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___ > ## White Dragon Wyrmling >*Medium dragon, chaotic evil* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 32 (5d8 + 10) > - **Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|5 (-3)|10 (+0)|11 (+0)| >___ > - **Saving Throws** Dex +2, Con +4, Wis +2, Cha +2 > - **Skills** Perception +4, Stealth +2 > - **Damage Immunities** cold > - **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14 > - **Languages** Draconic > - **Challenge** 2 (450 XP) > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage and the target must make a DC 12 Constitution saving throw, having its speed halved for 1 minute on a failed save. At the end of each of the target's turns, it must repeat the save, ending the effect on itself on a successful one. > > ***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. \pagebreak ___ > ## Young White Dragon >*Large dragon, chaotic evil* > ___ > - **Armor Class** 17 (natural armor) > - **Hit Points** 133 (14d10 + 56) > - **Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|10 (+0)|18 (+4)|6 (-2)|11 (+0)|12 (+1)| >___ > - **Saving Throws** Dex +3, Con +7, Wis +3, Cha +4 > - **Skills** Perception +6, Stealth +3 > - **Damage Immunities** Damage_Immunities > - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16 > - **Languages** Common, Draconic > - **Challenge** 6 (2,300 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. > > ***Innate Spellcasters.*** This dragon can innately cast one spell, once per day, requiring no material components. The spell's level can be no higher than 2nd. The dragon's spell save DC is 12, and it has +4 to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. > > ice knife, Snilloc's snowball swarm > ### Actions > ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage and the target must make a DC 15 Constitution saving throw, having its speed halved for 1 minute on a failed save. At the end of each of the target's turns, it must repeat the save, ending the effect on itself on a successful one. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > > ***Cold Breath (Recharge 5–6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. \pagebreak ___ ___ > ## Adult White Dragon >*Huge 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. >___ >|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** Damage_Immunities > - **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. > > ***Inate Spellcasting.*** This dragon can innately cast one spell, once per day, requiring no material components. The spell's level can be no higher than 4th. The dragon's spell save DC is 14, and it has +6 to hit with spell attacks. See the spell page for a list of spells the dragon is capable of casting. > > ice storm, sleet storm > > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Snow Haze.*** The dragon can use a bonus action to shroud itself in a chilling fog around its body, the dragons form becomes obstructed causing ranged attacks against it be be made at disadvantage. > ### 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:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage and the target must make a DC 19 Constitution saving throw, having its speed halved for 1 minute on a failed save. At the end of each of the target's turns, it must repeat the save, ending the effect on itself on a successful one. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > > ***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 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 > legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. > > ***Detect.*** The dragon makes a Wisdom (Perception) check. > > ***Tail Attack.*** The dragon makes a tail attack. > > ***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet 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. > ### Lair Actions > On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: > > Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. > > Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. > > The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. \pagebreak ___ ___ > ## Ancient White Dragon >*Gargantuan 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. >___ >|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. > > ***Inate Spellcasting.*** This dragon can innately cast two spells, once per day each, requiring no material components. Each spell's level can be no higher than 6th. The dragon's spell save DC is 16, and it has +8 to hit with spell attacks. > > ice storm, sleet storm, cone of cold, wall of ice > > Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. > > ***Snow Haze.*** The dragon can use a bonus action to shroud itself in a chilling fog around its body, the dragons form becomes obstructed causing ranged attacks against it be be made at disadvantage. > ### 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:* 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage and the target must make a DC 22 Constitution saving throw, having its speed halved for 1 minute on a failed save. At the end of each of the target's turns, it must repeat the save, ending the effect on itself on a successful one. > > ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage. > > ***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. The area of the cone is filled with small frozen spikes that pierce those that move throw it, creatures must make a DC 22 Dexterity saving throw for every 5 foot square they they move through that area taking 10 (4d4) piercing damage on a failed save and that 5 foot area no longer deals damage, creatures moving at half speed gain advantage on the saving throw. > ### Legendary Actions > 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. The dragon regains spent legendary actions at the start of its turn. > > Detect. The dragon makes a Wisdom (Perception) check. > > Tail Attack. The dragon makes a tail attack. > > Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet 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. > ### Lair Actions > On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row: > > Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies. > > Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage. > > The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies. \pagebreak ### Wyrmling Ice Fangs: and the target must make a DC -- Constitution saving throw, having its speed halved for 1 minute on a failed save. At the end of each of the target's turns, it must repeat the save, ending the effect on itself on a successful one ### Young Innate Spellcasting ### Adult Snow Haze: The dragon can use a bonus action to shroud itself in a chilling fog around its body, the dragons form becomes obstructed causing ranged attacks against it be be made at disadvantage. ### Ancient Improved Breath Weapon: The area of the cone is filled with small frozen spikes that pierce those that move throw it, creatures must make a DC 22 Dexterity saving throw for every 5 foot square they they move through that area taking 10 (4d4) piercing damage on a failed save and that 5 foot area no longer deals damage, creatures moving at half speed gain advantage on the saving throw.