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Ancient White Dragon

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A ncient W hite D ragon Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.

Hit: 17 (2d8 + 8) bludgeoning damage.


Gargantuan Elemental Dragon, lawful evil
Frightful Presence. Each creature of the dragon's choice that is
within 120 feet of the dragon and aware of it must succeed on
Armor Class 22 (natural armor) a DC 16 Wisdom saving throw or become frightened for 1
Hit Points 799 (39d20 + 390) minute. A creature can repeat the saving throw at the end of
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 80 ft. each of its turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect ends for it,
the creature is immune to the dragon's Frightful Presence for
STR DEX CON INT WIS CHA the next 24 hours.
30 (+10) 12 (+1) 30 (+10) 19 (+4) 13 (+1) 13 (+1)
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in
a 90-foot cone. Each creature in that area must make a DC 22
Saving Throws Dex +8, Con +17, Wis +8, Cha +8 Constitution saving throw, taking 72 (16d8) cold damage on a
Skills Perception +15, Stealth +8 failed save, or half as much damage on a successful one.
Damage Vulnerabilities fire
Damage Immunities cold L egendary A ctions
Senses blindsight 60 ft., darkvision 120 ft., passive Perception
25 The dragon can take 3 legendary actions, choosing from the
Languages Common, Draconic options below. Only one legendary action option can be used
Challenge 24 (62,000 XP) at a time and only at the end of another creature's turn. The
dragon regains spent legendary actions at the start of its turn.

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.

2nd level (3 slots): Icingdeath's Frost, Rime's Binding Ice,


invisibility, mirror image R egional E ffects
3rd level (3 slots): counterspell, glyph of warding, tidal wave The region containing the ancient white dragon's lair is
warped by the creature's presence, which creates one or more
4th level (3 slots): control water, dimension door of the following effects:

5th level (2 slots): dominate person, cone of cold


Chilly fog lightly obscures the land within 6 miles of the
6th level (1 slot): otiluke's freezing sphere, gravity fissure dragon’s lair.
Freezing precipitation falls within 6 miles of the
7th level (1 slot): finger of death, reverse gravity dragon’s lair, sometimes forming blizzard conditions
when the dragon is at rest.
A ctions Icy walls block off areas in the dragon’s lair. Each wall is
15 feet thick, and a 10-foot section has AC 5, 90 hit
points, vulnerability to fire damage, and immunity to
Multiattack. The dragon can use its Frightful Presence. It then acid, cold, necrotic, poison, and psychic damage.
makes three attacks: one with its bite and two with its claws.
If the dragon wishes to move through a wall, it can do
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
so without slowing down. The portion of the wall the
Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
dragon moves through is destroyed, however.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 8) slashing damage. If the dragon dies, the fog and precipitation fade within 1 day.
The ice walls melt over the course of 1d10 days.

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