Monster
Ancient White Dragon
Official reference · XMM · 2024
- Creature type
- Dragon
- Size
- Gargantuan
- Armor class
- 20
- Hit points
- 333 (18d20 + 144)
- Speed
- Walk 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
- Challenge rating
- 20
- Alignment
- Chaotic Evil
- Strength
- 26
- Dexterity
- 10
- Constitution
- 26
- Intelligence
- 10
- Wisdom
- 13
- Charisma
- 18
- Passive Perception
- 23
- Initiative
- +12
- Saving Throws
- dex: +6; wis: +7
- Skills
- perception: +13; stealth: +6
- 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 (4/Day, or 5/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: +14, reach 15 ft. Hit: 17 (2d8 + 8) Slashing damage plus 7 (2d6) Cold damage.
Cold Breath (Recharge 5–6)
Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) 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 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) 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 18). 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.