White
Dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies.
A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in the snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby. A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat.
Though only moderately intelligent, white dragons have extraordinary memories, recalling every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them.
White dragons attack other creatures near their lairs without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping
frost kobolds, which are commonly found in their lairs.
Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or
Magical might.
Frost giants challenge white dragons to prove their strength and their cracked bones litter many a white dragon's lairs. However, a white dragon defeated by a frost giant often becomes its servant as its mount. White dragons often served as Ak'teshi dragonriders during the height of the empire's power.
White dragons make their lairs in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath and held safe beneath layers of transparent ice. A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. The treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.
White Dragon, Ancient
Gargantuan dragon, chaotic evil
Armor Class 20 (natural armor)
Hit Points 333 18d20+144
Speed
40ft
Fly: 80ft
Burrow: 40ft
Swim: 40ft
Saving Throws Dex +6, Con +14, Wis +7, Cha +8
Skills Perception +13, Stealth +6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Trade-tongue, Draconic
Challenge 20 (25,000 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 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 Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 2d10+8 piercing damage plus 9 2d8 cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 2d6+8 slashing damage.
Tail. Melee Weapon Attack: +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 area 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 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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 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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