Free interactive D&D 5e SRD stat block

Young White Dragon

Large Dragon, CR 6, AC 17, 123 HP. Chaotic Evil.

Large Dragon (Chromatic), Chaotic Evil

AC
17
Initiative
+3 (13)
HP
123 (13d10+52)
Speed
40 ft., Burrow 20 ft., Fly 80 ft., Swim 40 ft.
ScoreModSave
STR 18 +4 +4
DEX 10 +0 +3
CON 18 +4 +4
INT 6 -2 +2
WIS 11 +0 +3
CHA 12 +1 +1
Skills
Perception +6 , Stealth +3
Immunities
Cold
Senses
Blindsight 30 ft.; Darkvision 120 ft.; Passive Perception 16
Languages
Common, Draconic
CR
6 (XP 2,300; PB +3)

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 three Rend attacks.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 9 (2d4+4) Slashing damage plus 2 (1d4) Cold damage.

Cold Breath (Recharge 5-6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 40 (9d8) Cold damage. Success: Half damage.

How to run Young White Dragon

A young white dragon is the dumb, mean cousin in the chromatic family. Intelligence 6 means no clever planning, no negotiations, no hostage-taking. It runs the encounter as a predator, not a tactician, and the threat is the breath weapon and the terrain rather than any subtle play. Run the fight in snow, on a glacier, or in an ice cave, because Ice Walk says difficult terrain made of ice or snow doesn't slow it and the party is wading.

Open with Cold Breath if it's available. DC 15 Constitution save, 30-foot cone, 9d8 cold on a failure for an average of 40 damage. Constitution saves favor the fighters and dwarves, but the wizard is going to fail and probably drop. Position the dragon so the cone catches at least two PCs and ideally hits a square the party was going to want for their healer. Fire it round one, expect Recharge 5-6 to bring it back by round three, and aim it at whoever just stood up.

Multiattack is three Rend attacks at +7, reach 10 ft., 2d4+4 slashing plus 1d4 cold each. That's roughly 11 per hit, 33 per full multiattack, which puts a frontline in the dirt over two rounds if it lands clean. The 10 ft. reach matters: the dragon can stand outside a paladin's reach and still hit them, and the paladin has to spend movement to close. Fly speed 80 ft. lets the dragon pop up between rounds and reposition before landing again. Burrow 20 means it can dive into snow drifts to break line of sight, then come up behind the party next round.

White dragons don't run fights, they run massacres. Once Bloodied, the dragon flies high and disengages only if it has lost the breath weapon and a melee turn went badly. Otherwise it stays and fights, because Intelligence 6 doesn't do strategic withdrawal well. Let it die if the dice say so. A young white that dies brings the elder white into the campaign, which is the upgrade arc you want.

Set the encounter at -20 degrees. Have the rogue make a Constitution save against exhaustion before initiative rolls. The cold should feel like a second monster.

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

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