White Dragon
White Dragon Wyrmling, CR 2
STR
15
+2
DEX
10
+0
CON
15
+2
INT
5
-2
WIS
10
+0
CHA
11
+0
Special Abilites
Arctic Adaptation. The dragon ignores the effects of cold weather.
Actions
Bite. Melee Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 7 ( 1d10+1 ) Piercing Damage plus 2 ( 1d4 ) Cold Damage. Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons. Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 ( 5d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Bite Attack. The dragon makes a bite attack. Flying Attack (Costs 2 Actions). The dragon flies up to half its fly speed straight toward an enemy and bites its target. This movement does not trigger Opportunity Attacks. The target must succeed on a DC 12 Strength saving throw or be knocked Prone.
Young White Dragon, CR 6
STR
18
+4
DEX
10
+0
CON
18
+4
INT
6
-2
WIS
11
+0
CHA
13
+1
Special Abilites
Arctic Adaptation. The dragon ignores the effects of cold weather. 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 moment.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Attack: 1d20+7 to hit, reach 10 ft., one target. Hit: 15 ( 2d10+4 ) Piercing Damage plus 4 ( 1d8 ) Cold Damage. Claw. Melee Attack: 1d20+7 to hit, reach 5 ft., one target. Hit: 11 ( 2d6+4 ) Slashing Damage. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 45 ( 10d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 11 ( 2d6+4 ) Bludgeoning Damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Adult White Dragon, CR 13
STR
20
+6
DEX
10
+0
CON
20
+6
INT
8
-1
WIS
13
+1
CHA
13
+1
Spellcasting
The dragon is an 5th-level Arcane Spellcaster (max spell rank 3). Its spellcasting ability is Intelligence (Spell Save DC 12, 1d20+4 to hit with Spell Attacks).
Common spells:
1st Rank: Acid Splash, Charm Person, Chill Touch, Detect Magic, Fire Bolt, Identify Spell, Light, Mage Hand, Magic Missile, Produce Flame
2nd Rank: Alter Self, Invisibility, Knock, Mirror Image, Scorching Ray, Suggestion
3rd Rank: Animate Dead, Clairvoyance, Darkness, Dispel Magic, Nondetection, Vampiric Touch
Special Abilites
Arctic Adaptation. The dragon ignores the effects of cold weather. 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 moment. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Attack: 1d20+11 to hit, reach 10 ft., one target. Hit: 17 ( 2d10+6 ) Piercing Damage plus 4 ( 1d8 ) Cold Damage. Claw. Melee Attack: 1d20+11 to hit, reach 5 ft., one target. Hit: 13 ( 2d6+6 ) Slashing Damage. Tail. Melee Attack: 1d20+11 to hit, reach 15 ft., one target. Hit: 15 ( 2d8+6 ) Bludgeoning Damage. 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 14 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. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that line must make a DC 19 Constitution saving throw, taking 54 ( 12d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 ( 2d6+6 ) Bludgeoning Damage and be knocked Prone. The dragon can then fly up to half its flying speed.
Ancient White Dragon, CR 20
STR
22
+8
DEX
10
+0
CON
22
+8
INT
10
+0
WIS
13
+1
CHA
15
+2
Spellcasting
The dragon is an 9th-level Arcane Spellcaster (max spell rank 5). Its spellcasting ability is Intelligence (Spell Save DC 14, 1d20+6 to hit with Spell Attacks).
Common spells:
1st Rank: Acid Splash, Charm Person, Chill Touch, Detect Magic, Fire Bolt, Identify Spell, Light, Mage Hand, Magic Missile, Mending, Prestidigitation, Produce Flame, Protection from Evil and Good, Shocking Grasp
2nd Rank: Alter Self, Arcane Lock, Detect Thoughts, Enthrall, Invisibility, Knock, Locate Object, Magic Weapon, Mirror Image, Scorching Ray, Shatter, Suggestion
3rd Rank: Animate Dead, Acid Arrow, Clairvoyance, Counterspell, Darkness, Dispel Magic, Fireball, Lightning Bolt, Nondetection, Protection from Energy, Sending, Stinking Cloud, Vampiric Touch
4th Rank: Banishment, Blight, Fire Shield, Freedom of Movement, Polymorph, Wall of Fire
5th Rank: Cloudkill, Cone of Cold, Contagion, Dispel Evil and Good, Dominate Person, Mislead, Seeming, Wall of Force,
Special Abilites
Arctic Adaptation. The dragon ignores the effects of cold weather. 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 moment. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Attack: 1d20+14 to hit, reach 15 ft., one target. Hit: 119 ( 2d10+8 ) Piercing Damage plus 4 ( 1d8 ) Cold Damage. Claw. Melee Attack: 1d20+14 to hit, reach 10 ft., one target. Hit: 15 ( 2d6+8 ) Slashing Damage. Tail. Melee Attack: 1d20+14 to hit, reach 20 ft., one target. Hit: 17 ( 2d8+8 ) Bludgeoning Damage. 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. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that line must make a DC 22 Constitution saving throw, taking 72 ( 16d8 ) Cold Damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The dragon regains spent epic actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 15 ( 2d6+8 ) Bludgeoning Damage and be knocked Prone. The dragon can then fly up to half its flying speed.
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