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<blockquote data-quote="dave2008" data-source="post: 8096416" data-attributes="member: 83242"><p><span style="font-size: 22px">A W</span><span style="font-size: 18px">HITE </span><span style="font-size: 22px">D</span><span style="font-size: 18px">RAGON'S</span><span style="font-size: 22px"> L</span><span style="font-size: 18px">AIR</span></p><p>White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.</p><p></p><p>A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair.</p><p></p><p><span style="font-size: 18px">L</span>AIR <span style="font-size: 18px">A</span>CTIONS</p><p>An adult or older white dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:</p><ul> <li data-xf-list-type="ul"><em><strong>Clairaudience. </strong></em>The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action).</li> <li data-xf-list-type="ul"><strong><em>Freezing Fog. </em></strong>The dragon creates a magical fog that fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet and the radius to 30 feet. Additionally, increase the save DC to 15 and any damage to 16 (5d6).</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet and the radius to 40 feet. Additionally, increase the save DC to 17 and any damage to 24 (7d6).</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Ice Shards. </em></strong>The dragon causes jagged ice shards to fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet, the attack bonus to +10, and the damage to 16 (5d6).</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet, the attack bonus to +13, and the damage to 24 (7d6).</li> </ul></li> <li data-xf-list-type="ul"><strong><em>Wall of Ice.</em></strong>The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.<ul> <li data-xf-list-type="ul">Ancient: Increase the range to 180 feet and the length of the wall to 60 feet. Additionally, each section of the wall has 40 hit points.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the range to 240 feet and the length of the wall to 90 feet. Additionally, each section of the wall has 50 hit points.</li> </ul></li> </ul><p><strong>Regional Effects</strong></p><p>The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</p><ul> <li data-xf-list-type="ul">Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 10 miles.</li> </ul></li> <li data-xf-list-type="ul">Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.<ul> <li data-xf-list-type="ul">Ancient: Increase the radius to 8 miles.</li> <li data-xf-list-type="ul">Great Wyrm: Increase the radius to 10 miles.</li> </ul></li> <li data-xf-list-type="ul">Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.<br /> If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.<ul> <li data-xf-list-type="ul">Ancient: The walls 1-foot thick and each section has 20 hit points. Additionally, a destroyed portion of a wall reforms in 1d4 rounds.</li> <li data-xf-list-type="ul">Great Wyrm: The walls 1-foot thick and each section has 30 hit points. Additionally, a destroyed portion of the wall reforms at the end of the dragons next turn.</li> </ul></li> </ul><p>If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8096416, member: 83242"] [SIZE=6]A W[/SIZE][SIZE=5]HITE [/SIZE][SIZE=6]D[/SIZE][SIZE=5]RAGON'S[/SIZE][SIZE=6] L[/SIZE][SIZE=5]AIR[/SIZE] White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks. A dragon in its lair is a more dangerous opponent. Raise the dragons CR by one when it is encountered in its lair. [SIZE=5]L[/SIZE]AIR [SIZE=5]A[/SIZE]CTIONS An adult or older white dragon can use lair actions while in its lair. As the dragon ages, these effect become more potent. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: [LIST] [*][I][B]Clairaudience. [/B][/I]The dragon can hear sounds at a location it chooses within its lair as if it was there. This affect last until the dragon uses a lair action to relocate its clairaudience to another location, it uses a different lair action, or it losses concentration as if concentrating on a spell. The dragon can also end the effect at will (no action). [*][B][I]Freezing Fog. [/I][/B]The dragon creates a magical fog that fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. [LIST] [*]Ancient: Increase the range to 180 feet and the radius to 30 feet. Additionally, increase the save DC to 15 and any damage to 16 (5d6). [*]Great Wyrm: Increase the range to 240 feet and the radius to 40 feet. Additionally, increase the save DC to 17 and any damage to 24 (7d6). [/LIST] [*][B][I]Ice Shards. [/I][/B]The dragon causes jagged ice shards to fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. [LIST] [*]Ancient: Increase the range to 180 feet, the attack bonus to +10, and the damage to 16 (5d6). [*]Great Wyrm: Increase the range to 240 feet, the attack bonus to +13, and the damage to 24 (7d6). [/LIST] [*][B][I]Wall of Ice.[/I][/B]The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. [LIST] [*]Ancient: Increase the range to 180 feet and the length of the wall to 60 feet. Additionally, each section of the wall has 40 hit points. [*]Great Wyrm: Increase the range to 240 feet and the length of the wall to 90 feet. Additionally, each section of the wall has 50 hit points. [/LIST] [/LIST] [B]Regional Effects[/B] The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: [LIST] [*]Chilly fog lightly obscures the land within 6 miles of the dragon’s lair. [LIST] [*]Ancient: Increase the radius to 8 miles. [*]Great Wyrm: Increase the radius to 10 miles. [/LIST] [*]Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest. [LIST] [*]Ancient: Increase the radius to 8 miles. [*]Great Wyrm: Increase the radius to 10 miles. [/LIST] [*]Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however. [LIST] [*]Ancient: The walls 1-foot thick and each section has 20 hit points. Additionally, a destroyed portion of a wall reforms in 1d4 rounds. [*]Great Wyrm: The walls 1-foot thick and each section has 30 hit points. Additionally, a destroyed portion of the wall reforms at the end of the dragons next turn. [/LIST] [/LIST] If a creature makes a successful DC 15 Intelligence (Nature) check after observing one of these effects, it successfully ascertains that the cause of the effect is that a red dragon's lair is in the area. The creature has advantage on the check if it has observed two or more of the regional effects. If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days. [/QUOTE]
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