White Dragon, Very Old

Huge Dragon (Cold) — CR 17

Monster Manual v.3.5 (MM), p. 77Updated 3.5

White Dragon, Very Old is a D&D 3.5 monster from MM, p. 77. CR 17, HD 27d12+162 (337 hp).

Hit Dice
27d12+162 (337 hp)
Initiative
+0
Speed
Land 60 ft
Armor Class
34, touch 8, flat-footed 34
Base Attack / Grapple
+27/+45
Attack
Bite +35 melee (2d8+10)
Full Attack
Bite +35 melee (2d8+10), 2 Claws +30 melee (2d6+5), 2 Wings +30 melee (1d8+5), Tail Slap +30 melee (2d6+15)
STR
31
DEX
10
CON
23
INT
14
WIS
15
CHA
14
Fort / Ref / Will
+21 / +15 / +17
Challenge Rating
17
Alignment
Chaotic-Evil
Organization
solitary, pair, or family (1−2 and 2−5 offspring)
Treasure
Triple standard
Environment
Mountains
Level Adjustment
Spell Resistance
23
Caster Level
7

Special Abilities

Breath WeaponFrightful PresenceFreezing FogFog CloudGust of WindCrushSpellsDamage ReductionImmunity to ColdImmunity to SleepImmunity to ParalysisVulnerability to FireIcewalkingBlindsenseDarkvisionKeen SensesSpell Resistance

Feats

The dragon has a beaked nose, spiny dewlaps, and a crest supported by a single, back-curving spine. A crisp, faintly chemical odor accompanies the dragon, whose scales glisten like snow.

Description

Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

Among the smallest and least intelligent of dragonkind, most white dragons are simply animalistic predators. Their faces express single-minded ferocity rather than the shrewdness of their more powerful kin.

The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.

White dragons’ lairs are usually icy caves and deep underground chambers that open away from the warming rays of the sun. They store all of their treasure within the lair, preferably in caverns coated in ice, which reflect the gems. White dragons are especially fond of diamonds.

Although white dragons are able to eat nearly anything, they are very particular and will consume only food that has been frozen. Usually a dragon devours a creature killed by its breath weapon while the carcass is still stiff and frigid. It buries other kills in snowbanks until they are suitably frozen.

White dragons’ natural enemies are frost giants, who kill the dragons for food and armor and capture them to use as guards.

Combat

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.

Breath Weapon (Su): 50-ft. cone, damage 9d6 cold, Reflex DC 29 half. Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius 270-ft are subject to the effect if they have 26 HD or less.

A potentially affected creature that succeeds on a Will DC 25 remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents of Small or less size (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body (an area of 15-ft × 15-ft in this case). Creatures in the affected area must succeed on a Reflex DC 29 or be pinned, automatically taking 2d8+15 bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Snatch (Ex): The dragon can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the dragon gets a hold on a creature of Small size or smaller with his claws, or Medium size or smaller with his bite, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the dragon’s mouth is not allowed a Reflex save against the dragon’s breath weapon.

The dragon can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6×10 feet, and takes 1d6 points of damage per 10 feet traveled. If the dragon flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.

Fog Cloud (Sp): 3/day—as fog cloud. Caster level 9th.

Gust of Wind (Sp): 3/day—as gust of wind. Caster level 9th; Fortitude DC 14.

Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell. Caster level 9th; Reflex DC 17.

Spells: As 7th-level sorcerer.

Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0—dancing lights, detect magic, ghost sound, ray of frost, read magic, resistance, touch of fatigue; 1st—mage armor, protection from good, magic missile, ray of enfeeblement, shield; 2nd—blindness/deafness, bear’s endurance, bull’s strength; 3rd—blink, haste.

Feats: This dragon has 10 feats available.

Skills: These skills are considered class skills for all dragons: Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Listen, Search, Sense Motive, Spot and Use Magic Device. These skills are considered class skills for white dragons: Hide, Move Silently and Swim. This dragon has 240 skill points available.