Gargantuan Dragon (Chromatic), Chaotic Evil
- AC
- 20
- Initiative
- +12 (22)
- HP
- 333 (18d20+144)
- Speed
- 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 10 | +0 | +6 |
| CON | 26 | +8 | +8 |
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +7 |
| CHA | 18 | +4 | +4 |
Traits
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 (4/Day, or 5/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8+8) Slashing damage plus 7 (2d6) Cold damage.
Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 22, each creature in a 90-foot Cone. Failure: 63 (14d8) Cold damage. Success: Half damage.
Legendary Actions
Ancient White Dragon can take 3 Legendary Actions per round, regaining all uses at the start of its turn.
Freezing Burst. Constitution Saving Throw: DC 20, each creature in a 30-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 14 (4d6) Cold damage, and the target's Speed is 0 until the end of the target's next turn. Failure or Success: The dragon can't take this action again until the start of its next turn.
Frightful Presence. The dragon casts Fear, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18). The dragon can't take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
How to run Ancient White Dragon
A white dragon at this age as ally is the kind of stretch you have to name out loud. The cleanest version is a binding: a primordial frost spirit, an old pact carved into a glacier, or a cold-themed deity has compelled this dragon into one act of service to the party, and the dragon hates them for it. Resentful muscle, not a teammate. The flavor of the scene is the resentment.
Run combat the way you would as adversary, just pointed elsewhere. Cold Breath into the densest enemy cluster without checking who else is in the cone. Tell the party once that the dragon is going to breathe; if they don't move, they roll the save with everyone else. After the breath, Pounce onto whoever looks softest and Rend until the body stops. Frightful Presence goes off at the worst possible time for enemy spellcasters, which is good, and at the worst possible time for the party's bard, which is funny. Don't coordinate. The dragon is angry and doesn't ask permission.
The leash is a story object the party should know about, since players love a "what if it gets free" timer. Any insult, any hesitation to release it, any clever lawyering of the binding's terms, and the dragon turns on them mid-fight. Once the agreed work is done, it leaves through the ice the way a glacier calves: loud, slow, and with property damage. It remembers every face at the table.
Have the dragon refuse to speak Common with the party even though it knows it. Force every order through a translator NPC. The friction makes the alliance feel borrowed, never earned.
A white dragon at this age is the apex predator of the cold, and the cold is half its statline. It is also the dimmest of the chromatics, with a 10 Intelligence and a 13 Wisdom. It does not strategize. It hunts. The encounter design lever is environment: a glacial cave, a frozen lake, a snowfield laced with crevasses. Ice Walk turns the difficult terrain into the dragon's hallway while the party trips and slides through it.
Open with Cold Breath if the recharge cooperates. 14d8 cold in a 90-foot cone, DC 22 Con save, average 63 on failure. Aim it through the densest cluster of squishies, not at the tank. After the breath you have 80 ft. of fly speed, a 40 ft. burrow, and a 40 ft. swim. Stay airborne. Pounce gives you half-speed reposition plus a Rend, so you can dive on a wounded target, hit it, and be back at altitude before the party's next turn. Three Rends at +14 average 72 damage on full hits, with the cold rider that most resistances don't cover.
Freezing Burst is your control button. DC 20 Con in a 30-foot sphere out to 120 feet, 14 cold on a fail and Speed 0 until the start of their next turn. Use it on whoever is closing with the dragon while it kites. Frightful Presence drops Fear (DC 18) on the casters between turns, which is concentration-breaking and movement-denying both. Legendary Resistance is 4 per day, 5 in lair, so the party's first four save-or-suck spells are gone. Spend them happily on Banishment, Hold Monster, Polymorph, and the cleric's Hold Person opener.
A wounded white does not negotiate. Once it's bloodied and Cold Breath hasn't recharged, it burrows straight down through the ice and is gone. It will hunt the party member who hurt it most, and it will hunt them for years. Write the name on a card and slide it across the table.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.