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Adult White Dragon

Huge Dragon, chaotic evil

CR 13

10,000 XP

AC: 18 (natural armor)
HP: 200 (16d12+96)
Speed: walk 40 ft. , fly 80 ft. , swim 40 ft. , burrow 30 ft.
Skills: Perception +11, Stealth +5
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages: Common, Draconic
STR
22
+6
DEX
10
+0
CON
22
+6
INT
8
-1
WIS
12
+1
CHA
12
+1

Special Abilities

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 movement.

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 ft. 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

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 ft. 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.

Quick Reference

Challenge: CR 13
Type: Dragon
Size: Huge
Alignment: chaotic evil
Best for party of 4 at level 11-13

Running This Encounter

Use the dragon's lair advantage by incorporating difficult terrain, ice formations, and multiple levels to control movement. Leverage the cold resistance and immunity of white dragons to create environmental hazards that hinder the party but not the dragon. Start the encounter with the dragon airborne to maximize breath weapon usage before engaging in melee. Use minions or lair actions to apply pressure while the dragon repositions.

Combat Tactics

The white dragon prioritizes using its cone breath weapon on grouped enemies, then uses legendary actions to move and attack multiple targets. It favors aerial combat and hit-and-run tactics, breathing on foes before retreating to a high perch. When cornered, it fights viciously but may flee if reduced below 40 HP.

Environment & Setting

A frozen mountain peak, glacier cavern, or snow-covered tundra with ice pillars, crevasses, and multiple elevation changes. Include areas of difficult terrain and natural cover that provide the dragon tactical advantage.