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
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).
Offense
1 bite (2d4)
Circumstance: Combat
1 bite (2d4)
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: D&D 5e (Adult White Dragon)
Actions/Abilities/Traits: D&D 5e (Adult White Dragon)
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +11
Wisdom: +6
Constitution: +6
Attributes
Strength: 22
Dexterity: 10
Constitution: 22
Intelligence: 8
Wisdon: 12
Charisma: 12
Skills
perception: +11
stealth: +5
Senses
blindsight 60 ft.
darkvision 120 ft.
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.
Passive Perception: 21
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.
Immunities
Damage Immunities
cold
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Consitution: +14
Wisdom: +7
Constitution: +8
Attributes
Strength: 26
Dexterity: 10
Constitution: 26
Intelligence: 10
Wisdon: 13
Charisma: 14
Skills
perception: +13
stealth: +6
Senses
blindsight 60 ft.
darkvision 120 ft.
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.
Passive Perception: 23
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.
Immunities
Damage Immunities
cold
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Consitution: +4
Wisdom: +2
Constitution: +2
Attributes
Strength: 14
Dexterity: 10
Constitution: 14
Intelligence: 5
Wisdon: 10
Charisma: 11
Skills
perception: +4
stealth: +2
Senses
blindsight 10 ft.
darkvision 60 ft.
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.
Passive Perception: 14
Immunities
Damage Immunities
cold
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +18
Wisdom: +13
Constitution: +16
Attributes
Strength: 30
Dexterity: 14
Constitution: 30
Intelligence: 21
Wisdon: 20
Charisma: 26
Skills
intimidation: +16
perception: +21
stealth: +10
Senses
truesight 120 ft.
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.
Passive Perception: 31
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.
Immunities
Condition Immunities
charmed
frightened
poisoned
Immunities
Damage Immunities
cold
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.
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.
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.
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)
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +7
Wisdom: +3
Constitution: +4
Attributes
Strength: 18
Dexterity: 10
Constitution: 18
Intelligence: 6
Wisdon: 11
Charisma: 12
Skills
perception: +6
stealth: +3
Senses
blindsight 30 ft.
darkvision 120 ft.
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.
Passive Perception: 16
Immunities
Damage Immunities
cold
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.
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.
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: OSRIC
Actions/Abilities/Traits: OSRIC
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.
Defense
Special Defenses
Circumstance: Combat
See below
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/2d8
Offense
Special Attacks
Circumstance: Combat
See below
Environments
Frequency:
Uncommon
arctic
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 1e (Adult White Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Adult White Dragon)
Aura: cold (5 ft., 1d6 cold damage), frightful presence (180 ft., DC 17)
Actions/Abilities/Traits: Pathfinder 1e (Adult White Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient White Dragon)
Actions/Abilities/Traits: Pathfinder 1e (Ancient White Dragon)
Aura: cold (10 ft., 2d6 cold damage), frightful presence (300 ft., DC 23)
Actions/Abilities/Traits: Pathfinder 1e (Ancient 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