Ancient White Dragon
Ancient White Dragon
Ancient White Dragon
Regeneration (in Extreme Cold). If the dragon is in an Detect. The dragon makes a Wisdom (Perception) check.
environment with extreme cold, it regains 20 hit points at the Tail Attack. The dragon makes a tail attack.
start of its turn. Wing Attack (Costs 2 Actions). The dragon beats its wings.
Each creature within 15 ft. of the dragon must succeed on a
Amphibious. The dragon has a swim speed equal to its flying
DC 22 Dexterity saving throw or take 15 (2d6 + 8)
speed and can breathe underwater.
bludgeoning damage and be knocked prone. The dragon can
Ice Walk. The dragon can move across and climb icy surfaces then fly up to half its flying speed.
without needing to make an ability check. Additionally, difficult
terrain composed of ice or snow doesn't cost it extra
movement.
L air A ctions
Legendary Resistance (3/Day). If the dragon fails a saving When fighting inside its lair, the ancient white dragon can
throw, it can choose to succeed instead. invoke the ambient magic to take lair actions. On initiative
count 20 (losing initiative ties), the ancient white dragon can
Glacial Armor(30 minute recharge). At the beginning of take one lair action to cause one of the following effects:
combat, the dragon covers itself in a thick, protective layer of
ice, which lasts for 1 minute or until it is destroyed. While
active, the dragon gains the following effects: A swirling blizzard fills the lair, heavily obscuring areas
within 30 feet of the dragon until this action is used
·The dragon gains 150 temporary hit points. again or the dragon dies. Players entering or ending
·Any creature that hits the dragon with a melee attack takes their turn in the fog must make a DC 15 CON Save,
3d10 cold damage. taking 3d6 cold damage on a failed save, or half as
·The dragon gains resistance to all damage types except fire, much damage on a successful one.
radiant, and force. Jagged ice shards fall from the ceiling, striking up to
·The first spell each turn that targets the dragon while the three creatures underneath that the dragon can see
armor is active is reflected back at the caster (up to 7th-level within 120 feet of it. The dragon makes one ranged
spells, single target only). attack roll (+7 to hit) against each target. On a hit, the
target takes 10 (3d6) piercing damage.
If the Glacial Armor is destroyed (loses all 150 temporary hit The dragon creates an opaque wall of ice on a solid
points or takes 75 fire damage), the ice shatters in a violent surface it can see within 120 feet of it. The wall can be
explosion, dealing 8d10 cold damage to all creatures within 20 up to 150 feet long, 150 feet high, and 15 feet thick.
feet of the dragon and imposing the slowed condition (DC 20 When the wall appears, each creature within its area is
Wisdom save) on them for 1 minute. pushed 5 feet out of the wall’s space, appearing on
whichever side of the wall it wants. Each 10-foot section
Spellcasting. The dragon is a 14th-level spellcaster. Its
of the wall has AC 5, 60 hit points, vulnerability to fire
spellcasting ability is Intellect (spell save DC 19, +11 to hit with
damage, and immunity to acid, cold, necrotic, poison,
spell attacks). The dragon has the following spells prepared:
and psychic damage. The wall disappears when the
dragon uses this lair action again or when the dragon
Cantrips (at will): mage hand, prestidigitation, ray of frost
dies.
1st level (4 slots): detect magic, magic missile, shield, The monster can't repeat an effect until they have all been
thunderwave used, and it can't use the same effect two rounds in a row.