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This wyrmling dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.

White Dragon, Wyrmling (CR 6)

XP 2,400
CE or NE Small Dragon (Ice)
Init +6; Senses Dragon senses; Perception +18

DEFENSE

AC 19, touch 13, flat-footed 17 (+2 dex, +6 natural, +1 size)
hp 80 (7d12+28)
mp 21
Fort +9, Ref +9, Will +8
Immune Ice, Paralysis, Sleep; Strong Wind
Weakness Fire

OFFENSE

Speed 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
Melee Bite +10 (1d6+3), 2 Claws +10 (1d4+2)
Special Attacks Breath Weapon (20-ft. cone, 2d10 ice damage, Reflex DC 16 half, usable every 1d4 rounds), Frostbolt, Ice Block
Spells Known (FC CL 7th, Concentration +10)

At will – bleed, detect magic, mendingmessage, read magic
1st (DC 14) blizzard, slick
2nd (DC 15) blizzard II, elemental resistance, see invisibility, slick II

STATISTICS

Str 14, Dex 14, Con 19, Int 10, Wis 16, Cha 10
Base Atk +7; CMB +8; CMD 20 (24 vs. trip)
Feats AlertnessImproved Initiative, Lightning Reflexes, Power Attack
Skills Fly +14, Intimidate +10, Perception +18, Spellcraft +10, Stealth +16, Swim +18; Racial Modifiers +8 Swim
Languages Draconic
SQ Icewalking

SPECIAL ABILITIES

Frostbolt (Su)

As a standard action, a white dragon can shoot out a bolt of ice towards a single target within 30 feet. The white dragon must make a ranged touch attack (+10), if it hits, the attack deals 1d6+5 points of ice damage. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).

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.

Ice Block (Su)

Once every 1d2 rounds 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 16) 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 17) or Escape Artist skill check (DC 22). Blue mages may learn this ability as a 3rd level spell (Knowledge: Planes DC 21).