Free interactive D&D 5e SRD stat block

White Dragon Wyrmling

Medium Dragon, CR 2, AC 16, 32 HP. Chaotic Evil.

Medium Dragon (Chromatic), Chaotic Evil

AC
16
Initiative
+2 (12)
HP
32 (5d8+10)
Speed
30 ft., Burrow 15 ft., Fly 60 ft., Swim 30 ft.
ScoreModSave
STR 14 +2 +2
DEX 10 +0 +2
CON 14 +2 +2
INT 5 -3 -3
WIS 10 +0 +2
CHA 11 +0 +0
Skills
Perception +4 , Stealth +2
Immunities
Cold
Senses
Blindsight 10 ft.; Darkvision 60 ft.; Passive Perception 14
Languages
Draconic
CR
2 (XP 450; PB +2)

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.

Actions

Multiattack. The dragon makes two Rend attacks.

Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Slashing damage plus 2 (1d4) Cold damage.

Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 22 (5d8) Cold damage. Success: Half damage.

How to run White Dragon Wyrmling

A white dragon wyrmling is the first dragon a low-level party fights, and it should feel like one. Cold immunity, four movement modes (30 ft. walk, 15 ft. burrow, 60 ft. fly, 30 ft. swim), and Ice Walk for free movement on the slick floor it has chosen to defend. White dragons are the dimmest of the chromatics with Intelligence 5, so the wyrmling fights on pure instinct: territory, hunger, and the fury of a child who thinks every adventurer wants its small pile of frozen junk.

The opener is Cold Breath if it's available. DC 12 Constitution save, 5d8 cold (22 average) in a 15-foot cone. The cone is short, so position the wyrmling to catch two PCs at most, ideally the cluster around the door. Once the breath is spent, switch to Multiattack: two Rends at +4 with 5 ft. reach, 6 slashing plus 2 cold per hit. About 16 damage per round, enough to drop a 1st-level wizard and pressure a 3rd-level fighter.

Mobility wins this fight for the wyrmling. Don't engage from the floor like a melee brute. Use the 60 ft. fly to break line of sight around an ice column, drop into a Cold Breath, and ascend again before the rogue can close. Burrow 15 ft. through compact snow lets the wyrmling vanish into a drift and reappear behind the cleric next round. Ice Walk means the icy cavern floor that costs the party Difficult Terrain costs the wyrmling nothing. Fight on the terrain and the encounter punches well above CR 2.

White wyrmlings do not understand retreat as a strategy, but they understand fear. Once Bloodied with Cold Breath spent, the wyrmling shrieks for its mother (whether or not she is anywhere nearby) and tries to burrow into the snow to hide. The party can finish it then, or they can let it flee and make a permanent enemy of whatever older white dragon hears the shriek echo through the glacier tunnels three weeks later. Either is a good ending.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
  • HP and party persist in your browser — share a state with the URL bar.

Run real sessions, not just stat blocks

LorePanic searches every rulebook in milliseconds, transcribes Discord games, and lets an AI agent take notes while you narrate. Free trial, no credit card.

Try LorePanic free →