Common White Dragon: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.10 -->
[[Category:CR 11]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Common_White_Dragon_1.jpg|584px|right|xx]]
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
== Common White Dragon (CR 11) ==
| CR | 11
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.
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


It's just that every other dragon is even worse.
| MonsterName = Common White Dragon


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.
| Image = Common_White_Dragon_1.jpg
  <!-- Value: file name and extension only (e.g. monster_picture.jpg) -->


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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Threat
  <!-- Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank -->
  }}</onlyinclude>


Dragons will hunt at great distancesDue to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their sizeRather 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.
| Description = Common White Dragons are the least of all dragons.  But do not take comfort from thatBeing the 'least' dragon still makes the Common White Dragon...A DRAGON.  There are no small or weak dragonsThere 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.


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.
:It's just that every other dragon is even worse.


The world belongs to the dragonsThe rest of us just live here.
: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 fliersThey 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 tend to be categorized into loose species-groups based upon their physical appearance and traitsMost common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragonsOther 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 commonIn 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.
:Dragons are intelligent and terribly alienWhat a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malignSome rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to othersMost 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.


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 monochromeWhite 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.
: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 sizeRather 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.


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.
: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.


=== GENERAL ===
:The world belongs to the dragons.  The rest of us just live here.
'''CR''' 11 (Threat Role)  '''Hit Dice''' 16


'''XP''' 51,200 (Threat Role included)
: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. 


CE, Huge, Dragon
: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.


'''Init''' +10; '''Senses''' low-light 240 feet, Perception +22
: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.


=== DEFENSE ===
'''AC''' 31, '''touch''' 20, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)


'''hp''' 687 (Threat Role included)
| Alignment = Chaotic Evil
  <!-- Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil -->


'''Fort''' +14, '''Ref''' +14, '''Will''' +14 (Dragon bonuses included)
| Size = Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->


'''Aura:''' Terrible Majesty (see below)
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Dragon
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  }}</onlyinclude>


'''SR:''' -
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>


'''Special Defenses:''' -
| Subtype-Notes =
  <!-- Add additional subtypes here; these notes do affect the template; they are purely descriptive -->


'''Immunities:''' magical sleep, paralysis, cold, sonic.  Immunities to first five instances of all status conditions.


'''Weaknesses:''' -
| NudgeBasicLoreValue =
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== OFFENSE ===
| NudgeFullLoreValue = +2
'''Speed''' 40 ft., Fly 120 ft. (good)
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Space / Reach:'''  15 ft. / 5 ft.
| Lore-Notes =
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


'''Single Melee'''
:* Dragon's Bite +19 (2d8+10/x2)
:* 2x Dragon's Claws +19 (2d6+2/x2),


'''Full Melee'''
| NudgeInit = +4
:* Dragon's Bite +19 (2d8+11/x2)
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
:* 2x Dragon's Claws +19 (2d6+3/x2)
:* 2x Dragon's Wings +19 (2d6+3/x2) 2x2 Area of Effect
:* Dragon's Tail +19 (2d8+11/x2) 3x3 Area of Effect


'''Ranged''' None, but see Breath Weapon, Addling Roar
| Nudge-Ambush-Chance = -2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->


'''Special Attacks''' Breath Weapon, Addling Roar, Terrible Majesty, Whiteout
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->


'''Action Points''' 2 (Threat Role included)


=== STATISTICS ===
| Senses = [[Standard Senses]], [[Low-Light Vision]] 240 ft.
'''Str''' 30, '''Dex''' 18, '''Con''' 20, '''Int''' 14, '''Wis''' 16, '''Cha''' 16
  <!-- List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!--  [[Standard Senses]], [[Blind]] to Vision, [[Blind]] to Sound, [[Blind]] to Smell  -->
  <!--  [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]                              -->
  <!--  [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]]                          -->
  <!--  [[Scent]], [[Keen Scent]], [[Perfect Scent]]                                      -->
  <!--  [[Tremorsense]], [[Blindsense]], [[Lifesense]]                                    -->


'''Base Atk''' +11; '''CMB''' +17; '''Maneuver Defense:''' 27
| NudgePerception = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Feats''' -
| NudgeAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Skills''' Knowledge (Local) +22, Sense Motive +16, Bluff +16, Perception +22
| NudgeTouchAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


'''Languages''' Common, Draconic, 1 other language
| NudgeFFAC =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


=== SPECIAL ABILITIES ===
| NudgeHitPoints =  
; Addling Roar (Ex)
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
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 11d6 points of sonic damage. Addling Roar allows a Fort save versus a DC of 20 to take half damage.


; Breath Weapon (Su)
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 11d6 points of cold damage, and all enemies caught in it must make a Reflex save versus a DC of 20.  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) of the dragon.
<!--  SAVING THROWS  -->


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 20 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 2 squares if the dragon wishes.
| Fort = S
| Refl = S
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->


A White Dragon ignores the movement penalty of Icy terrain.
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->


; Terrible Majesty (Su, Fear)
| SpecialDefenses =
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 20.  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.  Those who fail this save receive the [[Trembling]] condition for the rest of the encounter.  
  <!-- Put any DR or ER values here -->
 
| StrongAgainst = '''''Immune (no effect):''''' Paralysis, Cold, Sonic
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Immune (no effect):'''''                                                                  -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
| MoveTypes = [[Walk]] 30 ft., [[Greater Flight]] 120 ft.
  <!-- List the move type and distance (in feet). (E.g. [[Jet]] 60 ft.) -->
  <!--  [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!--  [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!--  [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!--  [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!--  [[Lesser Teleport]], [[Greater Teleport]]            -->
 
| NudgeSpace =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.                -->
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                  -->
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
 
| NudgeReach =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.      -->
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                        -->
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Icy Dragon Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| PriAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| PriAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Icy Dragon Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| SecAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SecAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName = Frost-Rimed Wing
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| TerAtkNotes = Affects 2x2 square area, roll to-hit and damage once, affects all in area.
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| TerAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName = Bitter Ice Dragon's Tail
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| QuaAtkNotes = Affects 3x3 square area, roll to-hit and damage once, affects all in area.
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| QuaAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeQuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-QuaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
 
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| RangedAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.) -->
 
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
 
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| RangedAtkVSTouchAC =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
 
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
 
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeRangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeFullAtk-RangedDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| Nudge-Maneuver-Offense = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
 
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
 
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
 
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
 
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSiegeDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 30
| Dex = 18
| Con = 20
| Int = 14
| Wis = 16
| Cha = 16
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
 
 
<!--  SKILLS  -->
 
| Skill1 = Knowledge (Local)
| Skill2 = Sense Motive
| Skill3 = Bluff
| Skill4 =
| Skill5 =
 
| NudgeSkill1 =
| NudgeSkill2 = +3
| NudgeSkill3 = +3
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
 
 
<!--  LANGUAGES  -->
 
| Languages = Draconic, Common, 1 other language suitable to the campaign
  <!-- Comma-separated list -->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder2 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder3 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
| HideRoleReminder4 =
  <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) -->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Addling Roar
 
| Ability-1-Type = Ex
  <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Concentration =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
 
| Ability-1-Description = 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 {{#var:Special1StandardDmg}} points of sonic damage. Addling Roar allows a Fort save versus a DC of {{#var:Special1SaveDC}} to take half damage.
  <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below -->
  <!-- Available Variables:
        {{#var:Special1ToHit}}          To-Hit
        {{#var:Special1TouchAttack}}    Touch To-Hit
        {{#var:Special1SaveDC}}          Save DC
        {{#var:Special1StandardDmg}}    Std Damage
        {{#var:Special1SwiftDmg}}        Swift Damage
        {{#var:Special1AlphaDmg}}        Alpha Damage
        {{#var:Special1-Ability-Dmg}}    Stat Damage
        {{#var:Special1-Hit-Points}}    Hit Points
        {{#var:Special1-Hit-Dice}}      Hit Dice
        {{#var:Special1-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special1-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special1-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility1ToHit =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1TouchAttack =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1SaveDC =
  <!-- ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility1StandardDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1SwiftDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1AlphaDamage =
  <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility1-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility1-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility1-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility1-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility1-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility1-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Icy Cold Breath Weapon
 
| Ability-2-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = 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 {{#var:Special2AlphaDmg}} points of cold damage, and all enemies caught in it must make a Reflex save versus a DC of {{#var:Special2SaveDC}}.  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) 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 {{#var:Special2SaveDC}} 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 2 squares if the dragon wishes.
 
:A White Dragon ignores all effects of Icy terrain.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}          To-Hit
        {{#var:Special2TouchAttack}}    Touch To-Hit
        {{#var:Special2SaveDC}}          Save DC
        {{#var:Special2StandardDmg}}    Std Damage
        {{#var:Special2SwiftDmg}}        Swift Damage
        {{#var:Special2AlphaDmg}}        Alpha Damage
        {{#var:Special2-Ability-Dmg}}    Stat Damage
        {{#var:Special2-Hit-Points}}    Hit Points
        {{#var:Special2-Hit-Dice}}      Hit Dice
        {{#var:Special2-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special2-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special2-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility2ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility2-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility2-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility2-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility2-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility2-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility2-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Terrible Majesty
 
| Ability-3-Type = Su, Fear
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description = 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 {{#var:Special3SaveDC}}.  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 coccoon of thick blue-white and bitterly cold frost.  Note that creatures who are Entangled are at further risk from the dragons 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.
: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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}          To-Hit
        {{#var:Special3TouchAttack}}    Touch To-Hit
        {{#var:Special3SaveDC}}          Save DC
        {{#var:Special3StandardDmg}}    Std Damage
        {{#var:Special3SwiftDmg}}        Swift Damage
        {{#var:Special3AlphaDmg}}        Alpha Damage
        {{#var:Special3-Ability-Dmg}}    Stat Damage
        {{#var:Special3-Hit-Points}}    Hit Points
        {{#var:Special3-Hit-Dice}}      Hit Dice
        {{#var:Special3-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special3-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special3-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility3ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility3-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility3-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility3-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility3-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility3-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility3-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name = Whiteout
 
| Ability-4-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description = The first time a white dragon is reduced to zero hitpoints, 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 {{#var:Special4StandardDmg}} of cold damage unless they make a Fort save versus a DC of {{#var:Special4SaveDC}}.  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, 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}          To-Hit
        {{#var:Special4TouchAttack}}    Touch To-Hit
        {{#var:Special4SaveDC}}          Save DC
        {{#var:Special4StandardDmg}}    Std Damage
        {{#var:Special4SwiftDmg}}        Swift Damage
        {{#var:Special4AlphaDmg}}        Alpha Damage
        {{#var:Special4-Ability-Dmg}}    Stat Damage
        {{#var:Special4-Hit-Points}}    Hit Points
        {{#var:Special4-Hit-Dice}}      Hit Dice
        {{#var:Special4-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special4-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special4-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility4ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility4-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility4-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility4-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility4-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility4-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility4-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}          To-Hit
        {{#var:Special5TouchAttack}}    Touch To-Hit
        {{#var:Special5SaveDC}}          Save DC
        {{#var:Special5StandardDmg}}    Std Damage
        {{#var:Special5SwiftDmg}}        Swift Damage
        {{#var:Special5AlphaDmg}}        Alpha Damage
        {{#var:Special5-Ability-Dmg}}    Stat Damage
        {{#var:Special5-Hit-Points}}    Hit Points
        {{#var:Special5-Hit-Dice}}      Hit Dice
        {{#var:Special5-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special5-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special5-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility5ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility5-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility5-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility5-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility5-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility5-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility5-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}          To-Hit
        {{#var:Special6TouchAttack}}    Touch To-Hit
        {{#var:Special6SaveDC}}          Save DC
        {{#var:Special6StandardDmg}}    Std Damage
        {{#var:Special6SwiftDmg}}        Swift Damage
        {{#var:Special6AlphaDmg}}        Alpha Damage
        {{#var:Special6-Ability-Dmg}}    Stat Damage
        {{#var:Special6-Hit-Points}}    Hit Points
        {{#var:Special6-Hit-Dice}}      Hit Dice
        {{#var:Special6-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special6-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special6-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility6ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility6-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility6-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility6-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility6-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility6-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility6-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}          To-Hit
        {{#var:Special7TouchAttack}}    Touch To-Hit
        {{#var:Special7SaveDC}}          Save DC
        {{#var:Special7StandardDmg}}    Std Damage
        {{#var:Special7SwiftDmg}}        Swift Damage
        {{#var:Special7AlphaDmg}}        Alpha Damage
        {{#var:Special7-Ability-Dmg}}    Stat Damage
        {{#var:Special7-Hit-Points}}    Hit Points
        {{#var:Special7-Hit-Dice}}      Hit Dice
        {{#var:Special7-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special7-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special7-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility7ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility7-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility7-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility7-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility7-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility7-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility7-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}          To-Hit
        {{#var:Special8TouchAttack}}    Touch To-Hit
        {{#var:Special8SaveDC}}          Save DC
        {{#var:Special8StandardDmg}}    Std Damage
        {{#var:Special8SwiftDmg}}        Swift Damage
        {{#var:Special8AlphaDmg}}        Alpha Damage
        {{#var:Special8-Ability-Dmg}}    Stat Damage
        {{#var:Special8-Hit-Points}}    Hit Points
        {{#var:Special8-Hit-Dice}}      Hit Dice
        {{#var:Special8-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special8-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special8-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility8ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility8-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility8-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility8-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility8-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility8-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility8-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special91ToHit}}          To-Hit
        {{#var:Special9TouchAttack}}    Touch To-Hit
        {{#var:Special9SaveDC}}          Save DC
        {{#var:Special9StandardDmg}}    Std Damage
        {{#var:Special9SwiftDmg}}        Swift Damage
        {{#var:Special9AlphaDmg}}        Alpha Damage
        {{#var:Special9-Ability-Dmg}}    Stat Damage
        {{#var:Special9-Hit-Points}}    Hit Points
        {{#var:Special9-Hit-Dice}}      Hit Dice
        {{#var:Special9-Maneuver-Offense}}      Maneuver Offense
        {{#var:Special9-Maneuver-Defense}}      Maneuver Defense
        {{#var:Special9-CR}}            CR
        {{#var:Easy-Skill-DC}}
        {{#var:Average-Skill-DC}}
        {{#var:Challenging-Skill-DC}}
        {{#var:Hard-Skill-DC}}
        {{#var:Impossible-Skill-DC}}
        {{#var:PriDamage-StdAtk}}        Primary Attack's Damage
        {{#var:SecDamage-StdAtk}}        Secondary Attack's Damage
        {{#var:TerDamage-StdAtk}}        Tertiary Attack's Damage
        {{#var:QuaDamage-StdAtk}}        Quaternary Attack's Damage
        {{#var:RangedDamage-StdAtk}}    Ranged Attack's Damage
    -->
    <!-- You can also adjust these variables using: {{#expr: }} to perform simple math operations, like +, -, /, *. -->
    <!-- {{#expr:{{#var:Special1-CR}}+2}} adds two to the CR.  {{#expr:{{#var:Special1-CR}}*2}} doubles the CR.    -->
 
| NudgeAbility9ToHit =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9TouchAttack =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9SaveDC =
  <!--ADDER: any positive or negative number, or leave blank. Max recommended is +/-3 -->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->
 
| NudgeAbility9-AbilityDamage =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-2 -->
 
| NudgeAbility9-HitPoints =
  <!-- MULTIPLIER: to get 25% of the creature's hit points, use 0.25 -->
 
| NudgeAbility9-HitDice =
  <!-- MULTIPLIER: to get 25% of the creature's hit dice, use 0.25 -->
 
| NudgeAbility9-CR =
  <!-- MULTIPLIER: to get 25% of the creature's challenge rating (CR), use 0.25 -->
 
| NudgeAbility9-ManeuverOffense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeAbility9-ManeuverDefense =
  <!-- ADDER: use any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat = 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.


; Whiteout (Ex)
:White Dragons will be amenable to bribery and flattery...up to a pointAfter that point, they are deadly, dangerous, and no-nonsense monsters in a fight for their dinner.
The first time a white dragon is reduced to zero hitpoints, 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 spaceThis 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 3d6 of cold damage unless they make a Fort save versus a DC of 20.


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, 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.


=== TREASURE ===
sell value of approximately 32,500 gp (Threat Role and Dragon Bonus included, which is 5x greater than normal for this CR)


=== COMBAT TACTICS ===
<!--  TREASURE AND XP  -->
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.  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.
| TreasureNotes =


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.
| XPNotes =


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 are far too egotistical and mean to seriously consider running from mere adventurers.
}}

Revision as of 00:22, 11 October 2017

Common White Dragon (ThreatCR 11)

Chaotic Evil - Large - Dragon
Lore: Know (Arcana)
22 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
24
Perception:
31 +21
Passive Active
Ambush:
8+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
31
Man Def
Shield Icon 3.png
32
Monster Health
726 363 19
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +13
Refl: +13
Will: +13

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): Paralysis, Cold, Sonic
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+20
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 1x Icy Dragon Bite +18 (3d10+25/x2)
    as undefined damage type
  • 1x Icy Dragon Claws +18 (3d6+10/x2)
    as undefined damage type

Full Attack (Melee):

  • 1x Icy Dragon Bite +18 (3d10+25/x2)
    as undefined damage type
  • 2x Icy Dragon Claws +18 (3d6+10/x2)
    as undefined damage type
  • 1x Frost-Rimed Wing +18 (3d10+25/x2)
    as undefined damage type
    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 undefined damage type
    Affects 3x3 square area, roll to-hit and damage once, affects all in area.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

30
STR
18
DEX
20
CON
14
INT
16
WIS
16
CHA

Skills:

Languages: Draconic, Common, 1 other language suitable to the campaign

Feats:

Special Abilities

Addling Roar (Ex)

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 points of sonic damage. Addling Roar allows a Fort save versus a DC of to take half damage.

Icy Cold Breath Weapon (Su)

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 points of cold damage, and all enemies caught in it must make a Reflex save versus a DC of . 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) 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 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 2 squares if the dragon wishes.
A White Dragon ignores all effects of Icy terrain.
Terrible Majesty (Su, Fear)

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 . 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 coccoon of thick blue-white and bitterly cold frost. Note that creatures who are Entangled are at further risk from the dragons 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.

Whiteout (Ex)

The first time a white dragon is reduced to zero hitpoints, 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 of cold damage unless they make a Fort save versus a DC of . 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, 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.

Unstoppable Killer (Ex; Threat Role) Auto Upon Death
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.

Common White Dragon

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.

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
1 - 5 Nothing Found
6 - 10 1 Languid Remnant (tier 1)
11 - 14 1 Pale Remnant (tier 2)
15 - 17 1 Bright Remnant (tier 3)
18 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 5 Languid Remnants (tier 1)
2 - 5 5 Pale Remnants (tier 2)
6 - 10 1 Intense Remnant (tier 4)
11 - 14 1 Blazing Remnant (tier 5)
15 - 17 1 Vital Remnant (tier 6)
18 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 5 Bright Remnants (tier 3)
2 5 Intense Remnants (tier 4)
3 - 6 5 Blazing Remnants (tier 5)
7 - 10 5 Vital Remnants (tier 6)
11 - 14 1 Prime Remnant (tier 7)
15 - 17 1 Mythic Remnant (tier 8)
18 - 20 1 Empyrean Remnant (tier 9)