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Pathfinder Second Edition

Compendium

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Young White Dragon

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The most feral and least Intelligent of all the chromatic dragons, white dragons are brutish, predatory, and chiefly motivated by self-preservation. Nearly all other dragons look down on white dragons as hopelessly hotheaded and dull, though this does not make them any less dangerous—in fact, it may mean the opposite. It’s nearly impossible to treat with white dragons, not because they lack the Capacity to do so, but because they just don’t care to. They are as difficult to deal with as they are quick to anger, and they become incensed at almost anything. When a white Dragon does speak, it spews threats, inane jokes, and incoherent babbling as a prelude to attacking—and when the Attack comes, it’s bloody and relentless.

Thankfully, white dragons prefer very cold, remote locations that are far from people. Dwelling on glacial mountaintops or in ice caverns beneath forbidding tundra, they treat the lands around them as their own personal hunting grounds. They fly out to feed or terrorize other creatures, especially those who trespass near the dragon’s territory, then bring any treasure back to be displayed in icy niches in their lairs. They collect all kinds of valuables, with a slight preference for items with high utility—such as tools, trade goods, and fine food—over coins or jewels. The ability to shape ice lets white dragons rearrange their lairs exactly to their specifications, and they take great pride in how they’ve decorated their homes over the years.

Attributes

Young White Dragon

Creature 6

CELargeCold, Dragon
  • Perception13; darkvision, scent (imprecise) 60 feet, snow vision
  • LanguagesDraconic
  • Skills acrobatics 10 arcana 7 athletics 16 intimidation 12 stealth 14
  • Str6Dex2Con4Int -1Wis1Cha0
  • AC 23 Fort16Ref14Will11
  • HP 115 Immunitiescold, paralyzed, sleep Weaknessesfire 5
  • Snow Vision Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
  • Frightful Presence 90 feet, DC 20. A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute. Critical Success: The creature is unaffected by the presence. Success: The creature is frightened 1. Failure: The creature is frightened 2. Critical Failure: The creature is frightened 4.
  • Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain and greater difficult terrain from ice and snow and doesn’t risk falling when crossing ice.
  • Freezing Blood TriggerAn adjacent creature deals piercing or slashing damage to the dragon. Effect: The dragon’s blood sprays on the creature, dealing 1d6 (1d6) cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
  • Speed30 feet, fly 80 feet, ice climb 30 feet
  • Melee jaws 17 (cold, reach 10 feet) Damage2d8+9 piercing claw 17 (agile) Damage2d6+9 slashing tail 15 (reach 15 feet) Damage1d8+8 bludgeoning
  • Breath Weapon (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 7d6 (7d6) cold damage in a 30-foot cone (DC 24 basic Reflex save). It can’t use Breath Weapon again for 1d4 (1d4) rounds.
  • Draconic Frenzy The dragon makes two claw Strikes and one tail Strike in any order.
  • Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
  • Ground Slam The dragon slams into the ground. It can do this if it’s on the ground or Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 24 Reflex save or fall prone and take 2d6 (2d6) bludgeoning damage. The dragon can then Step.
  • Shape Ice (arcane, transmutation, water) The dragon reshapes a cube of ice or snow it touches, up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Reflex save or Acrobatics check. On a failure, the creature falls prone atop the ice; on a critical failure, it falls off the ice entirely and is also prone.
  • Optional Arcane Prepared Spells DC 24, attack +16; 2nd dispel magic, invisibility, resist energy; 1st ray of enfeeblement, true strike (×2); Cantrips (2nd) detect magic, ghost sound, mage hand, ray of frost, read aura