Kryx RPGThemesCreatures
Ancient White Dragon

Ancient White Dragon

Gargantuan dragon
Challenge
20

STR
8
DEX
3
CON
8
INT
0
WIS
1
CHA
2

333
18d20+144
28
Soak
4
Fort
+14
Ref
+11
Will
+7
Defense note natural armor
Damage immunities cold

Speed 8 m., burrow 8 m., fly 20 m., swim 8 m.
Skills Insight +1 (12), Perception +7 (18), Primal +7 (18), Stealth +9 (20)
Senses blindsight 10 m., darkvision 20 m.
Languages Common, Draconic

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.

Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.

Maneuvers. The ancient white dragon uses maneuvers (maneuver save DC 22). It has 28 stamina dice which are d8s, a dice limit of 7, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blood in the water, dive attack, fearsome beast, fountain of blood, knockback (Claw or Tail only), spring attack, swipe (Claw only), trip (Tail only)

2 stamina dice: slashing blades

Spellcasting. The ancient white dragon uses Primal (Cha) to cast spells (spell save DC 16, +8 to hit with spell attacks). It has 9 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 25th-level spellcaster): frighten, frostbite, snowball/icicle

1 mana: cold snap, cone of cold, fear, ice knife, ice slick, ice spear, ring of frost, snow storm, winter’s bite

2 mana: cold fog, freezing sphere, frost bane, ice storm, incite panic, wall of ice

Actions (4)

Bite (1/turn). Melee Weapon Attack: +14 to hit, reach 3 m. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw (2/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 15 (2d6 + 8) slashing damage.

Tail (1/turn). Melee Weapon Attack: +14 to hit, reach 4 m. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence (1/turn). Each creature of the dragon’s choice that is within 20 meters of the dragon and aware of it must succeed on a DC 16 Will 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.

Cold Breath (Costs 2 actions; Recharge 5–6). The dragon exhales an icy blast in a 20-meter cone or line. Each creature in that area must make a DC 22 Fortitude saving throw. On a failed save, a creature takes 72 (16d8) cold damage and is slowed 4 for 1 minute. On a successful save, a creature takes half as much damage and isn’t slowed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The ancient white dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Perception check.

Tail Attack. The dragon makes a tail attack.

Wing Attack. The dragon beats its wings. Each creature within 3 meters of the dragon must succeed on a DC 22 Reflex saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the ancient white dragon takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Freezing fog fills a 5-meter radius sphere centered on a point the dragon can see within 20 meters of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 16 Fortitude saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 30 kilometers per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.

  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 20 meters of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.

  • The dragon creates an opaque wall of ice on a solid surface it can see within 20 meters of it. The wall can be up to 5 meters long, 5 meters high, and 30 centimeters thick. When the wall appears, each creature within its area is pushed 1 meter out of the wall’s space; appearing on whichever side of the wall it wants. Each 2-meter section of the wall has 5 Defense, 30 Health, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing the ancient white dragon's lair is warped by the ancient white dragon’s magic, which creates one or more of the following effects:

  • Chilly fog lightly obscures the land within 10 kilometers of the dragon’s lair.

  • Freezing precipitation falls within 10 kilometers of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.

  • Icy walls block off areas in the dragon’s lair. Each wall is 15 centimeters thick, and a 2-meter section has 5 Defense, 15 Health, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

Arcticmm

Maneuvers

As an action, you can make a melee weapon attack with advantage against a creature that is below half its health. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action while flying, you can use the Dash action. If you move at least 4 meters in a straight line angled downwards toward a creature, you can make an Attack action with a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, you don’t provoke opportunity attacks when you fly out of the creature’s reach.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated. A construct or an undead is immune to this effect.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Will saving throw.

On a successful save, the effect ends for that creature.

If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Fearsome Beast for the next 24 hours.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failed save, a creature is frightened of you until the end of your next turn.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. During your Dash, if you move within 1 meter of a creature, you can make a melee weapon attack against that creature. You can only attack one creature you pass.

Enhance

You can attack an additional creature you pass for every two additional stamina die expended, but you can only attack each creature once.