THE SHARED REFERENCE Adventurer

Monster

Adult White Dragon

Official reference · XMM · 2024

Creature type
Dragon
Size
Huge
Armor class
18
Hit points
200 (16d12 + 96)
Speed
Walk 40 ft., Burrow 30 ft., Fly 80 ft., Swim 40 ft.
Challenge rating
13
Alignment
Chaotic Evil
Strength
22
Dexterity
10
Constitution
22
Intelligence
8
Wisdom
12
Charisma
12
Passive Perception
21
Initiative
+10
Saving Throws
dex: +5; wis: +6
Skills
perception: +11; stealth: +5
Senses
Blindsight 60 ft., Darkvision 120 ft.
Languages
Common, Draconic
Immunities
cold

Traits

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, or 4/Day in Lair)

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack

The dragon makes three Rend attacks.

Rend

Melee Attack: +11, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 4 (1d8) Cold damage.

Cold Breath (Recharge 5–6)

Constitution Saving Throw: DC 19, each creature in a 60-foot Cone. Failure: 54 (12d8) Cold damage. Success: Half damage.

Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Freezing Burst

Constitution Saving Throw: DC 14, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 7 (2d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Success or Failure: The dragon can't take this action again until the start of its next turn.

Pounce

The dragon moves up to half its Speed, and it makes one Rend attack.

Frightful Presence

The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 14). The dragon can't take this action again until the start of its next turn.

Regional effects

The region containing an adult or ancient white dragon's lair is affected by its presence, creating the following effects:

  • Frigid Cold: The area within 1 mile of the lair is an area of extreme cold. Any water in that area is frigid water. See the Dungeon Master's Guide for rules on extreme cold and frigid water.
  • Glacial Gloom: The area within 1 mile of the lair is Lightly Obscured by chilly fog. Whenever a creature other than the dragon or one of its allies finishes a Long Rest in that area, that creature must succeed on a DC 15 Constitution saving throw or have its Speed reduced by 10 feet for 1 hour.

If the dragon dies or moves its lair elsewhere, these effects end immediately.

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