White Dragons Pt. 3

Adult white dragons are starting to figure out some of the ways of the world, and become a little less reckless. Their intelligence scores increase to 8, and they wont automatically be outsmarted by adventurers anymore, but its also not out of the question.

Adult, Ovatt, CR 10

Ovatt is an adult dragon, and has moved beyond simply hunting, or terrorizing his prey. He is smart enough to plan his moves, and has even allied himself with the Jarl of the local Frost Giants, offering aerial protection and scouting in exchange for tribute.

Combat Statistics

Size/Type:Large Dragon (Cold)
Hit Dice:18d12+90 = 207 HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 – 1 Size + 17 Natural = 26
Base Attack/Grapple:+18/+30
Attack:Bite +25 2d6+8
Full Attack:Bite +25 2d6+8, 2 Claws +25 1d8+4, 2 Wings +25 1d6+4, and Tail Slap +25 1d8+12
Space/Reach:10ft/5ft (10ft w/bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking, DR 5/Magic, SR 18
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 11 + 5 Con = 16
Ref –  11 + 0 Dex = 11
Will – 11 + 0 Wis = 11
Abilities:Str 26 | Dex 10 | Con 20 | Int 10 | Wis 11 | Cha 12
Skills:Hide +17, Listen +21, Move Silent +21, Survival +21, Spot +21, Swim +29
Languages:Draconic, Common
Feats:Flyby attack, multiattack, ability focus (Breath Weapon), improved multiattack, Improved Initiative, power attack, ability focus (frightful presence), practiced spellcaster
Alignment:Chaotic Evil

Ovatt has learned some spellcasting, but not enough to be a true spellcaster. Instead, he uses those spells to eavesdrop on the giants, or as a reserve in case one does try to fight him. Additionally, thanks to the frequent exposure, his frightful presence doesn’t really work on them, and he has had to rely on other tactics. As such, he tends to burrow up into melee, and erupt before making use of power attack liberally. If he notices someone isn’t immune or resistant to cold, he will happily blast a breath weapon at them.  

Breath Weapon SU: as a standard action, once per 1d4 rounds, Ovatt can breathe a cone of cold 40ft long dealing 6d6 cold damage reflex save DC 26.

Frightful Presence EX: Ovatt can unsettle foes with a mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 180ft are subject to the effect if they have fewer than 18 hit die. A potentially affected creature that succeeds on a Will save (DC 22) 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 = 6

  • Fog Cloud – 3/Day
  • Gust of Wind – 3/Day

Sorcerer Spells – CL = 5

  • Level 0 – 5/Day – DC 11
    • Light, Ghost Sound, Prestidigitation, Detect Magic
  • Level 1 – 4/Day – DC 12
    • Ray of Enfeeblement, Comprehend Languages
Photo by u0412u043bu0430u0434u0438u043cu0438u0440 u041au043eu043du0434u0440u0430u0442u044cu0435u0432 on Pexels.com

Lair

Ovatt has two lairs. One, within the giant’s encampment as part of his payment, where he spends most of his time, and a second, far off on a mountain top. The mountain top lair is deep within an ice cave, and he has long collapsed the entrance, rendering it inaccessible for those who can’t burrow. This lair has his horde, and he makes a point to stop by once a month or so and check in.  

Horde

Ovatt’s horde is fairly meager, and as a result he has taken on work with a tribe of frost giants, in an attempt to rebuild.

  • Deep Green Spinel (110 gp)
  • Hematite (8 gp)
  • Onyx (30 gp)
  • Potion of Cure Moderate Wounds (300 gp)
  • Potion of Delay Poison (300 gp)
  • Coins    8,060 sp

Mature adult, Ljomi, CR 12

Ljomi is huge, and she knows it. She will throw her weight around, and is used to being obeyed.

Combat Statistics

Size/Type:Huge Dragon (Cold)
Hit Dice:21d12+147 = 283 HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 – 2 Size + 20 Natural = 28
Base Attack/Grapple:+21/+39
Attack:Bite +29 2d8+10
Full Attack:Bite +29 2d8+10, 2 Claws +29 2d6+5, 2 Wings +29 1d8+5, and Tail Slap +29 2d6+15
Space/Reach:15ft/10ft (15ft w/bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking, DR 10/Magic, SR 20
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 12 + 7 Con = 19
Ref –  12 + 0 Dex = 12
Will – 12 + 1 Wis = 13
Abilities:Str 30 | Dex 10 | Con 24 | Int 12 | Wis 13 | Cha 12
Skills:Concentration +31, Hide +16, Listen +25, Move Silent +24, Survival +25, Spot +25, Swim +34
Languages:Draconic, Common, Giant
Feats:Flyby attack, multiattack, ability focus (breath weapon), improved multiattack, Improved Initiative, power attack, ability focus (frightful presence), practiced spellcaster, improved flyby attack
Alignment:Chaotic Evil

Ljomi relies heavily on her frightful presence ability, and will make sure she appears at the top of her tower, when greeting travelers. If they all break and run in panic, she simply eats them and collects all belongings as tribute. If any stand strong, she demands tribute, or will pounce down for melee combat. If she discovers anyone attempting to traverse the wastes without first paying tribute, she will attack with airborne strafes of breath weapons and use her fear aura to spook any mounts.  

Breath Weapon SU: as a standard action, once per 1d4 rounds, Ljomi can breathe a cone of cold 50ft long dealing 7d6 cold damage reflex save DC 29.

Frightful Presence EX: Ljomi can unsettle foes with a mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 210ft are subject to the effect if they have fewer than 21 hit die. A potentially affected creature that succeeds on a Will save (DC 23) 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 = 7

  • Fog Cloud – 3/Day
  • Gust of Wind – 3/Day

Sorcerer Spells – CL = 7

  • Level 0 – 6/Day – DC 11
    • Light, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand
  • Level 1 – 6/Day – DC 12
    • Ray of Enfeeblement, Comprehend Languages, Magic Missile
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Lair

Ljomi has taken hold of an ancient outpost built long ago by early settlers with the intent to colonize. When she found the stone fortification, it had become infested with goblins, which she quickly drove out. Now this stone tower serves as an outpost, from which she demands tribute from any who want safe passage across the frozen wastes. In particular of late, bands of adventurers have been making their way northward, which has made for good business for Ljomi.  

Horde

Ljomi’s horde is fairly robust, and full of gems, treasures, and magical items. The treasures themselves are stored in the root cellar below the fortified tower.

  • Alexandrite (400 gp)
  • Banded Agate (6 gp)
  • Jade (70 gp)
  • Peridot (50 gp)
  • Pink Diamond (4,000 gp)
  • Pink Pearl (80 gp)
  • Red Garnet (100 gp)
  • Rich Purple Corundum (800 gp)
  • Tourmaline (130 gp)
  • White Opal (1,000 gp)
  • Carved Ivory Drinking Horn set with Amber (1,400 gp)
  • Copper Totem set with Black Pearl (4,000 gp)
  • Ebony Holy Symbol (1,100 gp)
  • Fox Fur Coinpurse (600 gp)
  • Fox Fur Coinpurse set with Bloodstone (1,000 gp)
  • Marble Comb (300 gp)
  • Platinum Cloth Talisman (80 gp)
  • Platinum Font (3,000 gp)
  • Sable Ribbon (700 gp)
  • Silk Tabard trimmed with Fox Fur (200 gp)
  • Unframed Painting of a Lake (300 gp)
  • Manual of Bodily Health (+2) (55,000 gp) (Read)
  • Potion of Cat’s Grace (300 gp)
  • Potion of Endure Elements (50 gp)
  • Rod of the Python (13,000 gp)
  • Courtier’s Outfit (30 gp, 6 lb)
  • Coins    48,645 sp

Old, Haldori, CR 15

Haldori has retreated to the northern pole, where he lives in quiet solitude studying his burgeoning arcane talents.

Combat Statistics

Size/Type:Huge Dragon (Cold)
Hit Dice:24d12+144 = 300 HP
Initiative:+4
Speed:60ft, 30ft burrow, 200ft fly (poor), Swim 60ft
Armor Class:10 – 2 Size + 23 Natural + 4 Armor = 35
Base Attack/Grapple:+24/+43
Attack:Bite +33 2d8+11
Full Attack:Bite +33 2d8+11, 2 Claws +33 2d6+5, 2 Wings +33 1d8+5, and Tail Slap +33 2d6+16
Space/Reach:15ft/10ft (15ft w/bite)
Special Qualities:Blindsense 60ft, Darkvision 120ft., Icewalking, DR 10/Magic, SR 21
Immune:Cold, Sleep, Paralysis, Vulnerable Fire
Saves:Fort – 14 + 6 Con = 20
Ref –  14 + 0 Dex = 14
Will – 14 + 2 Wis = 16
Abilities:Str 32 | Dex 10 | Con 22 | Int 12 | Wis 14 | Cha 12
Skills:Concentration +33, Hide +19, Listen +29, Move Silent +27, Survival +29, Spot +29, Swim +38
Languages:Draconic, Common, Giant
Feats:Flyby attack, multiattack, ability focus (breath weapon), improved multiattack, Improved Initiative, power attack, ability focus (frightful presence), practiced spellcaster, improved flyby attack, cleave
Alignment:Chaotic Evil

Old Haldori has seen a few things, and picked up some minor spellcasting of note. First and foremost, he always has mage armor cast. He also casts see invisibility if he knows he is getting into a fight, and while tempting to use shatter as an offensive spell, he actually takes it to help shatter ice for utility purposes. If he identifies that someone is within his ice maze, he will leave his fortress, and fly directly to them. Coating the ground in a freezing fog, and making liberal use of breath weapons from above.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Haldori can breathe a cone of cold 50ft long dealing 8d6 cold damage reflex save DC 30.

Frightful Presence EX: Haldori can unsettle foes with a mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 240ft are subject to the effect if they have fewer than 24 hit die. A potentially affected creature that succeeds on a Will save (DC 25) 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.

Freezing Fog SP: 3/Day – This is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. Haldori is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.

Spell Like Abilities: CL = 9

  • Fog Cloud – 3/Day
  • Gust of Wind – 3/Day

Sorcerer Spells – CL = 9

  • Level 0 – 6/Day – DC 11
    • Light, Ghost Sound, Prestidigitation, Detect Magic, Mage Hand, Arcane Mark
  • Level 1 – 7/Day – DC 12
    • Ray of Enfeeblement, Comprehend Languages, Magic Missile, Mage Armor
  • Level 2 – 4/Day – DC 13
    • See Invisibility, Shatter
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Lair

Haldori has retreated to the furthest, most northern parts of the world to deliberate and plan in peace. At first, he used his burrowing ability to sculpt an elaborate ice palace, but by the time it was complete, he had discovered the shatter spell, which greatly increased his speed. After its resolution, he spends his days expanding the enormous ice labyrinth that surrounds his fortress.

Horde

Haldori’s horde is quite full, containing more than a few magical items, gems, and art pieces he has collected over the years.

  • 2 x Aquamarine (500 gp)
  • Aquamarine (600 gp)
  • Azurite (10 gp)
  • Black Opal (900 gp)
  • Black Pearl (400 gp)
  • Brown-green Garnet (70 gp)
  • Brown-green Garnet (120 gp)
  • Chalcedony (30 gp)
  • Chalcedony (60 gp)
  • Hematite (6 gp)
  • Jasper (30 gp)
  • Moss Agate (9 gp)
  • White Pearl (70 gp)
  • Bolt of Electrum Cloth (1600 gp)
  • Bolt of Silk (60 gp)
  • Electrum Statuette of an Eryines (1,400 gp)
  • Ermine Ribbon inlaid with Brass (1,300 gp)
  • Iolite Statue (3,000 gp)
  • Iron Dagger (130 gp)
  • Leather Belt with Silver Buckle (300 gp)
  • Leather Boots with Silver Buckles (700 gp)
  • Pewter Figurine of a balor (10 gp)
  • Pewter Signet Ring (80 gp)
  • Porcelain Scroll Case carved with Knotwork (200 gp)
  • Rosewood Rod set with Peridot (1,200 gp)
  • Silk Robe trimmed with Ermine (1,000 gp)
  • Silk Tabard threaded with Platinum (900 gp)
  • Bracelet of Friends (19,000 gp)
  • Hand of Glory (8,000 gp) (worn, to no effect)
  • Rod of Enlarge Metamagic (lesser) (3,000 gp)
  • Altar (30 gp)
  • Anvil (5 gp, 200 lb)
  • 28 x Bag of Iron Nails (5 sp, 1 lb)
  • Chariot (100 gp, 200 lb)
  • Light Catapult (550 gp)
  • 11 x Mortar and Pestle (5 gp, 2 lb)
  • 15 x Wedge of Cheese (8 sp, 4 lb)
  • Coins    2,009 pp, 7 gp

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

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