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Juvenile White DragonThis juvenile dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.

White Dragon, Juvenile (CR 10)

XP 9,600
CE or NE Large Dragon (Ice)
Init +7; Senses Dragon senses, Snow vision; Perception +20

DEFENSE

AC 24, touch 12, flat-footed 21 (+3 dex, +12 natural, -1 size)
hp 130 (11d12+55)
mp 58
Fort +12, Ref +12, Will +12
DR 5/magic; Immune Ice, Paralysis, Sleep; Strong Wind
Weakness Fire

OFFENSE

Speed 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee Bite +16 (2d6+9/19-20), 2 Claws +16 (1d8+6), 2 Wings +14 (1d6+3), Tail Slap +14 (1d8+9)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks Breath Weapon (40-ft. cone, 6d10 ice damage, Reflex DC 20 half, usable every 1d4 rounds), Ice Block, Ice Roar
Special Abilities Frost Armor
Spells Known (FC CL 11th, Concentration +16)

At will – bleed, detect magic, mendingmessage, read magic
1st (DC 16) blizzard, slick
2nd (DC 17) blizzard II, elemental resistance, see invisibility, slick II
3rd (DC 18) blizzara, blizzard IIIdispel, haste, slick III

STATISTICS

Str 22, Dex 16, Con 21, Int 12, Wis 20, Cha 12
Base Atk +11; CMB +18; CMD 31 (35 vs. trip)
Feats AlertnessImproved Initiative, Improved SunderLightning Reflexes, MultiattackPower Attack
Skills Fly +11, Intimidate +15, Perception +20, Sense Motive +16, Spellcraft +15, Stealth +13, Swim +25; Racial Modifiers +8 Swim
Languages Common, Draconic
SQ Icewalking, Ice shape

SPECIAL ABILITIES

Frost Armor (Su)

Once every 1d3 rounds as a standard action, white dragons grants allies an icy barrier. All allies gain the effect of Ice Spikes, as the black magic spell. The allies must be within 30 feet of the white dragon, when he uses this ability, to receive these bonuses. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).

Ice Block (Su)

As a standard action, a white dragon creating an ice encasing around the victims feet in solid ice 5 inch thick within 75 ft. The target of this spell receives the Immobilize status effect and takes 3d6 points of ice damage, if the victim makes the save (Fort DC 20) they take half damage and resist the immobilize status effect. The victim is unable to move for the duration of the spell, until cured, removed with fire, or by smashing through it.

The ice has hardness 0 and 15 hit points; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 21) or Escape Artist skill check (DC 26). Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).

Ice Roar (Su)

Once every 1d4 rounds as a standard action, a white dragon roars an icy cone blast within 30-ft. burst. Any creature within the area of effect takes 10d6 points of ice damage and are inflicted with the Frozen status effect. A successful Reflex save (DC 20) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).

Ice Shape (Su)

A white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice.

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Snow Vision (Ex)

A white dragon learns to see perfectly in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.