AC 18 (natural armor)
HP 250 (20d12 + 120; 125)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
Proficiency +5; Maneuver DC 19
Saving Throws Dex +6, Con +11, Wis +7, Cha +7
Skills Intimidation +7, Perception +7 (+1d6), Stealth +6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Cold Mastery. The dragon’s movement and vision is not hindered by cold, icy surfaces, snow, wind, or storms. Additionally, the dragon can choose to burrow through snow and ice without leaving a trace.
Legendary Resistance (3/Day). When the dragon fails a , it can choose to succeed instead. When it does, it sheds some of its scales, which turn to ice. If it has no more uses of this ability, its Armor Class is reduced to 16 until it finishes a long rest.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (save DC 15). It can innately cast the following spells, requiring no material components.
3/day each:, , ,
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can spit ice.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage, and the dragon pushes the target 10 feet away.
Spit Ice. The dragon targets a creature within 60 feet, forcing it to make a DC 19 Dexterity . On a failure, the target takes 16 (3d10) cold damage, and its speed is reduced to 0 until the end of its next turn. On a success, it takes half damage.
Cold Breath (Recharge 5–6). The dragon exhales a 60-foot cone of frost. Each creature in the area makes a DC 19 Constitution . On a failure, it takes 52 (15d6) cold damage, and its speed is reduced to 0 until the end of its next turn. On a success, it takes half damage.
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 15 Charisma . On a failure, it is for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 19 Dexterity . On a failure, it is pushed 10 feet away and knocked . The dragon can then fly up to half its fly speed.
Raging Storm (1/Day, Bloodied Only). For 1 minute, gusts of sleet emanate from the dragon in a 40-foot-radius sphere, spreading around corners. The area is lightly obscured and the ground is difficult terrain The first time a creature moves on its turn while in the area, it must succeed on a DC 15 Dexterity or fall (or fall if it is flying).
While individual dragons have their own personalities and tactics, most rely heavily on their breath weapons. They use them whenever they can, preferably from maximum distance and while flying above their enemies.
When fighting in the open, dragons often circle above their enemies as they wait for their breath weapons to recharge. They only close to melee if their enemies deal significant damage with ranged attacks, or if they can savage an enemy cut off from its allies. Once, dragons become more aggressive, attacking with bite and claws when their breath weapons aren’t available.
If a dragon is protecting its lair, it utilizes lair features, traps, allies, and architecture such as escape tunnels to keep up a hit-and-run fight, reappearing only when it has a fully-recharged breath weapon. If the dragon is forced into melee combat, it uses its bite and claws against a single foe. If it has legendary actions like Roar and Wing Attack, it uses them to disperse its other enemies.
If reduced to less than one-fourth its hit points while fighting in the open, a dragon flies away. However, it fights to the death to defend its lair, unless it can regain the upper hand through tricks or bargains.
White Dragon Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1 A dusting of snow conceals an iced-over underground lake. The dragon can use 5 feet of its movement to break a hole in the ice big enough for it to pass through. A creature submerged in the frigid water makes a Constitution at the end of its turn, taking 10 (3d6) cold damage on a failure.
2 All floors are slippery ice. Anyone moving more than half their speed in a single turn makes a Dexterity or falls , ending their movement.
3 Up to three times per day as a legendary action, the dragon slams its tail against the wall, causing slabs of ice (and possibly useful treasure) to rain from the ceiling. Up to 2 creatures the dragon can see make Dexterity . On a failure, a creature takes 10 (3d6) damage and is knocked and beneath an ice slab. A creature can use its action to make an Acrobatics or Athletics check against the lair’s save DC, freeing itself or another creature on a success.
4 The ceiling is held up by four pillars of ice (objects with AC 16, 15 hit points, immunity to poison and psychic damage, and vulnerability to fire damage). If three pillars are destroyed, the ceiling caves in, dealing 17 (5d6) bludgeoning damage to each creature in the lair and opening a hole in the ceiling large enough for the dragon to fly through.
Frysning, Issedrath, Stillness, Verglas, Vilustiminen, Winterheart
Legends and Lore
With an Arcana or History check, characters can learn the following:
DC 10 White dragons rule the frozen wastelands at the edges of the world.
DC 15 A white dragon’s lair is often found at the center of a raging winter storm.
DC 20 Truly ancient white dragons can surround themselves with magical storms of sleet and ice.
Although the smallest of chromatic dragons, white dragons are also the most vicious. They find the presence of other creatures loathsome and slay those who enter their frozen domain.
Frozen Solitude. White dragons gravitate toward the cold, deserted lands at the edges of the world. They enjoy the solitude and purity of their icy homes. Most white dragons consider any intrusion into their territory an affront. Quick to anger and careless of its own wounds, a white dragon’s fury can drive off even larger dragons.
While white dragons prefer to be alone, they occasionally tolerate servants who remain quiet and stay out of sight. The dour frost giants and cowed kobolds that serve a white dragon know better than to call attention to themselves, especially when their master is hungry.
Icy Fastness. A white dragon’s territory slowly transforms into a frozen wasteland and eventually becomes the eye of a permanent winter storm. The largest white dragons have ambitions to extend their realms further, freezing the entire world.
1 Lying in wait for a dragon rival
2 Summoning an ice storm
3 Camouflaged in a snowbank
4 Flying overhead, on the hunt
5 Attacking a tribe of humans or orcs
6 Preparing for a diplomatic visit from a local frost giant noble; planning treachery
7 In its lair, asleep under a thin coating of ice and snow
8 Having a destructive tantrum, cursing some enemy
1–2 Blinding snow
3 Frost giant or mammoth encased in ice
4 A glacier riddled with caverns
5 Freezing, waist-high fog
6 Towering ice pillars, each large enough for a dragon to perch on
7 A dangerous blizzard
8 A maze made of glittering ice walls
White dragons live among snow and constant blizzards.
CR 3–4 with 3 or 4 or ; 2
Treasure 300 gp, 1,000 sp, giant polar bear fur (75 gp), ,
CR 5–10 ; with 2 or
Treasure 1,300 gp, 2 silver ewers (250 gp each), unmelting snowball, , 3 ,
CR 11–16 adult white dragon
Treasure 300 pp, 600 gp, 11 amber gemstones (100 gp each), key made of ice, 3 , (anchor),
Treasure 13,000 gp, 30 furs (100 gp each), silver dragontooth necklace (250 gp), 6 +2 , ,
CR 23–30 with , , , or ; with , tundra chimera (see ), or
Treasure 20,000 gp, diamond (5,000 gp), white dragon egg (25,000 gp), 2 , , ,
CR 31+ ; 2
Treasure 5,000 pp, 40,000 gp, 60,000 ep, 5 diamonds (5,000 gp each), mithral warhorn (7,500 gp), ice statue with a huge ruby (25,000 gp) at the heart, 4 , , +2 (named Tark-Elith; made of unmelting ice; grants its wielder fire resistance),
Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes, which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as .