White Dragon


 

White Dragon Wyrmling, CR 2

Medium dragon, chaotic evil
Armor Class 16
Hit Points 32 ( 5d8+10 )
Spell Points
Speed 30ft Fly: 60ft Burrow: 15ft Swim: 30ft

STR

15
+2

DEX

10
+0

CON

15
+2

INT

5
-2

WIS

10
+0

CHA

11
+0

Proficiency Bonus 2
Saving Throws Dex 1d20+2 , Con 1d20+4 , Wis 1d20+2 , Cha 1d20+2
Skills Perception 1d20+4 , Stealth 1d20+2
Damage Immunities cold
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Draconic

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

Large dragon, chaotic evil
Class Wizard 5,
Armor Class 17
Hit Points 133 ( 14d10+56 )
Spell Points
Speed 40ft Fly: 80ft Burrow: 20ft Swim: 40ft

STR

18
+4

DEX

10
+0

CON

18
+4

INT

6
-2

WIS

11
+0

CHA

13
+1

Proficiency Bonus 3
Saving Throws Dex 1d20+3 , Con 1d20+7 , Wis 1d20+3 , Cha 1d20+4
Skills Perception 1d20+6 , Stealth 1d20+3
Damage Immunities cold
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Common, Draconic

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

Huge dragon, chaotic evil
Class Wizard 5,
Armor Class 18
Hit Points 200 ( 16d12+96 )
Spell Points
Speed 40ft Fly: 80ft Burrow: 30ft Swim: 40ft

STR

20
+6

DEX

10
+0

CON

20
+6

INT

8
-1

WIS

13
+1

CHA

13
+1

Proficiency Bonus 5
Saving Throws Dex 1d20+5 , Con 1d20+11 , Wis 1d20+6 , Cha 1d20+6
Skills Perception 1d20+11 , Stealth 1d20+5
Damage Immunities cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic

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

Gargantuan dragon, chaotic evil
Class Wizard 9,
Armor Class 20
Hit Points 333 ( 18d20+144 )
Spell Points 54
Speed 40ft Fly: 80ft Burrow: 40ft Swim: 40ft

STR

22
+8

DEX

10
+0

CON

22
+8

INT

10
+0

WIS

13
+1

CHA

15
+2

Proficiency Bonus 6
Saving Throws Dex 1d20+6 , Con 1d20+14 , Wis 1d20+7 , Cha 1d20+8
Skills Perception 1d20+13 , Stealth 1d20+6
Damage Immunities cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common, Draconic

Spellcasting

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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