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
22 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
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)
Proficiency Bonus +5
Traits

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 movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

War Carriage. The dragon carries a custom-made carriage that allows four Medium creatures or one Large creature to be transported on its the back. This carriage is attached to the creature by four leather straps and harnesses which, if severed, cause it to tumble off the creature’s back. Each of the straps of this war carriage are Tiny objects with AC 18 and 10 hp and immunity to poison and psychic damage.

Mounted Weaponry. The dragon's carriage holds a massive ballista strapped tight to its body. Any humanoid creature within the carriage can make an attack with this weapon as an action (see the dragon's Actions).

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.

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.

Ballista (Rider Only). Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing 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

The 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. 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.

Description

White dragons are the most bestial and instinct-driven of the true dragons, making them easy to press into servitude. They are, however, still intelligent creatures—only evil beings would enslave another sapient being. Frost giants, frost druids, devotees of the icy archdevil Levistus, or worshipers of Auril the Frostmaiden, are the perfect perpetrators of such an evil act. Other creatures may beseech a white dragon for its service, knowing full well that the dragon may decide that its service is complete if it suffers ill treatment, an insufficient cut of the spoils, or whenever a fickle mood strikes it—especially in the heat of an uncertain battle.

An adult white dragon can carry up to four Medium creatures on its back, plus one driver, and often works to ferry a unit of elite soldiers into battle. It may also swoop over a battlefield, annihilating enemy combatants with icy blasts while a ballistician on its back rains deadly ballista bolts upon enemy defenses.

Habitat: Arctic

JamesHaeck

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