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[[Image:monster_picture.jpg|384px|right|xx]]
[[Image:Common_White_Dragon_1.png|384px|right|xx]]
== <Monster Name> (CR 11) ==
== Common White Dragon (CR 11) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
Common White Dragons are the least of all dragons.


<insert descriptive text here>
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 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.
 
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 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.
 
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.
 
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.
 
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.
 
It is the world of the Dragons.  The rest of us just live here.
 
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.
 
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.
 
 




=== GENERAL ===
=== GENERAL ===
'''CR''' 11  '''Hit Dice''' 16
'''CR''' 11 (Threat Role)   '''Hit Dice''' 16


'''XP''' 12,800
'''XP''' 51,200 (Threat Role included)


<alignment> <size> <racial keyword>
CE, Huge, Dragon


'''Init''' +5; '''Senses''' <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +17
'''Init''' +10; '''Senses''' low-light 240 feet, Perception +22




Line 26: Line 49:
'''AC''' 31, '''touch''' 19, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)
'''AC''' 31, '''touch''' 19, '''flat-footed''' 26 (+7 armor, +5 dex, +5 natural, +4 deflection)


'''hp''' 229
'''hp''' 687


'''Fort''' +14, '''Ref''' +11, '''Will''' +11  <swap as needed; only one strong save>
'''Fort''' +14, '''Ref''' +14, '''Will''' +14


'''Aura:''' -
'''Aura:''' Terrible Majesty


'''SR:''' - <21, if any>
'''SR:''' -


'''Special Defenses:''' -
'''Special Defenses:''' -


'''Immunities:''' -
'''Immunities:''' magical sleep, paralysis, cold


'''Weaknesses:''' -
'''Weaknesses:''' -
Line 42: Line 65:


=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 30 ft. <adjust as needed; list other movement types here also>
'''Speed''' 40 ft., Fly 120ft (good)
 
'''Space / Reach:'''  5 ft. / 5 ft. <adjust as needed>
 
'''Single Melee''' <melee weapon> +16 (2d8+1/19-20x2)


: or: '''Single Melee''' Bite +16 (2d8/x2)
'''Space / Reach:''' 15 ft. / 5 ft.


'''Full Melee''' 3x <melee weapon> +16 (2d8+1/19-20x2)
'''Single Melee''' Dragon's Bite +16 (2d8/x2), 2x Dragon's Claws +16 (2d6/x2),


: or: '''Full Melee''' Bite +16 (2d8/x2), 2x Claws +16 (2d6/x2), Tail +16 (2d8/x2)
'''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


'''Ranged''' <optional ranged attack> +16 (2d8+1/x2) 
'''Ranged''' None, but see Breath Weapon, Awful Roar


'''Special Attacks''' <copy from source; only list ability names here; describe below>
'''Special Attacks''' Breath Weapon, Awful Roar, Terrible Majesty, Whiteout


'''Action Points''' 0  <common monsters never have action points, named monsters often have one.>
'''Action Points''' 2 (Threat Role included)




=== STATISTICS ===
=== STATISTICS ===
'''Str''' XX, '''Dex''' XX, '''Con''' XX, '''Int''' XX, '''Wis''' XX, '''Cha''' XX <copy from source>
'''Str''' 30, '''Dex''' 18, '''Con''' 20, '''Int''' 14, '''Wis''' 16, '''Cha''' 16


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


'''Feats''' <pick one or two thematically relevant feats; avoid complicated ones.>
'''Feats''' -


'''Skills''' <choose only if relevant, values around 1.5 x creature’s CR>
'''Skills''' Knowledge, Local 22, Sense Motive 16, Bluff 16, Perception 22


'''Languages''' <copy from source>
'''Languages''' Common, Draconic, 1 other language




=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
<special abilities should have a save DC 20>
; Awful Roar
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.


<special attack damage (standard action): 6d6>


<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6>
; Breath Weapon
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 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.


; <ability name>
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.
<ability description>


A White Dragon ignores the movement penalty of Icy terrain.
; Terrible Majesty
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.
; Whiteout
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.
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.


; <ability name>
<ability description>




=== TREASURE ===
=== TREASURE ===
sell value of approximately 6,500 gp
sell value of approximately 36,000 gp (Threat Role and Dragon Bonus included)




=== COMBAT TACTICS ===
=== COMBAT TACTICS ===
<describe typical actions taken during combat here>
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.
 
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 a Terrible 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 Terrible Roar as much as possible.
 
White Dragons are far too egotistical and mean to seriously consider running from mere adventurers.




Line 105: Line 143:




[[Image:monster_picture.jpg|384px|right|xx]]
[[Image:Snowy_Dragonborn.png|384px|right|xx]]
== <Monster Name> (CR 11) ==
== Snowy Dragonborn (CR 11) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
 
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?


<insert descriptive text here>
No one knows.  All that is known for usre is, more often than not, where there are dragons, there will be dragonborn.




Line 117: Line 156:
'''XP''' 12,800
'''XP''' 12,800


<alignment> <size> <racial keyword>
NE, Medium, Monstrous Humanoid


'''Init''' +5; '''Senses''' <any special senses (darkvision, low-light, tremorsense, etc.)>, Perception +17
'''Init''' +5; '''Senses''' low-light, Perception +17




Line 127: Line 166:
'''hp''' 229
'''hp''' 229


'''Fort''' +14, '''Ref''' +11, '''Will''' +11 <swap as needed; only one strong save>
'''Fort''' +14, '''Ref''' +11, '''Will''' +11


'''Aura:''' -
'''Aura:''' -


'''SR:''' - <21, if any>
'''SR:''' -  


'''Special Defenses:''' -
'''Special Defenses:''' ER20/sonic


'''Immunities:''' -
'''Immunities:''' Dragontouched: Cold, Immune to White Dragon Whiteout effects, Immune to Icy terrain


'''Weaknesses:''' -
'''Weaknesses:''' -
Line 141: Line 180:


=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 30 ft. <adjust as needed; list other movement types here also>
'''Speed''' 30 ft., fly 120ft (good)


'''Space / Reach:'''  5 ft. / 5 ft. <adjust as needed>
'''Space / Reach:'''  5 ft. / 5 ft.


'''Single Melee''' <melee weapon> +16 (2d8+1/19-20x2)
'''Single Melee''' +2 Heavy Mace +18 (2d8+3/19-20x2)


: or: '''Single Melee''' Bite +16 (2d8/x2)
'''Full Melee''' 3x +2 Heavy Mace +18 (2d8+3/19-20x2)


'''Full Melee''' 3x <melee weapon> +16 (2d8+1/19-20x2)
'''Ranged''' Careen +16 (2d8+1/x2) +Deceptive (first attack vs Flatfooted AC)


: or: '''Full Melee''' Bite +16 (2d8/x2), 2x Claws +16 (2d6/x2), Tail +16 (2d8/x2)
'''Special Attacks''' None


'''Ranged''' <optional ranged attack> +16 (2d8+1/x2) 
'''Action Points''' 0
 
'''Special Attacks''' <copy from source; only list ability names here; describe below>
 
'''Action Points''' 0 <common monsters never have action points, named monsters often have one.>




=== STATISTICS ===
=== STATISTICS ===
'''Str''' XX, '''Dex''' XX, '''Con''' XX, '''Int''' XX, '''Wis''' XX, '''Cha''' XX <copy from source>
'''Str''' 20, '''Dex''' 14, '''Con''' 16, '''Int''' 10, '''Wis''' 12, '''Cha''' 16


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


'''Feats''' <pick one or two thematically relevant feats; avoid complicated ones.>
'''Feats''' Precise Shot (EFFECT: No penalty for ranged attacks into melee),


'''Skills''' <choose only if relevant, values around 1.5 x creature’s CR>
'''Skills''' Knowledge, Local 16, Stealth 16


'''Languages''' <copy from source>
'''Languages''' Common, Draconic




=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
<special abilities should have a save DC 20>


<special attack damage (standard action): 6d6>
; Dragontouched
White Dragonborn are immune to cold, the effects of Icy terrain, and the White Dragon's Whiteout power.


<special attack damage (aoe’s, swift actions or inflicting status effects): 3d6>




; <ability name>
=== TREASURE ===
<ability description>
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.




; <ability name>
=== COMBAT TACTICS ===
<ability description>
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.
 


=== TREASURE ===
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.
sell value of approximately 6,500 gp


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.


=== COMBAT TACTICS ===
Dragonborn attack without fear and fight to the death without hesitation.
<describe typical actions taken during combat here>

Revision as of 00:25, 27 July 2014


Common White Dragon (CR 11)

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 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.

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 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.

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.

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.

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.

It is the world of the Dragons. The rest of us just live here.

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.

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.



GENERAL

CR 11 (Threat Role) Hit Dice 16

XP 51,200 (Threat Role included)

CE, Huge, Dragon

Init +10; Senses low-light 240 feet, Perception +22


DEFENSE

AC 31, touch 19, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)

hp 687

Fort +14, Ref +14, Will +14

Aura: Terrible Majesty

SR: -

Special Defenses: -

Immunities: magical sleep, paralysis, cold

Weaknesses: -


OFFENSE

Speed 40 ft., Fly 120ft (good)

Space / Reach: 15 ft. / 5 ft.

Single Melee Dragon's Bite +16 (2d8/x2), 2x Dragon's Claws +16 (2d6/x2),

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

Ranged None, but see Breath Weapon, Awful Roar

Special Attacks Breath Weapon, Awful Roar, Terrible Majesty, Whiteout

Action Points 2 (Threat Role included)


STATISTICS

Str 30, Dex 18, Con 20, Int 14, Wis 16, Cha 16

Base Atk +11; CMB +17; CMD 27

Feats -

Skills Knowledge, Local 22, Sense Motive 16, Bluff 16, Perception 22

Languages Common, Draconic, 1 other language


SPECIAL ABILITIES

Awful Roar

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.


Breath Weapon

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 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.

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.

A White Dragon ignores the movement penalty of Icy terrain.


Terrible Majesty

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.


Whiteout

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.

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.


TREASURE

sell value of approximately 36,000 gp (Threat Role and Dragon Bonus included)


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.

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 a Terrible 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 Terrible Roar as much as possible.

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


xx

Snowy Dragonborn (CR 11)

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?

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


GENERAL

CR 11 Hit Dice 16

XP 12,800

NE, Medium, Monstrous Humanoid

Init +5; Senses low-light, Perception +17


DEFENSE

AC 31, touch 19, flat-footed 26 (+7 armor, +5 dex, +5 natural, +4 deflection)

hp 229

Fort +14, Ref +11, Will +11

Aura: -

SR: -

Special Defenses: ER20/sonic

Immunities: Dragontouched: Cold, Immune to White Dragon Whiteout effects, Immune to Icy terrain

Weaknesses: -


OFFENSE

Speed 30 ft., fly 120ft (good)

Space / Reach: 5 ft. / 5 ft.

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

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

Ranged Careen +16 (2d8+1/x2) +Deceptive (first attack vs Flatfooted AC)

Special Attacks None

Action Points 0


STATISTICS

Str 20, Dex 14, Con 16, Int 10, Wis 12, Cha 16

Base Atk +11; CMB +17; CMD 27

Feats Precise Shot (EFFECT: No penalty for ranged attacks into melee),

Skills Knowledge, Local 16, Stealth 16

Languages Common, Draconic


SPECIAL ABILITIES

Dragontouched

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


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.


COMBAT TACTICS

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.

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.