White Dragons Pt. 2

Young and teenage white dragons resort to trickery, and often still have fun attacking anything they happen to find. They tend to be reckless and wild, but what teens aren’t.

Young, Und Makt, CR 4

Und Makt is a mobile dragon, in search of a new lair, and as such travels light. She has left behind a burrow under the ice, and is in search of something more suitable for a dragon of her stature.

Combat Statistics

Size/Type:Medium Dragon (Cold)
Hit Dice:9d12+27 = 85HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 + 8 Natural = 18
Base Attack/Grapple:+9/+12
Attack:Bite +12 1d8+3
Full Attack:Bite +12 1d8+3, 2 Claws +12 1d6+1, and 2 Wings +12 1d4+1
Space/Reach:5ft/ 5ft
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 6 + 3 Con = 9
Ref –  6 + 0 Dex = 6
Will – 6 + 0 Wis = 6
Abilities:Str 16 | Dex 10 | Con 16 | Int 6 | Wis 11 | Cha 6
Skills:Hide +12, Move Silent +12, Spot +12, Swim +15
Languages:Draconic, Common
Feats:Flyby attack, multiattack, ability focus (Breath Weapon), improved multiattack, Improved Initiative
Alignment:Chaotic Evil

Und Makt is generally flying when combats start, due to her mobile nature. She considers herself more than a match for most small groups and won’t hesitate to land, breath weapon and then engage in melee. If a fight does start to go poorly, she will throw some thunderstones and fly away, preferring not to mention that encounter if it comes up in the future.  

Breath Weapon SU: as a standard action, once per 1d4 rounds, Und Makt can breathe a cone of cold 30ft long dealing 3d6 cold damage reflex save DC 19.

Photo by Jenny Uhling on Pexels.com

Lair

Und Makt has no lair, and generally can be found flying above the snowy wilderness of the Golet Taiga, in search of a suitable location to claim as a lair.

Horde

Und Makt carries her horde with her, the morning star and coins being the only things of weight. She wears a belt with a collection of pouches, in which she stores the thunderstones, gold, scrolls, and various snacks. The Morningstar hangs from a hoop on the belt as well.

  • Masterwork Morningstar (308 gp)
  • Thunderstones (3 stones, 30 gp each)
  • Arcane Scroll (Cause Fear (25 gp))
  • Arcane Scroll (Bear’s Endurance (150 gp))
  • Arcane Scroll (Resist Energy (150 gp))  
  • Coins    1,620 gp, 5 sp

Juvenile, Bjorst, CR 6

Bjorst is a lazy, even when compared to other dragons. Things have started to come together for him, and he is realizing that being constantly on the hunt, draws attention to him, and encourages adventurers to come attack him. Instead, he bides his time, emerging to hunt whenever he needs, but otherwise simply slumbers in his underwater cave.

Combat Statistics

Size/Type:Medium Dragon (Cold)
Hit Dice:12d12+36 = 114 HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 + 11 Natural = 21
Base Attack/Grapple:+12/+16
Attack:Bite +16 1d8+4
Full Attack:Bite +16 1d8+4, 2 Claws +16 1d6+2, and 2 Wings +16 1d4+2
Space/Reach:5ft/ 5ft
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 8 + 3 Con = 11
Ref –  8 + 0 Dex = 8
Will – 8 + 0 Wis = 8
Abilities:Str 19 | Dex 10 | Con 16 | Int 8 | Wis 11 | Cha 8
Skills:Hide +15, Listen +15, Move Silent +15, Spot +15, Swim +19
Languages:Draconic, Common
Feats:Flyby attack, multiattack, ability focus (Breath Weapon), improved multiattack, Improved Initiative, Power Attack
Alignment:Chaotic Evil

Tactically, in the event Bjorst decides to attack, he will begin with a fog cloud, reducing visibility to near zero, and causing panic. The cloud lasts 40 minutes, and Bjorst feels no urgency around attacking immediately. Instead, choosing to let the crew do something rash or self-damaging. When time to engage, he simply swims to the bottom of the ship, and begins power attacking the hull until he has broken through. As the ship is sinking, Bjorst will swim back down, and let the crew abandon ship (he can pick through the wreckage late). As the crew are swimming about in freezing waters, Bjorst will finally engage. From below, he will unleash breath weapons at those treading water, and engage any survivors biting at their legs, often times with a grapple pulling them down. As a reminder, he can do this all day. If those treading water are able to fend him off somehow, he can simply let them tread for 20-30 minutes, and come back for another surprise volley.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Bjorst can breathe a cone of cold 30ft long dealing 4d6 cold damage reflex save DC 21.

Spell Like Abilities: CL = 4

  • Fog Cloud – 3/Day
Photo by Riccardo Bresciani on Pexels.com

Lair

Bjorst has dug himself an air-filled cave at the bottom of Lake Tazon. The lake itself is massive and freezes over for half the year. The other half is used to ferry supplies from the northern village of Dilet down to trade camps en route to the Republic of Caman. He spends most of his time in the cave slumbering, but if he sees a smaller merchant ship passing by, swim up to attack.

Horde

Bjorst’s horde is mostly the sunken cargo of merchant ships. He doesn’t make a particular effort to drag everything back, and only goes for food, and treasure. The ships who were just moving lumber are unfortunate casualties.

  • Black Opal (1,300 gp)
  • Blue Quartz (7 gp)
  • 2 x Iolite (50 gp)
  • Malachite (8 gp)
  • Rhodochrosite (7 gp)
  • Full Plate (1,500 gp)
  • 2 x Half-plate (600 gp)
  • Masterwork Morningstar (308 gp)
  • Oil of Magic Stone (50 gp)
  • Coins    854 gp

Young adult, Askabal, CR 8

Now that she has reached large size, Askabal is a terror terror of the wastes. She knows the effect her presence has on her, and she knows there’s not much the small villages that dot the frontier can do about it. She delights in low fly-bys of small towns, and the terror it causes.

Combat Statistics

Size/Type:Large Dragon (Cold)
Hit Dice:15d12+60 = 157 HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 – 1 Size + 14 Natural = 23
Base Attack/Grapple:+15/+24
Attack:Bite +19 2d6+5
Full Attack:Bite +19 2d6+5, 2 Claws +19 1d8+2, 2 Wings +19 1d6+2, and Tail Slap +19 1d8+7
Space/Reach:10ft/5ft (10ft w/bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking, DR 5/Magic, SR 16
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 9 + 4 Con = 13
Ref –  9 + 0 Dex = 9
Will – 9 + 0 Wis = 9
Abilities:Str 21 | Dex 10 | Con 18 | Int 8 | Wis 11 | Cha 10
Skills:Hide +14, Listen +18, Move Silent +18, Spot +18, Swim +23
Languages:Draconic, Common
Feats:Flyby attack, multiattack, ability focus (Breath Weapon), improved multiattack, Improved Initiative, power attack, ability focus (frightful presence)
Alignment:Chaotic Evil

Askabal spends her free time terrorizing small frontier towns with her frightful presence, and generally uses her breath weapon to strafe any groups of archers assembled to drive her away. If she thinks it would add to the effect, she will call in pockets of fog clouds to make panic the townsfolk even more. If she’s actually intending to go into combat with a threat though, she approaches from underground, and bursts from the ice, blasting any who aren’t running in terror with breath weapons and engaging in melee.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Askabal can breathe a cone of cold 40ft long dealing 5d6 cold damage reflex save DC 23.

Frightful Presence EX: Askabal can unsettle foes with a mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 150ft are subject to the effect if they have fewer than 15 hit die. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spell Like Abilities: CL = 5

  • Fog Cloud – 3/Day
Photo by Ximena Mora on Pexels.com

Lair

Askabal lairs in an ice cave deep in the tundra and at least a weeks hike from the nearest town.

Horde

Askabal generally doesn’t stay to loot the remains of any towns she sacks, and seems to simply do so for enjoyment. Instead, her horde is comprised of the remains of the few adventuring wizards who have made their way to her lair and dared attack her.  

  • Aquamarine (200 gp)
  • Black Pearl (200 gp)
  • Black Pearl (500 gp)
  • Carnelian (40 gp)
  • Deep Blue Spinel (500 gp)
  • Fiery Yellow Corundum (1,100 gp)
  • Arcane Scroll (Touch of Fatigue (12 gp 5 sp))
  • Arcane Scroll (Command Undead (150 gp))
  • Arcane Scroll (Owl’s Wisdom (150 gp))
  • Arcane Scroll (Jump (25 gp))
  • Arcane Scroll (Detect Thoughts (150 gp))
  • Arcane Scroll (Disguise Self (150 gp))
  • Divine Scroll (Bless Water (50 gp))
  • Divine Scroll (Shatter (150 gp))
  • Divine Scroll (Water Breathing (375 gp))
  • Potion of Jump (50 gp)
  • Coins    205gp, 7sp, 66 cp

To follow along with this project as it goes on, entries have been tagged with the dragon tag.

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