Adult White Dragon

White Dragon, Adult

Huge dragon, chaotic evil

13
Challenge Rating
10000 XP

The adult white dragon is a fearsome and relentless creature. Its massive, muscular body is covered in thick, icy scales, camouflaging it amidst snowy landscapes. Its snout is elongated and filled with sharp, jagged teeth, ready to tear apart its prey. Its frigid blue eyes glint with malice, reflecting its icy and predatory nature. The white dragon’s wings are large and powerful, allowing it to soar through the frozen skies with agility. It breathes a blast of freezing cold, capable of encasing its enemies in ice and leaving them immobilized. With their immense strength and resilience, adult white dragons are formidable opponents, hunting and dominating their territory with ruthless efficiency. Their lairs are often hidden within icy caverns or secluded mountain peaks, providing a chilling reminder of their dominance. Encounter with an adult white dragon is a perilous and harrowing experience, as their primal instincts and icy breath make them deadly adversaries in battle.

Special Abilities

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

If the dragon fails a saving throw, it can choose to succeed instead.

Usage: 3 per day

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
  • Claw: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Tail: Melee Weapon Attack: +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 ft. 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: The dragon exhales an icy blast in a 60-foot cone. Each creature in that area 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

  • 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 ft. 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.

Lair Actions

  1. Icy Slipstream: On initiative count 20 (losing initiative ties), the dragon can create a sudden gust of frigid air that sweeps through its lair. Each creature within 60 feet of the dragon not anchored to the ground must succeed on a DC 15 Dexterity saving throw or be pushed up to 15 feet away from the dragon and knocked prone, simulating the treacherous, icy winds of the dragon’s frigid domain.
  2. Frostbite Shadows: The dragon can target shadows within a 30-foot radius of a point it can see within 120 feet. The shadows become unnaturally cold, and creatures ending their turn in the affected shadows take 6 (1d12) cold damage as frost attempts to creep over their bodies, embodying the pervasive, biting cold of the white dragon’s icy lair.
  3. Blizzard Call: The dragon can summon a localized blizzard within its lair, centered on a point it can see within 120 feet. The blizzard creates a 20-foot radius sphere of heavily obscured area and lasts until the end of the dragon’s next turn. Creatures within the blizzard when it appears, or that enter it afterward, must make a DC 14 Constitution saving throw or have disadvantage on attack rolls and ability checks until the start of the creature’s next turn due to the numbing cold and blinding snow.

White Dragon Regional Effects

  • Everfrost: The ground within 1 mile of the dragon’s lair is permanently covered in a layer of frost and ice, making it difficult terrain for creatures not accustomed to such conditions. This eternal ice reflects the white dragon’s affinity for cold and its ability to shape its environment to its liking.
  • Frozen Waters: All bodies of water within 1 mile of the lair are frozen solid, regardless of the season. These ice-covered lakes and rivers can support the weight of creatures walking over them but may hide dangerous, thin ice patches. This effect symbolizes the white dragon’s dominion over cold and its impact on the local ecosystem.
  • Snow Mirage: In the territory around the lair, the dragon can create visual illusions that make the landscape appear as though it is constantly shifting under swirling snow and ice, disorienting travelers and making navigation difficult. This not only protects the lair but also confuses potential intruders, leading them into traps or away from the dragon’s precious hoard.

Lore

The Stream

Armor Class: 18 (natural armor)
Hit Points: 200 (16d12+96)
Speed: 40 ft. (walk), 30 ft. (burrow), 80 ft. (fly), 40 ft. (swim)
str
+6
22
dex
+0
10
con
+6
22
int
-1
8
wis
+1
12
cha
+1
12
Damage Immunities: cold
Proficiency Bonus: +5

Proficiencies

  • Saving Throw: DEX +5
  • Saving Throw: CON +11
  • Saving Throw: WIS +6
  • Saving Throw: CHA +6
  • Skill: Perception +11
  • Skill: Stealth +5

Senses

  • Passive Perception: 21
  • Blindsight: 60′
  • Darkvision: 120′
Languages: Common, Draconic
Environment: Arctic

Credits: SRD 5.1