aura range by 5 feet. When it reaches 1 all creatures within the aura (30 feet) take 4d8+8 cold damage and are Restrained and Blinded until the end of the creature's next turn, and the aura resets to its original strength and range of 10 feet. Transformation. When the dragon is reduced to 0 hit points, he transforms into his true form - Faustfvor the Seething (Ice Giant). 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, he can choose to succeed instead.
Multiattack. The dragon makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack: 1d20+11 to hit, reach 10 ft., one target. Hit:
2d10+6 piercing damage plus 1d8 cold damage. If the target takes any cold damage, he is also Immobilized until the end of his next turn.
Claw. Melee Weapon Attack: 1d20+11 to hit, reach 5 ft., one target. Hit:
2d6+6 slashing damage plus 1d8 cold damage.
Tail. Melee Weapon Attack: 1d20+11 to hit, reach 15 ft., all targets in a 15-foot cone. Hit:
2d8+6 bludgeoning damage.
Chill Rebuke (Recharge when first bloodied). As a reaction to an enemy’s melee attack that deals damage to the dragon, all creatures within 20 feet of the dragon must make a CON save or take 1d10+12 cold damage and become slowed (as the slow spell) until the end of his next turn or are not slowed and take half damage on a success. Sudden Flurry. If the dragon is hit by an attack that does cold damage, he may move up to his speed towards the attacker, knocking enemies out of the way (DEX save or fall prone, on a success, the PCs get an opportunity attack), and then makes a Bite attack against the triggering attacker. On a critical hit, this attack also stuns the target until the end of his next turn.
The dragon can take 3 legendary actions, which replenish at the start of his turn. The actions can only be taken at the end of another creature's turn, only one at a time.