Dragon, Chromatic, White, Ancient
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.
- HP
- 283 (21d12+147)
- AC
- 37, touch 8, flat-footed 37 (+29 natural, -2 size)
- Speed
- 30 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
- Init
- +4
- Melee
- bite +31 (2d8+16/19-20), 2 claws +30 (2d6+11), 2 wings +25 (1d8+5), tail slap +25 (2d6+16)
- Space
- 15 ft.
- Reach
- 10 ft. (15 ft. with bite)
- BAB
- +21
- CMB
- +34
- CMD
- 44 (48 vs. trip)
- Fort
- +19
- Ref
- +14
- Will
- +16
- DR
- 15/magic
- SR
- 26
blizzard
breath weapon (50-ft. cone, DC 27, 20d4 cold)
crush
freezing fog (3/day, DC 19)
icewalking
ice shape
Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (bite)
<p class="stat-block-1"> You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. </p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Fly +16, Intimidate +27, Knowledge (arcane) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +16, Swim +43
-
Uses feat: Alertness (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Sunder (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Gust Of Wind (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Wall Of Ice (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Charm Monster (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Displacement (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Lightning Bolt (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Fog Cloud (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Resist Energy (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: See Invisibility (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Grease (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Magic Aura (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Shield (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: True Strike (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Acid Splash (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Dancing Lights (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Mending (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Ray Of Frost (Spell)House/Core — covered by the site's Section 15.
Loading references...