Nightfall said:
Give one Snatch, Power Dive, Rend.
The other Wingstorm, Empower and Maximize Breath Weapon.
SNATCH [GENERAL]
Prerequisite: Size Huge or larger.
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
Typical feats for a White Dragon include -
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.
Which is not to say that they are mandatory, but I'm inclined to go with what is suggested unless special circumstance (in-game or meta) suggest otherwise (background that steers toward a different feat, players that know the MM too well, etc.)
Dragon, white, juvenile (26-50 yr.): CR 6; Medium Dragon (Cold); HD 12d12+24; hp 102; Init +0; Spd 60 ft. (12 sqs.), fly 200 ft. (poor) (40 sqs.), swim 60 ft. (12 sqs.), burrow 30 ft. (6 sqs.); AC 21 (+11 natural), touch 10, flat-footed 21; Base Attack/Grapple +12/+15; Attack Bite +16 melee (1d8+3) or claw +13 melee (1d6+1) or wing +13 melee (1d4+1); Full Attack Bite +16 melee (1d8+3) and 2 claws +13 melee (1d6+1) and 2 wings +13 melee (1d4+1); Space/Reach 5 ft./5 ft.; SA Breath weapon (30 ft. Cone of cold, Ref Con-based DC 18, 4d6/half), Spell-like abilities; SQ Blindsense 60’, Icewalking, Immunities (cold, paralysis, sleep), Keen senses; AL (Always) CE; SV Fort +10, Ref +8, Will +8; Str 17, Dex 10, Con 15, Int 8, Wis 11, Cha 8.
Languages: Draconic.
Skills/Feats: Hide +15, Listen +15, Search +14, Spot +15, Swim +18; Blind-fight, Flyby Attack, Hover, Multiattack, Weapon Focus (bite).
Spell-like abilities (as per spell): 3/day–fog cloud.
Blindsense (Ex) [60‘]: Uses keen sense of smell and hearing to pinpoint creatures or objects (still requires a line of effect).
Breath weapon (Su): Cone of cold (as high/wide as long, from adjacent intersection), 30 ft. range, Ref save Con-based DC 18, 4d6 cold damage/half.
Icewalking (Ex): Always in effect. Like spider climb spell, but climbing surface must be icy.
Immunities/Vulnerability: Immune to cold, paralysis effects and sleep; vulnerable to fire (damage +50%).
Keen senses (Ex): 4 X human in shadowy illumination, 2 X normal light, darkvision 120 ft.
Combat/Description: Preferring sudden assaults, they swoop down from aloft or burst from beneath water, snow, or ice loosing their breath weapon, then take out single opponents with follow-up attacks. Wyrmling scales glisten like mirrors (sheen disappears with age, by very old age, scales of pale blue/light gray/mixed with white).
I like to go with Flyby and Multiattack right off the bat to make the creature more mobile and increase the effectiveness of
all attacks. As soon as strength reaches 13, I like to add Weapon Focus (Bite). Hover does a lot to increase it's ability to fight from range effectively, and I add Blind-fight as soon as the Fog Cloud is available to it.
Just my thoughts and I hope that helps.
Remember where you got it... 