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).
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.
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.
This is really cool.
Second
Great monster!
I freaking love this homebrew series!
I made an armoured elaphant like this
Armored Elephant
Huge beast, unaligned
Armor Class 16 (Barded chain mail)
Hit Points 76 (8d12 + 24)
Speed 35 ft.
STR 30 (+10) DEX 9 (-1) CON 17 (+3) INT 3 (-4) WIS 11 (+0) CHA 6 (-2)
Senses: Passive Perception 10
Trampling Charge. If the armored elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.
Actions
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage
Weapon: Repeating Ballista
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Ammunition (range 120/480), heavy, reload (5 shots), two-handed, you can shoot once a turn with aiming and reloading included in that turn but when you run out shots in your magazine it takes a turn to reload the mag
Special features.
Fort the armored elephant has a little fort on the back; any one in it has 3 quarter cover. The fort has a AC of 18 and 100 HP immunity to poison, necrotic and psionic with vernability to fire. The fort has a ballista mounted in it and has suitable quarters for 5 people of medium or smaller size. Additionally, it has a rope ladder that can be lowered over the side of the armored elephant. This allows a creature of medium or smaller size to climb in or out of the fort using half their walking speed.
Obey The armored elephant will obey its owner and knows the following commands:
stay
The armored elephant stays in place
follow
The armored elephant follows its owner
attack
The armored elephant attacks a person or group of people the owner points out
Stay/attack
The armored elephant attacks anyone who approaches it until its owner gives it the stop command and stays in place
forage
The armored elephant spends 1 hour collecting food for itself
stop
The armored elephant stops doing anything
shake
Any one on the armored elephant but not in the fort has to succeed on a dc 19 acrobatics saving throw or take 1d6 damage and be knocked prone next to the elephant
The armored elephant’s owner can command it as a bonus action. Additionally, while in the fort the owner can control it with a bit and bridle. While controlling it the owner can’t take any actions
Carrying Capacity: 20354 LBs, carried:
CP ( ) SP ( ) EP ( ) GP ( ) PP ( )
carpenter’s tools, shovel, iron pot, mess kit, tinderbox, ( ) days rations, ( ) torches ( ) ballista bolts
This is awesome
amazing.
What's the L next to it?
It stands for "Legendary", and means this is a Legendary creature with an access to legendary actions and lair actions.
For those not already familiar, see the introduction of Monster Manual (or Chapter 12 of Basic Rules) for more details.
i'd imagine my recently made npc, Aussir'kothar, would have a few amongst his forces, least around the edges of the territory
So, I'm currently playing one of the starter packs, (The one w/ Cryovein) and I'm thinking of cutting a deal with my DM to get one of the war dragons. Any ideas of the type and the deal? We are currently lv. 4 and have an army of 90 Orcs, 2 Ogres, and 4 Rock Gnomes. Don't ask.