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White Dragon, Adult in Dungeons & Dragons 5e

SRD

White Dragon, Adult

Huge dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 200 16d12+96
Speed 40ft Fly: 80ft Burrow: 30ft Swim: 40ft

STR
22 +6
DEX
10 0
CON
22 +6
INT
8 -1
WIS
12 +1
CHA
12 +1

Saving Throws Dex +5, Con +11, Wis +6, Cha +6
Skills Perception +11, Stealth +5
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Common, Daconic
Challenge 13 (10,000 XP)


Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.


Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 2d10+6 piercing damage plus 4 1d8 cold damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 2d6+6 slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 2d8+6 bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 12d8 cold damage on a failed save, or half as much damage on a successful one.


 

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 2d6+6 bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.



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