White Dragon Species in The Voice of Honor Guild | World Anvil
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White Dragon

White Wyrmling Dragon

Medium Dragon, Chaotic Evil   Armor Class 16 (natural armor).   Hit Points 32 (5d8 + 10).   Speed 30 ft.   Burrow 15 ft.   Fly 60 ft.   Swim 30 ft.   STR: 14 (+2) DEX: 10 (+0) CON: 14 (+2) INT: 5 (-3) WIS: 10 (+0) CHA: 11 (+0)   Saving Throws Dex +2, Con +4, Wis +2, Cha +2   Skills Perception +4, Stealth +2   Damage Immunities cold   Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14   Languages Draconic   Challenge 2   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.  

Young White Dragon

Large Dragon, Chaotic Evil   Armor Class: 17 (natural Armor)   Hit Points 133 (14d10 + 56)   Speed 40 ft.   Burrow 20 ft.   Fly 80 ft.   Swim 40 ft.   STR: 18 (+4) DEX: 10 (+0) CON: 18 (+4) INT: 6 (-2) WIS: 11 (+0) CHA:12 (+1)   Saving Throws Dex +3, Con +7, Wis +3, Cha +4   Skills Perception +6, Stealth +3   Damage Immunities cold   Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16   Languages Common, Draconic   Challenge 6 (2,300 XP) Proficiency Bonus +3   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.   Multiattack The dragon makes three attacks: one with its bite and two with its claws.   Bite Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.   Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.  

Adult White Dragon

Huge Dragon, Chaotic Evil   Armor Class 18 (natural armor)   Hit Points 200 (16d12 + 96)   Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.   STR: 22 (+6) DEX: 10 (+0) CON: 22 (+6) INT: 8 (-1) WIS: 12 (+1) CHA: 12 (+1)   Saving Throws Dex +5, Con +11, Wis +6, Cha +6   Skills Perception +11, Stealth +5   Damage Immunities cold   Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21   Languages Common, Draconic   Challenge 13 (10,000 XP) Proficiency Bonus +5   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). If the dragon fails a saving throw, it can choose to succeed instead.   Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.   Claw Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of 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 the next 24 hours.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.     Legendary Actions   The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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. Detect. The dragon makes a Wisdom (Perception) check.
  • Tail Attack The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
    Lair Actions   On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:  
  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Additional Lair Actions   At your discretion, a legendary (adult or ancient) white dragon can use one or both of the following additional lair actions while in its lair:
  • Blinding Sleet Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
  • Whirling Wind A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master's Guide for rules on strong wind). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.
  Regional Effects   The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
  • If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
  Additional Regional Effects   Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the Monster Manual:
  • Biting Chill. Extreme cold envelops the land within 6 miles of the dragon's lair (see the Dungeon Master's Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
  • Mirror Ice. The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

Ancient White Dragon

Gargantuan Dragon, Chaotic Evil   Armor Class 20 (natural armor)   Hit Points 333 (18d20 + 144)   Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.   STR: 26 (+8) DEX: 10 (+0) CON: 26 (+8) INT: 10 (+0) WIS: 13 (+1) CHA: 14 (+2)   Saving Throws Dex +6, Con +14, Wis +7, Cha +8   Skills Perception +13, Stealth +6   Damage Immunities cold   Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23   Languages Common, Draconic   Challenge 20 (25,000 XP) Proficiency Bonus +6   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). If the dragon fails a saving throw, it can choose to succeed instead.   Multiattack The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.   Claw Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of 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 the next 24 hours.   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 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.   Legendary Actions   The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used 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.
  • Detect The dragon makes a Wisdom (Perception) check.
  • Tail Attack The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  Lair Actions   On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:  
  • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Additional Lair Actions   At your discretion, a legendary (adult or ancient) white dragon can use one or both of the following additional lair actions while in its lair:
  • Blinding Sleet Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
  • Whirling Wind A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master's Guide for rules on strong wind). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.
  Regional Effects   The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
  • Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
  • Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
  • Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
  • If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
  • If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
  Additional Regional Effects   Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the Monster Manual:
  • Biting Chill Extreme cold envelops the land within 6 miles of the dragon's lair (see the Dungeon Master's Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
  • Mirror Ice The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
 

White Greatwyrm

Gargantuan Dragon, Chaotic Evil   Armor Class 22 (natural armor)   Hit Points 533 (26d20 + 260)   Speed 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.   STR: 30 (+10) DEX: 14 (+2) CON: 30 (+10) INT: 21 (+5) WIS: 20 (+5) CHA: 26 (+8)   Saving Throws Dex +10, Con +18, Wis +13, Cha +16   Skills Intimidation +16, Perception +21, Stealth +10   Damage Immunities cold   Condition Immunities charmed, frightened, poisoned   Senses truesight 120 ft., passive Perception 31   Languages Common, Draconic   Challenge 27 (105,000 XP, or 210,000 XP as a mythic encounter) Proficiency Bonus +8   Chromatic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 425 hit points, it recharges its Breath Weapon, and it regains any expended uses ofLegendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm after its Chromatic Awakening activates.   Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour.   Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.   Unusual Nature The greatwyrm doesn't require food or drink.   Multiattack The greatwyrm makes one Bite attack and two Claw attacks.   Bite Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.   Claw Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.   Tail Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.   Breath Weapon (Recharge 5–6). The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 78 (12d12) cold damage. On a successful save, the creature takes half as much damage.   Legendary Actions   The white greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The white greatwyrm regains spent legendary actions at the start of its turn.
  • Attack The greatwyrm makes one Claw or Tail attack.
  • Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
  • Arcane Spear (Costs 3 Actions). The greatwyrm creates four spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
  Mythic Actions   If the greatwyrm's Chromatic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
  • Bite The greatwyrm makes one Bite attack.
  • Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) cold damage.

Basic Information

Genetics and Reproduction

White dragon eggs must be buried in snow or encased in ice to incubate. The parents do not tend or protect the eggs in any way, although they lay them near their lairs. A newly hatched white wyrmling has clear scales, which become white as the dragon matures. They are expected to survive on their own after hatching, although some white dragon parents will permit their young to live in their lair until they reach adulthood.

Ecology and Habitats

White dragons lair in ice caves dug into mountains. Their lairs contain many more tunnels and chambers than those of other chromatic dragons. More powerful white dragons may turn a large iceberg into a floating lair. Such lairs have an underwater entrance as well as one to the open air. Adult white dragons have several abilities well suited to their arctic habitat. They can climb ice cliffs with ease, fly high and fast, and are exceptional swimmers. They love to swim in cold water.

Dietary Needs and Habits

Much of their diet consists of aquatic creatures. White dragons are always hungry, and tend to become more savage as they mature.

Behaviour

White dragons are the weakest and the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have good long-term memories. Knowing that they are the smallest and weakest of dragons, many whites harbor inferiority complexes. They take any opportunity to bully beings such as giants and younger dragons of other species. White dragons are not strong combatants compared to other dragons. Their icy breath can freeze a foe solid. They avoid fights with more powerful dragons, but will take any opportunity to take their frustrations out on 'lesser' creatures. Whites also have exceptional memories, and will hunt down those who cross them, no matter how long it takes.
Notable Characters
  • Luna and Solis Rosemary's absent father
Scientific Name
Dragon
Average Physique
Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines under their chins. They have a high crest atop a streamlined head and a crisp, vaguely chemical odor.

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