Common White Dragon: Difference between revisions
m (Text replacement - " <!-- Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank -->" to " <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->") |
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<!-- Value: integer between 1 and 40. --> | <!-- Value: integer between 1 and 40. --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Min-CR = 8 | |||
| Max-CR = 16 | |||
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}} | ||
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | | Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}} | ||
| Role | Threat | | Role | Threat | ||
<!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank --> | <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Restrict-Role-Skirmisher = Y | | Restrict-Role-Skirmisher = Y | ||
| Restrict-Role-Sneak = | | Restrict-Role-Sneak = | ||
| Restrict-Role-Swarm = Y | |||
| Restrict-Role-Tank = | | Restrict-Role-Tank = | ||
| Restrict-Role-Threat = | | Restrict-Role-Threat = | ||
| Restrict-Role-Villain = | | Restrict-Role-Villain = | ||
<!-- Values: Y or leave blank --> | <!-- Values: Y or leave blank --> | ||
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}} | |||
| Pattern1 | | |||
<!-- Use to assign a Pattern to the monster, which will alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}} | |||
| Pattern2 | | |||
<!-- Use to assign a second Pattern to the monster, which will further alter its effective CR. Or leave blank. --> | |||
}}</onlyinclude> | |||
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | | Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}} | ||
| Description | | | Description | '''''This monster frequently has the Threat role, but may be set to other roles if desired.''''' | ||
Common White Dragons are the least of all dragons. But do not take comfort from that. Being the 'least' dragon still makes the Common White Dragon...A DRAGON. There are no small or weak dragons. There are no young or immature dragons, with thin scales and undeveloped breath weapons. EVERY dragon is a terrible, destructive force, and if you think a 'Common' White Dragon is anything less than a deadly threat to your life, then you are sadly mistaken. | |||
It's just that every other dragon is even worse. | |||
Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be. | |||
Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary. | |||
Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common white" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden. | |||
Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons. | |||
The world belongs to the dragons. The rest of us just live here. | |||
Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides. | |||
While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. White dragons, for example, are not actually snowy white. Instead, they are more 'lizard colored' with white to icy highlights. But in all cases, they are strongly associated with the powers of cold. Even in hot deserts or sweltering, festering swamps, a white dragon's lair will exude an unworldly chill, and the inside will be rimed with frost. | |||
White dragons, like all dragons, love their lairs and seek to 'decorate' them with things they enjoy. In many instances, these decorations form a great horde of treasure, which the dragon knows as well as an obsessive collector knows his rarest, most precious things. | |||
}}</onlyinclude> | }}</onlyinclude> | ||
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | | Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | ||
| Type | Dragon | | Type | Dragon | ||
<!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean | <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
}}</onlyinclude> | }}</onlyinclude> | ||
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | | Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}} | ||
| Subtype | | | Subtype | | ||
<!-- If second monster type | <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin --> | ||
<!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall --> | ||
<!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water --> | ||
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| StrongAgainst = '''''Immune (no effect):''''' [[Torpid]], [[Entangled]], [[Petrified]] | | StrongAgainst = '''''Immune (no effect):''''' [[Torpid]], [[Entangled]], [[Petrified]] | ||
* '''''Immune (no effect):''''' {{dmg|Cold}} | |||
<!-- Put any 'immunity' or 'hardened' values here; | <!-- Put any 'immunity' or 'hardened' values here; | ||
immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added | ||
'''''Hardened ( | '''''Hardened (1/2 damage):''''' | ||
'''''Immune (no effect):''''' --> | '''''Immune (no effect):''''' --> | ||
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| NudgeSpace = | | NudgeSpace = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde. | |||
NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) --> | |||
| NudgeReach = | | NudgeReach = | ||
<!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet. | ||
NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde. | |||
NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) --> | |||
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| PriAtkIsAuto-Hit = | | PriAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgePriToHit = | | NudgePriToHit = | ||
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| SecAtkIsAuto-Hit = | | SecAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeSecToHit = | | NudgeSecToHit = | ||
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| TerAtkIsAuto-Hit = | | TerAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeTerToHit = | | NudgeTerToHit = | ||
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| QuaAtkIsAuto-Hit = | | QuaAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeQuaToHit = | | NudgeQuaToHit = | ||
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| RangedAtkIsAuto-Hit = | | RangedAtkIsAuto-Hit = | ||
<!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone | <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") --> | ||
| NudgeRangedToHit = | | NudgeRangedToHit = | ||
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<!-- SPECIAL ABILITIES --> | <!-- SPECIAL ABILITIES --> | ||
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| Ability-1-Type = Ex | | Ability-1-Type = Ex | ||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | ||
| Ability-1-Action-Required = Standard Action | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-1-Concentration = | | Ability-1-Concentration = | ||
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| Ability-2-Type = Su | | Ability-2-Type = Su | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-2-Action-Required = Standard Action | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-2-Concentration = | | Ability-2-Concentration = | ||
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| Ability-2-Description = As a standard action, the dragon may emit a vast and deadly gust of bitter cold. The Breath Weapon affects a 30-foot cone. | | Ability-2-Description = As a standard action, the dragon may emit a vast and deadly gust of bitter cold. The Breath Weapon affects a 30-foot cone. | ||
This breath weapon does {{Special-Standard-Dmg}} points of {{dmg|cold}} damage, and all enemies caught in it must make a Reflex save versus a DC of {{Save-DC}}. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are [[Torpid]] for the rest of the encounter. If creatures with a [[Torpid]] condition fail a second save against the Breath Weapon they become [[Entangled]] until the end of the encounter. [[Entangled]] creatures who fail a save against the Breath Weapon are [[Petrified]] until the condition is broken with a [[Dispel Magic (Sorcerer/Wizard Spell)|Dispel Magic]]. The Caster Level of the Breath Weapon is the Challenge Rating (CR {{CR}}) of the dragon. | |||
In addition to the effects above, all surfaces struck by the breath weapon become Icy. Icy squares are difficult terrain, and any creature struck by the Dragon's Bite or Dragon's Claw attacks while they are on Icy terrain must make a reflex save against a DC of {{Save-DC}} or be knocked [[Prone]]. Creatures that are standing on Icy terrain when they are struck by a Dragon's Wing or Dragon's Tail attack may be [[Push]]ed up to 2 squares, if the dragon wishes. | |||
A White Dragon ignores all effects of Icy terrain. | |||
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| Ability-3-Type = Su, Fear | | Ability-3-Type = Su, Fear | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-3-Action-Required = Free Action 1/day | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-3-Concentration = | | Ability-3-Concentration = | ||
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| Ability-3-Description = Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{Save-DC}}. Terrible Majesty requires line of sight, but does not require line of effect. Those who make this save receive the [[Nervous]] condition for one round and are [[Entangled]] until the end of the Dragoon's next action by a layer of mystical blue-white icy frost which gathers around them. Those who fail this save receive the [[Trembling]] condition for the rest of the encounter and are [[Petrified]] for one round, as they are entombed in a heavy cocoon of thick blue-white and bitterly cold frost. Note that creatures who are Entangled are at further risk from the dragon's terrible icy breath (see above). | | Ability-3-Description = Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of {{Save-DC}}. Terrible Majesty requires line of sight, but does not require line of effect. Those who make this save receive the [[Nervous]] condition for one round and are [[Entangled]] until the end of the Dragoon's next action by a layer of mystical blue-white icy frost which gathers around them. Those who fail this save receive the [[Trembling]] condition for the rest of the encounter and are [[Petrified]] for one round, as they are entombed in a heavy cocoon of thick blue-white and bitterly cold frost. Note that creatures who are Entangled are at further risk from the dragon's terrible icy breath (see above). | ||
Neither the Trembling nor Nervous conditions can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means. | |||
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<!-- SPECIAL ABILITY 4 --> | <!-- SPECIAL ABILITY 4 --> | ||
| Ability-4-Name = | | Ability-4-Name = | ||
| Ability-4-Type = | | Ability-4-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-4-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-4-Concentration = | | Ability-4-Concentration = | ||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | ||
| Ability-4-Description = | | Ability-4-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
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| Ability-5-Type = | | Ability-5-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-5-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-5-Concentration = | | Ability-5-Concentration = | ||
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| Ability-6-Type = | | Ability-6-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-6-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-6-Concentration = | | Ability-6-Concentration = | ||
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| Ability-7-Type = | | Ability-7-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-7-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-7-Concentration = | | Ability-7-Concentration = | ||
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| Ability-8-Type = | | Ability-8-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-8-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-8-Concentration = | | Ability-8-Concentration = | ||
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| Ability-9-Type = | | Ability-9-Type = | ||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | ||
| Ability-9-Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Ability-9-Concentration = | | Ability-9-Concentration = | ||
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| Ability-9-Description = | | Ability-9-Description = | ||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables: | ||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE RESURRECTION POWER | |||
HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY | |||
This section lets you write a custom resurrection power for Heavies, Tanks, | |||
Threats, and Villains, replacing the rez power that they get by default. | |||
This ability will only appear if this monster is designated as a Heavy, Tank | |||
Threat, or Villain role. All other times, it will be invisible. --> | |||
| Role-Only--Replace-Rez-Power--Name = Whiteout | |||
| Role-Only--Replace-Rez-Power--Type = Ex | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Rez-Power--Action-Required = Auto Upon Death | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Rez-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Rez-Power--Description = The first time a white dragon is reduced to zero hit points, it is not killed. Instead, it collapses to the ground and as a triggered immediate action its form erupts into a silent gust of still, freezing cold that fills all spaces within 50 feet of its space. This freezing cold cloud blocks sight and hearing beyond five feet (lending total concealment to all creatures inside it that are not adjacent to an enemy). All enemy creatures who begin their turn within the area of effect of Whiteout take {{Special-Standard-Dmg}} points of {{dmg|cold}} damage unless they make a Fort save versus a DC of {{Save-DC}}. Making the save reduces the damage by half. | |||
Whiteout persists from the time the white dragon reaches zero hit points until the next time its initiative comes up as the combat continues. When its initiative comes up again, the White Dragon is reset to half its maximum hit point total ({{Bloodied-Hit-Points}} hit points), all conditions are cleared, and it is placed anywhere within the area of effect of the Whiteout, as a free action. As soon as the dragon is placed back on the field of play, the Whiteout effect ends immediately. | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD KILLER ONLY POWER | |||
KILLER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Killer" role. Any other time, this ability will be invisible. | |||
It does not replace any of the default powers that killers normally get. --> | |||
| Role-Only--Add-Killer-Power--Name = | |||
| Role-Only--Add-Killer-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Killer-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Killer-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Killer-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "SHOUTED COMMAND" POWER | |||
LEADER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Leader" role. It replaces the default "Shouted Command" power, which | |||
lets Leaders give an ally a Standard Action once per round as a Free Action. | |||
Leave this blank if you want the "Shouted Command" power to appear when this monster | |||
is designated as a "Leader" role. --> | |||
| Role-Only--Replace-Leader-Power--Name = | |||
| Role-Only--Replace-Leader-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Leader-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Leader-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Leader-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "LASH OUT" POWER | |||
LEGEND ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Legend" role. It replaces the default "Lash Out" power, which | |||
grants Legends a bonus attack action each round, but only against a fresh target. | |||
Leave this blank if you want the "Lash Out" power to appear when this monster | |||
is designated as a "Legend" role. --> | |||
| Role-Only--Replace-Legend-Power--Name = | |||
| Role-Only--Replace-Legend-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Legend-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Legend-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Legend-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PACKED LIKE SARDINES" POWER | |||
MINION ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Minion" role. It replaces the default "Packed Like Sardines" power, | |||
which allows minions to squeeze into the same space with another minion without | |||
penalty. Leave this blank if you want the "Packed Like Sardines" power to appear | |||
when this monster is designated as a "Minion" role. --> | |||
| Role-Only--Replace-Minion-Power--Name = | |||
| Role-Only--Replace-Minion-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Minion-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Minion-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Minion-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "DEADSHOT" POWER | |||
SHOOTER ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Shooter" role. It replaces the default "Deadshot" power, which allows | |||
shooters to use any of their other special abilities at range, even if they are | |||
normally melee only. Leave this blank if you want the "Deadshot" power to appear | |||
when this monster is designated as a "Shooter" role. --> | |||
| Role-Only--Replace-Shooter-Power--Name = | |||
| Role-Only--Replace-Shooter-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Shooter-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Shooter-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Shooter-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- ADD SKIRMISHER ONLY POWER | |||
SKIRMISHER ROLE ONLY | |||
This section lets you write a custom power that will only display if this | |||
monster is given the "Skirmisher" role. Any other time, this ability will be | |||
invisible. It does not replace any of the default powers that skirmishers | |||
normally get. --> | |||
| Role-Only--Add-Skirmisher-Power--Name = | |||
| Role-Only--Add-Skirmisher-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Add-Skirmisher-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Add-Skirmisher-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Add-Skirmisher-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "FLASH BOMB!" POWER | |||
SNEAK ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows | |||
sneaks to initiate a stealth stance even while observed (hide in plain sight). | |||
Leave this blank if you want the "Flash Bomb!" power to appear when this monster | |||
is designated as a "Sneak" role. --> | |||
| Role-Only--Replace-Sneak-Power--Name = | |||
| Role-Only--Replace-Sneak-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Sneak-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action | |||
Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Sneak-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Sneak-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | |||
{{Touch-Attack}} {{Skill-DC|Average}} {{Special-Swift-Dmg}} | |||
{{Save-DC}} {{Skill-DC|Challenging}} {{Special-Alpha-Dmg}} | |||
{{Hit-Points}} {{Skill-DC|Hard}} {{Ability-Dmg}} | |||
{{Bloodied-Hit-Points}} {{Skill-DC|Impossible}} {{Siege-Dmg}} | |||
{{Hit-Dice}} {{Primary-Dmg}} | |||
{{Maneuver-Offense}} {{Secondary-Dmg}} | |||
{{Maneuver-Defense}} {{Tertiary-Dmg}} | |||
{{CR}} {{Quaternary-Dmg}} | |||
{{Ranged-Dmg}} | |||
POISON / DISEASE FORMAT | |||
{{Malady | |||
| Name = | |||
| Intensity = | |||
| Save-Type = | |||
| Save-Mod = | |||
| Frequency = | |||
| Effect = | |||
| Fruition = | |||
| F-Duration = | |||
}} | |||
--> | |||
<!-- REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER | |||
SWARM ROLE ONLY | |||
This section lets you write a custom power that will only display if this monster | |||
is given the "Swarm" role. It replaces the default "Personal Space Issues" power | |||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | |||
the Distracted condition when they damage a foe (or it grants an area of affect | |||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | |||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | |||
"Swarm" role. --> | |||
| Role-Only--Replace-Swarm-Power--Name = | |||
| Role-Only--Replace-Swarm-Power--Type = | |||
<!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" --> | |||
| Role-Only--Replace-Swarm-Power--Action-Required = | |||
<!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, | |||
Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At | |||
Start of Encounter, Auto Upon Death, etc. --> | |||
| Role-Only--Replace-Swarm-Power--Concentration = | |||
<!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will | |||
auto-detect Combat Casting and include it --> | |||
| Role-Only--Replace-Swarm-Power--Description = | |||
<!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage | |||
or save DC numbers with variables: | |||
{{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | {{To-Hit}} {{Skill-DC|Easy}} {{Special-Standard-Dmg}} | ||
Line 984: | Line 1,479: | ||
| CombatTactics = White Dragons are canny and dangerous opponents. They are perfectly willing to talk a while before fighting, and will happily duel players verbally with their Sense Motive and Bluff checks, but make no mistake: No matter how godlike the player characters roll, or how charming their words, the dragon is fully contemptuous of them as lesser beings, and this WILL end in blood. Unless the GM likes it better the other way, that is. | | CombatTactics = White Dragons are canny and dangerous opponents. They are perfectly willing to talk a while before fighting, and will happily duel players verbally with their Sense Motive and Bluff checks, but make no mistake: No matter how godlike the player characters roll, or how charming their words, the dragon is fully contemptuous of them as lesser beings, and this WILL end in blood. Unless the GM likes it better the other way, that is. | ||
After the talking is done, White Dragons will generally let their allies (if any) get in the way of the players and will close in. They will usually use an action point to use their Breath Weapon as early as possible, seeking to place their enemies on Icy terrain for the buff it gives their melee attacks. They will then use melee attacks, triggering their Terrible Majesty fear aura to debuff their foes early and hopefully ice them up, placing them in more danger from their Breath Weapon. Dragons are very aware of their Wing and Tail attacks that have area of effects. These attacks roll one to-hit versus all foes they can reach, and then roll one damage roll that is applied to all struck foes. | |||
Once combat begins in earnest, they will fight aggressively, breathing and using full attacks as much as possible. If they are taking heavy damage, they will fly up a few feet and use their second action point to emit an Addling Roar, damaging all their enemies they possibly can. | |||
Once they are 'killed' the first time, they will use Whiteout and re-emerge onto the battlefield as close to the 'soft and squishy' enemies as they can. They will use full attacks and Addling Roar as much as possible. | |||
White Dragons will never retreat from a fight. They are far too egotistical and mean to seriously consider running from mere adventurers. | |||
<!-- OUT OF COMBAT | <!-- OUT OF COMBAT --> | ||
| OutOfCombat = White Dragons tend to lair on the fringes of civilization, and will then send their Snowy Drogonborn, in disguise, into town to set things up. They will do such things as arrange for caravans at given times, or spread rumors of ingonito princelings at camp in the forest, or offer false treasure maps or gold claims to the gullible, all to set up easy, and tasty, targets. | | OutOfCombat = White Dragons tend to lair on the fringes of civilization, and will then send their Snowy Drogonborn, in disguise, into town to set things up. They will do such things as arrange for caravans at given times, or spread rumors of ingonito princelings at camp in the forest, or offer false treasure maps or gold claims to the gullible, all to set up easy, and tasty, targets. | ||
White Dragons will be amenable to bribery and flattery...up to a point. After that point, they are deadly, dangerous, and no-nonsense monsters in a fight for their dinner. | |||
Latest revision as of 21:40, 4 February 2023
Common White Dragon (Threat; CR 11)
Chaotic Evil - Large - Dragon |
---|
Lore: | Know (Arcana) | ||
22 | 39 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
31 | +21 |
Passive | Active |
Ambush: |
8+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
- Greater Flight 120 ft.
Defense
AC |
Man Def |
Monster Health | ||
726 | 363 | 19 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +13 |
Refl: | +13 |
Will: | +13 |
Strong Against:
- (Threat Role) Immunity (partial 5): Threats are immune to the first five conditions applied to them during an encounter. If a sixth condition is applied to a threat, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
- (Dragon 1) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Dragon 2) Immune (no effect): sonic (energy, common)
- (Dragon 3) Immune (no effect): fear
- Immune (no effect): Torpid, Entangled, Petrified
- Immune (no effect): Cold (energy, common)
Offense
Standard Attack (Melee):
Full Attack (Melee):
- 1x Icy Dragon Bite +18 (3d10+25/x2)
as crushing (physical, common) - 2x Icy Dragon Claws +18 (3d6+10/x2)
as slashing (physical, common) - 1x Frost-Rimed Wing +18 (3d10+25/x2)
as buffeting (physical, uncommon)
Affects 2x2 square area, roll to-hit and damage once, affects all in area. - 2x Bitter Ice Dragon's Tail +18 (3d6+10/x2)
as bludgeoning (physical, common)
Affects 3x3 square area, roll to-hit and damage once, affects all in area.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
30 |
STR |
18 |
DEX |
20 |
CON |
14 |
INT |
16 |
WIS |
16 |
CHA |
Skills:
- Bluff: 21
- Knowledge (Local): 18
- Perception: 21
- Sense Motive: 21
- All other skills: 13 (no ranks)
Languages: Draconic, Common, 1 other language suitable to the campaign
Special Abilities
Addling Roar (Ex) Standard Action |
As a standard action, the dragon may emit an ear-shattering howl of unimaginable power. This is a sonic-based attack that affects all creatures within 100 feet of the dragon's space. The dragon must have line of effect for this power to operate, but does not require line of sight. This power inflicts 3d8+18 points of sonic (energy, common) damage. Addling Roar allows a Fort save versus a DC of 21 to take half damage. |
Icy Cold Breath Weapon (Su) Standard Action |
As a standard action, the dragon may emit a vast and deadly gust of bitter cold. The Breath Weapon affects a 30-foot cone. This breath weapon does 3d8+18 points of cold (energy, common) damage, and all enemies caught in it must make a Reflex save versus a DC of 21. Those who make their save take only half damage from the breath. Those who fail their save take full damage and are Torpid for the rest of the encounter. If creatures with a Torpid condition fail a second save against the Breath Weapon they become Entangled until the end of the encounter. Entangled creatures who fail a save against the Breath Weapon are Petrified until the condition is broken with a Dispel Magic. The Caster Level of the Breath Weapon is the Challenge Rating (CR 11) of the dragon. In addition to the effects above, all surfaces struck by the breath weapon become Icy. Icy squares are difficult terrain, and any creature struck by the Dragon's Bite or Dragon's Claw attacks while they are on Icy terrain must make a reflex save against a DC of 21 or be knocked Prone. Creatures that are standing on Icy terrain when they are struck by a Dragon's Wing or Dragon's Tail attack may be Pushed up to 2 squares, if the dragon wishes. A White Dragon ignores all effects of Icy terrain. |
Terrible Majesty (Su, Fear) Free Action 1/day |
Once per day as a free action, the dragon can exude its Terrible Majesty upon all enemy creatures within 100 feet of the dragon's space, forcing them to make a Will save versus a DC of 21. Terrible Majesty requires line of sight, but does not require line of effect. Those who make this save receive the Nervous condition for one round and are Entangled until the end of the Dragoon's next action by a layer of mystical blue-white icy frost which gathers around them. Those who fail this save receive the Trembling condition for the rest of the encounter and are Petrified for one round, as they are entombed in a heavy cocoon of thick blue-white and bitterly cold frost. Note that creatures who are Entangled are at further risk from the dragon's terrible icy breath (see above). Neither the Trembling nor Nervous conditions can be prematurely ended by moving further away from the dragon; they must either be allowed to expire as described above, or cured through some other means. |
Whiteout (Ex; Threat Role) Auto Upon Death |
The first time a white dragon is reduced to zero hit points, it is not killed. Instead, it collapses to the ground and as a triggered immediate action its form erupts into a silent gust of still, freezing cold that fills all spaces within 50 feet of its space. This freezing cold cloud blocks sight and hearing beyond five feet (lending total concealment to all creatures inside it that are not adjacent to an enemy). All enemy creatures who begin their turn within the area of effect of Whiteout take 3d8+18 points of cold (energy, common) damage unless they make a Fort save versus a DC of 21. Making the save reduces the damage by half. Whiteout persists from the time the white dragon reaches zero hit points until the next time its initiative comes up as the combat continues. When its initiative comes up again, the White Dragon is reset to half its maximum hit point total (363 hit points), all conditions are cleared, and it is placed anywhere within the area of effect of the Whiteout, as a free action. As soon as the dragon is placed back on the field of play, the Whiteout effect ends immediately. |
Common White Dragon
This creature possesses the Threat role, and therefore counts as 4 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Threat role, but may be set to other roles if desired.Common White Dragons are the least of all dragons. But do not take comfort from that. Being the 'least' dragon still makes the Common White Dragon...A DRAGON. There are no small or weak dragons. There are no young or immature dragons, with thin scales and undeveloped breath weapons. EVERY dragon is a terrible, destructive force, and if you think a 'Common' White Dragon is anything less than a deadly threat to your life, then you are sadly mistaken.
It's just that every other dragon is even worse.
Dragons are so different from every other creature that they have their own unique classification. They have four legs, although the front 'feet' are dexterous enough to serve quite well as hands. They also have two or more completely functional wings, and they are powerful and speedy fliers. They have a large and dexterous prehensile tail, and seeing a monster as big as a dragon hanging from a branch is a sight you will remember for the rest of your life, however long that might be.
Dragons are intelligent and terribly alien. What a dragon considers important is not what other races consider important. They are also frequently, but not always, intensely malign. Some rare dragons may be allies with lesser races (all races are lesser to a dragon, as they see it) or even genuine friends to others. Most dragons, even those traditionally considered "good," are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.
Dragons will hunt at great distances. Due to their powerful and magically enhanced metabolisms, dragons need to eat far less than would seem 'natural' for a beast their size. Rather than a blessing, this is a terrible curse upon the world, because things as awful as dragons should be rare, and, as the name "common white" might imply, they are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and have been known to kill an entire herd of cows to find the tastiest one, or rampage through an entire town looking for the prettiest maiden.
Dragons also have a tendency to 'play' with their food in most terrible ways. If you want to rescue that prettiest maiden, best to be quick about it. It is often speculated that dragons are deliberately wretched in their behavior, in order to force would-be dragon-slayers into action 'before they're ready', and so increase the dragon's long-term safety. Indeed, many dragons are far too intelligent and clever for their own good. There are hundreds of stories of adventurers taunting dragons into foolish actions, and it is true that, in a battle, it is hard for a dragon to take any 'lesser' race seriously. In a dragon's mind, the only creatures worthy of consideration, much less respect, are other dragons.
The world belongs to the dragons. The rest of us just live here.
Dragons tend to be categorized into loose species-groups based upon their physical appearance and traits. Most common among these are the white, black, blue, green, red chromatic dragons, followed closely by the bronze, copper, silver, gold and platinum metallic dragons. Other species groups exist, such as the earth dragons (brown, gray, yellow, and ocher), the spirit dragons (force, prismatic, empyrean, and tellurian) the gem dragons (crystal, onyx, jade, sapphire, ruby and amber), the drifting dragons (cloud, mist, shadow, sand, and dust), and the tempered dragons (iron, steel, mithril and adamant), to name the most common. In addition there are many odd dragons which defy categorization, such as coiled dragons, nested dragons, radiant dragons, sea dragons, celestial dragons, star dragons, moon dragons, sun dragons, fairy dragons, and many, many more besides.
While the physical appearance of the dragon is the easiest means of distinguishing them from one another, a dragon's coloration isn't a drab monochrome. White dragons, for example, are not actually snowy white. Instead, they are more 'lizard colored' with white to icy highlights. But in all cases, they are strongly associated with the powers of cold. Even in hot deserts or sweltering, festering swamps, a white dragon's lair will exude an unworldly chill, and the inside will be rimed with frost.
White dragons, like all dragons, love their lairs and seek to 'decorate' them with things they enjoy. In many instances, these decorations form a great horde of treasure, which the dragon knows as well as an obsessive collector knows his rarest, most precious things.Common White Dragons are frequently associated with Snowy Dragonborns. These creatures can often be found together.Combat Tactics
White Dragons are canny and dangerous opponents. They are perfectly willing to talk a while before fighting, and will happily duel players verbally with their Sense Motive and Bluff checks, but make no mistake: No matter how godlike the player characters roll, or how charming their words, the dragon is fully contemptuous of them as lesser beings, and this WILL end in blood. Unless the GM likes it better the other way, that is.
After the talking is done, White Dragons will generally let their allies (if any) get in the way of the players and will close in. They will usually use an action point to use their Breath Weapon as early as possible, seeking to place their enemies on Icy terrain for the buff it gives their melee attacks. They will then use melee attacks, triggering their Terrible Majesty fear aura to debuff their foes early and hopefully ice them up, placing them in more danger from their Breath Weapon. Dragons are very aware of their Wing and Tail attacks that have area of effects. These attacks roll one to-hit versus all foes they can reach, and then roll one damage roll that is applied to all struck foes.
Once combat begins in earnest, they will fight aggressively, breathing and using full attacks as much as possible. If they are taking heavy damage, they will fly up a few feet and use their second action point to emit an Addling Roar, damaging all their enemies they possibly can.
Once they are 'killed' the first time, they will use Whiteout and re-emerge onto the battlefield as close to the 'soft and squishy' enemies as they can. They will use full attacks and Addling Roar as much as possible.
White Dragons will never retreat from a fight. They are far too egotistical and mean to seriously consider running from mere adventurers.
Out of Combat
White Dragons tend to lair on the fringes of civilization, and will then send their Snowy Drogonborn, in disguise, into town to set things up. They will do such things as arrange for caravans at given times, or spread rumors of ingonito princelings at camp in the forest, or offer false treasure maps or gold claims to the gullible, all to set up easy, and tasty, targets.
White Dragons will be amenable to bribery and flattery...up to a point. After that point, they are deadly, dangerous, and no-nonsense monsters in a fight for their dinner.
Rewards
XP: 51,200 (Threat role included.)
Treasure: Sellable Goods worth 46,875 gp. (Threat role and Dragon bonus included, which is 5 greater than normal for this CR.)
- Weight: 440 lbs. Volume: 17.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 5 | Nothing Found |
6 - 10 | 1 Languid Remnant (tier 1) |
11 - 14 | 1 Pale Remnant (tier 2) |
15 - 17 | 1 Bright Remnant (tier 3) |
18 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 | 5 Languid Remnants (tier 1) |
2 - 5 | 5 Pale Remnants (tier 2) |
6 - 10 | 1 Intense Remnant (tier 4) |
11 - 14 | 1 Blazing Remnant (tier 5) |
15 - 17 | 1 Vital Remnant (tier 6) |
18 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 | 5 Bright Remnants (tier 3) |
2 | 5 Intense Remnants (tier 4) |
3 - 6 | 5 Blazing Remnants (tier 5) |
7 - 10 | 5 Vital Remnants (tier 6) |
11 - 14 | 1 Prime Remnant (tier 7) |
15 - 17 | 1 Mythic Remnant (tier 8) |
18 - 20 | 1 Empyrean Remnant (tier 9) |