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Adult White Dragon (Spellcaster)Creature 10


CELargeColdDragon
Source Pathfinder Bestiary
Perception +20 (darkvision, scent (imprecise) 60 feet, snow vision)
Languages Common, Draconic
Skills Acrobatics +16, Arcana +15, Athletics +23, Intimidation +19, Stealth +18
Str +7, Dex +2, Con +5, Int +1, Wis +2, Cha +1

AC 29; Fort +22; Reflex +19; Will +17; +1 status to all saves vs. magic
HP 215
Speed 30 feet (climb 30 feet, fly 120 feet)
Immunities cold, paralyzed, sleep
Weaknesses Fire 10

Jaws One Action +23 (+18, +13) to hit (cold, magical, reach 10) 2d6 Cold + 2d10+13 Piercing
Claw One Action +23 (+19, +15) to hit (agile, magical) 2d8+13 Slashing
Tail One Action +22 (+17, +12) to hit (magical, reach 15) 2d6+11 Bludgeoning

Snow Vision

Snow doesn't impair a white dragon's vision; it ignores concealment from snowfall.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicDragon Chill (arcane, aura, cold, evocation)

5 feet Aura


2d6 cold damage (DC 27 basic reflex save)

Freezing Blood Reaction (arcane, cold)

Trigger An adjacent creature deals piercing or slashing damage to the dragon.


Effect 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.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 27 will


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.

Breath Weapon Two Actions (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.

Ground Slam One Action

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.

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.

Shape Ice Two Actions (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 DC 15 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.


Arcane Prepared Spells (DC 29, +21 to hit)

Cantrips (5th Level): Detect Magic, Ghost Sound, Mage Hand, Ray of Frost, Read Aura
1st Level: Charm, Ray of Enfeeblement, True Strike
2nd Level: Dispel Magic, Invisibility, Resist Energy
3rd Level: Earthbind, Haste, Vampiric Touch
4th Level: Dimension Door, Freedom of Movement

Arcane Innate Spells (DC 27, +19 to hit)

1st Level: Gust of Wind (At Will)
2nd Level: Obscuring Mist (At Will)


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.


While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. Differentiated by the hue of their scales, each color of dragon unleashes its own flavor of murderous cruelty-be it by claw, tooth, or breath-and unlike most creatures, dragons only become more powerful as they age. Their lust for treasure, food, bloodshed, and control are legendary. Physically powerful with egos to match, these dragons are often morally depraved and act as criminal masterminds, vicious tyrants, or voracious raiders.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Cold

Effects with this trait deal cold damage. Creatures with this trait have a connection to magical cold.