White Dragons
White Dragon Wyrmling
White Dragon Wyrmling
Medium dragon Chaotic Evil
Armor Class 16; Initiative +2
Hit Points 32 (5d8 + 10)
Speed burrow 15 ft., fly 60 ft., swim 30 ft., walk 30 ft.
Strength 14 (+2); Dexterity 10 (+0); Constitution 14 (+2); Intelligence 5 (-3); Wisdom 10 (+0); Charisma 11 (+0)
Saving Throws Dexterity +2, Wisdom +2
Skills Perception +4, Stealth +2
Damage Immunities cold
Senses darkvision 60 ft., blindsight 10 ft.
Languages draconic
Challenge 2; Proficiency Bonus +2
Ice Walk. The white dragon wyrmling 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 movement.
Rend. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 6 (1d8 + 2) slashing plus 2 (1d4) cold damage.
Multiattack. The white dragon wyrmling makes two Rend attacks.
Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 12, each creature in a 15-foot Cone.
Failure: 22 (5d8) cold damage.
Success: Half damage.
Young White Dragon
Young White Dragon
Large dragon Chaotic Evil
Armor Class 17; Initiative +3
Hit Points 123 (13d10 + 52)
Speed burrow 20 ft., fly 80 ft., swim 40 ft., walk 40 ft.
Strength 18 (+4); Dexterity 10 (+0); Constitution 18 (+4); Intelligence 6 (-2); Wisdom 11 (+0); Charisma 12 (+1)
Saving Throws Dexterity +3, Wisdom +3
Skills Perception +6, Stealth +3
Damage Immunities cold
Senses darkvision 120 ft., blindsight 30 ft.
Languages common, draconic
Challenge 6; Proficiency Bonus +3
Ice Walk. The young white 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 movement.
Multiattack. The young white dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +7 to hit, reach 10 ft.. Hit: 9 (2d4 + 4) slashing plus 2 (1d4) cold damage.
Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 15, each creature in a 30-foot Cone.
Failure: 40 (9d8) cold damage.
Success: Half damage.
Adult White Dragon
Adult White Dragon
Huge dragon Chaotic Evil
Armor Class 18; Initiative +10
Hit Points 200 (16d12 + 96)
Speed burrow 30 ft., fly 80 ft., swim 40 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 22 (+6); Dexterity 10 (+0); Constitution 22 (+6); Intelligence 8 (-1); Wisdom 12 (+1); Charisma 12 (+1)
Saving Throws Dexterity +5, Wisdom +6
Skills Perception +11, Stealth +5
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 13; Proficiency Bonus +5
Ice Walk. The adult white 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 movement.
Legendary Resistance. 3/day (4/day in lair). If the adult white dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The adult white dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +11 to hit, reach 10 ft.. Hit: 13 (2d6 + 6) slashing plus 4 (1d8) cold damage.
Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 19, each creature in a 60-foot Cone.
Failure: 54 (12d8) cold damage.
Success: Half damage.
Freezing Burst. Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the adult white dragon can see within 120 feet.
Failure: 7 (2d6) cold damage, and the target's Speed is 0 until the end of the target's next turn.
Failure or Success: The adult white dragon can't take this action again until the start of its next turn.
Frightful Presence. The adult white dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The adult white dragon can't take this action again until the start of its next turn.
Fear. Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the frightened condition for the duration.
A Frightened creature takes the dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Pounce. The adult white dragon moves up to half its Speed, and it makes one Rend attack.
Ancient White Dragon
Ancient White Dragon
Gargantuan dragon Chaotic Evil
Armor Class 20; Initiative +12
Hit Points 333 (18d20 + 144)
Speed burrow 40 ft., fly 80 ft., swim 40 ft., walk 40 ft.
3 legendary actions (4 in its lair). Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Strength 26 (+8); Dexterity 10 (+0); Constitution 26 (+8); Intelligence 10 (+0); Wisdom 13 (+1); Charisma 18 (+4)
Saving Throws Dexterity +6, Wisdom +7
Skills Perception +13, Stealth +6
Damage Immunities cold
Senses darkvision 120 ft., blindsight 60 ft.
Languages common, draconic
Challenge 20; Proficiency Bonus +6
Ice Walk. The ancient white 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 movement.
Legendary Resistance. 4/day (5/day in lair). If the ancient white dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The ancient white dragon makes three Rend attacks.
Rend. Melee Weapon Attack: +14 to hit, reach 15 ft.. Hit: 17 (2d8 + 8) slashing plus 7 (2d6) cold damage.
Cold Breath. Recharge 5-6. Constitution Saving Throw: DC 22, each creature in a 90-foot Cone.
Failure: 63 (14d8) cold damage.
Success: Half damage.
Freezing Burst. Constitution Saving Throw: DC 22, each creature in a 30-foot-radius Sphere centered on a point the ancient white dragon can see within 120 feet.
Failure: 14 (4d6) cold damage, and the target's Speed is 0 until the end of the target's next turn.
Failure or Success: The ancient white dragon can't take this action again until the start of its next turn.
Frightful Presence. The ancient white dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The ancient white dragon can't take this action again until the start of its next turn.
Fear. Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the frightened condition for the duration.
A Frightened creature takes the dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Pounce. The ancient white dragon moves up to half its Speed, and it makes one Rend attack.