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Young White DragonCreature 6


CELargeColdDragon
Source Pathfinder Bestiary
Perception +13 (darkvision, scent (imprecise) 60 feet, snow vision)
Languages Draconic
Skills Acrobatics +10, Arcana +7, Athletics +16, Intimidation +12, Stealth +14
Str +6, Dex +2, Con +4, Int -1, Wis +1, Cha +0

AC 23; Fort +16; Reflex +14; Will +11;
HP 115
Speed 30 feet (climb 30 feet, fly 80 feet)
Immunities cold, paralyzed, sleep
Weaknesses Fire 5

Jaws One Action +17 (+12, +7) to hit (cold, reach 10) 1d6 Cold + 2d8+9 Piercing
Claw One Action +17 (+13, +9) to hit (agile) 2d6+9 Slashing
Tail One Action +15 (+10, +5) to hit (reach 15) 1d8+8 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.

Snow Vision

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

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 1d6 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 20 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 7d6 cold damage in a 30-foot cone (DC 24 basic reflex save).

It can't use Breath Weapon again for 1d4 rounds.

Draconic Frenzy Two Actions

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

Draconic Momentum

When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

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 24 reflex save or fall Prone and take 2d6 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.


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.