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White Dragon: Ice-Breathing Terror of the Frozen Wastes

White Dragon
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White Dragons are massive, sleek-scaled creatures cloaked in icy white and pale blue hues that shimmer like fresh snow under moonlight. Their horns curve backward like frozen antlers, and jagged ridges line their spine, resembling shards of ice. Their eyes gleam a chilling, pale blue, glowing faintly in the dark, while their breath frosts the air, leaving a trail of shimmering ice crystals.


Behavior:
Brutal and instinct-driven, White Dragons rely on raw strength and cold cunning rather than intricate schemes. They are solitary predators, fiercely territorial and intolerant of intrusion. Though less intelligent than their chromatic kin, they are relentless hunters, capable of ambush tactics using the frozen landscape to their advantage. They fiercely protect their hoards, often using natural ice formations as traps and barriers.


Habitat:
White Dragons dwell exclusively in arctic and subarctic regions—icy mountain peaks, frozen tundras, and cavernous glaciers. Their lairs are labyrinthine ice caves, where the temperature remains perpetually below freezing. These lairs are often surrounded by treacherous crevasses and snowdrifts, creating natural defenses that only a foolhardy or desperate intruder would dare breach.


Modus Operandi:
White Dragons hunt with patience and ferocity. They stalk prey silently through blizzards or frozen wastelands, striking with devastating speed and overwhelming cold breath that can freeze victims solid. They rarely chase prey over long distances, preferring ambushes or surprise attacks. Their combat style is straightforward—maul and bite while using their breath weapon to freeze enemies in place or shatter their defenses.


Motivation:
Driven by primal hunger and a fierce desire to dominate their frozen domains, White Dragons are motivated by survival and the protection of their hoard. They collect treasures that gleam against the ice—gems, precious metals, and frozen relics. Their hunger for power is tied less to intellect and more to brute force and territorial supremacy. Intruders are not negotiated with but eradicated.

  • White Dragon Wyrmling
  • Young White Dragon
  • Adult White Dragon
  • Ancient White Dragon
  • White Dragon, pathfinder

Small dragon, chaotic evil


Armor Class: 16 (natural armor)
Hit Points: 39 (6d6 + 18)
Speed: 30 ft., fly 50 ft., swim 30 ft.

STRDEXCONINTWISCHA
13 (+1)14 (+2)16 (+3)6 (-2)11 (+0)8 (-1)

Saving Throws: Dex +4, Con +5
Skills: Perception +4, Stealth +4
Damage Immunities: Cold
Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages: Draconic
Challenge: 2 (450 XP)


Traits

  • Cold Camouflage. The wyrmling has advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.
  • Iceborn Resilience. The wyrmling has resistance to cold damage.
  • Frightful Presence (Recharge 5–6). Each creature of the wyrmling’s choice within 10 feet and aware of it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions

  • Multiattack. The wyrmling makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
    Hit: 7 (1d10 + 1) piercing damage plus 3 (1d6) cold damage.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
    Hit: 5 (1d6 + 1) slashing damage.
  • Cold Breath (Recharge 5–6). The wyrmling exhales a 15-foot cone of freezing cold. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
    Unique Effect: Creatures failing the save have their speed halved until the end of their next turn as they are numbed by the biting cold.

Tactics

  • The wyrmling uses its Cold Breath early in combat to soften groups of enemies and slow their movements, making it easier to pick them off with melee attacks.
  • It prefers to attack from a distance initially, flying and using hit-and-run tactics, then closing in for multiattacks when opponents are weakened.
  • When outnumbered or overwhelmed, it attempts to use its Frightful Presence to scare foes away, giving it a chance to escape or reposition.
  • In snowy or icy terrain, the wyrmling expertly uses Cold Camouflage to ambush enemies, striking from stealth and then retreating before counterattacks.
Dragon White
Giovanni Battista Tiepolo (1696-1770)

The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.

  • Dragon (Cold)
  • Environment: Cold mountains
  • Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm,
  • or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
  • Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19;
  • great wyrm 21
  • Treasure: Triple standard
  • Alignment: Always chaotic evil
  • Advancement: Wyrmling 4-5 HD; very young 7-8 HD; young 10-11 HD; juvenile 13-14 HD; young adult 16-17 HD; adult 19-20 HD; mature adult 22-23 HD; old 25-26 HD; very old 28-29 HD; ancient 31-32 HD; wyrm 34-35 HD; great wyrm 37+ HD
  • Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others –
White
Dragons by Age
Age SizeHit
Dice (hp)
StrengthDexterityConstitutionIntelligenceWisdomCharismaBase
Attack/Grapple
AttackFort SaveRef SaveWill
Save
Breath
Weapon (DC)
Frightful
Presence DC
Wyrmling T3d12+3
(22)
1110136116+3/-5+5+4+3+31d6
(12)
Very young S6d12+6 (45)1310136116+6/+3+8+6+5+52d6
(14)
Young M9d12+18
(76)
1510156116+9/+11+11+8+6+63d6
(16)
Juvenile M12d12+24
(102)
1710158118+12/+15+15+10+8+84d6
(18)
Young adult L15d12+45
(142)
19101781110+15/+23+18+12+9+95d6 (20)17
AdultL18d12+72
(189)
231019101112+18/+28+23+15+11+116d6 (23)20
Mature adult H21d12+105
(241)
271021121312+21/+37+27+17+12+137d6 (25)21
Old H24d12+120
(276)
291021121312+24/+41+31+19+14+158d6 (27)23
Very old H27d12+162
(337)
311023141514+27/+45+35+21+15+179d6 (29)25
Ancient H30d12+180
(375)
331023141514+30/+49+39+23+17+1910d6 (31)27
Wyrm G33d12+231
(445)
351025141516+33/+57+41+25+18+2011d6 (33)29
Great
wyrm
G36d12+288
(522)
371027181918+36/+61+45+28+20+2412d6
(36)
32
White
Dragon Abilities by Age
AgeSpeedInitiativeACSpecial AbilitiesCaster LevelSR
Wyrmling60 ft., burrow 30 ft., Fly 150 ft. (average), Swim 60 ft.+014 (+2 size, +2 natural), touch 12, flat-footed 14Icewalking,
immunity to cold, vulnerability to fire
Very young60 ft., burrow 30 ft., Fly 150 ft. (average), Swim 60 ft.+016 (+1 size, +5 natural), touch 11, flat-footed 16 
Young60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+018 (+8 natural), touch 10, flat-footed 18 
Juvenile60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+021 (+11 natural), touch 10, flat-footed 21fog cloud
Young
adult
60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+023 (-1 size, +14 natural), touch 9, flat-footed 23DR 5/magic16
Adult60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+026 (-1 size, +17 natural), touch 9, flat-footed 26Gust
of wind
1st18
Mature
adult
60 ft.,
burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.
+028 (-2 size, +20 natural), touch 8, flat-footed 28DR 10/magic3rd20
Old60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+031 (-2 size, +23 natural), touch 8, flat-footed 31Freezing
fog
5th21
Very old60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+034 (-2 size, +26 natural), touch 8, flat-footed 34DR 15/magic7th23
Ancient60 ft., burrow 30 ft., Fly 200 ft. (poor), Swim 60 ft.+037 (-2 size, +29 natural), touch 8, flat-footed 37wall of ice9th24
Wyrm60 ft., burrow 30 ft., Fly 250 ft. (clumsy), Swim 60 ft.+038 (-4 size, +32 natural), touch 6, flat-footed 38DR 20/magic11th25
Great
wyrm
60 ft., burrow 30 ft., Fly 250 ft. (clumsy), Swim 60 ft.+041 (-4 size, +35 natural), touch 6, flat-footed 41control
weather
13th27

Combat

White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.

  • Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.
  • Icewalking (Ex): This ability works like the Spider Climb spell, but the surfaces the dragon Climbs must be icy. It is always in effect.
  • Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
  • Other Spell-Like Abilities: 3/day-fog cloud (juvenile or older), Gust of wind (adult or older), wall of ice (ancient or older);
  • 1/day-control weather (great wyrm).
  • Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.

Medium dragon, chaotic evil


Armor Class: 17 (natural armor)
Hit Points: 136 (16d8 + 64)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STRDEXCONINTWISCHA
18 (+4)12 (+1)18 (+4)8 (-1)12 (+1)10 (+0)

Saving Throws: Dex +4, Con +7, Wis +4, Cha +3
Skills: Perception +7, Stealth +4
Damage Immunities: Cold
Senses: Blindsight 10 ft., Darkvision 120 ft., Passive Perception 17
Languages: Draconic
Challenge: 6 (2,300 XP)


Traits

  • Cold Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.
  • Iceborn Resilience. The dragon has resistance to cold damage.
  • Legendary Resistance (1/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
  • Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 13 (2d6 + 6) slashing damage.
  • Cold Breath (Recharge 5–6). The dragon exhales a 30-foot cone of freezing cold. Each creature in that area must make a DC 15 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Creatures failing the save have their speed reduced by 10 feet until the end of their next turn.

Bonus Actions

  • Wing Attack (Recharge 6). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 14 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tactics

  • Combat Style: The young white dragon uses its Cold Breath early in combat to damage and hinder groups of enemies, aiming to reduce their mobility.
  • It attacks flying foes with claws and bite, using its Wing Attack to knock down opponents who get too close.
  • In icy terrain, it leverages its Cold Camouflage to launch ambushes from stealth.
  • It prefers hit-and-run tactics: flying in to strike with claws and bite, then retreating to a safer distance to prepare for the next breath attack.
  • When threatened or low on hit points, it uses Legendary Resistance to shrug off debilitating effects, maintaining its offensive pressure.

Environment

  • Typically found in cold mountainous regions or frozen tundras, young white dragons fiercely defend their lairs—usually ice caves or glaciers—using natural ice formations for cover and ambush points.

Gargantuan dragon, chaotic evil


Armor Class: 22 (natural armor)
Hit Points: 333 (22d20 + 154)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STRDEXCONINTWISCHA
27 (+8)12 (+1)25 (+7)14 (+2)15 (+2)19 (+4)

Saving Throws: Dex +7, Con +13, Wis +8, Cha +10
Skills: Perception +14, Stealth +7, Insight +8
Damage Immunities: Cold
Condition Immunities: Frightened
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages: Common, Draconic
Challenge: 20 (25,000 XP)


Traits

  • Cold Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.
  • Iceborn Resilience. The dragon has resistance to cold damage.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Frost Walker. The dragon ignores difficult terrain caused by ice or snow, and any ice or snow it walks on does not impede its movement.
  • Icebound Fortitude. When the dragon takes cold damage, it gains temporary hit points equal to half the damage dealt (minimum 1).
  • Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
    • At will: Frostbite (cantrip), Ray of Frost (cantrip)
    • 3/day each: Hold Person, Ice Storm, Mirror Image
    • 2/day each: Sleet Storm, Wall of Ice
    • 1/day each: Cone of Cold, Ice Storm (heightened)

Actions

  • 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: 26 (2d10 + 8) piercing damage plus 13 (3d8) cold damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
    Hit: 22 (3d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
    Hit: 24 (3d8 + 8) bludgeoning damage.
  • Cold Breath (Recharge 5–6). The dragon exhales a 90-foot cone of intense cold. Each creature in that area must make a DC 21 Constitution saving throw, taking 91 (18d8) cold damage on a failed save, or half as much damage on a successful one. Creatures failing the save have their speed reduced by 20 feet until the end of their next turn.
  • 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 18 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

  • Wing Attack (Recharge 6). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 21 (4d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.
  • Frostbite Slash (Costs 2 Actions). The dragon makes a claw attack that deals an additional 14 (4d6) cold damage and reduces the target’s speed by 15 feet until the end of its next turn.
  • Ice Wall (Costs 3 Actions). The dragon summons a wall of ice (up to 30 feet long, 10 feet high, and 1 foot thick) on a point it can see within 60 feet. The wall lasts 1 minute or until destroyed (AC 15, 60 HP, immunity to cold damage). It blocks line of sight and movement but creatures can attempt a DC 18 Strength check to break through.

Tactics

  • The Ancient White Dragon uses Cold Breath early to devastate multiple foes and reduce their mobility.
  • It follows up with melee attacks, leveraging Multiattack and Wing Attack to control space and knock down enemies.
  • It uses Frightful Presence to weaken groups before engaging directly.
  • The dragon employs Legendary Resistances to shrug off debilitating effects, ensuring it remains a terror on the battlefield.
  • It uses its spellcasting to manipulate terrain and hinder foes, casting Mirror Image for defense and Ice Storm or Sleet Storm to control the battlefield.
  • Ice Wall is used strategically to split enemy forces or protect the dragon’s flanks.
  • When severely threatened, the dragon retreats to high ground or icy ledges where it can exploit difficult terrain advantages.

Environment

  • The Ancient White Dragon’s lair is typically a vast, frozen glacier or an ice cavern fortress, often adorned with frozen treasures and defended by natural ice hazards like crevasses, ice spikes, and avalanches.

Large dragon, chaotic evil


Armor Class: 19 (natural armor)
Hit Points: 195 (17d10 + 102)
Speed: 40 ft., fly 80 ft., swim 40 ft.

STRDEXCONINTWISCHA
22 (+6)12 (+1)22 (+6)10 (+0)14 (+2)12 (+1)

Saving Throws: Dex +6, Con +11, Wis +7, Cha +6
Skills: Perception +12, Stealth +6
Damage Immunities: Cold
Senses: Blindsight 10 ft., Darkvision 120 ft., Passive Perception 22
Languages: Draconic
Challenge: 13 (10,000 XP)


Traits

  • Cold Camouflage. The dragon has advantage on Dexterity (Stealth) checks made to hide in snowy or icy terrain.
  • Iceborn Resilience. The dragon has resistance to cold damage.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Frost Walker. The dragon ignores difficult terrain caused by ice or snow, and any ice or snow it walks on does not impede its movement.
  • Icebound Fortitude. When the dragon takes cold damage, it gains temporary hit points equal to half the damage dealt (minimum 1).

Actions

  • Multiattack. The dragon 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: 21 (2d10 + 6) piercing damage plus 7 (2d6) cold damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
    Hit: 17 (2d6 + 6) slashing damage.
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target.
    Hit: 19 (2d8 + 6) bludgeoning damage.
  • Cold Breath (Recharge 5–6). The dragon exhales a 60-foot cone of freezing cold. Each creature in that area must make a DC 19 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have their speed reduced by 15 feet until the end of their next turn.

Bonus Actions

  • Wing Attack (Recharge 6). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 18 (2d8 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option 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.
  • Frostbite Slash (Costs 2 Actions). The dragon makes a claw attack that deals an additional 7 (2d6) cold damage and reduces the target’s speed by 10 feet until the end of its next turn.

Tactics

  • The adult white dragon uses its Cold Breath early to inflict heavy area damage and slow enemy movement, aiming to control the battlefield.
  • It leverages Wing Attack to knock down melee opponents who close in, keeping enemies at a disadvantage.
  • When injured, it uses Legendary Resistance to negate debilitating effects, maintaining offensive pressure.
  • The dragon is highly territorial and uses its Cold Camouflage to ambush enemies, often striking from hidden snowy ledges or ice caves.
  • In prolonged fights, the dragon uses Frostbite Slash to weaken the foes’ mobility, allowing it to pick them off one by one.
  • If overwhelmed, the dragon will retreat to higher ground or icy terrain it can traverse easily but others cannot.

Environment

  • Adult white dragons are usually found in frigid mountain ranges, glaciers, and frozen tundras. Their lairs are typically ice caves filled with frozen treasures and guarded by natural hazards like crevasses and avalanches.
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