Common White Dragon (Threat; CR 11)
Chaotic Evil - Large - Dragon
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Initiative
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24
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Defense
AC
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31
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Man Def
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32
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Monster Health
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726 |
363 |
19
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Hit Points |
Bloodied |
Hit Dice
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Saving Throws
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Fort: |
+13
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Refl: |
+13
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Will: |
+13
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Strong Against:
- (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Dragon 2) Immune (no effect): sonic (energy, common)
- (Dragon 3) Immune (no effect): fear
- Immune (no effect): Torpid, Entangled, Petrified
- Immune (no effect): Cold (energy, common)
Weak Against:
Offense
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Size: |
Large
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10 ft. |
10 ft.
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Space |
Reach
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To-Hit
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+18
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Man Off
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+20
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Standard Attack (Melee):
- 1x Icy Dragon Bite +18 (3d10+25/x2)
as crushing (physical, common)
- 1x Icy Dragon Claws +18 (3d6+10/x2)
as slashing (physical, common)
Full Attack (Melee):
- 1x Icy Dragon Bite +18 (3d10+25/x2)
as crushing (physical, common)
- 2x Icy Dragon Claws +18 (3d6+10/x2)
as slashing (physical, common)
- 1x Frost-Rimed Wing +18 (3d10+25/x2)
as buffeting (physical, uncommon)
Affects 2x2 square area, roll to-hit and damage once, affects all in area.
- 2x Bitter Ice Dragon's Tail +18 (3d6+10/x2)
as bludgeoning (physical, common)
Affects 3x3 square area, roll to-hit and damage once, affects all in area.
Standard Attack (Ranged):
Siege Damage: Not siege capable
Statistics
Skills:
Languages: Draconic, Common, 1 other language suitable to the campaign
Feats:
Special Abilities
Addling Roar (Ex)
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As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 3d8+18 points of sonic (energy, common) damage. Addling Roar allows a Fort save versus a DC of 21 to take half damage.
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Icy Cold Breath Weapon (Su)
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As a standard action, the dragon may emit a vast and deadly gust of bitter cold. The Breath Weapon affects a 30-foot cone.
- This breath weapon does 3d8+18 points of cold (energy, common) damage, and all enemies caught in it must make a Reflex save versus a DC of 21. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are Torpid for the rest of the encounter. If creatures with a Torpid condition fail a second save against the Breath Weapon they become Entangled until the end of the encounter. Entangled creatures who fail a save against the Breath Weapon are Petrified until the condition is broken with a Dispel Magic. The Caster Level of the Breath Weapon is the Challenge Rating (CR 11) of the dragon.
- In addition to the effects above, all surfaces struck by the breath weapon become Icy. Icy squares are difficult terrain, and any creature struck by the Dragon's Bite or Dragon's Claw attacks while they are on Icy terrain must make a reflex save against a DC of 21 or be knocked Prone. Creatures that are standing on Icy terrain when they are struck by a Dragon's Wing or Dragon's Tail attack may be Pushed up to 2 squares, if the dragon wishes.
- A White Dragon ignores all effects of Icy terrain.
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Terrible Majesty (Su, Fear)
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Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of 21. Terrible Majesty requires line of sight, but does not require line of effect. Those who make this save receive the Nervous condition for one round and are Entangled until the end of the Dragoon's next action by a layer of mystical blue-white icy frost which gathers around them. Those who fail this save receive the Trembling condition for the rest of the encounter and are Petrified for one round, as they are entombed in a heavy cocoon of thick blue-white and bitterly cold frost. Note that creatures who are Entangled are at further risk from the dragon's terrible icy breath (see above).
- Neither the Trembling nor Nervous conditions can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means.
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Whiteout (Ex)
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The first time a white dragon is reduced to zero hit points, it is not killed. Instead, it collapses to the ground and as a triggered immediate action its form erupts into a silent gust of still, freezing cold that fills all spaces within 50 feet of its space. This freezing cold cloud blocks sight and hearing beyond five feet (lending total concealment to all creatures inside it that are not adjacent to an enemy). All enemy creatures who begin their turn within the area of effect of Whiteout take 3d8+18 points of cold (energy, common) damage unless they make a Fort save versus a DC of 21. Making the save reduces the damage by half.
- Whiteout persists from the time the white dragon reaches zero hit points until the next time its initiative comes up as the combat continues. When its initiative comes up again, the White Dragon is reset to half its maximum hit point total (363 hit points), all conditions are cleared, and it is placed anywhere within the area of effect of the Whiteout, as a free action. As soon as the dragon is placed back on the field of play, the Whiteout effect ends immediately.
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Unstoppable Killer (Ex; Threat Role) Auto Upon Death
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The first time in an encounter that a Threat is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Threat becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.
At the beginning of its next turn, any conditions the Threat is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (363 hit points). Furthermore, all enemy creatures within 2 squares (10 feet) of the Threat are immediately Pushed up to 4 squares (20 feet) away from the Threat, and suffer 4d10+22 points of bludgeoning (physical, common) damage. Affected creatures may make a Fortitude save versus a DC of 21 to reduce this damage by half, and reduce the push to 2 squares (10 feet). After this attack is resolved, the Threat can slide up to 5 squares (25 feet) to a space adjacent to an enemy creature. All of this occurs as a free action at the start of its turn, and once it is resolved, the Threat's immunity to damage expires. It must perform this attack before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to perform the attack.
The Threat is killed for good the second time its hit points are reduced to zero or less.
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Common White Dragon
This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.Common White Dragons are the least of all dragons. But do not take comfort from that. Being the 'least' dragon still makes the Common White Dragon...A DRAGON. There are no small or weak dragons. There are no young or immature dragons, with thin scales and undeveloped breath weapons. EVERY dragon is a terrible, destructive force, and if you think a 'Common' White Dragon is anything less than a deadly threat to your life, then you are sadly mistaken.
- It's just that every other dragon is even worse.
- Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.
- Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.
- Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common white" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.
- Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.
- The world belongs to the dragons. The rest of us just live here.
- Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.
- While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. White dragons, for example, are not actually snowy white. Instead, they are more 'lizard colored' with white to icy highlights. But in all cases, they are strongly associated with the powers of cold. Even in hot deserts or sweltering, festering swamps, a white dragon's lair will exude an unworldly chill, and the inside will be rimed with frost.
- White dragons, like all dragons, love their lairs and seek to 'decorate' them with things they enjoy. In many instances, these decorations form a great horde of treasure, which the dragon knows as well as an obsessive collector knows his rarest, most precious things.Common White Dragons are frequently associated with Snowy Dragonborns. These creatures can often be found together.
Combat Tactics
White Dragons are canny and dangerous opponents. They are perfectly willing to talk a while before fighting, and will happily duel players verbally with their Sense Motive and Bluff checks, but make no mistake: No matter how godlike the player characters roll, or how charming their words, the dragon is fully contemptuous of them as lesser beings, and this WILL end in blood. Unless the GM likes it better the other way, that is.
- After the talking is done, White Dragons will generally let their allies (if any) get in the way of the players and will close in. They will usually use an action point to use their Breath Weapon as early as possible, seeking to place their enemies on Icy terrain for the buff it gives their melee attacks. They will then use melee attacks, triggering their Terrible Majesty fear aura to debuff their foes early and hopefully ice them up, placing them in more danger from their Breath Weapon. Dragons are very aware of their Wing and Tail attacks that have area of effects. These attacks roll one to-hit versus all foes they can reach, and then roll one damage roll that is applied to all struck foes.
- Once combat begins in earnest, they will fight aggressively, breathing and using full attacks as much as possible. If they are taking heavy damage, they will fly up a few feet and use their second action point to emit an Addling Roar, damaging all their enemies they possibly can.
- Once they are 'killed' the first time, they will use Whiteout and re-emerge onto the battlefield as close to the 'soft and squishy' enemies as they can. They will use full attacks and Addling Roar as much as possible.
- White Dragons will never retreat from a fight. They are far too egotistical and mean to seriously consider running from mere adventurers.
Out of Combat
White Dragons tend to lair on the fringes of civilization, and will then send their Snowy Drogonborn, in disguise, into town to set things up. They will do such things as arrange for caravans at given times, or spread rumors of ingonito princelings at camp in the forest, or offer false treasure maps or gold claims to the gullible, all to set up easy, and tasty, targets.
- White Dragons will be amenable to bribery and flattery...up to a point. After that point, they are deadly, dangerous, and no-nonsense monsters in a fight for their dinner.
Rewards
XP: 51,200 (Threat role included.)
Treasure: Sellable Goods worth 46,875 gp. (Threat role and Dragon bonus included, which is 5 greater than normal for this CR.)
- Weight: 440 lbs. Volume: 17.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found
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1 - 5 |
Nothing Found
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6 - 10 |
1 Languid Remnant (tier 1)
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11 - 14 |
1 Pale Remnant (tier 2)
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15 - 17 |
1 Bright Remnant (tier 3)
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18 - 20 |
Roll on Table 2
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Nothing to see here!
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Or here. Move along.
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Table 2: Remnant(s) Found
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1 |
5 Languid Remnants (tier 1)
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2 - 5 |
5 Pale Remnants (tier 2)
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6 - 10 |
1 Intense Remnant (tier 4)
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11 - 14 |
1 Blazing Remnant (tier 5)
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15 - 17 |
1 Vital Remnant (tier 6)
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18 - 20 |
Roll on Table 3
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Or here. Move along.
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Table 3: Remnant(s) Found
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1 |
5 Bright Remnants (tier 3)
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2 |
5 Intense Remnants (tier 4)
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3 - 6 |
5 Blazing Remnants (tier 5)
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7 - 10 |
5 Vital Remnants (tier 6)
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11 - 14 |
1 Prime Remnant (tier 7)
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15 - 17 |
1 Mythic Remnant (tier 8)
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18 - 20 |
1 Empyrean Remnant (tier 9)
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