dave2008
Legend
White Dragon, Elder
Huge dragon, chaotic evil
Armor Class 20 (Natural Armor)
Hit Points 297 (22d12 + 154; bloodied 148)
Speed 60 ft., burrow 40 ft., climb 50 ft., fly 140 ft., swim 60 ft.
Saving Throws Str +12. Dex +7, Con +13, Wis +9
Skills Athletics +12, Intimidation +9, Perception +15,
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 90 ft., darkvision 180 ft., passive perception 25
Languages Common, Draconic
Challenge 18 (20,000 XP) Proficiency Bonus +6
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 120 feet or more from the dragon.
Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet
Frost Bite. When an area is subject to the dragon’s Cold Breath it is covered in ice and becomes difficult terrain. If a creature without the Ice Walk trait attempts to go over the frozen area at normal speed, it must succeed on a DC 17 Dexterity (Acrobatics) check for every 10 feet of movement or fall prone. If the temperature is below freezing, the area remains covered in ice indefinitely. If the temperature is above freezing it last 2d6 minutes.
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.
Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.
Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 60 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.
Savage. If the dragon has advantage on an attack and both rolls are a hit, the attack is considered a critical hit.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail attack for one bite or two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 14 (4d6) cold damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20Strength saving throw or be stunned until the end of the dragon’s next turn.
Ice Bolt. Ranged Spell Attack. +9 to hit, range 120 ft., one target. Hit. 21 (6d6) cold damage and the target must make a DC 20 Constitution or loose all resistance to cold damage for 1 hour.
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 17 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 (1/Rest). The dragon exhales an icy blast in a 100-foot cone or eight 10-foot-by-10-foot contiguous areas within 60 feet of it. Each creature in the area must make a DC 21 Constitution saving throw. taking 55 (10d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 30 fire damage. Additionally, any magic or active spell of 3rd level or lower in the area ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17, +9 to hit with attacks) as if they are 6th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), & sleet storm
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 20 temporary hit points and it can move up to half its walking speed. The dragon looses any temporary hit points after it stops this movement.
Move. The dragon can move half its current speed.
Bolt (Cost 2 Actions). The dragon makes an Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
Huge dragon, chaotic evil
Armor Class 20 (Natural Armor)
Hit Points 297 (22d12 + 154; bloodied 148)
Speed 60 ft., burrow 40 ft., climb 50 ft., fly 140 ft., swim 60 ft.
STR | DEX | CON | INT | WIS | CHA |
23 (+6) | 12 (+1) | 25 (+7) | 14 (+2) | 16 (+3) | 17 (+3) |
Saving Throws Str +12. Dex +7, Con +13, Wis +9
Skills Athletics +12, Intimidation +9, Perception +15,
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 90 ft., darkvision 180 ft., passive perception 25
Languages Common, Draconic
Challenge 18 (20,000 XP) Proficiency Bonus +6
Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 120 feet or more from the dragon.
Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet
Frost Bite. When an area is subject to the dragon’s Cold Breath it is covered in ice and becomes difficult terrain. If a creature without the Ice Walk trait attempts to go over the frozen area at normal speed, it must succeed on a DC 17 Dexterity (Acrobatics) check for every 10 feet of movement or fall prone. If the temperature is below freezing, the area remains covered in ice indefinitely. If the temperature is above freezing it last 2d6 minutes.
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.
Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.
Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 60 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.
Savage. If the dragon has advantage on an attack and both rolls are a hit, the attack is considered a critical hit.
Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite. The dragon can substitute a tail attack for one bite or two claw attacks.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 14 (4d6) cold damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be knocked prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20Strength saving throw or be stunned until the end of the dragon’s next turn.
Ice Bolt. Ranged Spell Attack. +9 to hit, range 120 ft., one target. Hit. 21 (6d6) cold damage and the target must make a DC 20 Constitution or loose all resistance to cold damage for 1 hour.
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 17 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 (1/Rest). The dragon exhales an icy blast in a 100-foot cone or eight 10-foot-by-10-foot contiguous areas within 60 feet of it. Each creature in the area must make a DC 21 Constitution saving throw. taking 55 (10d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 30 fire damage. Additionally, any magic or active spell of 3rd level or lower in the area ends.
Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17, +9 to hit with attacks) as if they are 6th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), & sleet storm
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. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 20 temporary hit points and it can move up to half its walking speed. The dragon looses any temporary hit points after it stops this movement.
Move. The dragon can move half its current speed.
Bolt (Cost 2 Actions). The dragon makes an Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.
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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
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