Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
# App:
± 1, Wild 1, Lair 1d4
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 80'
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Ice Dragon
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (2d4)
Circumstance: Combat
1 bite (2d4)
Special
Breath Weapon
Cold (Cone). Length and width vary by age (see Age Table).
Special
Ambush
Can bury itself in snow with only eyes and nostrils exposed. Bursts out when prey approaches within 100', surprising on a roll of 1-4 on 1d6.
Special
Cold Immunity
Immune to normal cold, and take only half damage from magical cold or ice.
Special
Spellcasting
Older ice dragons can cast spells (see Age Table).
Environments
arctic
Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual
Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual. They are the same color all over, having no contrasting underbelly color.
They prefer to live in cold regions, whether in the highest mountains or in the cold northern lands. They are the least intelligent of dragons, though this does not mean that they are stupid by any stretch of the imagination. They are motivated completely by a drive to live, to reproduce, and (of course) to accumulate treasure; they kill to live, not for pleasure.
In a fashion similar to swamp and desert dragons, an ice dragon will sometimes choose to bury itself in snow and wait, with only its eyes and nostrils exposed, in a place where prey is likely to pass by. The ice dragon will then burst out when likely prey approaches within 100', surprising on a roll of 1-4 on 1d6.
Ice dragons are immune to normal cold, and take only half damage from magical cold or ice.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI (Huge White Dragon)
Actions/Abilities/Traits: BECMI (Huge White Dragon)
Action
Up to 6
3-10 or 10-24
Actions/Abilities/Traits: BECMI (Huge White Dragon)
Actions/Abilities/Traits: BECMI (Large White Dragon)
Actions/Abilities/Traits: BECMI (Large White Dragon)
Action
Up to 6
2-7 or 6-20
Actions/Abilities/Traits: BECMI (Large White Dragon)
Actions/Abilities/Traits: BECMI (Small White Dragon)
Actions/Abilities/Traits: BECMI (Small White Dragon)
Action
2 claws/1 bite (ground) or up to 6 (Air)
1-4(x2)/2-16
Actions/Abilities/Traits: BECMI (Small White Dragon)
Actions/Abilities/Traits: D&D 5e (Adult White Dragon)
Actions/Abilities/Traits: D&D 5e (Adult White Dragon)
Attributes
Strength: 22
Dexterity: 10
Constitution: 22
Intelligence: 8
Wisdon: 12
Charisma: 12
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +11
Wisdom: +6
Constitution: +6
Skills
perception: +11
stealth: +5
Offense
Bite
Circumstance: Melee
11 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Offense
Rend
Circumstance: Melee
11, reach 10 ft. (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.
Offense
Claw
Circumstance: Melee
11 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
11 to hit, reach 15 ft., one target. (2d8 + 6) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 19, each creature in a 60-foot Cone [Area of Effect]|Cone. 54 (12d8) Cold damage. Half damage.
Action
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 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.
Action
Cold Breath {@recharge 5}
The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Freezing Burst
con 14, each creature in a 30-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 120 feet. 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a 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.
Trait
Ice Walk
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain||3 composed of ice or snow doesn't cost it extra movement.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
21
Immunities
Damage Immunities
cold
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
arctic
Adult white dragons claim large territories and are often the mightiest predators in those lands. While some lurk in their lairs for months, others regularly soar over their domains. When they spot something moving on the ice, they might swoop down to feed or extort food and offerings from sapient creatures.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult White Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient White Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient White Dragon)
Attributes
Strength: 26
Dexterity: 10
Constitution: 26
Intelligence: 10
Wisdon: 13
Charisma: 14
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +14
Wisdom: +7
Constitution: +8
Skills
perception: +13
stealth: +6
Offense
Bite
Circumstance: Melee
14 to hit, reach 15 ft., one target. (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Offense
Rend
Circumstance: Melee
14, reach 15 ft. (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.
Offense
Claw
Circumstance: Melee
14 to hit, reach 10 ft., one target. (2d6 + 8) slashing damage.
Offense
Tail
Circumstance: Melee
14 to hit, reach 20 ft., one target. (2d8 + 8) bludgeoning damage.
Action
Multiattack
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 22, each creature in a 90-foot Cone [Area of Effect]|Cone. 63 (14d8) Cold damage. Half damage.
Action
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 16 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.
Action
Cold Breath {@recharge 5}
The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Legendary Action
Detect
The dragon makes a Wisdom (Perception) check.
Legendary Action
Freezing Burst
con 20, each creature in a 30-foot-radius Sphere [Area of Effect]|Sphere centered on a point the dragon can see within 120 feet. 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. The dragon can't take this action again until the start of its next turn.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Tail Attack
The dragon makes a tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Trait
Ice Walk
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain||3 composed of ice or snow doesn't cost it extra movement.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
23
Immunities
Damage Immunities
cold
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
arctic
Like arctic storms, ancient white dragons threaten icy realms. They emerge from their frozen lairs to indulge their hungers for food or treasure, menacing other creatures with lethal cold. While they might ignore animals or small groups of polar wanderers, these dragons are quick to challenge other dragons and creatures wielding powerful magic, hoping to add their foes' skulls and magic items to their own hoards.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient White Dragon)
Actions/Abilities/Traits: D&D 5e (White Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (White Dragon Wyrmling)
Attributes
Strength: 14
Dexterity: 10
Constitution: 14
Intelligence: 5
Wisdon: 10
Charisma: 11
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +4
Wisdom: +2
Constitution: +2
Skills
perception: +4
stealth: +2
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d8 + 2) Slashing damage plus 2 (1d4) Cold damage.
Action
Multiattack
The dragon makes two Rend attacks.
Action
Cold Breath {@recharge 5}
The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Action
Cold Breath {@recharge 5}
con 12, each creature in a 15-foot Cone [Area of Effect]|Cone. 22 (5d8) Cold damage. Half damage.
Trait
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.
Trait
Passive Perception
14
Immunities
Damage Immunities
cold
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
Environments
arctic
White dragon wyrmlings usually head off on their own soon after hatching. While the cold means little to these creatures, food is scarce in arctic realms, and predators there are merciless. Most white dragon wyrmlings survive by scavenging, hunting opportunistically, and quickly fleeing foes—including other white dragons.
5e Tools
Actions/Abilities/Traits: D&D 5e (White Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (White Greatwyrm)
Actions/Abilities/Traits: D&D 5e (White Greatwyrm)
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Skills
intimidation: +16
perception: +21
stealth: +10
Offense
Bite
Circumstance: Melee
18 to hit, reach 15 ft., one target. (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Offense
Claw
Circumstance: Melee
18 to hit, reach 10 ft., one target. (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Offense
Tail
Circumstance: Melee
18 to hit, reach 20 ft., one target. (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a 26 Strength saving throw or be knocked prone.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) cold damage. On a successful save, the creature takes half as much damage.
Legendary Action
Attack
The greatwyrm makes one Claw or Tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Legendary Action
Arcane Spear (Costs 3 Actions)
The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
Trait
Chromatic Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
31
Immunities
Damage Immunities
cold
Immunities
Condition Immunities
charmed
frightened
poisoned
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (White Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young White Dragon)
Actions/Abilities/Traits: D&D 5e (Young White Dragon)
Attributes
Strength: 18
Dexterity: 10
Constitution: 18
Intelligence: 6
Wisdon: 11
Charisma: 12
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +7
Wisdom: +3
Constitution: +4
Skills
perception: +6
stealth: +3
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d4 + 4) Slashing damage plus 2 (1d4) Cold damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
Action
Multiattack
The dragon makes three attacks: one with its bite and two with its claws.
Action
Cold Breath {@recharge 5}
con 15, each creature in a 30-foot Cone [Area of Effect]|Cone. 40 (9d8) Cold damage. Half damage.
Action
Cold Breath {@recharge 5}
The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Trait
Ice Walk
The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain||3 composed of ice or snow doesn't cost it extra movement.
Trait
Passive Perception
16
Immunities
Damage Immunities
cold
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
Environments
arctic
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.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young White Dragon)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
arctic
Action
claw
[2 * claw (1d4), 1 * bite (2d8)] or breath
Special
Behaviour
Chaotic dragons usually try to eat humans, but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honour.
Action
bite
[2 * claw (1d4), 1 * bite (2d8)] or breath
Special
Pride
Dragons are immensely proud creatures and will always listen to flattery.
Special
Attack pattern
A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either).
Special
Breath weapon
Can be used up to three times per day. All caught in the area suffer damage equal to the dragon's current hit points (save versus breath for half). Shapes of breath weapon:
Special
Cloud
50' long, 40' wide, 20' high.
Special
Cone
2' wide at the mouth, 30' wide at far end.
Special
Line
5' wide along whole length.
Special
Energy immunity
Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.)
Special
Language and spells
Some dragons are able to speak (their own tongue plus Common). The chance is listed by subspecies. Those that can speak can also cast randomly selected magic-user spells (the listed number and level of spells).
Special
Sleeping
The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep!
Special
Subduing
Will surrender if reduced to 0hp by non-lethal attacks (see Subduing), admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp.
Special
Age
The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure.
Special
Lairs
A dragon's treasure is always kept in its well-hidden lair and is seldom unguarded.
Special
Breath weapon
80' long cone of cold.
Special
Language and spells
10%; 3 * 1st level.
Special
Sleeping
50%.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
arctic
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/2d8
Offense
Special Attacks
Circumstance: Combat
See below
Defense
Special Defenses
Circumstance: Combat
See below
Treasure
Treasure: (For a typical individual) 1d12×1,000 cp (15%), 1d20×1,000 sp (25%), 1d6×1,000 ep (25%), 1d8×1,000 gp (25%), 1d12 gems (15%), 1d8 jewellery (10%), 3 magic items plus 2d4 potions and 1 scroll (25%)
Special
Breath Weapon
White dragon breath is a cone of deadly frost, 50-ft long and 25-ft diameter at the base. It does damage equal to the dragon's hit points (but a save vs breath weapons halves this amount). The dragon may use this breath weapon up to three times per day.
Special
Speech
Only rarely (20%) are known to speak.
Special
Spellcasting
Very rarely (5%) cast magic. If a white dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category.
Special
Sleep
Frequently (60%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
Found in cold regions
Almost the antithesis of the fiery red dragon is the frost-rimed white dragon of the frigid north. Although lesser than their red cousins in size, power and intelligence, they are at least as evil.
White dragons only rarely (20%) are known to speak, very rarely (5%) cast magic, but frequently (60%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a white dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category. So, an ancient white dragon casts as a 4th level magic user.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e (Adult White Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult White Dragon)
Ability
Circumstance: Trigger: An adjacent creature deals piercing or slashing damage t
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 27; 2nd obscuring mist (at will); 1st gust of wind (at will)
Ability
Breath Weapon
(arcane, cold, evocation) The dragon breathes a cloud of frost that deals 11d6 cold damage in a 40-foot cone (DC 29 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
Ability
Dragon Chill
(arcane, aura, cold, evocation); 5 feet, 2d6 cold damage (DC 27 basic Reflex)
Ability
Freezing Blood
Circumstance: Trigger: An adjacent creature deals piercing or slashing damage t
The dragon's blood sprays on the creature, dealing 2d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 27
Ability
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 29 Reflex save or fall prone and take 3d6 bludgeoning damage. The dragon can then Step.
Ability
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.
Ability
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 Acrobatic 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.
Ability
Snow Vision
Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
Offense
Melee
Circumstance: combat round (melee)
jaws +23 [+18/+13] (cold, magical, reach 10 feet), Damage 2d10+13 piercing plus 2d6 cold
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Common
Draconic
Perception
darkvision
scent (imprecise) 60 feet
snow vision
Weakness
fire 10
Actions/Abilities/Traits: Pathfinder 2e (Adult White Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient White Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient White Dragon)
Ability
+1 status to all saves vs. magic
Ability
Arcane Innate Spells
DC 36; 6th wall of ice (at will); 2nd obscuring mist (at will); 1st gust of wind (at will)
Ability
Blizzard
(arcane, aura, cold); 50 feet. After the dragon uses its Breath Weapon, a fierce blizzard of blinding snow surrounds its body for 1 round. Everything in the aura is diffcult terrain for other creatures that are on the ground, climbing, or flying. The blowing snow also makes all creatures in the area concealed. While the blizzard rages, the dragon's dragon chill extends to the full area of the blizzard.
Ability
Breath Weapon
(arcane, cold, evocation) The dragon breathes a cloud of frost that deals 16d6 cold damage in a 50-foot cone (DC 36 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon
Ability
Dragon Chill
(arcane, aura, cold, evocation); 10 feet, 3d6 cold damage (DC 34 basic Reflex)
Ability
Freezing Blood
Circumstance: Trigger: An adjacent creature deals piercing or slashing damage t
The dragon's blood sprays on the creature, dealing 3d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 34
Ability
Ground Slam
The dragon slams into the ground. It can do this if it's on the ground Flying within 10 feet of the ground. Each creature on the ground within 10 feet must succeed at a DC 37 Reflex save or fall prone and take 5d6 bludgeoning damage. The dragon can then Step.
Ability
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.
Ability
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 Acrobatic 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.
Ability
Snow Vision
Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
Offense
Melee
Circumstance: combat round (melee)
jaws +31 [+26/+21] (cold, magical, reach 15 feet), Damage 3d12+16 piercing plus 3d6 cold
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Common
Draconic
Jotun
Perception
darkvision
scent (imprecise) 60 feet
snow vision
Weakness
fire 15
Actions/Abilities/Traits: Pathfinder 2e (Ancient White Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young White Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young White Dragon)
Ability
Breath Weapon
(arcane, cold, evocation) The dragon breathes a cloud of frost that deals 7d6 cold damage in a 30-foot cone (DC 24 basic Reflex save). It can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.
Ability
Freezing Blood
Circumstance: Trigger: An adjacent creature deals piercing or slashing damage t
The dragon's blood sprays on the creature, dealing 1d6 cold damage. A creature that takes cold damage in this way is slowed 1 for 1 round.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 20
Ability
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 bludgeoning damage. The dragon can then Step.
Ability
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.
Ability
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.
Ability
Snow Vision
Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.
Offense
Melee
Circumstance: combat round (melee)
jaws +17 [+12/+7] (cold, reach 10 feet), Damage 2d8+9 piercing plus 1d6 cold
Trait
Cold
Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Immunity
paralyzed
sleep
Language
Draconic
Perception
darkvision
scent (imprecise) 60 feet
snow vision
Weakness
fire 5
Actions/Abilities/Traits: Pathfinder 2e (Young White Dragon)
This dragon's scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.
5e SRD
Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual
Ice dragons have pale blue-white skin, ranging from sky blue for a hatchling to the stark pure white of an ancient individual. They are the same color all over, having no contrasting underbelly color.
They prefer to live in cold regions, whether in the highest mountains or in the cold northern lands. They are the least intelligent of dragons, though this does not mean that they are stupid by any stretch of the imagination. They are motivated completely by a drive to live, to reproduce, and (of course) to accumulate treasure; they kill to live, not for pleasure.
In a fashion similar to swamp and desert dragons, an ice dragon will sometimes choose to bury itself in snow and wait, with only its eyes and nostrils exposed, in a place where prey is likely to pass by. The ice dragon will then burst out when likely prey approaches within 100', surprising on a roll of 1-4 on 1d6.
Ice dragons are immune to normal cold, and take only half damage from magical cold or ice.
Basic Fantasy Role-Playing Game
A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragon, many of which are distinguished by the colour of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilisation.
OSE
Found in cold regions
Almost the antithesis of the fiery red dragon is the frost-rimed white dragon of the frigid north. Although lesser than their red cousins in size, power and intelligence, they are at least as evil.
White dragons only rarely (20%) are known to speak, very rarely (5%) cast magic, but frequently (60%) will be found asleep. If the dragon is asleep, there is a 1 in 6 chance that it will awaken in the presence of adventurers. Dragons also sometimes feign sleep.
If a white dragon can cast spells, it will gain spells as a magic user of a level equal to one half of its age category. So, an ancient white dragon casts as a 4th level magic user.
OSRIC