Gargantuan dragon (chromatic dragon), chaotic evil
Armor Class 20 (Natural Armor)
Hit Points 333 (18d20+144)
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
Proficiency Bonus +6
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 10 (+0) | 26 (+8) | 10 (+0) | 13 (+1) | 14 (+2) |
Saving Throws Dex +6, Con +14, Wis +7, Cha +8
Skills Perception +13, Stealth +6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages common, draconic
Challenge 20 (25,000 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.
- Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)cold damage.
- Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
- Kick (suggested). Melee Weapon Attack: +14 to hit, reach 15 ft., one target behind the dragon. Hit: 15 (2d6 + 8) slashing damage. The target must succeed on a DC 22 Dexterity saving throw or be kicked back 20 feet. If the target is kicked back, it must succeed on a DC 22 Constitution saving throw or fall prone.
- Plummet (suggested). Melee Weapon Attack: +14 to hit, reach 5 ft., one or more targets on the ground. Hit: 19 (2d10 + 8) 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 (+7) 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 22 Constitution saving throw or be pinned under the dragon, taking 19 (2d10 + 8) 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 24 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 22 Dexterity saving throw or be grappled (escape DC 22) 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 15 (2d6 + 8) 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: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage. In addition, the target must succeed on a DC 22 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: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage. In addition, the target must succeed on a DC 22 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 22 Strength saving throw or be pushed 20 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 feet of the dragon and aware of it must succeed on a DC 16 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 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
LEGENDARY ACTIONS
Ancient 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. Ancient 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 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) 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 Ancient White Dragon is one of the most primal and ferocious creatures in the world of Dungeons & Dragons. It is a gargantuan beast with a massive wingspan, a long tail, and a horned head that exhales cold. Its scales are a pale white color, and its eyes are a piercing blue. Its snout constantly emits frost, and its roar can cause avalanches.
The Ancient White Dragon is a chromatic dragon, meaning it is evil and driven by hunger, instinct, and rage. It hoards whatever it can find in its frozen lair, and will attack anything that trespasses on its territory. It is also extremely savage and relentless, often pursuing its prey for miles until it catches or kills them. It views itself as the apex predator of its domain, and will not hesitate to challenge any creature that dares to cross its path.
COMBAT
The Ancient White Dragon is a formidable opponent in combat, capable of unleashing powerful attacks with its bite, claws, tail, and wings. It can also use its frightful presence to instill fear in its enemies, making them flee or freeze in terror. But its most deadly weapon is its cold breath, which it can exhale in a wide cone that freezes everything in its path. Few creatures can survive the icy blast of an Ancient White Dragon’s breath.
The Ancient White Dragon is also adept at using its environment to its advantage, choosing lairs that are filled with snow, ice, and rock that hinder intruders and enhance its own mobility. It can also burrow through the ground, creating tunnels or traps for unsuspecting foes. It is not easily surprised or outwitted, as it has centuries of experience and cunning to draw upon. It can also use its legendary resistance to shrug off spells or effects that would otherwise harm it.
HABITAT / SOCIETY
The Ancient White Dragon prefers to lair in cold and remote places, where it can hunt and roam freely. It often dwells in caverns under snow-capped mountains, or within the deep chambers of ancient glaciers. It seeks out caves with icy walls and floors, as it enjoys the cold and the silence. It also likes to decorate its lair with the frozen corpses and trophies of its slain enemies, as well as piles of treasure and trinkets that reflect its predatory nature.
The Ancient White Dragon is a solitary creature, rarely associating with other dragons or creatures of its own kind. It considers itself superior to all other beings, and will only tolerate those who serve it loyally or offer it food. It may sometimes ally itself with other powerful evil creatures, such as frost giants, yetis, or white abishai, but only for mutual benefit or common goals. It may also take interest in humanoids who show exceptional strength, skill, or courage, and may offer them a place in its pack or a chance to prove themselves worthy of its respect.
ECOLOGY
The Ancient White Dragon is a force of nature that shapes the land around it with its presence and magic. Its lair becomes a hotspot of cold activity, causing frequent snowstorms and blizzards that alter the climate and create new hazards. The water sources near its lair become frozen and pure, making them fit for drinking but not for irrigation. The vegetation and wildlife near its lair also adapt to the dragon’s influence, becoming hardy, resilient, or frostbitten by the intense cold.
The Ancient White Dragon is an apex predator that feeds on large animals such as mammoths, elk, or bears. It can also consume smaller creatures such as humans, goblins, or kobolds, but only as snacks or trophies. It has a voracious appetite for meat and bones, which it believes enhance its strength and ferocity. It will often raid nearby settlements or caravans to plunder their livestock and supplies. It may also demand tribute from those who live near its territory, threatening them with annihilation if they refuse.