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Venexus's WyrmlingCreature 5


RareCEMediumColdDragon
Source Pathfinder #176: Lost Mammoth Valley
Perception +12 (darkvision, scent (imprecise) 60 feet, snow vision)
Languages Common, Draconic, Hallit
Skills Acrobatics +12, Athletics +13, Intimidation +10, Stealth +12
Str +5, Dex +4, Con +2, Int -1, Wis +1, Cha +0

AC 22; Fort +12; Reflex +15; Will +9;
HP 90
Speed 30 feet (fly 60 feet)
Immunities cold, paralyzed, sleep
Weaknesses Fire 5

Jaws One Action +15 (+10, +5) to hit (cold, magical) 2d8+5 Piercing + 1d4 Cold
Claw One Action +15 (+11, +7) to hit (agile, magical) 2d6+5 Slashing
Tail One Action +13 (+8, +3) to hit (magical, reach 10) 2d8+5 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Freezing Blood Reaction (arcane, cold)

Trigger An adjacent creature deals piercing or slashing damage to the wyrmling


Effect The wyrmling's blood splatters onto the triggering creature, dealing 1d4 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 19 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.

Snow Vision

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

Breath Weapon Two Actions (arcane, cold, evocation)

The wyrmling breathes a cloud of frost that deals 6d6 cold damage in a 30-foot cone (DC 22 basic reflex). They can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

The wyrmling makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

When the wyrmling scores a critical hit with a Strike, they recharge their Breath Weapon.

Ice Climb

A white dragon can climb on ice as though they had the listed climb Speed. They ignore difficult terrain and greater difficult terrain from ice and snow and don't risk falling when crossing ice.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Cold

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