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Habitat: Arctic; Treasure: Arcana

Young white dragons defend their hunting grounds from rivals. In some cases, kobolds and groups of humanoids might offer food and treasure to young white dragons, attempting to keep the dragons satiated and less likely to prey on their communities.


White Dragons

Among the most primal chromatic dragons, white dragons prioritize survival over all. Life is harsh and uncertain in the arctic expanses, glacial heights, and frozen seas where these dragons dwell. White dragons fiercely protect their territories, scouring the frigid regions for food and evidence of trespassers. Most white dragons ignore the plots of smaller creatures and other dragons, concerning themselves only with their own survival.

White dragons create lairs to defend themselves from other deadly arctic creatures and from dangerous natural conditions. Within these shelters, white dragons hoard testaments to their superiority, such as monstrous skulls, the gear of defeated rivals, and curiosities that capture their interest. To protect such treasure, white dragons coax ice to form over their hoards or sink their wealth in frigid pools. For white dragons, each piece of treasure embodies a victory—the details of which inflate as these dragons age.


White Dragon Lairs

White dragons brood in bitterly cold lairs clawed from stone and ice.

The region containing an adult or ancient white dragon’s lair is affected by its presence, creating the following effects:

Frigid Cold. The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master’s Guide for rules on extreme cold and frigid water.

Glacial Gloom. The area within 1 mile of the lair is Lightly Obscured by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have its Speed reduced by 10 feet for 1 hour.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

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.

Actions

Multiattack. The dragon makes three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage.

Cold Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage.


Young White Dragon

Large Dragon (Chromatic), Chaotic Evil
  • Armor Class 17
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
  • Initiative +3 (13)
STR
18 (4)
DEX
10 (0)
CON
18 (4)
INT
6 (-2)
WIS
11 (0)
CHA
12 (1)
  • Saving Throws Str +4, Dex +3, Con +4, Int 2, Wis +3, Cha +1
  • Skills Perception +6, Stealth +3
  • Damage Immunities Cold
  • Senses Blindsight 30 ft., Darkvision 120 ft, passive Perception 16
  • Languages Common, Draconic
  • Challenge 6 (300 XP)
  • Habitat Arctic
  • Treasure Arcana
  • 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.

Actions


  • Multiattack. The dragon makes three Rend attacks.
  • Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d4 + 4) Slashing damage plus (1d4)Cold damage.
  • Cold Breath (Recharge 5–6). *Constitution Saving Throw:* DC 15, each creature in a 30-foot Cone. *Failure:* 40 (or [[9d8]] (9d8)) Cold damage. *Success:* Half damage.
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