Post by Maelthras on Feb 1, 2017 23:13:44 GMT -8
White Dragon
Type: Dragon (Cold)
Climate/Terrain: Arctic plains, hills, mountains, and subterranean
Frequency: Rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Special
Intelligence: Low (5-7)
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —
Armor Class: 1 (base)
Movement: 12, Fl 40 (C), Sw 12
Hit Dice: 11 (base)
THAC0: 9 (at 11 HD)
No. of Attacks: 3+special
Damage/Attack: 1-6/1-6/3-16 (2d8)
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: H (24'base)
Morale: Elite (15-16)
XP Value: Variable
White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.
The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.
White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Regardless of a target's size, a white dragon's favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon's detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.
Breath weapon/special abilities: A white dragon's breath weapon is a come of frost 70' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier.
From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking, which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100' radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Other Spell-Like Abilities: 3/day—fog cloud (juvenile or older), gust of wind (adult or older), wall of ice (ancient or older); 1/day—control weather (great wyrm).
Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.
Habit/Society: White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.
White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.
White dragons' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.
Ecology: Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen.
White dragons' natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts.
Age) Body Lgt. (')/Tail Lgt. (')
1) 1-5 1-4
2) 5-14 4-12
3) 14-23 12-21
4) 23-32 21-28
5) 32-41 28-36
6) 41-50 36-45
7) 50-59 45-54
8 )59-68 54-62
9) 68-77 62-70
10) 77-86 70-78
11) 86-95 78-85
12) 95-104 85-94
White Dragons by Age
Age Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple
Wyrmling 3d12+3 (22) 11 10 13 6 11 6 +3/–5
Very young 6d12+6 (45) 13 10 13 6 11 6 +6/+3
Young 9d12+18 (76) 15 10 15 6 11 6 +9/+11
Juvenile 12d12+24 (102) 17 10 15 8 11 8 +12/+15
Young adult 15d12+45 (142) 19 10 17 8 11 10 +15/+23
Adult 18d12+72 (189) 23 10 19 10 11 12 +18/+28
Mature adult 21d12+105 (241) 27 10 21 12 13 12 +21/+37
Old 24d12+120 (276) 29 10 21 12 13 12 +24/+41
Very old 27d12+162 (337) 31 10 23 14 15 14 +27/+45
Ancient 30d12+180 (375) 33 10 23 14 15 14 +30/+49
Wyrm 33d12+231 (445) 35 10 25 14 15 16 +33/+57
Great wyrm 36d12+288 (522) 37 10 27 18 19 18 +36/+61
Age Attack Fort Ref Will Breath Weapon Frightful Presence
Wyrmling +5 +4 +3 +3 1d6 (12) —
Very young +8 +6 +5 +5 2d6 (14) —
Young +11 +8 +6 +6 3d6 (16) —
Juvenile +15 +10 +8 +8 4d6 (18) —
Young adult +18 +12 +9 +9 5d6 (20) 17
Adult +23 +15 +11 +11 6d6 (23) 20
Mature adult +27 +17 +12 +13 7d6 (25) 21
Old +31 +19 +14 +15 8d6 (27) 23
Very old +35 +21 +15 +17 9d6 (29) 25
Ancient +39 +23 +17 +19 10d6 (31) 27
Wyrm +41 +25 +18 +20 11d6 (33) 29
Great wyrm +45 +28 +20 +24 12d6 (36) 32
White Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., burrow 30 ft.,fly 150 ft., swim 60 ft. 14 (+2 size, +2 natural), touch 12,flat-footed 14
Very young 60 ft., burrow 30 ft.,fly 150 ft., swim 60 ft. 16 (+1 size, +5 natural), touch 11,flat-footed 16
Young 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 18 (+8 natural), touch 10,flat-footed 18
Juvenile 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 21 (+11 natural), touch 10,flat-footed 21
Young adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 23 (–1 size, +14 natural), touch 9,flat-footed 23
Adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 26 (–1 size, +17 natural), touch 9,flat-footed 26
Mature adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 28 (–2 size, +20 natural), touch 8,flat-footed 28
Old 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 31 (–2 size, +23 natural), touch 8,flat-footed 31
Very old 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 34 (–2 size, +26 natural), touch 8,flat-footed 34
Ancient 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 37 (–2 size, +29 natural), touch 8,flat-footed 37
Wyrm 60 ft., burrow 30 ft.,fly 250 ft., swim 60 ft. 38 (–4 size, +32 natural), touch 6,flat-footed 38
Great wyrm 60 ft., burrow 30 ft.,fly 250 ft., swim 60 ft. 41 (–4 size, +35 natural), touch 6,flat-footed 41
Age Special Abilities Caster Level SR
Wyrmling Icewalking, immunity to cold, vulnerability to fire — —
Very young — — —
Young — — —
Juvenile Fog cloud — —
Young adult DR 5/magic — 16
Adult Gust of wind 1st 18
Mature adult DR 10/magic 3rd 20
Old Freezing fog 5th 21
Very old DR 15/magic 7th 23
Ancient Wall of ice 9th 24
Wyrm DR 20/magic 11th 25
Great wyrm Control weather 13th 27
Age) Treas. Type/XP Value
1) Nil/ 3,000
2) Nil/ 4,000
3) Nil/ 6,000
4) E/ 8,000
5) E, O, S/ 10,000
6) E, O, S/ 12,000
7) E, O, S/ 13,000
8 )E, O, Sx2/ 14,000
9) E, O, Sx2/ 16,000
10) E, O, Sx2/ 17,000
11) E, O, Sx3/ 18,000
12) E, O, Sx3 /19,000
Type: Dragon (Cold)
Climate/Terrain: Arctic plains, hills, mountains, and subterranean
Frequency: Rare
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Activity Cycle: Any
Diet: Special
Intelligence: Low (5-7)
Treasure: Triple standard
Alignment: Chaotic evil
No. Appearing: 1 (2-5)
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —
Armor Class: 1 (base)
Movement: 12, Fl 40 (C), Sw 12
Hit Dice: 11 (base)
THAC0: 9 (at 11 HD)
No. of Attacks: 3+special
Damage/Attack: 1-6/1-6/3-16 (2d8)
Special Attacks: Special
Special Defenses: Variable
Magic Resistance: Variable
Size: H (24'base)
Morale: Elite (15-16)
XP Value: Variable
White dragons, the smallest and weakest of the evil dragons, are slow witted but efficient hunters. They are impulsive, vicious, and animalistic, tending to consider only the needs and emotions of the moment and having no foresight or regret. Despite their low intelligence, they are as greedy and evil as the other evil dragons.
The scales of a hatchling white dragon are a mirror-like glistening ground. As the dragons ages, the sheen disappears, and by the time it reaches the very old stage, scales of pale blue and light gray are mixed in with the white.
White dragons speak their own tongue, a tongue common to all evil dragons, and 7% of hatchling white dragons have an ability to communicate with any intelligent creature. The chance to possess this ability increases 5% per age category of the dragon.
Combat: Regardless of a target's size, a white dragon's favorite method of attack is to use its breath weapon and special abilities before closing to melee. This tactic sometimes works to the dragon's detriment, as it can exhaust its breath weapon on smaller prey and then be faces with a larger creature it must attack physically. If a white dragon is pursuing creatures in the water, such as polar bears or seal, it will melee them in their element, fighting with its claws and bite.
Breath weapon/special abilities: A white dragon's breath weapon is a come of frost 70' long, 5' wide at the dragon's mouth, and 25' wide at the base. Creatures caught in the blast may Save versus Breath Weapon for half damage. A white dragon casts its spells and uses its magical abilities at 5th level, plus its combat modifier.
From their birth, white dragons are immune to cold. As they grow older, they gain the following additional abilities: Juvenile: ice walking, which allows the dragon to walk across ice as easily as easily as creatures walk across flat, dry ground. Mature adult: gust of wind three times a day. Very old: wall of fog three times a day, this produces snow or hail rather than rain. Wyrm: freezing fog three times a day. This obscures vision in a 100' radius and causes frost to form, creating a thin layer of glare ice on the ground and on all surfaces within the radius.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Other Spell-Like Abilities: 3/day—fog cloud (juvenile or older), gust of wind (adult or older), wall of ice (ancient or older); 1/day—control weather (great wyrm).
Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.
Habit/Society: White dragons live in chilly or cold regions, preferring lands where the temperature rarely rises above freezing and ice and snow always cover the ground. When temperatures become too warm, the dragons become lethargic. White dragons bask in the frigid winds that whip over the landscape, and they wallow and play in deep snow banks.
White dragons are lackadaisical parents. Although the young remain with the parents from hatchling to juvenile or young adult stage they are not protected. Once a dragon passes from it hatchling stage, it must fend for itself, learning how to hunt and defend itself, learning how to hunt and defend itself by watching the parents.
White dragons' lairs are usually icy caves and deep subterranean chambers; they select caves that open away from the warming rays of the sun. White dragons store all of their treasure within their lair, and prefer keeping it in caverns coated in ice, which reflect the gems, especially diamonds, because they are pretty to look at.
Ecology: Although white dragons, as all other dragons, are able to eat nearly anything, they are very particular and will consume only food which has been frozen. Usually after a dragon has killed a creature with its breath weapon it will fall to devouring it while the carcass is still stiff and frigid. It will bury other kills in snow banks until they are suitably frozen.
White dragons' natural enemies are frost giants who kill the dragons for food and armor and subdue them for guards and mounts.
Age) Body Lgt. (')/Tail Lgt. (')
1) 1-5 1-4
2) 5-14 4-12
3) 14-23 12-21
4) 23-32 21-28
5) 32-41 28-36
6) 41-50 36-45
7) 50-59 45-54
8 )59-68 54-62
9) 68-77 62-70
10) 77-86 70-78
11) 86-95 78-85
12) 95-104 85-94
White Dragons by Age
Age Hit Dice (hp) Str Dex Con Int Wis Cha Base Attack/Grapple
Wyrmling 3d12+3 (22) 11 10 13 6 11 6 +3/–5
Very young 6d12+6 (45) 13 10 13 6 11 6 +6/+3
Young 9d12+18 (76) 15 10 15 6 11 6 +9/+11
Juvenile 12d12+24 (102) 17 10 15 8 11 8 +12/+15
Young adult 15d12+45 (142) 19 10 17 8 11 10 +15/+23
Adult 18d12+72 (189) 23 10 19 10 11 12 +18/+28
Mature adult 21d12+105 (241) 27 10 21 12 13 12 +21/+37
Old 24d12+120 (276) 29 10 21 12 13 12 +24/+41
Very old 27d12+162 (337) 31 10 23 14 15 14 +27/+45
Ancient 30d12+180 (375) 33 10 23 14 15 14 +30/+49
Wyrm 33d12+231 (445) 35 10 25 14 15 16 +33/+57
Great wyrm 36d12+288 (522) 37 10 27 18 19 18 +36/+61
Age Attack Fort Ref Will Breath Weapon Frightful Presence
Wyrmling +5 +4 +3 +3 1d6 (12) —
Very young +8 +6 +5 +5 2d6 (14) —
Young +11 +8 +6 +6 3d6 (16) —
Juvenile +15 +10 +8 +8 4d6 (18) —
Young adult +18 +12 +9 +9 5d6 (20) 17
Adult +23 +15 +11 +11 6d6 (23) 20
Mature adult +27 +17 +12 +13 7d6 (25) 21
Old +31 +19 +14 +15 8d6 (27) 23
Very old +35 +21 +15 +17 9d6 (29) 25
Ancient +39 +23 +17 +19 10d6 (31) 27
Wyrm +41 +25 +18 +20 11d6 (33) 29
Great wyrm +45 +28 +20 +24 12d6 (36) 32
White Dragon Abilities by Age
Age Speed AC
Wyrmling 60 ft., burrow 30 ft.,fly 150 ft., swim 60 ft. 14 (+2 size, +2 natural), touch 12,flat-footed 14
Very young 60 ft., burrow 30 ft.,fly 150 ft., swim 60 ft. 16 (+1 size, +5 natural), touch 11,flat-footed 16
Young 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 18 (+8 natural), touch 10,flat-footed 18
Juvenile 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 21 (+11 natural), touch 10,flat-footed 21
Young adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 23 (–1 size, +14 natural), touch 9,flat-footed 23
Adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 26 (–1 size, +17 natural), touch 9,flat-footed 26
Mature adult 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 28 (–2 size, +20 natural), touch 8,flat-footed 28
Old 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 31 (–2 size, +23 natural), touch 8,flat-footed 31
Very old 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 34 (–2 size, +26 natural), touch 8,flat-footed 34
Ancient 60 ft., burrow 30 ft.,fly 200 ft., swim 60 ft. 37 (–2 size, +29 natural), touch 8,flat-footed 37
Wyrm 60 ft., burrow 30 ft.,fly 250 ft., swim 60 ft. 38 (–4 size, +32 natural), touch 6,flat-footed 38
Great wyrm 60 ft., burrow 30 ft.,fly 250 ft., swim 60 ft. 41 (–4 size, +35 natural), touch 6,flat-footed 41
Age Special Abilities Caster Level SR
Wyrmling Icewalking, immunity to cold, vulnerability to fire — —
Very young — — —
Young — — —
Juvenile Fog cloud — —
Young adult DR 5/magic — 16
Adult Gust of wind 1st 18
Mature adult DR 10/magic 3rd 20
Old Freezing fog 5th 21
Very old DR 15/magic 7th 23
Ancient Wall of ice 9th 24
Wyrm DR 20/magic 11th 25
Great wyrm Control weather 13th 27
Age) Treas. Type/XP Value
1) Nil/ 3,000
2) Nil/ 4,000
3) Nil/ 6,000
4) E/ 8,000
5) E, O, S/ 10,000
6) E, O, S/ 12,000
7) E, O, S/ 13,000
8 )E, O, Sx2/ 14,000
9) E, O, Sx2/ 16,000
10) E, O, Sx2/ 17,000
11) E, O, Sx3/ 18,000
12) E, O, Sx3 /19,000