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.
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.
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.
A White Dragon’s Lair
White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.
A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.
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.
Regional Effects
The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
- Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Just killed one of these bad boys. Summoned nine giant bats to swarm it
Nice. Was it challenging? I'm planning to set this up as a challenge for my campaign, and after i spend a whole campaign building up to this, I hope it is a challenging and rewarding foe!
Only in dnd logic are the pretty white dragons evil.
I'm glad this is in Hoard of the Dragon Queen, because I'm setting up to play it and I really want to engineer a battle on this guy!
Painted a primarily white dragon, with half breed blue secondary. Trying to build a character sheet for this. With the white attributes as the stronger gene. Any ideas? Adult 14CR.
Why's he gotta be white tho
In all seriousness, it is rather ironic
pray 4 M9
I cannot believe how well they pulled off their bs plan lol
The way I played the white dragons is they are primal. Food and the best survival type. Does not play with its food just eats.
Oldest ones have a real smart humanoid intelligence. So it will use magic devices to the fullest to survive and when in a fight is a balls to the wall affair.
I nearly lost 2 player due to this monster.
Played as a Bard against this dragon and rolled a Nat 20 to seduce it. Fun times.
Is this the dragon from The Dragon of Icespire Peak? D:
It isn't in Dragon of Icespire peak its written as a Young White Dragon but since I had 6 PCs in my party I have upgraded it to an Adult otherwise 6 level 6 PCs would tear it apart in no time
How did your 6 level 6 PCs do against an adult white dragon? I am curious because my 5 level 6 PCs are about to fight Cryovain and I am not sure if I should use the adult versionas well...
It was tough going for them, but the party managed it, considering that the module hands out some handy magic weapons helps leveling the playing field.
In theory for your 5 PCs it would be a deadly encounter but the encounter calculators don't take the Magic Items into account specially since they should have a Dragon Slayer and around 2 +1 magic weapons. your PCs will struggle with an adult if they don't have enough good casters in the party and martial PCs can struggle with Dragons.
If you want to build them up a little or give them some extra magic weapons to help build them up for the battle with an Adult White Dragon consider running the Wave Echo Cave part of Lost Mines of Phandelver there is a few good magic items (Lightbringer, Gauntlets of Ogre Power and Dragonguard) all of which should make the encoutner much or managable without having to pull your punches.
If you want to discuss more feel free to PM me.
Oh my Corellon, they’re really idiots.
would this be a good boss for 7 6th lvl players?
So my party just killed one of these things. We were all level 6 and it was an adult. It was a REALLLLYYYY hard fight. And some clutch rolls saved us. But this thing is nasty as hell. The fight was epic, the ending was more epic. And we got lucky on more than a few occasions during our rolls. But if the rolls went another way... we were toast.
For the record, Tempest Cleric, Eldritch Knight Fighter, Glory Paladin, and Drunken Master Monk.
EDIT: Spelling
7 level 6 PCs should murder an adult white dragon
My players have four 5th level characters which are about to be joined (for the first time) by their secondary 4th level characters. Four 5th level and four 4th level characters. Encounter builder is saying this is 'Hard'. Anyone think this might be too hard?
My players are really excited about running their two characters at the same time. They're also prepared to lose a character if it comes to it.