Common White Dragon: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
<!-- Version 2.10 -->
[[Category:CR 11]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 11
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


[[Image:Common_White_Dragon_1.png|384px|right|xx]]
| Min-CR = 8
== Common White Dragon (CR 11) ==
| Max-CR = 16
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.
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Common White Dragon
  }}</onlyinclude>


There are no small or weak dragons.  There are no young or immature dragons, with thin scales and immature 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.
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Common_White_Dragon_1.jpg
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>
 
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>
 
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Threat
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->
 
  }}</onlyinclude>
 
| Associated-Role-Notes=<onlyinclude>{{#ifeq:{{{transcludesection|Associated-Role-Notes}}}
| Associated-Role-Notes | [[Snowy Dragonborn]]
  <!-- Use to associate one role to another, inserting link to associated monster, or leave blank
        Example: "[[Common Red Dragon]]"                                                            -->
  }}</onlyinclude>
 
  <!-- Prevent this monster from being assigned certain roles in MMM -->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm = Y
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =
  <!-- 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 | '''''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.
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 all powerful and speedy fliers.  They have a large and dexterously 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, short though that might be.
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>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Chaotic Evil
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Dragon
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- 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 Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue|
  <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
 
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue| +2
  <!-- This field lets you alter the DC of the full knowledge check for this monster -->
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
 
| Lore-Notes =
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->
 
 
| NudgeInit = +4
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Nudge-Ambush-Chance = -2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->
 
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->
 
 
  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision = Y
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range =
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =
 
 
| NudgePerception = +3
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| NudgeAC = +1
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
 
 
| NudgeHitPoints =
  <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
 
 
<!--  SAVING THROWS  -->
 
| Fort = S
| Refl = S
| Will = S
  <!-- Values: S (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                              -->
 
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                  -->
 
| SpecialDefenses =
  <!-- Put any DR or ER values here -->
 
| StrongAgainst = '''''Immune (no effect):''''' [[Torpid]], [[Entangled]], [[Petrified]]
* '''''Immune (no effect):''''' {{dmg|Cold}}
  <!-- Put any 'immunity' or 'hardened' values here;
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
          '''''Hardened (1/2 damage):'''''
          '''''Immune (no effect):'''''                                                                  -->
 
| Hide-Role-Strong-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))    -->
 
| Hide-Type-Strong-Against-1 =
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))    -->
 
| Hide-Subtype-Strong-Against-1 =
| Hide-Subtype-Strong-Against-2 =
| Hide-Subtype-Strong-Against-3 =
| Hide-Subtype-Strong-Against-4 =
| Hide-Subtype-Strong-Against-5 =
| Hide-Subtype-Strong-Against-6 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->
 
| WeakAgainst =
  <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->
 
| Hide-Type-Weak-Against-1 =
| Hide-Subtype-Weak-Against-1 =
  <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed = 120
| Move-Type-Lesser-Swim-Speed =
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =
 
 
| NudgeSpace =
  <!-- 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 =
  <!-- 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) -->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->
 
| MultipliedDamageType = Hybrid
  <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Icy Dragon Bite
  <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = crushing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| PriAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| PriAtkNotes-FullAtkOnly =
  <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->
 
| Override-Pri-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| PriAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgePriToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgePriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-PriDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Pri-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Icy Dragon Claws
  <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| SecAtkNotes =
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Sec-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Sec-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| SecAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeSecToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeSecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-SecDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName = Frost-Rimed Wing
  <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type = buffeting
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
 
| TerAtkNotes = Affects 2x2 square area, roll to-hit and damage once, affects all in area.
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| TerAtkNotes-FullAtkOnly =
  <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Ter-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->
 
| TerAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
 
| NudgeTerToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| NudgeTerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| NudgeFullAtk-TerDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ter-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName = Bitter Ice Dragon's Tail
  <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->


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 (lesser as they always see it) or even genuine friends to others.  Most dragons, though, are vain and jealous things, consumed with petty grievances and cruel enough to punish every slight, no matter how small or imaginary.
| Qua-Atk-Dmg-Type = bludgeoning
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


Dragons can fly, and 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 they really are not. Even worse, since dragons need far less food than is natural, they tend to be horrifically picky eaters, and will do such pleasant things as kill and entire flock of cows to find the tastiest one, or wreck an entire town looking for the prettiest maiden.
| QuaAtkNotes = Affects 3x3 square area, roll to-hit and damage once, affects all in area.
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


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 so wretched in their behavior on purpose.  The cunning beasts will use such lures to force would-be dragon-slayers near their lairs into action 'before they're ready', and so increase their long-term safety.
| QuaAtkNotes-FullAtkOnly =
  <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->


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.
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


It is the world of the Dragons.  The rest of us just live here.
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


The most common sorts of dragons tend to fall into loose species based upon their physical appearance and traits.  White dragons, for example, are not actually snowy white in all cases.  Often 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.
| Qua-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


White dragons, like all dragons, love their lairs and seek to 'decorate' 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.
| QuaAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


| NudgeQuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
| NudgeFullAtk-QuaDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName =
  <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->
| HasRangedFullAttack =
  <!-- Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIncrementDistance =
  <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
| RangedAtkNumberOfIncrements = 
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| Ranged-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->
| RangedAtkNotes = 
  <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
| RangedAtkNotes-FullAtkOnly =
  <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->
| Override-Ranged-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
| Ranged-Atk-Is-Touch =
  <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->
| RangedAtkIsAuto-Hit =
  <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->
| NudgeRangedToHit =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeRangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
| NudgeFullAtk-RangedDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
<!--  COMBAT MANEUVERS  -->
| Nudge-Maneuver-Offense = +2
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Offense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
| Nudge-Maneuver-Defense = +2
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->
<!--  SIEGE DAMAGE INFORMATION  -->
| SiegeDmgCapable =
  <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->
| SiegeAtkName =
  <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->
| SiegeAtkNotes =
  <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
| SiegeAtkIncrement =
  <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->
| SiegeAtkNumberOfIncrements =
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->
| Nudge-Siege-Maneuver-Offense =
  <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
| NudgeSiegeDamage =
  <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
<!--  ABILITY SCORES  -->
| Str = 30
| Dex = 18
| Con = 20
| Int = 14
| Wis = 16
| Cha = 16
<!--  FEATS  -->
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!-- Just the feat name; will be autolinked, and ShortDesc added -->
<!--  SKILLS  -->
| Skill1 = Knowledge (Local)
| Skill2 = Sense Motive
| Skill3 = Bluff
| Skill4 =
| Skill5 =
| NudgeSkill1 =
| NudgeSkill2 = +3
| NudgeSkill3 = +3
| NudgeSkill4 =
| NudgeSkill5 =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
| Skill5Notes =
  <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->
<!--  LANGUAGES  -->
| Languages = Draconic, Common, 1 other language suitable to the campaign
  <!-- Comma-separated list -->
<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Addling Roar
| Ability-1-Type = Ex
  <!-- 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 =
  <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
| Ability-1-Description = 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 {{Special-Standard-Dmg}} points of {{dmg|sonic}} damage. Addling Roar allows a Fort save versus a DC of {{Save-DC}} to take half damage.
  <!-- 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 =
}}
-->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Icy Cold Breath Weapon
| Ability-2-Type = Su
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| 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.
  <!-- 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 =
}}
-->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name = Terrible Majesty
| Ability-3-Type = Su, Fear
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| 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.
  <!-- 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 =
}}
-->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name =
| Ability-4-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-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 =
}}
-->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-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 =
}}
-->
<!--  SPECIAL ABILITY 6  -->
| Ability-6-Name =
| Ability-6-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-6-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 =
}}
-->
<!--  SPECIAL ABILITY 7  -->
| Ability-7-Name =
| Ability-7-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-7-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 =
}}
-->
<!--  SPECIAL ABILITY 8  -->
| Ability-8-Name =
| Ability-8-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-8-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 =
}}
-->
<!--  SPECIAL ABILITY 9  -->
| Ability-9-Name =
| Ability-9-Type =
  <!--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 =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-9-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 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                                          -->


=== GENERAL ===
| Role-Only--Add-Killer-Power--Description =  
'''CR''' 11 (Threat Role)  '''Hit Dice''' 16


'''XP''' 51,200 (Threat Role included)
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


CE, Huge, Dragon
  {{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}}


'''Init''' +10; '''Senses''' low-light 240 feet, Perception +22
  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


=== DEFENSE ===
-->
'''AC''' 31, '''touch''' 19, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
<!--  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.                                                  -->


'''hp''' 687 (Threat Role included)
| Role-Only--Replace-Leader-Power--Name =


'''Fort''' +14, '''Ref''' +14, '''Will''' +14 (Dragon bonuses included)
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


'''Aura:''' Terrible Majesty (see below)
| 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.        -->


'''SR:''' -
| 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                                          -->


'''Special Defenses:''' -
| Role-Only--Replace-Leader-Power--Description =


'''Immunities:''' magical sleep, paralysis, cold
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


'''Weaknesses:''' -
  {{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}}


=== OFFENSE ===
  POISON / DISEASE FORMAT
'''Speed''' 40 ft., Fly 120ft (good)


'''Space / Reach:'''  15 ft. / 5 ft.
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


'''Single Melee''' Dragon's Bite +16 (2d8/x2), 2x Dragon's Claws +16 (2d6/x2),  
-->
<!--  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.                                                  -->


'''Full Melee''' Dragon's Bite +16 (2d8/x2), 2x Dragon's Claws +16 (2d6/x2), 2x Dragon's Wings +16 (2d6/x2) 2x2 Area of Effect, Dragon's Tail +16 (2d8/x2) 3x3 Area of Effect
| Role-Only--Replace-Legend-Power--Name =


'''Ranged''' None, but see Breath Weapon, Awful Roar
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


'''Special Attacks''' Breath Weapon, Awful Roar, Terrible Majesty, Whiteout
| 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.        -->


'''Action Points''' 2 (Threat Role included)
| 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 =


=== STATISTICS ===
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
'''Str''' 30, '''Dex''' 18, '''Con''' 20, '''Int''' 14, '''Wis''' 16, '''Cha''' 16
        or save DC numbers with variables:


'''Base Atk''' +11; '''CMB''' +17; '''CMD''' 27
  {{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}}


'''Feats''' -
  POISON / DISEASE FORMAT


'''Skills''' Knowledge, Local 22, Sense Motive 16, Bluff 16, Perception 22
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


'''Languages''' Common, Draconic, 1 other language
-->
<!--  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 =


=== SPECIAL ABILITIES ===
| Role-Only--Replace-Minion-Power--Type =  
; Awful Roar
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
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 11d6 of sonic damage. Awful Roar allows a Fort save versus a DC of 20 to take half damage.


| 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.        -->


; Breath Weapon
| Role-Only--Replace-Minion-Power--Concentration =
As a standard action, the dragon may emit a vast and deadly gust of bitter cold. The Breath Weapon affects a 30 foot cone. 
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


This breath weapon does 11d6 of cold damage, and all enemies caught in it must make a Reflex save versus a DC of 20.  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) of the dragon.
| Role-Only--Replace-Minion-Power--Description =


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 20 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 2 squares if the dragon wishes.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


A White Dragon ignores the movement penalty of Icy terrain.
  {{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


; Terrible Majesty
{{Malady
All enemy creatures who are within 100 feet of the dragon's space when it takes an attack action must make a Will save versus a DC of 20.  This is a free action which requires line of sight, but does not require line of effect.  Those who make this save receive the [[Nervous]] condition for one round.  Those who fail this save receive the [[Trembling]] condition for the rest of the encounter.  Note that once you have made this save once, succeed or fail, you are immune to that particular dragon's Terrible Majesty for the next 24 hours.
| 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 =


; Whiteout
| Role-Only--Replace-Shooter-Power--Type =
The first time a white dragon is reduced to zero hitpoints, 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 3d6 of cold damage unless they make a Fort save versus a DC of 20.
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


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, 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.
| 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 =


=== TREASURE ===
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
sell value of approximately 36,000 gp (Threat Role and Dragon Bonus included)
        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}}


=== COMBAT TACTICS ===
  POISON / DISEASE FORMAT
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.
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


Once combat begins in earnest, they will fight aggressively, breathing and using full attacks as much as possibleIf they are taking heavy damage, they will fly up a few feet and use their second action point to emit a Terrible Roar, damaging all their enemies they possibly can.
-->
<!--  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" roleAny other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                       -->


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 Terrible Roar as much as possible.
| Role-Only--Add-Skirmisher-Power--Name =


White Dragons are far too egotistical and mean to seriously consider running from mere adventurers.
| 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                                          -->


[[Category:Epic Path]]
| Role-Only--Add-Skirmisher-Power--Description =
[[Category:Bestiary]]
[[Category:CR 11]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


[[Image:Snowy_Dragonborn.png|384px|right|xx]]
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
== Snowy Dragonborn (CR 11) ==
  {{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}}


Where the Dragonborn come from is a mystery.  Are they young dragons?  Are they degenerate humanoids, corrupted by dragon magics to the draconian ideal?  Are they a slave or servant race which lives in secret enclaves?
  POISON / DISEASE FORMAT


No one knows.  All that is known for usre is, more often than not, where there are dragons, there will be dragonborn.
{{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.                                                    -->


=== GENERAL ===
| Role-Only--Replace-Sneak-Power--Name =  
'''CR''' 11  '''Hit Dice''' 16


'''XP''' 12,800
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


NE, Medium, Monstrous Humanoid
| 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.        -->


'''Init''' +5; '''Senses''' low-light, Perception +17
| 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 =


=== DEFENSE ===
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
'''AC''' 31, '''touch''' 19, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
        or save DC numbers with variables:


'''hp''' 229
  {{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}}


'''Fort''' +14, '''Ref''' +11, '''Will''' +11
  POISON / DISEASE FORMAT


'''Aura:''' -
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


'''SR:''' -  
-->
<!--  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.                                                                      -->


'''Special Defenses:''' ER20/sonic
| Role-Only--Replace-Swarm-Power--Name =


'''Immunities:''' Dragontouched: Cold, Immune to White Dragon Whiteout effects, Immune to Icy terrain
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


'''Weaknesses:''' -
| 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                                          -->


=== OFFENSE ===
| Role-Only--Replace-Swarm-Power--Description =  
'''Speed''' 30 ft., fly 120ft (good)


'''Space / Reach:'''  5 ft. / 5 ft.
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:


'''Single Melee''' +2 Heavy Mace +18 (2d8+3/19-20x2)
  {{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}}


'''Full Melee''' 3x +2 Heavy Mace +18 (2d8+3/19-20x2)
  POISON / DISEASE FORMAT


'''Ranged''' Careen +16 (2d8+1/x2) +Deceptive (first attack vs Flatfooted AC)
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


'''Special Attacks''' None
-->
<!--  COMBAT TACTICS  -->


'''Action Points''' 0
| 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.


=== STATISTICS ===
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.
'''Str''' 20, '''Dex''' 14, '''Con''' 16, '''Int''' 10, '''Wis''' 12, '''Cha''' 16


'''Base Atk''' +11; '''CMB''' +17; '''CMD''' 27
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.


'''Feats''' Precise Shot (EFFECT: No penalty for ranged attacks into melee),
White Dragons will never retreat from a fight.  They are far too egotistical and mean to seriously consider running from mere adventurers.


'''Skills''' Knowledge, Local 16, Stealth 16


'''Languages''' Common, Draconic




=== SPECIAL ABILITIES ===
<!--  OUT OF COMBAT    -->


; Dragontouched
| 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 Dragonborn are immune to cold, the effects of Icy terrain, and the White Dragon's Whiteout power.


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.




=== TREASURE ===
sell value of approximately 6,500 gp.  Note that the sale value of their +2 Heavy Mace is 4000 gold, so they will typically have only 2500 gold worth of other treasure.


<!--  TREASURE AND XP  -->


=== COMBAT TACTICS ===
| TreasureNotes =  
White Dragonborn live to serve their dragon.  They will use stealth to move to the rear of any enemies and provide flanks to the dragon.  They will attack without mercy, and use their lives to block attacks upon the dragon if necessary.  They will use their Careens at range, combining their fire on a single victim and using the Deceptive property of the weapons to attack against flatfooted AC for the first attack.


This means they will spread their fire, but that's fine in their minds, as any attacks they draw away from the dragon are a good thing.
| XPNotes =


When the Dragon is dropped to zero hit points the first time, dragonborn are immune to the concealment effects of the Whiteout.  As a result they will attack with their careens at range as much as possible until the dragon reforms.


Dragonborn attack without fear and fight to the death without hesitation.
}}

Latest revision as of 21:40, 4 February 2023

Common White Dragon (ThreatCR 11)

Chaotic Evil - Large - Dragon
Lore: Know (Arcana)
22 39
Basic DC Full DC
Initiative
Initiative Icon 2.png
24
Perception:
31 +21
Passive Active
Ambush:
8+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
31
Man Def
Shield Icon 3.png
32
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)
Weak Against:

Offense

Size: Large
10 ft. 10 ft.
Space Reach
To-Hit
+18
Sword Icon 3.png
Man Off
+20
Sword Icon 3.png
Action
3
Points

Standard Attack (Melee):

  • 1x Icy Dragon Bite +18 (3d10+25/x2)
    as crushing (physical, common)
  • 1x Icy Dragon Claws +18 (3d6+10/x2)
    as slashing (physical, common)

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:

Languages: Draconic, Common, 1 other language suitable to the campaign

Feats:

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

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)