Huge dragon (chromatic dragon), chaotic evil
Armor Class 18 (Natural Armor)
Hit Points 200 (16d12+96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 10 (+0) | 22 (+6) | 8 (-1) | 12 (+1) | 12 (+1) |
Saving Throws Dex +5, Con +11, Wis +6, Cha +6
Skills Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages common, draconic
Challenge 13 (10,000 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.
- Multiattack (suggested). The dragon can use its Frightful Presence. It then makes four attacks.
- Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d8)cold damage.
- Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
- Kick (suggested). Melee Weapon Attack: +11 to hit, reach 10 ft., one target behind the dragon. Hit: 12 (2d6 + 6) slashing damage. The target must succeed on a DC 19 Dexterity saving throw or be kicked back 10 feet. If the target is kicked back, it must succeed on a DC 19 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +11 to hit, reach 5 ft., one or more targets on the ground. Hit: 16 (2d10 + 6) bludgeoning damage. The dragon can use this attack only if it is flying or jumping and descends at least 30 feet straight toward the target. The dragon can target a number of creatures equal to its proficiency bonus (+5) that are in a 15-foot radius of where it lands. The dragon makes a separate attack roll for each target. The target must succeed on a DC 19 Constitution saving throw or be pinned under the dragon, taking 19 (2d10 + 6) bludgeoning damage at the start of each of the dragon’s turns until the dragon moves or the target escapes. The target can use its action to make a DC 19 Strength check, ending the effect on itself on a success. The dragon can’t use its breath weapon or wing attack on the same turn as this attack.
- Snatch (suggested). When the dragon flies at least 20 feet straight toward a creature that is two or more size categories smaller than itself and then hits it with a claw attack on the same turn, the dragon can use its bonus action to try to snatch the creature. The target must succeed on a DC 19 Dexterity saving throw or be grappled (escape DC 19) by the dragon and lifted into the air. While grappled in this way, the target is restrained and has disadvantage on Strength checks and Strength saving throws. The dragon can only snatch one creature at a time. At the start of each of the dragon’s turns, it can choose to squeeze the snatched creature, dealing 13 (2d6 + 6) slashing damage to it. Alternatively, the dragon can make an attack roll against the snatched creature to transfer it to its mouth. On a hit, the creature is no longer grappled by the claw, but by the bite. On a miss, the creature falls and takes falling damage as normal.
- Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage. In addition, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of the dragon’s next turn. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn.
- Wing Buffet (suggested). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. In addition, the target must succeed on a DC 19 Dexterity saving throw or be knocked prone. The dragon can make this attack as a bonus action if it uses its Multiattack action on its turn. Each creature in the area must succeed on a DC 19 Strength saving throw or be pushed 15 feet away from the dragon due to the gust of wind produced by the wing buffet.
- 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 (Recharge 5-6). 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
Adult White 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. Adult White Dragon regains spent legendary actions at the start of their turn.
- Detect. The dragon makes a Wisdom (Perception) check.
- Tail Attack. The dragon makes an additional 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.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The adult white dragon is the smallest, least intelligent, and most animalistic of the chromatic dragons. It has a sleek, smooth, and muscular body covered with icy white scales. Its head is adorned with a pair of curved horns, a long snout, and razor-sharp teeth. Its eyes are pale blue, almost white, and reflect no emotion. Its wings are large and powerful, allowing it to fly swiftly and maneuver in the air. Its tail is long and flexible, ending in a spiky tip. The adult white dragon exudes an aura of coldness that freezes the air around it.
COMBAT
The adult white dragon is a fierce and cunning predator that relies on its physical strength, speed, and cold breath to hunt and kill its prey. It prefers to ambush its enemies from above, diving from the sky or emerging from a snowstorm. It uses its frightful presence to terrify weaker foes, then attacks with its bite and claws. It can also lash out with its tail or beat its wings to knock down or push back its opponents. The adult white dragon’s most devastating weapon is its cold breath, a cone of freezing air that can inflict severe frostbite or even death on those who fail to resist it. The adult white dragon is resistant to cold damage and immune to fear effects. It can also move and climb on icy surfaces without difficulty, and burrow through snow or ice. The adult white dragon is not very intelligent, but it is cunning enough to use its environment to its advantage, such as creating avalanches, collapsing ice bridges, or hiding in snowdrifts.
HABITAT / SOCIETY
The adult white dragon lairs in icy caves and deep subterranean chambers far from the sun. It favors high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. The adult white dragon loves vertical heights in its caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses. The adult white dragon’s innate magic deepens the cold in the area around its lair, creating a frozen domain that suits its preferences. The adult white dragon is a solitary creature that tolerates no intruders in its territory. It is fiercely territorial and will attack any creature that ventures too close to its lair or its hunting grounds. The adult white dragon is also greedy and hoards any treasure it finds or steals, especially items that sparkle or shine like ice crystals. The adult white dragon mates only once every few years, producing a clutch of eggs that it guards until they hatch. The young white dragons are independent from birth and leave their parents as soon as they can fend for themselves.
ECOLOGY
The adult white dragon is an apex predator that feeds on any creature it can catch and kill, such as mountain goats, deer, elk, bears, wolves, or even smaller dragons. It can also eat plants, fungi, or minerals if meat is scarce. The adult white dragon has few natural enemies, except for other dragons of the same or different colors that might compete for territory or resources. The adult white dragon has a lifespan of several centuries, but rarely dies of old age. It is more likely to perish in combat with another dragon or a powerful adventurer. The adult white dragon plays an important role in the ecology of its habitat, as it shapes the landscape with its cold magic and controls the population of other creatures. The adult white dragon is also a source of valuable materials for those who can defeat it, such as its scales, horns, teeth, claws, bones, blood, or organs.