TEXT: 1
  W
  elcome to Codex Draconis, the line of 
  products that gives you what you need 
  to drop dragons into your games with a 
  minimum of eﬀ ort and a maximum of options. Here, 
  in the ﬁ fth volume of our line, we present options and 
  alternatives for a dozen white dragons, covering every 
  age category of the pale hunters of artic mountains, 
  frozen deserts, and chilled tundra. Each age category 
  also has three pregenerated treasure hoards, some 
  alternative  monster builds, and suggestions on how to 
  build even deadlier dragon encounters.
  Dragons are among the most iconic, and most 
  popular, of all fantasy roleplaying game foes. Once the 
  domain exclusively of higher-level adventures, dragons 
  now have rules for every stage of life. This means that 
  wet-behind-the-ears PCs can face dragons early in their 
  careers (though likely they will be facing dragons the 
  size of housecats). To ensure that a dragon is always 
  just the right threat for PCs of any level, dragons are 
  given twelve stages of life that, when combined with 
  the many diﬀ erent types of dragons, creates a range of 
  CRs from 2 to 22. 
  The problem with that, of course, is that it requires a 
  lot of stat blocks, and those take up room. To save space, 
  instead of presenting a full write-up of every dragon at 
  every age category, the game’s creators present a set of 
  rules outlining how to write up dragons, and then give 
  a few examples of each type. As a result, although you 
  can ﬁ nd a dragon of the right CR for an encounter, it 
  takes a considerable amount of work to get that dragon 
  ready for the game.
  To help with that problem, the ﬁ ne folks at 
  D20PFSRD.com took on the job of creating full stat 
  blocks for every true dragon of every type, and when 
  we  expressed an interest in using those as the starting 
  point for our Codex Draconis line, they were kind 
  enough to give us their blessing. In addition to their 
  
  2
  dragon write-ups, Codex Draconis: White Terrors 
  of the North presents additional material to 
  expand the ways you can use these dragons and 
  allows you to drop them into your campaign.
  THE BASICS
  The biology and ecology of white dragons is 
  the same regardless of age category.
  ECOLOGY
  Environment cold mountains
  Organization solitary
  Treasure triple
  Masters of glacial wastelands and rime-
  covered peaks, white dragons are capricious, 
  cunning and undeniably treacherous. From the 
  smallest kobold tribe to the mighty frost giant 
  Jarls, white dragons command obedience and 
  tribute from all in their demesne. No other 
  dragon bett er uses their environment to their 
  advantage.
  The lairs of white dragons vary widely, 
  from massive ice caves to abandoned fortresses 
  at the northern edges of civilization. Within 
  these lairs, white dragons scatt er their hoard 
  in loosely organized piles. Given the extreme 
  cold of their lairs, items made of fabric, paper 
  or wood rarely survive within a white dragon’s 
  hoard. As a result, coins, gems, and jewelry are 
  most common, along with weapons, armor and 
  other items made of metal, stone or magically 
  preserved ice. Along the walls of the white 
  dragon’s lair, arranged like statues, are the 
  frozen corpses of their prey. Among these, it is 
  common to ﬁ nd a prominent former foe, left as 
  a warning to intruders.
  Hoard: In this section we present 
  pregenerated loot to form a dragon’s hoard 
  for each age category. Values are given for 
  triple the normal treasure for an encounter 
  of the dragon’s CR (as standard for white 
  dragons) with values for campaigns using 
  slow, medium, and fast advancement XP 
  charts. Each item is listed with its gp value, 
  to make it easy for you to swap out items 
  from the pregenerated hoard with items you 
  want to provide to your group’s characters. 
  The total hoard value is rounded up, so you 
  have some leeway in terms of swapping out 
  items.
  Upping the Ante: Even dragons can use 
  a litt le help, and in this section we propose a 
  way to make an encounter with the dragon 
  more dangerous. This might be a note 
  on how it can use items from its hoard, a 
  suggestion on allies (or servants) the dragon 
  might take into batt le, or proposals on how 
  to use traps and terrain to the dragon’s 
  advantage.
  Alternate Builds: Each age category 
  also presents one or two alternate builds, 
  representing diﬀ erent paths a white dragon 
  might take over its lifespan. Each alternate 
  build presents a short description of how 
  that dragon’s tactics or preferences diﬀ er 
  from a typical white dragon, and a list of 
  changes made to the base stat block to create 
  the alternate dragon. Each section that is 
  changed (such as feats) is presented so it can 
  simply be put in place of the same section of 
  the typical dragon’s stat block.
  THE DRAGONS
  Each of the sections below contains a 
  dragon entry for a speciﬁ c CR. As noted 
  above in “The Basics,” you’ll have stats, 
  hoards, and encounter advice for each 
  dragon entry.
  WHITE DRAGON, WYRMLING
  About the size of a bobcat, this tiny dragon’s 
  scales glimmer with a pearlescent sheen. A 
  crown of stubby, dull yellow horns pokes out of 
  the back of its head.
  WYRMLING WHITE DRAGON      CR 2
  XP 600
  CE Tiny dragon (cold)
  Init +7; Senses dragon senses, Perception +7
  DEFENSE
  AC 17, touch 15, ﬂ at-footed 14 (+3 Dex, +2 
  natural, +2 size)
  hp 22 (3d12+3)
  Fort +4, Ref +6, Will +2
  Immune cold, paralysis, sleep
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 30 ft., burrow 30 ft., ﬂ y 100 ft. (average), 
  swim 60 ft.
  Melee bite +5 (1d4), 2 claws +5 (1d3)
  Space 2.5 ft.; Reach 0 ft. (5 ft. with bite)
  Special Att acks breath weapon (15 ft. cone, DC 
  12, 2d4 cold)
  STATISTICS
  Str 11, Dex 16, Con 13, Int 6, Wis 9, Cha 6
  Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
  Feats Alertness, Improved Initiative
  Skills Fly +13, Perception +7, Stealth +17, Swim 
  +14; Racial Modiﬁ ers +8 Swim
  Languages Draconic
  SQ icewalking
  
  3
  SPECIAL ABILITIES
  Icewalking (Ex) This ability works like the 
  spider climb spell, but the surfaces the dragon 
  climbs must be icy. The dragon can move across 
  icy surfaces without penalty and does not need 
  to make Acrobatics checks to run or charge on 
  ice.
  HOARD
  After staking out his range, the white 
  wyrmling picks his targets carefully as he 
  masters his skills and grows in strength. 
  Many a wary traveler has met her demise 
  under tooth, claw and breath of these 
  fearless hunters. At this age, the wyrmling 
  hoards shiny things, even if impractical, for 
  their own use. Given the intense cold, scrolls 
  and potions do not often survive within the 
  hoard.
  Slow (1,050 gp): climber’s kit (80 gp), 
  masterwork armored coat (200 gp), 
  silver comb with moonstones (200gp), 
  masterwork batt leaxe (310 gp), 5 blue 
  sapphires (50 gp, 35 gp, 25 gp, 20 gp, 15 
  gp), 111 gp, 30 sp, 100 cp.
  Medium (1,650 gp): climber’s kit (80 gp), 
  masterwork armored coat (200 gp), 
  silver comb with moonstones (200gp), 
  masterwork batt leaxe (310 gp), wand of 
  detect magic (375 gp), 5 blue sapphires (50 
  gp, 35 gp, 25 gp, 20 gp, 15 gp), 336 gp, 30 
  sp, 100 cp.
  Fast (2,400 gp): climber’s kit (80 gp), 
  masterwork armored coat (200 gp), silver 
  comb with moonstones (200gp), cold iron 
  masterwork batt leaxe with a large black 
  pearl in the haft (1020 gp), wand of detect 
  magic (375 gp), 5 blue sapphires (50 gp, 
  35 gp, 25 gp, 20 gp, 15 gp), 376 gp, 30 sp, 
  100 cp.
  UPPING THE ANTE
  Though a bold hunter, the white 
  wyrmling is no fool. She instinctively uses 
  terrain and the elements to her advantage. 
  This white wyrmling sets up ambushes near 
  chasms covered with naturally occurring 
  packs of unstable snow. Jagged ice lies 
  beneath the snow pack, and 10’ of icy ground 
  on either side is slippery (increasing the DC 
  of all Acrobatics checks by 5). When the 
  party is within 10’ of the chasm, the white 
  wyrmling bull rushes it’s largest member 
  and drives her prey toward the hazard. 
  These covered chasms act as 20’ 
  Camouﬂ aged Spiked Pit Traps (Type 
  mechanical; Perception DC 21; Disable 
  Device DC 20, 2d6 falling damage, ice spikes 
  (Atk +10 melee, 1d4 spikes per target for 
  1d4+1 damage each); DC 16 Reﬂ ex avoids; 
  multiple targets (all targets in a 10-ft.-square 
  area)) and add +2 CR to the encounter.
  ALTERNATIVE BUILDS
  The standard white wyrmling is an 
  instinctive hunter. Alertness allows her 
  to spot both threats and prey. Improved 
  Initiative allows her to react decisively with 
  ﬂ ight or ﬁ ght. Two more att ack-oriented 
  options are presented below.
  DRIFT STALKER
  This wyrmling is a master of 
  ambush and prefers to hide in 
  large snowdrifts to wait for the 
  unwary. When a victim passes, the 
  wyrmling charges from the drift 
  and makes a full att ack. This build 
  replaces Alertness with Stealthy, 
  and Icewalking with Pounce.
  Changes: Skills Escape Artist +0, Perception 
  +5, Sense Motive -2, Stealth +19; Feats Stealthy; 
  Pounce (Ex) When a creature with this special att ack 
  makes a charge, it can make a full att ack (including 
  rake att acks if the creature also has the rake ability).
  BRASH BREATH
  This wyrmling has modeled his hunting 
  methods after those of the great northern eagles. 
  He perches high in the conifers to survey the 
  land. When prey is found, the wyrmling ﬂ ies in 
  from behind, straﬁ ng the party with his breath 
  weapon; he then turns 180 degrees in the air 
  to drop in front of the party for melee combat. 
  This build replaces the wyrmling’s feats with 
  Improved Natural Armor and Wingover.
  Changes: AC 18; Init +3; Skills Perception 
  +5, Sense Motive -2; Feats Wingover: Once per 
  round, the creature can turn up to 180 degrees as 
  a free action without making a Fly check. This turn 
  does cost the creature any movement. 
  
  4
  WHITE DRAGON, VERY YOUNG
  White vapor drifts from the nostrils of this iridescent 
  white dragon with a thick muscular body. The 
  slender yellow horns on its head ﬂ are open
  VERY YOUNG WHITE DRAGON        CR 4
  XP 1,200
  CE Small dragon (cold)
  Init +6; Senses dragon senses, snow vision; 
  Perception +10
  DEFENSE
  AC 18, touch 13, ﬂ at-footed 16 (+2 Dex, +5 natural, 
  +1 size)
  hp 42 (5d12+10)
  Fort +6, Ref +6, Will +4
  Immune cold, paralysis, sleep
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 30 ft., burrow 30 ft., ﬂ y 150 ft. (average), swim 
  60 ft.
  Melee bite +8 (1d6+3), 2 claws +8 (1d4+2)
  Special Att acks breath weapon (20-ft. cone, DC 14, 
  4d4 cold)
  STATISTICS
  Str 15, Dex 14, Con 15, Int 8, Wis 11, Cha 8
  Base Atk +5; CMB +6; CMD 18 (22 vs. trip)
  Feats Alertness, Improved Initiative, Power Att ack
  Skills Fly +12, Intimidate +7, Perception +10, Stealth 
  +14, Swim +18; Racial Modiﬁ ers +8 Swim
  Languages Draconic
  SQ icewalking
  SPECIAL ABILITIES
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. The dragon can move across icy 
  surfaces without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon 
  learns to see perfectly well in snowy conditions. 
  A white dragon does not suﬀ er any penalties to 
  Perception checks while in snow.
  HOARD
  Having 
  grown 
  in 
  strength 
  and 
  conﬁ dence, the very young white dragon 
  has also grown bolder. She is seldom 
  inclined to hide from any threat which is 
  not another, larger dragon. Despite the size 
  diﬀ erence, this small dragon has been well 
  fed on polar bears, musk oxen and even the 
  occasional winter wolf.
  By now, the very young white dragon 
  has established a base of operations; usually 
  in a small cave of ice or stone.  At this age, 
  brawn still wins over brains. Her hoard is 
  still full of shiny things, few of which are 
  of practical beneﬁ t to her. While her cave 
  provides some protection from the elements 
  that could destroy such items, scrolls and 
  potions are still rare prizes.
  Slow (2,250 gp): Half-plate (Medium) (600 
  gp), Masterwork Silvered Dagger (322 
  gp), Everburning Torch (110 gp), Black 
  Pearl (500 gp), Golden Yellow Topaz (300 
  gp), Brown-green Garnet (120 gp), Red-
  brown Spinel (110 gp), Star Rose Quartz  
  (70 gp), 118 gp
  Medium (3,450 gp): Masterwork Half-plate 
  (Medium) (900 gp), Masterwork Silvered 
  Dagger (322 gp), Wand of Magic Missile (1st 
  level, charges 28) (420gp), Everburning 
  Torch (110 gp), Black Pearl (500 gp), 
  Golden Yellow Topaz (300 gp), Brown-
  green Garnet (120 gp), Red-brown Spinel 
  (110 gp), Star Rose Quartz  (70 gp), Brass 
  Mug with Onyx Inlays (300gp), 298 gp
  Fast (5,100 gp): Half-plate +1 (Medium) (1900 
  gp), Masterwork Silvered Dagger (322 
  gp), Masterwork Composite Longbow 
  (Small, +2 Str bonus, 600 gp) Wand of 
  Magic Missile (1st level, charges 28) 
  (420gp), Everburning Torch (110 gp), Black 
  Pearl (500 gp), Golden Yellow Topaz (300 
  gp), Brown-green Garnet (120 gp), Red-
  brown Spinel (110 gp), Star Rose Quartz  
  (70 gp), Brass Mug with Onyx Inlays 
  (300gp), 348 gp
  UPPING THE ANTE
  Still a headstrong loner, the very young 
  white dragon has yet to learn the value of 
  minions and the terrain still serves as her 
  greatest ally. She has come to enjoy the hunt 
  as much as the kill and often plays “cat and 
  mouse” with her quarry. 
  When confronting a group, this very 
  young white dragon ﬁ rst selects the 
  strongest warrior for full att ack. Having 
  savaged him, she taunts the group to follow 
  her if they dare. She then leads them on a 
  chase through her domain. The dragon 
  moves at a pace that allows the party to 
  keep her in sight. If needed, she will feign 
  injury to entice them to follow.
  Throughout her domain, this dragon 
  has laid several traps designed to weaken 
  the party. Each trap is designed to appear 
  like a natural hazard. The trap is usually 
  either a Falling Boulder Trap (CR 5, Type 
  mechanical; Perception DC 20; Disable 
  Device DC 20, Atk +15 melee (6d6); multiple 
  targets (all targets in a 10-ft. square)) or a 
  Frost Fangs Trap (CR 7, Type mechanical; 
  Perception DC 25; Disable Device DC 20, 
  
  5
  Duration 3 rounds; Reset none, Eﬀ ect jets 
  of freezing water (3d6 cold damage, DC 
  20 Reﬂ ex, save for half damage); multiple 
  targets (all targets in a 40-ft.-square area)). 
  The Falling boulder Trap is CR +2. The 
  Frost Fangs Trap is CR +3. When the party 
  has been weakened, she idly positions 
  herself to deploy her breath weapon to 
  maximum eﬀ ect.
  ALTERNATIVE BUILDS
  A very young white dragon has grown 
  into a serious threat in the region. While 
  most white dragons her age are cocky, some 
  take ﬂ exing their muscle to new extremes. 
  The following alternative builds focus on 
  the dragon’s growing conﬁ dence, which 
  sometimes borders on arrogance.
  CHILL PRESENCE
  The very young white dragon casually 
  walks onto the path in front of the party. 
  She casually points a claw at a message 
  scratched into the stony path that reads (in 
  common), “Pay tribute or die.” If the party 
  does not immediately capitulate, she looses 
  a fearsome roar and att empts to intimidate 
  her opponents with Dazzling Display just 
  before she launches a full att ack.
  Changes: Init +2; Skills Intimidate 
  +9 Perception +8, Sense Motive -1; Feats
  Dazzling Display, Intimidating Prowess, 
  Power Att ack. 
  HOARFROST HELLION
  This very young dragon has become 
  a master of destroying her enemies with 
  her hoary breath. She no longer feels the 
  need to swoop in from behind. Instead, she 
  drops from the sky directly above the party 
  blasting them with her breath weapon and 
  ﬂ ying oﬀ  to recharge and make another 
  straﬁ ng run.
  Changes: Init +6; Special Att acks: breath 
  weapon (20-ft. cone, DC 16, 4d4 cold); Skills
  Perception +8, Sense Motive -1, Feats Ability 
  Focus (breath weapon), Flyby Att ack, 
  Improved Initiative
  WHITE DRAGON, YOUNG
  Though not much larger than a pony, this gleaming 
  ivory dragon seems bigger due to its thick, muscular 
  build. With a hiss it shows oﬀ  fangs the size of 
  stilett os and just as sharp.
  YOUNG WHITE DRAGON                  CR 6
  XP 2,400
  CE Medium dragon (cold)
  Init +6; Senses dragon senses, snow vision; 
  Perception +12
  DEFENSE
  AC 20, touch 12, ﬂ at-footed 18 (+2 Dex, +8 natural)
  hp 66 (7d12+21)
  Fort +8, Ref +7, Will +5
  Immune cold, paralysis, sleep
  Weaknesses vulnerability to ﬁ re
  OFFENSE
  Speed 30 ft., burrow 30 ft., ﬂ y 150 ft. (average), 
  swim 60 ft.
  Melee bite +11 (1d8+6), 2 claws +11 (1d6+4), 2 wings 
  +6 (1d4+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special Att acks breath weapon (30-ft. cone, DC 16, 
  6d4 cold)
  STATISTICS
  Str 19, Dex 14, Con 17, Int 8, Wis 11, Cha 8
  Base Atk +7; CMB +11; CMD 23 (27 vs. trip)
  Feats Alertness, Flyby Att ack, Improved Initiative, 
  Power Att ack
  Skills Fly +12, Intimidate +9, Perception +12, Stealth 
  +12, Swim +22
  Languages Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as stone 
  shape, but only targeting ice and snow, not stone. A 
  white dragon’s caster level for this eﬀ ect is equal to 
  its Hit Dice.
  
  6
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs 
  must be icy. The dragon can move across icy 
  surfaces without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon learns 
  to see perfectly well in snowy conditions. A white 
  dragon does not suﬀ er any penalties to Perception 
  checks while in snow.
  HOARD
  Now roughly the size of warhorse, the 
  young white dragon has become well known to 
  all within her domain.  Some seek her 
  out to oﬀ er tribute, while others hunt 
  and hound her.  While she has 
  grown in strength and skill, the young white 
  dragon has learned that she is not immortal 
  … yet. 
  As a result, she has expanded her initial 
  lair or moved to a more permanent home. 
  Thought not yet smart enough to manipulate 
  magic, she has learned its value and begun 
  to take precautions to protect fragile items 
  like scrolls and potions.
  Slow (4,050 gp): potion of cure moderate 
  wounds (300gp), arcane scroll (haste; 375 
  gp), divine scroll (remove paralysis; 150 
  gp), masterwork greataxe (medium; 320 
  gp), mithral shirt (medium; 1,100gp), fox 
  fur shoes inlaid with copper (700 gp), 
  deep blue spinel (400 gp), 3 crude 
  onyx ﬁ gurines (75 gp, 200 gp, 325 
  gp), 105 gp
  Medium (6,000 gp): potion of cure 
  moderate wounds (300gp), arcane scroll 
  (haste; 375 gp), divine scroll (remove 
  paralysis; 150 gp), wand of magic missile
  (3rd, 37 charges, 1,665gp), masterwork 
  greataxe (medium; 320 gp), mithral 
  shirt (medium; 1,100gp), fox fur shoes 
  inlaid with copper (700 gp), deep blue 
  spinel (400 gp), 3 crude onyx ﬁ gurines 
  (75 gp, 200 gp, 325 gp), 390 gp
  Fast (9,000 gp): potion of cure moderate 
  wounds (300gp), arcane scroll (haste; 
  375 gp), divine scroll (remove paralysis; 
  150 gp), wand of magic missile (3rd, 37 
  charges, 1,665gp), +1 silver greataxe
  (medium; 2500 gp), mithral shirt 
  (medium; 1,100gp), fox fur shoes 
  inlaid with copper (700 gp), deep blue 
  spinel (400 gp), 3 crude onyx ﬁ gurines 
  (75 gp, 200 gp, 325 gp), 1,210 gp
  UPPING THE ANTE
  At this age, the white dragon gains the 
  ice shape ability and learns to use it to her 
  advantage.  In particular, she has mastered 
  the creation of broad patches of razor rubble 
  (diﬃ  cult terrain, DC 15 Acrobatics check 
  or 1 point damage while in square), which 
  she has liberally dott ed within and around 
  her lair. If encountered outside her lair, 
  the dragon will use a round to create razor 
  rubble around her to slow and damage her 
  enemies. 
  Within her lair, she has placed 4 
  permanent squares of razor rubble and, when 
  att acked, creates 4 more squares to slow to 
  approach of her foes. This tactic adds +2 
  CR.  Outside her lair, she creates 4 squares 
  of razor rubble, when att acked, which adds 
  +1 CR.
  ALTERNATIVE BUILDS
  The young white dragon has grown to 
  realize her place in the world. She realizes 
  that, while still relatively vulnerable, she is 
  destined to rule her environs. The following 
  builds reﬂ ect two paths by which she may 
  learn more about herself and her eventual 
  minions.
  CLEVER COURIER
  “Know your enemies” is the mantra of this 
  young white dragon. To that end, he makes 
  his services available to the frost giant kings 
  and other powerful factions within his 
  domain, though he takes care not to ally 
  himself too closely with any one group. 
  
  7
  Such alliances are used to gauge the 
  strengths and weaknesses of his future 
  enemies and potential minions. The dragon 
  freely alternates between diplomacy and 
  intimidation as he ﬁ nds his leadership style. 
  When confronted by the PCs, he seems them 
  as yet another opportunity to learn.
  Changes: Feats Persuasive, Skill Focus 
  (Diplomacy), Skill Focus (Intimidate), Skill 
  Focus (Linguistics); Skills Diplomacy +11, 
  Intimidate +14, Linguistics +7; Languages 
  Aklo, Common, Dwarven, Draconic, Giant, 
  Goblin, Orc, Undercommon
  MANY MASKS
  Rather than gett ing to know others, as 
  does the Clever Courier, this young white 
  dragon focuses on gett ing to know himself. 
  To be more precise, he focuses on how best 
  to portray himself to the power players 
  within his realm. In private, he regularly 
  studies and practices the performance crafts 
  of the actor and orator.
  With each encounter, this young white 
  dragon puts on another “face”.  Sometimes, 
  he is the simpering craven; others the roaring 
  tyrant. His performances run the gamut of 
  leadership styles as he tests each in turn. He 
  even adorns himself diﬀ erently or feigns 
  accents or injuries. As a result, many think 
  there is a clutch of white dragon siblings in 
  the region.
  Changes: 
  Feats 
  Bluﬀ , 
  Skill 
  Focus 
  (Perform: Act), 
  Skill 
  Focus 
  (Perform: 
  Oratory), Skill Focus (Linguistics); Skills
  Bluﬀ  +9, Perform (Act) +9, Intimidate +9, 
  Linguistics +7; Languages Aklo, Common, 
  Dwarven, Draconic, Giant, Goblin, Orc, 
  Undercommon
  WHITE DRAGON, JUVENILE
  This beast that stalks forward makes the most 
  robust destrier look wan and thin. Covered in 
  opaline scales that catch the light, the dragon 
  seems all muscle, teeth and claw.
  JUVENILE WHITE DRAGON         CR 7
  XP 3,200
  CE Medium dragon (cold)
  Init +6; Senses dragon senses, snow vision; 
  Perception +15
  DEFENSE
  AC 23, touch 12, ﬂ at-footed 21 (+2 Dex, +11 
  natural)
  hp 94 (9d12+36)
  Fort +10, Ref +8, Will +7
  Immune cold, paralysis, sleep
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 150 ft. (average), 
  swim 60 ft.
  Melee bite +15 (1d8+7), 2 claws +14 (1d6+5), 2 
  wings +9 (1d4+2)
  Special Att acks breath weapon (30-ft. cone, DC 
  18, 8d4 cold)
  Spell-Like Abilities (CL 9th; concentration +9)
  At will — fog cloud
  STATISTICS
  Str 21, Dex 14, Con 19, Int 10, Wis 13, Cha 10
  Base Atk +9; CMB +14; CMD 26 (30 vs. trip)
  Feats Alertness, 
  Flyby Att ack, 
  Improved 
  Initiative, Power Att ack, Weapon Focus (bite)
  Skills Fly +14, Intimidate +12, Perception +15, 
  Spellcraft +12, Stealth +14, Swim +25; Racial 
  Modiﬁ ers +8 Swim
  Languages Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as stone 
  shape, but only targeting ice and snow, not stone. A 
  white dragon’s caster level for this eﬀ ect is equal to 
  its Hit Dice.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must 
  be icy. The dragon can move across icy surfaces 
  without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon learns 
  to see perfectly well in snowy conditions. A white 
  dragon does not suﬀ er any penalties to Perception 
  checks while in snow.
  HOARD
  Avarice meets necessity. Having now lived 
  through the predations of several would-be 
  dragon slayers, the juvenile white dragon 
  begins to see her hoard in a diﬀ erent light. The 
  armor, weapons and magic items are now key 
  elements of the dragon’s treasure trove. Most 
  are displayed as trophies within his lair. But the 
  dragon has come to realize that such items will 
  be of greater use as his skill develops. And, if 
  the items are in his possession, his enemies are 
  weakened for their loss.
  Slow (5,250 gp): potion of cure moderate wounds
  (300 gp), heavy steel shield +1 (medium, 1,340 
  gp), composite longbow +1 (medium, 2,400 gp), 
  bolt of rare silk (300 gp), violet garnet (600 
  gp), 310 gp.
  Medium (7,800 gp): composite longbow +1
  (medium, 2,400 gp), heavy steel shield +1
  (medium, 1,340 gp), potion of cure moderate 
  wounds (300 gp), splint mail armor +1 (medium, 
  1,700 gp), wand of silence (8 charges, 720 gp), 
  
  8
  bolt of rare silk (300 gp), violet garnet (600 
  gp), 440 gp.
  Fast (11,700 gp): arcane scroll of ﬁ reball (x2)
  (CL3, cast 5, 750 gp), elixir of sneaking (250 
  gp), composite longbow +1 (medium, 2,400 
  gp), heavy steel shield +1 (medium, 1,340 gp), 
  potion of cure moderate wounds (300 gp), ring 
  of climbing (2,500 gp), splint mail armor +1
  (medium, 1,700 gp), wand of silence (8 charges, 
  720 gp), bolt of rare silk (300 gp), violet garnet 
  (600 gp), 840 gp.
  UPPING THE ANTE
  Having spent his ﬁ rst twenty-ﬁ ve years 
  as a vagabond, the juvenile white dragon 
  establishes a more permanent base of 
  operations and begins to att ract minions. 
  Still restricted to speaking Draconic, among 
  his ﬁ rst is a highly intelligent kobold 
  shaman who speaks Giant. The dragon uses 
  the shaman to recruit ogres and trolls to his 
  cause along with other kobold tribes.
  For the most part, the kobolds act as 
  scouts and spies in subterranean lands 
  beneath the shell of the 
  world. Above ground, the 
  ogres and trolls guard the 
  dragon’s home and raid the 
  countryside on his behalf. At 
  all times, the dragon keeps 
  company with the kobold 
  shaman (sorcerer 4) and an 
  honor guard comprised of 
  two ogres or one troll. With 
  the dragon’s minions at hand, 
  the encounter is CR +2.
  ALTERNATIVE BUILDS
  Like sorcerers, dragons 
  are natural arcanists. The 
  following builds swap out 
  the spell-like abilities white 
  dragons are given at this age 
  for thematically consistent 
  variants that, while seemingly 
  simple, create an entirely 
  unique opponent.
  THE WIND THAT KILLS
  A long repressed auran bloodline has 
  come to the fore and given this dragon the 
  ability to manipulate the wind at will. She 
  skillfully uses this ability in combat. During 
  the initial att ack, she uses it to separate 
  Small combatants from the group, blowing 
  them over ledges and into natural hazards if 
  she can. During the ﬁ ght, she uses the wind 
  to check the advance of Medium opponents 
  and move Small ones around the batt leﬁ eld 
  as needed.
  Changes: Spell-Like Abilities gust of 
  wind (at will) replaces fog cloud (at will).
  THE PALE DREAD
  A long-dead ancestor dabbled in the 
  necromantic arts. Centuries later this 
  dragon has discovered an innate ability to 
  command the undead. Over time, he has 
  collected a small band of lesser undead 
  minions from across his domain.  At any 
  given time, his lair contains 12 skeletons or 
  8 zombies. Either group adds CR +1 to the 
  encounter.
  Changes: Spell-Like Abilities command 
  undead (at will) replaces fog cloud (at will).
  
  9
  WHITE DRAGON, YOUNG ADULT
  A huge mound of windswept snow stirs and 
  slowly breaks apart as a milky white dragon, the 
  size of a wooly rhino, emerges from beneath its 
  crust.
  YOUNG ADLT WHITE DRAGON  CR 9
  XP 6,400
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; 
  Perception +19
  DEFENSE
  AC 24, touch 10, ﬂ at-footed 23 (+1 Dex, +14 
  natural, -1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +8, Will +8
  DR 5/magic; Immune cold, paralysis, sleep; SR 20
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 200 ft. (poor), swim 
  60 ft.
  Melee bite +17 (2d6+9/19-20), 2 claws +16 (1d8+6), 
  2 wings +11 (1d6+3), tail slap +11 (1d8+9)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Att acks breath weapon (40-ft. cone, DC 
  19, 10d4 cold)
  Spell-Like Abilities (CL 11th; concentration +11)
  At will — fog cloud, gust of wind
  STATISTICS
  Str 23, Dex 12, Con 19, Int 10, Wis 13, Cha 10
  Base Atk +11; CMB +18; CMD 29 (33 vs. trip)
  Feats Alertness, Flyby Att ack, Improved Critical 
  (bite), Improved Initiative, Power Att ack, Weapon 
  Focus (bite)
  Skills Fly +9, Intimidate +14, Perception +19, 
  Spellcraft +14, Stealth +11, Swim +28; Racial 
  Modiﬁ ers +8 Swim
  Languages Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as 
  stone shape, but only targeting ice and snow, 
  not stone. A white dragon’s caster level for this 
  eﬀ ect is equal to its Hit Dice.
  Icewalking (Ex) This ability works like the 
  spider climb spell, but the surfaces the dragon 
  climbs must be icy. The dragon can move across 
  icy surfaces without penalty and does not need 
  to make Acrobatics checks to run or charge on 
  ice.
  Snow Vision (Ex) A very young white dragon 
  learns to see perfectly well in snowy conditions. 
  A white dragon does not suﬀ er any penalties to 
  Perception checks while in snow.
  HOARD
  Dragon hunters now come more often. 
  When they fall, the hoard of the young white 
  dragon swells with the magic items brought 
  to lay her low. In addition, she has begun 
  to amass scrolls, potions and other arcana 
  in earnest. She guards it all carefully as she 
  is building an arsenal with which to further 
  establish her dominion.
  Slow (8,550 gp): arcane scroll (continual ﬂ ame
  x1, sound burst x1, 400 gp), divine scroll
  (quench x1, speak with dead x1, 750 gp), 
  dust of tracelessness (250 gp), greataxe 
  +1 (medium, 2,320 gp), potion of bear’s 
  endurance (300 gp), potion of spider climb
  (300 gp), studded leather armor +1 (medium, 
  1,175 gp), wand of summon monster II (10 
  charges, 900 gp), black pearl (800 gp), 
  blue sapphire (330 gp) silver comb with 
  moonstones (550 gp), 475 gp.
  Medium (12,750 gp): arcane scroll (continual 
  ﬂ ame x1, sound burst x1, 400 gp), cold iron 
  shortspear +1 (small, 2,604 gp) divine scroll
  (quench x1, speak with dead x1, 750 gp), dust 
  of tracelessness (250 gp), greataxe +1 (medium, 
  2,320 gp), heavy steel shield +1 (small, 1,340 
  gp), potion of bear’s endurance (300 gp), potion 
  of spider climb (300 gp), studded leather armor 
  +1 (medium, 1,175 gp), wand of summon 
  monster II (10 charges, 900 gp), black pearl 
  (800 gp), blue sapphire (330 gp) silver comb 
  with moonstones (550 gp), 731 gp.
  Fast (19,200 gp): arcane scroll (continual ﬂ ame x1, 
  sound burst x1, 400 gp), cold iron shortspear 
  +1 (small, 2,604 gp) divine scroll (quench x1, 
  speak with dead x1, 750 gp), dust of tracelessness
  (250 gp), ﬂ aming greataxe +1 (medium, 8,320 
  gp), heavy steel shield +1 (small, 1,340 gp), 
  potion of bear’s endurance (300 gp), potion of 
  spider climb (300 gp), studded leather armor +1
  (medium, 1,175 gp), wand of summon monster 
  II (10 charges, 900 gp), black pearl (800 gp), 
  blue sapphire (330 gp) silver comb with 
  moonstones (550 gp), 1,181 gp.
  UPPING THE ANTE
  During his travels, this young white dragon 
  has discovered his serious vulnerability to ﬁ re. 
  To rid himself of this weakness, the dragon 
  hired an unscrupulous wizard to cast protection 
  from energy (ﬁ re) on him and then permanency to 
  make the eﬀ ect constant. 
  As it removes a signiﬁ cant and fairly 
  obvious weakness, this makes the encounter 
  CR +2. To make matt ers worse, the dragon 
  paid the wizard with a signiﬁ cant chunk of 
  his hoard. As a result, the overall value of the 
  hoard is reduced by 40%; adjusting found items 
  accordingly.
  
  10
  ALTERNATIVE BUILDS
  Not quite able to harness their innate magical 
  talents, young white dragons begin to explore 
  the beneﬁ ts provided by arcane augmentation, 
  particularly in the form of rings. The following 
  builds oﬀ er two variations on this theme, one to 
  the dragon’s beneﬁ t … the other not so.
  THE ENCRUSTED CROWN
  Dragons are no strangers to vanity and 
  this young white dragon is no exception. 
  The “crown” formed by her horns is 
  encrusted with rings from her hoard, made 
  to ﬁ t humans and halﬂ ings. Over time, some 
  have become embedded and cannot be 
  easily removed. 
  Among the treasure are two magical 
  rings, which grant her 
  signiﬁ cant beneﬁ ts in 
  combat. 
  Given 
  her 
  fascination 
  with 
  magic, 
  the 
  dragon 
  has studied spellcraft 
  diligently and knows 
  which are the boon 
  rings. 
  However, 
  the 
  casual observer would 
  never be able to pick 
  them out from the 
  collection arrayed on 
  her “crown”.
  Changes: AC 25; 
  Equipment ring of 
  counterspells (ﬁ reball), 
  ring of protection +1; 
  Feats 
  Skill 
  Focus 
  (Spellcraft) replaces 
  Power Att ack; Skills
  Spellcraft +17
  KIN SLAYER
  Avarice has its price. While still a 
  wyrmling, this dragon began trying on 
  obviously magical rings before researching 
  them in earnest. As a result, he wears a 
  cursed cannibal ring and has yet to ﬁ nd 
  someone willing or able to lift the curse. 
  Ever since, he has hunted and killed every 
  sibling from his clutch and almost every 
  lesser draconic creature in his domain. 
  Over the years, this young white dragon 
  has developed the Scent ability speciﬁ cally 
  related to draconic creatures, including 
  kobolds. The process has left him somewhat 
  addled in the presence of any items made of 
  dragon hide, dragon scales or anything else 
  that carries the scent of dragonkind. When 
  in the presence of such items, he gains the 
  confused condition.
  Changes: Condition confused (situation-
  dependent); 
  Equipment 
  cannibal 
  ring 
  (cursed item, APG); Feats Skill Focus 
  (Survival) replaces Power Att ack; Skills
  Survival +13 Swim +19 Special Ability Scent 
  (dragons).
  
  11
  WHITE DRAGON, ADULT
  A whipping wind snaps icicles from nearby 
  trees and throws a cloud of snow in the air as a 
  muscular dragon covered in cream-colored scales 
  sett les on the ground before you.
  ADULT WHITE DRAGON           CR 10
  XP 9,600
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; 
  Perception +22 Aura cold (5 ft., 1d6 cold damage), 
  frightful presence (180 ft., DC 17)
  DEFENSE
  AC 27, touch 10, ﬂ at-footed 26 (+1 Dex, +17 
  natural, –1 size)
  hp 149 (13d12+65)
  Fort +13, Ref +9, Will +10
  DR 5/magic; Immune cold, paralysis, sleep; SR
  21
  Weaknesses vulnerability to ﬁ re
  OFFENSE
  Speed 30 ft., burrow 30 ft., ﬂ y 200 ft. (poor), 
  swim 60 ft.
  Melee bite +20 (2d6+10/19–20), 2 claws +19 
  (1d8+7), 2 wings +14 (1d6+3), tail slap +14 
  (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Att acks breath weapon (40-ft. cone, DC 
  21, 12d4 cold)
  Spell-Like Abilities (CL 13th)
  At will — fog cloud, gust of wind
  Spells Known (CL 1st)
  1st (4/day) — shield, true strike
  0 (at will) — dancing lights, detect magic, ray of 
  frost, mending
  STATISTICS
  Str 25, Dex 12, Con 21, Int 12, Wis 15, Cha 12
  BaseAtk +13; CMB +21; CMD 32 (36 vs. trip)
  Feats Alertness, Flyby Att ack, Improved Critical 
  (bite), Improved Initiative, Power Att ack, Vital 
  Strike, Weapon Focus (bite)
  Skills Fly +11, Intimidate +17, Knowledge 
  (arcane) +17, Perception +22, Spellcraft +17, 
  Stealth +13, Swim +31
  Languages Common, Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as 
  stone shape, but only targeting ice and snow, 
  not stone. A white dragon’s caster level for this 
  eﬀ ect is equal to its Hit Dice.
  Icewalking (Ex) This ability works like the 
  spider climb spell, but the surfaces the dragon 
  climbs must be icy. The dragon can move across 
  icy surfaces without penalty and does not need 
  to make Acrobatics checks to run or charge on 
  ice.
  Snow Vision (Ex) A very young white dragon 
  learns to see perfectly well in snowy conditions. 
  A white dragon does not suﬀ er any penalties to 
  Perception checks while in snow.
  HOARD
  Now well known across his domain, the 
  adult white dragon att racts dragon hunters 
  like a moth to a ﬂ ame. A budding arcanist, 
  he begins to eschew mundane baubles in 
  favor of scrolls and spell books which he 
  carefully protects and studies.
  Slow (10,950 gp): arcane scroll (command 
  undead x1, ﬂ aming sphere x1, 300 gp), 
  breastplate armor +1 (1,700 gp), divine scroll
  (bull’s strength x1, delay poison x1, 300 gp), 
  book of harms (485 gp, UM), glowing cold 
  iron dwarven waraxe +1 (medium, 2,660 
  gp), potion of cure moderate wounds x 2
  (600 gp), wand of burning hands (44 charges, 
  660 gp), adamantine stein with pearl inlays 
  (1,025 gp), ﬁ re opal (825 gp), full plate armor 
  (medium, 1,500 gp), 915 gp.
  Medium (16,350 gp): arcane scroll (command 
  undead x1, ﬂ aming sphere x1, 300 gp), divine 
  scroll (bull’s strength x1, delay poison x1, 300 
  gp), book of harms (485 gp, UM), glowing cold 
  iron dwarven waraxe +1 (medium, 2,660 gp), 
  potion of cure moderate wounds x 2 (600 gp), 
  ring of the ram (8 charges, 1,376 gp), shadow 
  breastplate armor +1 (5,450 gp), wand of burning 
  hands (44 charges, 660 gp), adamantine stein 
  with pearl inlays (1,025 gp), ﬁ re opal (825 
  gp), full plate armor (medium, 1,500 gp), 
  1,189 gp.
  Fast (24,600 gp): arcane scroll (command undead x1, 
  ﬂ aming sphere x1, 300 gp), brooch of shielding
  (1,500 gp), divine scroll (bull’s strength x1, 
  delay poison x1, 300 gp), book of harms (485 gp, 
  UM), glowing cold iron ghost touch dwarven 
  waraxe +1 (medium, 8,660 gp), potion of cure 
  moderate wounds x 2 (600 gp), ring of the ram (8 
  charges, 1,376 gp), shadow breastplate armor +1
  (5,450 gp), wand of burning hands (44 charges, 
  660 gp), adamantine stein with pearl inlays 
  (1,025 gp), ﬁ re opal (825 gp), full plate armor 
  (medium, 1,500 gp), 1,939 gp.
  UPPING THE ANTE
  Well established as a regional power and 
  now able to speak the common tongue, the adult 
  white dragon att racts followers beyond simple 
  kobolds and ogres. Among his retinue, one 
  ﬁ nds an archaeologist (CR 6, GMG), batt le mage 
  (CR5, GMG), medium (CR4, GMG), monster 
  hunter (CR 5, GMG), raider (CR5, GMG) and a 
  
  12
  traveling merchant (CR5, GMG).  This “salvage 
  squad” is tasked with researching, ﬁ nding and 
  acquiring arcana for his hoard … by any means 
  necessary.
  Unless on a mission, the salvage squad 
  will be present in quarters set aside for them 
  within the dragon’s lair.  If the party presents 
  a signiﬁ cant challenge to his operations, the 
  dragon may confront them in the ﬁ eld, using 
  the salvage squad to soften them up before 
  entering the fray. Any encounter involving the 
  squad is CR +2.
  ALTERNATIVE BUILDS
  At this point, the adult dragon values 
  her command of the common language 
  over her low tier spell-casting abilities. She 
  sees communication as her greatest asset 
  for further developing her magical abilities. 
  The following builds reﬂ ect this theme.
  SINGER OF THE SNOW COURT
  This adult dragon has taken a celebrity 
  bard as her partner and herald. She holds 
  open court and invites leaders from across 
  her domain to listen to the tales of her 
  exploits as sung by the bard. When not 
  holding court, the bard instructs the 
  dragon in both the arcane and 
  performing arts.
  As the dragon and 
  the bard are so evenly 
  matched, their alliance 
  is tenuous. The bard 
  will ﬁ ght on behalf of 
  the dragon, increasing 
  the CR by 2. However, if 
  reduced to 30 hp, he will 
  abandon the dragon and 
  may even join the party in 
  combat if he feels he can 
  turn the tide and save his 
  skin.
  Changes: 
  Followers 
  celebrity bard (CR10, NE, 
  GMG); 
  Spells 
  Known
  (CL 1st); 1st (4/day)—
  memory lapse (DC 12, APG), 
  polypurpose 
  panacea 
  (UM);
  0 (at will)—ghost sound (DC 11), message, 
  prestidigitation (DC 11), sott o voce (DC11, FG); 
  Feats Skill Focus (Knowledge (Arcana)), 
  Skill Focus (Perform (Sing)) replace Flyby 
  Att ack and Vital Strike; Skills Knowledge 
  (Arcana) +20, Perform (Sing) +20, Swim +18
  THE ICEBOUND AVATAR
  As a wyrmling, this dragon was found 
  and fostered by a cult of the god of death 
  who believes he is an avatar of their dark 
  master. The dragon has cultivated this 
  charade towards his own ends. Now an 
  adult, the dragon commands the cultisst as 
  his loyal minions. The cult is fanatically loyal 
  and will serve the dragon without question; 
  sacriﬁ cing their own lives to protect his. 
  Encounters with the cultists present increase 
  the CR by 2.
  Due to the constant presence of the 
  cultists, the dragon’s natural magical 
  abilities have been att uned to the divine 
  rather than the arcane and his spell selection 
  reﬂ ects this deviation.
  Changes: Domain death; Followers 
  priest (CR 8, CE, GMG), 8 cultists (CR 2, 
  CE, GMG); Spells Known (CL 1st); 1st (4/
  day)—forbid action (DC 12, UM), murderous 
  command (DC 12, UM); 0 (at will)—bleed (DC 
  11), detect magic, guidance, read magic; Feats
  Skill Focus (Knowledge (Planes)), Skill 
  Focus (Knowledge (Religion)), replace Flyby 
  Att ack and Vital Strike; Skills Knowledge 
  (Arcana) +0, Knowledge (Planes) +20, 
  
  13
  Knowledge(Religion) +20, Swim +18
  WHITE DRAGON, MATURE ADULT
  Powerful wings fan drifting snow and pine 
  needles into a cloud that obscures this dragon’s 
  armor of pearly scales. Its yellow horns lay 
  against its neck in a clear display of aggression.
  MATURE ADLT WHITE DRGN   CR 11
  XP 12,800
  CE Large dragon (cold)
  Init +5; Senses dragon senses, snow vision; 
  Perception +24
  Aura cold (5 ft., 1d6 cold damage), frightful 
  presence (210 ft., DC 18)
  DEFENSE
  AC 30, touch 10, ﬂ at-footed 29 (+1 Dex, +20 
  natural, -1 size)
  hp 172 (15d12+75)
  Fort +14, Ref +12, Will +11
  DR 10/magic; Immune cold, paralysis, sleep; 
  SR 22
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 200 ft. (poor), 
  swim 60 ft.
  Melee bite +23 (2d6+12/19-20), 2 claws +22 
  (1d8+8), 2 wings +17 (1d6+4), tail slap +17 
  (1d8+12)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Att acks breath weapon (40-ft. cone, DC 
  22, 14d4 cold)
  Spell-Like Abilities (CL 15th; concentration 
  +16)
  At will — fog cloud, gust of wind
  Spells Known (CL 3rd; concentration +4)
  1st (6/day) — magic aura, shield, true strike
  0 (at will) — dancing lights, detect magic, ghost 
  sound, mending, ray of frost
  STATISTICS
  Str 27, Dex 12, Con 21, Int 12, Wis 15, Cha 12
  Base Atk +15; CMB +24; CMD 35 (39 vs. trip)
  Feats Alertness, Flyby Att ack, Improved Critical 
  (bite), Improved Initiative, Lightning Reﬂ exes, 
  Power Att ack, Vital Strike, Weapon Focus (bite)
  Skills Fly +13, Intimidate +19, Knowledge 
  (arcana) +19, Perception +24, Spellcraft +19, 
  Stealth +15, Swim +34; Racial Modiﬁ ers +8 Swim
  Languages Common, Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as 
  stone shape, but only targeting ice and snow, 
  not stone. A white dragon’s caster level for this 
  eﬀ ect is equal to its Hit Dice.
  Icewalking (Ex) This ability works like the 
  spider climb spell, but the surfaces the dragon 
  climbs must be icy. The dragon can move across 
  icy surfaces without penalty and does not need 
  to make Acrobatics checks to run or charge on 
  ice.
  Snow Vision (Ex) A very young white dragon 
  learns to see perfectly well in snowy conditions. 
  A white dragon does not suﬀ er any penalties to 
  Perception checks while in snow.
  HOARD
  With each passing year, the dragon 
  grows more deeply connected to his arcane 
  nature and seeks greater understanding 
  of magic as a means to greater power. Her 
  hoard reﬂ ects her research.
  Slow (13,950 gp): arcane scroll (daze monster x1, 
  scorching ray x1, invisibility x1, misdirection 
  x1, 600 gp), arcane scroll (wall of ice x1, 
  700 gp), bracers of armor +1 (1,000 gp), 
  divine scroll (prayer x1, water walk x1, 750 gp), 
  dust of emulation (800 gp), heavy dragonhide 
  shield +1 (medium, 1,510 gp), lesser rod of 
  silent metamagic (3,000 gp), ring of protection 
  +1 (2,000 gp), pearl of power (1st level, 1,000 
  gp), adamantine batt leaxe (medium, 3,010 
  gp), half-plate armor (600 gp), coral ring 
  with gold inlay (650 gp), jade idol (950 gp) 
  1,290 gp.
  Medium (21,000 gp): arcane scroll (daze monster 
  x1, scorching ray x1, invisibility x1, misdirection 
  x1, 600 gp), arcane scroll (wall of ice x1, 700 
  gp), bracers of armor +1 (1,000 gp), divine 
  scroll (prayer x1, water walk x1, 750 gp), dust 
  of emulation (800 gp), heavy dragonhide shield 
  +1 (medium, 1,510 gp), lesser rod of silent 
  metamagic (3,000 gp), ring of protection +2
  (8,000 gp),  pearl of power (1st level, 1,000 gp), 
  adamantine batt leaxe (medium, 3,010 gp), 
  half-plate armor (600 gp), coral ring with 
  gold inlay (650 gp), jade idol (950 gp), 2,340 
  gp.
  Fast (31,500 gp):  adamantine batt leaxe +1
  (medium, 5,010 gp), arcane scroll (daze monster 
  x1, scorching ray x1, invisibility x1, misdirection 
  x1, 600 gp), arcane scroll (wall of ice x1, 700 
  gp), bracers of armor +2 (4,000 gp), divine 
  scroll (prayer x1, water walk x1, 750 gp), dust of 
  emulation (800 gp), half-plate armor +1 (2,600 
  gp), heavy dragonhide shield +1 (medium, 
  1,510 gp), lesser rod of silent metamagic (3,000 
  gp), ring of protection +2 (8,000 gp),  pearl of 
  power (2nd level, 4,000 gp), coral ring with 
  
  14
  gold inlay (650 gp), jade idol (950 gp), 2,500 
  gp.
  UPPING THE ANTE
  Clever and cruel, this dragon has become 
  enamored with the use of illusion and 
  misdirection. Recognizing his own innate 
  resistance to arcane assault (DR 10/magic), he 
  boldly uses illusion to toy with his opponents 
  with litt le fear of reprisal. When encountered, 
  the dragon has prepared as follows:
  1. Cast silent image to create a rug that hides 
  glyphs that form a 10x10 cone of cold trap
  (CR11). 
  2. Cast silent image to create a huge pile 
  of treasure directly behind the trap.
  3. Cast silent image to make his actual 
  hoard appear as a block of ice directly 
  across from the illusory hoard.
  4. Cast disguise self to appear as a 
  young wyvern (medium, CR 5) and 
  therefore a lesser threat.
  5. Thrown the two of pentacles (himself) 
  and the seven of swords (frost giant) 
  from his deck of illusions to draw the 
  party’s focus so he can ambush them.
  The illusory dragon and giant appear 
  to be sleeping on either side of the illusory 
  hoard.  The dragon (illusory wyvern) lies 
  curled up on top of the illusory block of ice 
  and feigns sleep. With the addition of the 
  trap and the misdirection created by the 
  illusions, this encounter is CR +3.
  Changes: Spells Known (CL 3rd); 1st 
  (6/day)—disguise self, silent image (DC 12), 
  vanish (APG); 0 (at will)—dancing lights, 
  ghost sound (DC 12), mage hand, penumbra 
  (UM), sott o voce (DC 12, FG)
  ALTERNATIVE BUILDS
  The mature adult white dragon sees his 
  hoard as a resource to be used to make him 
  a more formidable opponent. The following 
  builds reﬂ ect the use of various magic 
  resources to increase his eﬀ ectiveness in 
  combat and negotiation.
  ARCANE AVALANCHE
  True to his combative nature, this dragon 
  likes to wade into the middle of a group of 
  adventurers and wreak havoc with tooth 
  and claw. Prior to launching his att ack, 
  the dragon has cast the following spells on 
  himself: haste, false life, mage armor and bull’s 
  strength.
  Changes: AC 35 (11 Touch 11, Flat-
  footed); hp 192 (172); Ref +11; Speed 90; 
  Melee Bite +26 (2d6+15/19-20/x2), Claw 
  x2 +25 x2 (1d8+10/20/x2), Tail Slap +20 
  (1d8+15/20/x2), Wing x2 +20 x2 (1d6+5/20/
  x2); Str 31 (+10); CMD 38 
  NEFARIOUS NEGOTIATOR
  Acquisition of arcana is this dragon’s 
  sole focus. In mastering the art of the deal, 
  he has grown fat, torpid and can barely ﬂ y. 
  
  15
  Tomb raiders and others who traﬃ  c the 
  arcane come to him to broker trades. Before 
  negotiations begin, he casts the following 
  spells from scrolls: eagle’s splendor, fox’s 
  cunning and owl’s wisdom. Each enhances his 
  already formidable deal-making skills. 
  If negotiations break down, he simply 
  eats one of his minions in a single bite, using 
  dazzling display (bite) and intimidating 
  prowess to cow his trading partners into 
  accepting his terms.
  Changes: Init +1; Int 16 (+3), Wis 18 (+4), 
  Cha 16 (+3); Feats Dazzling Display (Bite), 
  Intimidating Prowess, Persuasive, Skill 
  Focus (Diplomacy), Skill Focus (Intimidate) 
  replace Alertness, Flyby Att ack, Improved 
  Initiative, Lightning Reﬂ exes, Power Att ack; 
  Skills Appraise +20, Bluﬀ  +20, Diplomacy 
  +20, Fly +5, Intimidate +35, Knowledge 
  (arcana) +20, Linguistics +10, Perception +8, 
  Sense Motive +20, Spellcraft +10, Stealth -3, 
  Swim +16, Use Magic Device +20;  Languages 
  Common, Draconic, Dwarven, Elven, Giant, 
  Undercommon. 
  WHITE DRAGON, OLD
  The size of a small mastodon, this dragon is a 
  dull, oily white with a chipped horn and a few 
  missing scales. Though showing his age, his 
  bright, malevolent eyes belie a ﬁ erce intellect.
  OLD WHITE DRAGON                CR 13
  XP 25,600
  CE Huge dragon (cold)
  Init +4; Senses dragon senses, snow vision; 
  Perception +27
  Aura cold (10 ft., 1d6 cold damage), frightful 
  presence (240 ft., DC 20)
  DEFENSE
  AC 31, touch 8, ﬂ at-footed 31 (+23 natural, -2 size)
  hp 212 (17d12+102)
  Fort +16, Ref +12, Will +13
  DR 10/magic; Immune cold, paralysis, sleep; SR
  24
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 200 ft. (poor), swim 
  60 ft.
  Melee bite +25 (2d8+13/19-20), 2 claws +24 
  (2d6+9), 2 wings +19 (1d8+4), tail slap +19 (2d6+13)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Att acks breath weapon (50-ft. cone, DC 
  24, 16d4 cold), crush (DC 24, 2d8+13), freezing 
  fog (3/day, DC 18)
  Spell-Like Abilities (CL 17th; concentration +19)
  At will — fog cloud, gust of wind
  Spells Known (CL 5th; concentration +7)
  2nd (5/day) — fog cloud, invisibility
  1st (7/day) — grease (DC 14), magic aura, shield, 
  true strike
  0 (at will) — dancing lights, detect magic, ghost 
  sound, mage hand, mending, ray of frost
  STATISTICS
  Str 29, Dex 10, Con 23, Int 14, Wis 17, Cha 14
  Base Atk +17; CMB +28; CMD 38 (42 vs. trip)
  Feats Alertness, Flyby Att ack, Improved Critical 
  (bite), Improved Initiative, Improved Vital Strike, 
  Lightning Reﬂ exes, Power Att ack, Vital Strike, 
  Weapon Focus (bite)
  Skills Fly +12, Intimidate +22, Knowledge (arcana) 
  +22, Perception +27, Sense Motive +27, Spellcraft +22, 
  Stealth +12, Swim +37; Racial Modiﬁ ers +8 Swim
  Languages Common, Draconic, Giant
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Freezing Fog (Sp) An old white dragon can use this 
  ability three times per day. It is similar to an acid 
  fog spell but deals cold damage instead of acid 
  damage. It also causes a rime of slippery ice to form 
  on any surface the fog touches, creating the eﬀ ect of 
  a grease spell. The dragon is immune to the grease 
  eﬀ ect because of its icewalking ability. This ability is 
  the equivalent of a 6th-level spell.
  Ice Shape (Su) A white dragon can shape ice and 
  snow at will. This ability functions as stone shape, 
  but only targeting ice and snow, not stone. A white 
  dragon’s caster level for this eﬀ ect is equal to its Hit 
  Dice.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must 
  be icy. The dragon can move across icy surfaces 
  without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A white dragon learns to see 
  perfectly well in snowy conditions. A white dragon 
  does not suﬀ er any penalties to Perception checks 
  while in snow.
  
  16
  HOARD
  Scrolls, scrolls, and more scrolls. Arcane, 
  divine, historical; it does not matt er. The dragon 
  is hungry to learn and its hoard reﬂ ects this thirst 
  for knowledge. Occasionally, wondrous items 
  appear from barter or plunder; either suits the 
  dragon.
  Slow (24,250 gp): arcane scroll (bestow curse x1, 
  700 gp), bag of tricks (grey, 3,400 gp), bracers of 
  armor +2 (4,000 gp), full plate armor +1 (4,300 
  gp), pearl of power (2nd level, 4,000 gp), potion of 
  cure serious wounds (750 gp), shatt erspike (4,315 
  gp), blue star sapphire (1,100 gp), dragonscale 
  talisman (700 gp), ermine fur overcoat (750 gp), 
  1,935 gp.
  Medium (34,800 gp): arcane scroll (bestow curse x1, 
  700 gp), bag of tricks (grey, 3,400 gp), bracers 
  of armor +2 (4,000 gp), divine scroll (freedom of 
  movement x1, 700 gp), dragon bane sling +1
  (medium 8,300 gp), glamered full plate armor 
  +1 (7,000 gp), pearl of power (2nd level, 
  4,000 gp), potion of cure serious wounds (750 gp), 
  shatt erspike (4,315 gp), blue star sapphire (1,100 
  gp), dragonscale talisman (700 gp), ermine fur 
  overcoat (750 gp), 3,085 gp.
  Fast (52,500 gp):  arcane scroll (bestow curse x1, 
  confusion x1, 1,400 gp), bag of tricks (grey, 3,400 
  gp), belt of giant strength +2 (4,000 gp), bracers 
  of armor +2 (4,000 gp), divine scroll (freedom 
  of movement x1, summon monster IV x1, 
  1,400 gp), dragon bane sling +1 (medium 
  8,300 gp), glamered full plate armor +2 
  (10,000 gp), pearl of power (2nd level, 4,000 
  gp), periapt of health (7,400 gp), potion of 
  cure serious wounds (750 gp), shatt erspike 
  (4,315 gp), blue star sapphire (1,100 gp), 
  dragonscale talisman (700 gp), ermine 
  fur overcoat (750 gp), 4,985 gp.
  UPPING THE ANTE
  While hunting polar bears on the frozen sea, 
  this white dragon discovered the lost tower of 
  a long dead wizard. After careful investigation, 
  he made the tower his home. Chief among the 
  spoils of his ﬁ nd was a vast library covering a 
  wide variety of topics, including golem craft. 
  While he has yet to master the art of making 
  golems, he has been able to identify, activate 
  and control the golems left behind by the 
  tower’s former owner.
  At any given time, the dragon has six 
  advanced ice golems (CR 8) at his beck and 
  call. Due to the addition of the ice golems, this 
  encounter is CR +2.
  ALTERNATIVE BUILDS
  While rare, some dragons are just born 
  with a diﬀ erent worldview than their clutch 
  mates. And, some who have lived lives 
  steeped in evil wake one day with a change 
  of heart. The following build illustrates one 
  such dragon.
  SAGE OF THE SNOWY PEAKS
  Diﬀ erent from the egg, this white dragon 
  only ever wanted to be of service to those 
  in need.  Early on, he discovered that his 
  kind was more often feared than loved, so 
  he learned to cast disguise self to masquerade 
  as a silver dragon. Over time, he found 
  mentors among the metallic dragons. Other 
  white dragons know him, despise him and 
  occasionally make att empts on his life.
  Today, this dragon maintains a fairly 
  public lair in the mountains that ring a 
  large northern port city. People from 
  the town often make the long journey 
  to his lair to seek counsel and healing. 
  Once a year, he ﬂ ies to town to oﬀ er his 
  counsel to all comers. And, if called, he 
  will come to the town’s defense against 
  the evil factions of the northern wastes.
  Changes: Alignment Neutral Good; 
  Spells Known (CL 5th; concentration 
  +7), 2nd (5/day) — share language, 
  make whole; 1st (7/day) —comprehend 
  languages, 
  crafter’s 
  fortune 
  (APG), 
  disguise self, polypurpose panacea (UM); 
  Feats Skill Focus (Heal) replaces 
  Improved 
  Vital 
  Strike; 
  Skill 
  Diplomacy +15, Fly +10 Heal +25, 
  Intimidate +23, Knowledge (arcana) 
  +15, 
  Knowledge 
  (dungeoneering) 
  +15, 
  
  17
  Knowledge (engineering) +15, Knowledge 
  (geography) +15, Knowledge (history) +15, 
  Knowledge (local) +15, Knowledge (nature) 
  +15, Knowledge (nobility) +15, Knowledge 
  (religion) +15, Knowledge (the planes) 
  +15, Linguistics +11, Perception +10, Sense 
  Motive _15, Spellcraft _15, Swim +17, Use 
  Magic Device +10; Languages Common, 
  Draconic, Dwarven, Elven, Giant, Goblin, 
  Orc
  WHITE DRAGON, VERY OLD
  Out of the storm strides a haughty dragon whose 
  massive body blends almost perfectly with the 
  virgin snow falling all around. Upon its head, 
  icicles cling to horns the color of curdled milk. 
  VERY OLD WHITE DRAGON     CR 14
  XP 38,400
  CE Huge dragon (cold)
  Init +4; Senses dragon senses, snow vision; 
  Perception +29
  Aura cold (10 ft., 1d6 cold damage), frightful 
  presence (270 ft., DC 21)
  DEFENSE
  AC 34, touch 8, ﬂ at-footed 34 (+26 natural, -2 
  size)
  hp 237 (19d12+114)
  Fort +17, Ref +13, Will +14
  DR 15/magic; Immune cold, paralysis, sleep; 
  SR 25
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 200 ft. (poor), 
  swim 60 ft.
  Melee bite +28 (2d8+15/19-20), 2 claws +27 
  (2d6+10), 2 wings +22 (1d8+5), tail slap +22 
  (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Att acks breath weapon (50-ft. cone, DC 
  25, 18d4 cold), crush (Small Creatures, DC 25, 
  2d8+15), freezing fog (3/day, DC 18)
  Spell-Like Abilities (CL 19th; concentration 
  +21)
  At will — fog cloud, gust of wind
  Spells Known (CL 7th; concentration +9)
  3rd (4/day) — displacement, lightning bolt (DC 
  15)
  2nd (7/day) — fog cloud, invisibility, resist energy
  1st (7/day) — alarm, grease (DC 13), magic aura, 
  shield, true strike
  0 (at will) — acid splash, dancing lights, detect
  magic, ghost sound, mage hand, mending, message, 
  ray of frost
  STATISTICS
  Str 31, Dex 10, Con 23, Int 14, Wis 17, Cha 14
  Base Atk +19; CMB +31; CMD 41 (45 vs. trip)
  Feats Alertness, Flyby Att ack, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Vital Strike, Lightning 
  Reﬂ exes, Power Att ack, Vital Strike, Weapon 
  Focus (bite)
  Skills Fly +14, Intimidate +24, Knowledge 
  (arcana) +24, Perception +29, Sense Motive +29, 
  Spellcraft +24, Stealth +14, Swim +40; Racial 
  Modiﬁ ers +8 Swim
  Languages Common, Draconic, Giant
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Freezing Fog (Sp) A white dragon can use this 
  ability three times per day. It is similar to an 
  acid fog spell but deals cold damage instead of 
  acid damage. It also causes a rime of slippery 
  ice to form on any surface the fog touches, 
  creating the eﬀ ect of a grease spell. The dragon 
  is immune to the grease eﬀ ect because of its 
  icewalking ability. This ability is the equivalent 
  of a 6th-level spell.
  Ice Shape (Su) A white dragon can shape ice and 
  snow at will. This ability functions as stone shape, 
  but only targeting ice and snow, not stone. A white 
  dragon’s caster level for this eﬀ ect is equal to its Hit 
  Dice.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must 
  be icy. The dragon can move across icy surfaces 
  without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A white dragon learns to see 
  perfectly well in snowy conditions. A white dragon 
  does not suﬀ er any penalties to Perception checks 
  while in snow.
  HOARD
  It seems nothing can sate the dragon’s desire 
  for scrolls and spell books, both of which are 
  used to continually expand her understanding 
  and command of magic. Old trophies are traded 
  for new scrolls and spell books and a few new 
  trophies appear to replace them.
  Slow (30,000 gp): adamantine dwarven waraxe +1
  (medium, 5,330 gp), arcane scroll (halt undead 
  x1, deep slumber x1, stinking cloud x1, tongues 
  x1, 1,500 gp), arcane scroll (detect scrying x1, 
  mass enlarge person x1, remove curse x1, 2,100 
  gp) divine scroll (scrying x1, animal growth x1, 
  greater command x1, 3,375 gp), potion of haste
  (750 gp), staﬀ  of ﬁ re (20 charges, 7,100 gp), 
  wand of cure moderate wounds (30 charges, 
  2,700 gp), ﬁ ery yellow corundum (2,400 gp), 
  yeti fur hunter’s cap (1,600 gp), 3,145 gp.
  Medium (45,000 gp): adamantine dwarven waraxe 
  +1 (medium, 5,330 gp), arcane scroll (halt 
  undead x1, deep slumber x1, stinking cloud 
  x1, tongues x1, 1,500 gp), arcane scroll (detect 
  scrying x1, mass enlarge person x1, remove 
  
  18
  curse x1, 2,100 gp) divine scroll (scrying x1, 
  animal growth x1, greater command x1, 3,375 
  gp), potion of haste (750 gp), silent moves full 
  plate armor +2 (medium, 11,050 gp), staﬀ  of ﬁ re
  (20 charges, 7,100 gp), wand of cure moderate 
  wounds (30 charges, 2,700 gp), diamond-
  crusted holy symbol (2,750 gp), ﬁ ery yellow 
  corundum (2,400 gp), yeti fur hunter’s cap 
  (1,600 gp), 4,345 gp.
  Fast (66,000 gp):  adamantine dwarven waraxe +1
  (medium, 5,330 gp), amulet of natural armor +3
  (18,000 gp), arcane scroll (halt undead x1, deep 
  slumber x1, stinking cloud x1, tongues x1, 1,500 
  gp), arcane scroll (detect scrying x1, mass enlarge 
  person x1, remove curse x1, 2,100 gp), cold resistance 
  hide armor +2 (medium, 22,330gp), divine scroll
  (scrying x1, animal growth x1, greater command 
  x1, 3,375 gp), potion of haste (750 gp), staﬀ  of ﬁ re
  (50 charges, 18,950 gp), wand of cure moderate 
  wounds (30 charges, 2,700 gp), diamond-crusted 
  holy symbol (2,750 gp), ﬁ ery yellow corundum 
  (2,400 gp), yeti fur hunter’s cap (1,600 gp), 6,915 
  gp.
  UPPING THE ANTE
  Frost giant tribes are natural partners for 
  elder white dragons.  The very old dragon may 
  even name a frost giant champion as his Vox 
  Draconis, a herald who speaks on the dragon’s 
  behalf throughout his domain. As the Vox 
  Draconis is often away on the dragon’s business, 
  his family lives within the dragon’s lair as wards 
  under the dragon’s protection. Privately, the 
  dragon also considers the frost giant family to 
  be hostages who ensure the loyalty of the Vox 
  Draconis.
  The family of the Vox Draconis consists of a 
  spouse (frost giant, CR 9) and two young frost 
  giants (CR 7), which makes the encounter 
  CR +1. If the Vox Draconis (frost giant/
  ranger 4, CR 13) is also home, the encounter 
  is CR +2.
  ALTERNATIVE BUILDS
  By this age, the quirky nature of dragons 
  begins to express itself very strongly. The 
  following build illustrates one such odd 
  dragon.
  THE GLACIER HAUNT
  Rumor has it this very old white dragon 
  was slain by dragon hunters. The dragon 
  started that rumor, as she prefers to be left 
  alone. To perpetuate the myth, the dragon 
  rarely ventures from her lair, preferring to 
  entrust key tasks to her minions. 
  When she does travel outsider her lair, 
  she appears incorporeal due to the spell 
  ghostly disguise, which she paid a traveling 
  wizard to make permanent, before she 
  devoured him. Her spell selection focuses 
  on illusory magic, which she uses to further 
  cement her legend.
  Changes:  Feats Skill Focus (Stealth) 
  replaces Greater Vital Strike, Skills Stealth 
  +34 Swim +26; Spells Known (CL 7th; 
  concentration +9), 3rd (4/day) — displacement, 
  major image; 2nd (7/day) — invisibility, mad 
  hallucination (UM), silence; 1st (7/day) — 
  disguise self, mage armor, silent image, vanish 
  (APG), ventriloquism.
  
  19
  WHITE DRAGON, ANCIENT
  A yawn turns into a belch as a misty vapor issues 
  from the mouth and nostrils of this huge, pale 
  dragon. Obviously bored, he picks his dagger-
  like teeth with ragged yellow claws. 
  ANCIENT WHITE DRAGON        CR 15
  XP 51,200
  CE Huge dragon (cold)
  Init +4; Senses dragon senses, snow vision; 
  Perception +32
  Aura cold (10 ft., 2d6 cold damage), frightful 
  presence (300 ft., DC 23)
  DEFENSE
  AC 37, touch 8, ﬂ at-footed 37 (+29 natural, –2 
  size)
  hp 283 (21d12+147)
  Fort +19, Ref +14, Will +16
  DR 15/magic; Immune cold, paralysis, sleep; 
  SR 26
  Weaknesses vulnerability to ﬁ re
  OFFENSE
  Speed 30 ft., burrow 30 ft., ﬂ y 200 ft. (poor), 
  swim 60 ft.
  Melee bite +31 (2d8+16/19–20), 2 claws +30 
  (2d6+11), 2 wings +25 (1d8+5), tail slap +25 
  (2d6+16)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Att acks blizzard, breath weapon (50-ft. 
  cone, DC 27, 20d4 cold), crush, freezing fog (3/
  day, DC 19)
  Spell-Like Abilities (CL 21st)
  At will—fog cloud, gust of wind, wall of ice (DC 17)
  Spells Known (CL 9th)
  4th (4/day)—charm monster (DC 17), dimension 
  door
  3rd 
  (7/day)—dispel 
  magic, 
  displacement, 
  lightning bolt (DC 16)
  2nd (7/day)—invisibility, fog cloud, resist energy, 
  see invisibility
  1st (7/day)—alarm, grease (DC 14), magic aura, 
  shield, true strike
  0 (at will)—acid splash, dancing lights, detect
  magic, ghost sound, ray of frost, mage hand, 
  mending, message 
  STATISTICS
  Str 33, Dex 10, Con 25, Int 16, Wis 19, Cha 16
  Base Atk +21; CMB +34; CMD 44 (48 vs. trip)
  Feats Alertness, Flyby Att ack, Greater Vital 
  Strike, Improved Critical (bite), Improved 
  Initiative, Improved Sunder, Improved Vital 
  Strike, Lightning Reﬂ exes, Power Att ack, Vital 
  Strike, Weapon Focus (bite)
  Skills Fly +16, Intimidate +27, Knowledge 
  (arcane) 
  +27, 
  Knowledge 
  (history) 
  +27, 
  Perception +32, Sense Motive +32, Spellcraft +27, 
  Stealth +16, Swim +43
  Languages Common, Draconic
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Blizzard (Su) An ancient white dragon can use 
  its breath weapon to create a blizzard in the 
  area around it as a standard action. This creates 
  heavy snow conditions in a 50-foot radius for 
  1 minute, centered on the dragon. This snow 
  slows movement (4 squares of movement per 
  square entered) and limits vision as fog does.
  Cold Aura (Su) An adult white dragon radiates 
  an aura of cold. All creatures within 5 feet of the 
  dragon take 1d6 points of cold damage at the 
  beginning of the dragon’s turn. An old dragon’s 
  aura extends to 10 feet. An ancient dragon’s 
  damage increases to 2d6.
  Freezing Fog (Sp) An old white dragon can use 
  this ability three times per day. It is similar to an 
  acid fog spell but deals cold damage instead of 
  acid damage. It also causes a rime of slippery ice 
  to form on any surface the fog touches, creating the 
  eﬀ ect of a grease spell. The dragon is immune to the 
  grease eﬀ ect because of its icewalking ability. This 
  ability is the equivalent of a 6th-level spell.
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as stone 
  shape, but only targeting ice and snow, not stone. A 
  white dragon’s caster level for this eﬀ ect is equal to 
  its Hit Dice.
  Ice Tomb (Sp) A great wyrm can, as a standard 
  action, cause a creature to sink into ice. This works as 
  imprisonment, but only while the target is touching 
  an icy surface. A white dragon can use this ability 
  once per day (CL equals dragon’s HD). Targets 
  entombed by this ability can be freed by casting 
  freedom or by physically freeing the creature from 
  the ice (Hardness 0, 360 hit points). The save DC is 
  Charisma-based.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must 
  be icy. The dragon can move across icy surfaces 
  without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon learns 
  to see perfectly well in snowy conditions. A white 
  dragon does not suﬀ er any penalties to Perception 
  checks while in snow. 
  HOARD
  The ancient white dragon continues to be 
  fascinated by arcana and his hoard reﬂ ects this 
  focus. A wide variety of scrolls, potions and other 
  magic items litt er his ﬂ oor. Coin is less present as 
  it is often used to acquire new arcana.
  Slow (39,000 gp): arcane scroll (remove curse x1, 
  charm monster x1, air walk x1, 2,100 gp), divine 
  scroll (animal growth x1, call lightning storm x1, 
  2,250 gp), lesser bracers of archery (5,000 gp), 
  heavy crossbow +1 (small, 2,350 gp), ring of 
  
  20
  protection +2 (8,000 gp), studded leather armor +3
  (9,350 gp), crystal ball (1,500 gp), dragonscale 
  boots inlaid with platinum (2,900 gp), white 
  opal (2,500 gp), 3,050 gp.
  Medium (58,500 gp): arcane scroll (remove curse x1, 
  charm monster x1, air walk x1, wall of ﬁ re x1, 2,800 
  gp), divine scroll (animal growth x1, call lightning 
  storm x1, ﬂ ame strike x1, 3,375 gp), lesser bracers 
  of archery (5,000 gp), heavy crossbow +2 (small, 
  8,350 gp), restorative ointment (4,000gp), ring 
  of protection +2 (8,000 gp), screaming bolt x10
  (small, 2,670 gp), slick studded leather armor +3
  (13,100 gp), crystal ball (1,500 gp), dragonscale 
  boots inlaid with platinum 
  (2,900 
  gp), 
  white opal (2,500 gp), 
  4,305 gp.
  Fast (87,000 gp):  arcane scroll (remove curse x1, 
  charm monster x1, air walk x1, wall of ﬁ re x2, 
  3,500 gp), divine scroll (animal growth x1, call 
  lightning storm x2, ﬂ ame strike x1, 3,375 gp), 
  greater bracers of archery (25,000 gp), heavy 
  crossbow +2 (small, 8,350 gp), restorative 
  ointment (4,000gp), ring of protection +2
  (8,000 gp), screaming bolt x10 (small, 2,670 
  gp), slick shadowed studded leather armor 
  +3 (16,850 gp), crystal ball (1,500 gp), 
  dragonscale boots inlaid with platinum 
  (2,900 gp), white opal (2,500 gp), 7,230 gp.
  UPPING THE ANTE
  A pale lavender ellipsoid ioun stone orbits 
  this dragon’s head like a buzzing gnat. The 
  ioun stone is newly forged and can absorb 
  up to 20 levels of spells of 4th level and lower. 
  As this ioun stone eﬀ ectively negates the 
  “big gun” spells of opposing spell casters, 
  this encounter is CR +2.
  ALTERNATIVE BUILDS
  Living over a thousand years can often 
  lead to odd behavior if not outright insanity. 
  The following build reﬂ ects an ancient 
  wyrm who has lost its mind.
  COLDFIRE
  While this dragon was researching 
  bett er ways to defend against ﬁ re, an 
  arcane experiment went horribly awry. 
  The resulting explosion destroyed his 
  lab and left him on the brink of death. The 
  long and painful recovery restored his body 
  but not his mind.
  The ancient white dragon is now 
  convinced he is immune to ﬁ re and has 
  dedicated his life to mastering arcane ﬂ ame. 
  He begins combat by casting the following 
  spells in order: elemental aura (ﬁ re), ﬁ re shield 
  (warm shield). Next, he selects ﬁ re-based 
  oﬀ ensive spells in no particular order and 
  generally eschews his own breath weapon 
  in favor of the weaker ﬁ re breath. (While this 
  can reduce his eﬀ ectiveness enough to lower 
  his CR by 1 or 2, his unexpected use of ﬁ re 
  att acks may also catch a group prepared to 
  face a white dragon oﬀ -guard.)
  Nothing in the dragon’s physiology 
  has changed. He remains vulnerable to ﬁ re 
  and takes damage from his own spells if 
  the ﬂ ames touch him. His madness causes 
  him to ignore the risks, even if it leads to 
  his own demise. If he does take serious ﬁ re 
  damage, he gains enough lucidity to cast 
  protection from energy (ﬁ re), assuming his foes 
  have somehow neutralized his “normal” 
  (imaginary) immunity.
  Changes: 
  Condition 
  Madness 
  (Psychosis); Weaknesses UNCHANGED; 
  Feats Elemental Focus (Fire) replaces Greater 
  Vital Strike; Spells Known (CL 9th) 4th (4/
  day)—ﬁ re shield (warm shield), wall of ﬁ re (DC 
  18); 3rd (7/day)—elemental aura (ﬁ re, DC 17, 
  APG), ﬁ reball (DC 17), protection from energy; 
  2nd (7/day)—elemental touch (ﬁ re, APG), ﬁ re 
  breath (DC 16, APG), ﬂ aming sphere (DC 16), 
  scorching ray (DC 16); 1st (7/day)—burning 
  hands (DC 15, replaces grease); 0 (at will)—
  spark (replaces ray of frost).
  
  21
  WHITE DRAGON, WYRM
  A stiﬀ  breeze parts the chilly fog to reveal a 
  mammoth dragon covered in chalky white scales. 
  Its icy blue eyes smile as an unsett ling rumble, 
  which might be laughter, escapes its throat.
  WYRM WHITE DRAGON            CR 16
  XP 76,800
  CE Huge dragon (cold)
  Init +3; Senses dragon senses, snow vision; 
  Perception +34
  Aura cold (10 ft., 2d6 cold damage), frightful 
  presence (330 ft., DC 24)
  DEFENSE
  AC 39, touch 7, ﬂ at-footed 39 (-1 Dex, +32 
  natural, -2 size)
  hp 310 (23d12+161)
  Fort +20, Ref +14, Will +17
  DR 20/magic; Immune cold, paralysis, sleep; 
  SR 27
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 200 ft. (poor), 
  swim 60 ft.
  Melee bite +34 (2d8+18/19-20), 2 claws +33 
  (2d6+12), 2 wings +28 (1d8+6), tail slap +28 
  (2d6+18)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Att acks breath weapon (50-ft. cone, DC 
  28, 22d4 cold), crush (Small creatures, DC 28, 
  2d8+18), freezing fog (3/day, DC 19)
  Spell-Like Abilities (CL 23rd; concentration 
  +26)
  At will—fog cloud, gust of wind, wall of ice (DC 17)
  Spells Known (CL 11th; concentration +14, 
  touch +33)
  5th (4/day)—feeblemind, wall of force
  4th (6/day)—charm monster (DC 17), dimension
  door, stoneskin
  3rd 
  (7/day)—dispel 
  magic, 
  displacement, 
  lightning bolt (DC 16), slow
  2nd (7/day)—blur, fog cloud, invisibility, resist
  energy, see invisibility
  1st (7/day)—alarm, grease (DC 14), magic aura, 
  shield, true strike
  0 (at will)—acid splash, dancing lights, detect 
  magic, ghost sound, mage hand, mending, message, 
  ray of frost, resistance
  STATISTICS
  Str 35, Dex 8, Con 25, Int 16, Wis 19, Cha 16
  Base Atk +23; CMB +37 (+41 on sunder); CMD 
  46 (50 vs. sunder, 50 vs. trip)
  Feats Alertness, Flyby Att ack, Greater Sunder, 
  Greater Vital Strike, Improved Critical (bite), 
  Improved 
  Initiative, 
  Improved 
  Sunder, 
  Improved Vital Strike, Lightning Reﬂ exes, 
  Power Att ack, Vital Strike, Weapon Focus (bite)
  Skills Fly +17, Intimidate +29, Knowledge 
  (arcana) 
  +29, 
  Knowledge 
  (history) 
  +29, 
  Perception +34, Sense Motive +34, Spellcraft +29, 
  Stealth +17, Swim +46; Racial Modiﬁ ers +8 Swim
  Languages Common, Draconic, Giant, Orc
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Blizzard (Su) An ancient white dragon can use 
  its breath weapon to create a blizzard in the 
  area around it as a standard action. This creates 
  heavy snow conditions in a 50-foot radius for 
  1 minute, centered on the dragon. This snow 
  slows movement (4 squares of movement per 
  square entered) and limits vision as fog does.
  Cold Aura (Su) An adult white dragon radiates 
  an aura of cold. All creatures within 5 feet of the 
  dragon take 1d6 points of cold damage at the 
  beginning of the dragon’s turn. An old dragon’s 
  aura extends to 10 feet. An ancient dragon’s 
  damage increases to 2d6.
  Freezing Fog (Sp) An old white dragon can use this 
  ability three times per day. It is similar to an acid 
  fog spell but deals cold damage instead of acid 
  damage. It also causes a rime of slippery ice to form 
  on any surface the fog touches, creating the eﬀ ect of 
  a grease spell. The dragon is immune to the grease 
  eﬀ ect because of its icewalking ability. This ability is 
  the equivalent of a 6th-level spell.
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as stone 
  shape, but only targeting ice and snow, not stone. A 
  white dragon’s caster level for this eﬀ ect is equal to 
  its Hit Dice.
  Icewalking (Ex) This ability works like the spider 
  climb spell, but the surfaces the dragon climbs must 
  be icy. The dragon can move across icy surfaces 
  without penalty and does not need to make 
  Acrobatics checks to run or charge on ice.
  Snow Vision (Ex) A very young white dragon learns 
  to see perfectly well in snowy conditions. A white 
  dragon does not suﬀ er any penalties to Perception 
  checks while in snow.
  HOARD
  The white wyrm grows ﬁ ckle with age. Gold 
  means litt le to her beyond its use to buy the 
  allegiance of her minions and the death of her 
  enemies. Potions, scrolls and spell books are still 
  common enough, but their hoards primarily 
  consist of trophies taken from respected but 
  fallen foes.
  Slow (49,500 gp): arcane scroll (blight x1, wall 
  of stone x1, 2250 gp), divine scroll (greater 
  command x1, disrupting weapon x1, wall of ﬁ re 
  x1, 3,375 gp), dwarven plate armor (16,500 gp), 
  glowing composite longbow +2 (+4 str bonus, 
  medium, 8,800 gp), oil of greater magic weapon 
  +3 (1,800 gp), potion of ﬂ y (750 gp), ring of 
  
  22
  climbing (2,500 gp), wand of summon monster 
  IV (19 charges, 7,980 gp), platinum gauntlets 
  inlaid with gold (2,200 gp), rich purple 
  corundum (1,500 gp), 4,095 gp.
  Medium (75,000 gp): arcane scroll (blight x1, wall 
  of stone x1, 2250 gp), divine scroll (greater 
  command x1, disrupting weapon x1, wall of ﬁ re x1, 
  3,375 gp), +2 dwarven plate armor (21,500 gp), 
  glowing composite longbow +3 (+4 str bonus, 
  medium, 18,800 gp), oil of greater magic 
  weapon +3 (1,800 gp), potion of ﬂ y (750 gp), 
  ring of climbing (2,500 gp), robe of blending
  (8,400 gp), wand of summon monster IV (19 
  charges, 7,980 gp), platinum gauntlets 
  inlaid with gold (2,200 gp), rich purple 
  corundum (1,500 gp), 6,195 gp.
  Fast (114,000 gp):  arcane scroll (blight x1, wall 
  of stone x1, 2250 gp), divine scroll (greater 
  command x1, disrupting weapon x1, wall of 
  ﬁ re x1, 3,375 gp), +2 dwarven plate armor
  (21,500 gp), glowing icy burst composite 
  longbow +3 (+4 str bonus, medium, 
  26,800 gp), oil of greater magic weapon 
  +3 (1,800 gp), pearl of power (3rd level, 
  9,100 gp), potion of ﬂ y (750 gp), ring of 
  climbing (2,500 gp), ring of spell storing, 
  minor (18,000 gp), robe of blending (8,400 
  gp), wand of summon monster IV (19 
  charges, 7,980 gp), platinum gauntlets 
  inlaid with gold (2,200 gp), rich purple 
  corundum (1,500 gp), 10,095 gp.
  UPPING THE ANTE
  As a wyrm, the dragon now sees that 
  the end of his natural life is relatively near 
  and begins considering his options. Making 
  the end more obvious and unsett ling is the band 
  of dragonkind who come to the wyrm for 
  counsel, education and, at times, protection. 
  The vigor of their youth is not lost on the 
  white wyrm. With this in mind, the wyrm 
  undergoes the rituals to transform into a 
  ravener. 
  The ravener ritual is lead by the most 
  trusted of the wyrm’s dragon minions, a 
  pair of mature adult white dragons (CR 
  12) who are also his siblings from a later 
  clutch. In addition to his siblings, four 
  juvenile white dragons (CR 8) and ten white 
  wyrmlings (CR 2) complete the court of the 
  ravener white wyrm. Also present are ﬁ ve 
  advanced cave wyverns (CR8) and ﬁ ve 
  advanced frost drakes (CR 8) recruited by 
  the ravener’s siblings as unwitt ing meals 
  for their undead brother.
  The white wyrm’s transformation 
  adds +2 CR to the encounter, as does 
  the presence of his dragon entourage 
  and unwitt ing smorgasbord. Final 
  CR for this encounter is 20 (+4).
  ALTERNATIVE BUILDS
  The white wyrm knows no natural 
  enemies and, very often, sequesters 
  itself to focus on its own private 
  pursuits. The following alternate 
  build reﬂ ects the nature of this 
  reclusive dragon.
  THE NORTH WIND
  “The North Wind” has been 
  away so long that four generations 
  of humans have come and gone and 
  the dragon has slipped into legend. 
  The dragon has spent the last two 
  centuries hidden from the world in 
  his remote mountaintop lair served 
  by a loyal tribe of kobold minions. His 
  time has been devoted to the study of air 
  magic and deep contemplation of his role 
  as an elemental force of chaos.
  
  23
  The dragon’s retreat was disturbed when 
  the kobolds brought word his mate had been 
  betrayed and killed by two of their children. 
  Roused and wroth, “The North Wind” 
  returned to the world of men. Once again, 
  his shadow darkens his domain, bringing 
  dread to all who live within. Witnesses 
  claim he bends the very air to his will as he 
  hunts his matricidal spawn.
  Changes: Feats Ability Focus (Breath 
  Weapon, DC 30) and Ability Focus (Frightful 
  Presence , DC 26) replace Greater Sunder 
  and Improved Sunder Spells Known 5 (5/
  day)—cone of cold (DC 18), cloudkill (DC 18) 
  4 (6/day)—ice storm, river of wind (DC 17, 
  APG), solid fog 3 (7/day)—blacklight, haste
  (DC 16), sleet storm, stinking cloud (DC 16) 
  2 (7/day)—gust of wind (DC 15), haunting 
  mists (DC 15, UM), protective penumbra 
  (DC 15, UM), unshakable chill (DC 15, UM), 
  whispering wind  1 (7/day)—alter winds (DC 
  14, APG), interrogation (DC 14, UM), mage 
  armor, obscuring mist, true strike  0 (at will)—
  arcane mark, bleed (DC 13), breeze (UM), 
  dancing lights, detect magic, drench (DC 13, 
  UM), mage hand, message, read magic
  WHITE DRAGON, GREAT WYRM
  The ground rumbles and coins spill helter-
  skelter as this immense dragon uncoils from atop 
  its hoard. He is sleek, bordering on gaunt, and 
  his hide is a patchwork of milky white and dull 
  grey scales.
  GREAT WYRM WHITE DRGN    CR 18
  XP 153,600
  CE Gargantuan dragon (cold)
  Init +3; Senses dragon senses, snow vision; 
  Perception +37
  Aura cold (10 ft., 2d6 cold damage), frightful 
  presence (360 ft., DC 26)
  DEFENSE
  AC 40, touch 5, ﬂ at-footed 40 (-1 Dex, +35 
  natural, -4 size)
  hp 362 (25d12+200)
  Fort +22, Ref +15, Will +19
  DR 20/magic; Immune cold, paralysis, sleep; 
  SR 29
  Weaknesses Vulnerability to ﬁ re
  OFFENSE
  Speed 60 ft., burrow 30 ft., ﬂ y 250 ft. (clumsy), 
  swim 60 ft.
  Melee bite +35 (4d6+19/19-20), 2 claws +34 
  (2d8+13), 2 wings +29 (2d6+6), tail slap +29 
  (2d8+19)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Att acks breath weapon (60-ft. cone, DC 
  30, 24d4 cold), crush (Medium creatures, DC 30, 
  4d6+19), freezing fog (3/day, DC 20), ice tomb 
  (1/day, DC 23), tail sweep (Small creatures, DC 
  30, 2d6+19)
  Spell-Like Abilities (CL 25th; concentration 
  +29)
  At will—control weather, fog cloud, gust of wind, 
  wall of ice (DC 18)
  Spells Known (CL 13th; concentration +17, touch 
  +34)
  6th (4/day)—guards and wards, mislead
  5th (6/day)—feeblemind, hold monster, wall of force
  4th (7/day)—blink, charm monster (DC 18), 
  dimension door, stoneskin
  3rd (7/day)—dispel magic, displacement, lightning 
  bolt (DC 17), slow
  2nd (7/day)—blur, fog cloud, invisibility, resist 
  energy, see invisibility
  1st (7/day)—alarm, grease (DC 15), magic aura, 
  shield, true strike
  0 (at will)—acid splash, dancing lights, detect magic, 
  ghost sound, mage hand, mending, message, ray of 
  frost, resistance
  STATISTICS
  Str 37, Dex 8, Con 27, Int 18, Wis 21, Cha 18
  Base Atk +25; CMB +42 (+46 sunder); CMD 51 (55 
  vs. sunder, 55 vs. trip)
  Feats Alertness, Flyby Att ack, Greater Sunder, 
  Greater Vital Strike, Improved Critical (bite), 
  Improved Initiative, Improved Sunder, Improved 
  Vital Strike, Lightning Reﬂ exes, Power Att ack, Vital 
  Strike, Weapon Focus (bite), Wingover
  Skills Fly +13, Intimidate +32, Knowledge (arcana) 
  +32, Knowledge (history) +32, Perception +37, Sense 
  Motive +37, Spellcraft +32, Stealth +15, Survival +33, 
  Swim +43; Racial Modiﬁ ers +8 Swim
  Languages Common, Draconic, Dwarven, Giant, 
  Orc
  SQ icewalking, ice shape
  SPECIAL ABILITIES
  Blizzard (Su) An ancient white dragon can use 
  its breath weapon to create a blizzard in the area 
  around it as a standard action. This creates heavy 
  snow conditions in a 50-foot radius for 1 minute, 
  centered on the dragon. This snow slows movement 
  (4 squares of movement per square entered) and 
  limits vision as fog does.
  
  24
  Cold Aura (Su) An adult white dragon radiates an 
  aura of cold. All creatures within 5 feet of the dragon 
  take 1d6 points of cold damage at the beginning of 
  the dragon’s turn. An old dragon’s aura extends to 
  10 feet. An ancient dragon’s damage increases to 
  2d6.
  Freezing Fog (Sp) An old white dragon can use this 
  ability three times per day. It is similar to an acid fog 
  spell but deals cold damage instead of acid damage. 
  It also causes a rime of slippery ice to form on any 
  surface the fog touches, creating the eﬀ ect of a grease 
  spell. The dragon is immune to the grease eﬀ ect 
  because of its icewalking ability. This ability is the 
  equivalent of a 6th-level spell.
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as 
  stone shape, but only targeting ice and snow, 
  not stone. A white dragon’s caster level for this 
  eﬀ ect is equal to its Hit Dice.
  Ice Tomb (Sp) A great wyrm can, as a standard 
  action, cause a creature to sink into ice. This 
  works as imprisonment, but only while the 
  target is touching an icy surface. A white dragon 
  can use this ability once per day (CL equals 
  dragon’s HD). Targets entombed by this ability 
  can be freed by casting freedom or by physically 
  freeing the creature from the ice 
  (Hardness 0, 360 hit points). The save 
  DC is Charisma-based.
  Icewalking (Ex) This ability works 
  like the spider climb spell, but 
  the surfaces the dragon climbs 
  must be icy. The dragon can 
  move across icy surfaces without 
  penalty and does not need to 
  make Acrobatics checks to run 
  or charge on ice.
  Snow Vision (Ex) A very 
  young white dragon learns 
  to see perfectly well in snowy 
  conditions. A white dragon 
  does not suﬀ er any penalties 
  to Perception checks while in 
  snow.
  HOARD
  Ancient beyond the ken 
  of mortal men, the great 
  wyrm has litt le use for 
  baubles. Her bed is a sea of 
  coins but the majority of her 
  hoard consists of major magic 
  items with the occasional object that holds 
  sentimental value.
  Slow (84,000 gp): amulet of natural armor 
  +3 (18,000 gp), bag of holding IV (10,000 
  gp), greataxe +3 (medium, 18,320 gp), 
  periapt of wisdom +4 (16,000 gp), wand of 
  lightning bolt (CL5, 34 charges, 7,650 gp), 
  star ruby (1300 gp), blue sapphire (1,400 
  gp), dragonscale gloves (600 gp), ermine 
  corset inlaid with cold iron (8,000 gp), 
  2,280 gp.
  Medium (123,000 gp): amulet of natural armor 
  +3 (18,000 gp), bag of holding IV (10,000 
  gp), full plate armor +5 (medium, 28,300 
  gp) greataxe +3 (medium, 18,320 gp), oil 
  of keen edge (750 gp), periapt of wisdom 
  +4 (16,000 gp), staﬀ  of healing (8 charges, 
  4,440 gp), wand of lightning bolt (CL5, 34 
  charges, 7,650 gp), star ruby (1300 gp), 
  blue sapphire (1,400 gp), dragonscale 
  gloves (600 gp), ermine corset inlaid with 
  cold iron (8,000 gp), 7,790 gp.
  Fast (186,000 gp):  amulet of natural armor 
  +3 (18,000 gp), bag of holding IV (10,000 
  gp), full plate armor +5 (medium, 28,300 
  gp) greataxe +3 (medium, 18,320 gp), oil 
  of keen edge (750 gp), manual of bodily 
  health +2 (55,000 gp) periapt of wisdom 
  +4 (16,000 gp), staﬀ  of healing (8 charges, 
  4,440 gp), wand of lightning bolt (CL5, 
  34 charges, 7,650 gp), star ruby (1300 gp), 
  blue sapphire (1,400 gp), dragonscale 
  gloves (600 gp), ermine corset inlaid with 
  cold iron (8,000 gp), 15,790 gp
  
  25
  UPPING THE ANTE
  The white great wyrm has become a true 
  force of nature. As such, he has commanded 
  the fealty of the various elementals that 
  dwell on and within the snow-capped peaks 
  the dragon calls home. At any given time, 
  the dragon is att ended by two advanced 
  elder ice elementals (Gargantuan, CR 15), 
  two elder air elementals (Huge, CR 11) and 
  two elder earth elementals (Huge, CR 11). 
  To the best of their abilities, each 
  elemental mimics the dragon’s form. This 
  creates the appearance that the great wyrm 
  is holding court with six very odd dragons. 
  The presence of the elementals increases the 
  encounter CR by 2.
  ALTERNATIVE BUILDS
  The frozen north preserves the dead. 
  The following alternate build exploits this 
  tendency to create a unique draconic foe.
  QUEEN OF THE ICY CHASM
  The “Queen of the Icy Chasm” is designed 
  to drop into a campaign as a cornerstone 
  NPC from whom the party might learn and 
  take missions.  She is the rare white dragon 
  that prefers brains over brawn, but that only 
  makes her more dangerous. 
  The  Queen’s home is a warren deep 
  within a vast glacier. The only known 
  entrance is found at the bott om of an 
  enormous crevasse found roughly in 
  the center of the glacier. Most intelligent 
  creatures within her domain give her glacier 
  a wide berth, but the local frost giants 
  worship her as a god and inter their dead 
  along the rim of the chasm as tribute.
  The following spells are active and 
  represented in the stat block below, from 
  highest to lowest level.
  2—protective penumbra (UM)
  1—mage armor
  0—detect magic
  The keystone of the Queen’s hoard is a 
  cauldron of the dead (APG, 60,000 gp). This 
  magic item is unique in that it allows for 
  the creation of Large undead. Over the 
  centuries, she has used it to build a small 
  army of undead, most of which lie beneath 
  the snows surrounding the chasm’s rim. The 
  most formidable of these are nine relentless 
  frost giant zombies (CR12) and two relentless 
  dread zombie white dragons (CR 14).
  The Queen always begins her parley 
  alone. If things go poorly, she activates the 
  zombies who burst forth from the snow 
  and are pre-positioned to surround the 
  party. The frost giant zombies are divided 
  into three groups of three. During combat, 
  the Queen and her zombie white dragons 
  each control one of the frost giant zombie 
  groups. The addition of the zombies makes 
  the encounter CR 21.
  QUEEN OF THE ICY CHASM
  Wicked claws grip the edge of the crevasse and 
  are quickly followed by an enormous, lithe dragon 
  covered in pearlescent scales. She lazily stretches 
  her wings as her gaze deliberately sweeps across the 
  group.  
  QUEEN OF THE ICY CHASM            CR 18
  Female Dragon, White, Great Wyrm
  CE Gargantuan Dragon (Cold)
  Init -1; Senses Blindsense (60 feet), Darkvision
  (120 feet), Dragon Senses, Low-Light Vision, Snow 
  Vision; Perception +24
  Aura Cold Aura, Frightful Presence (360 feet, 5d6 
  rounds) (DC 26)
  DEFENSE
  AC 44, touch 5, ﬂ at-footed 40   (-1 Dex, -4 size, +35 
  natural)
  hp 362 (25d12+200)
  Fort +22, Ref +13, Will +19
  DR 20/magic; Immune cold, paralysis, sleep; SR 29
  Weakness Vulnerability to Fire
  OFFENSE
  Spd 60 ft., burrow 30 feet, ﬂ y 250 feet (clumsy), 
  swim (60 feet)
  Melee bite +34 (6d6+19/20/x2), 2 claws +34 x2 
  (2d10+13/20/x2), 2 wings +32 x2 (3d6+6/20/x2), tail 
  slap +32 (2d10+19/20/x2)  
  Space 20 ft.; Reach 15 ft.
  Special Att acks breath weapon (60-ft. cone, DC 
  30, 24d4 cold), crush (Medium creatures, DC 30, 
  4d6+19), freezing fog (3/day, DC 20), ice tomb (1/
  day, DC 23), tail sweep (Small creatures, DC 30, 
  2d6+19)
  Spell-Like Abilities (CL 25th; concentration +29)
  At will—control weather, fog cloud, gust of wind, wall 
  of ice (DC 18)
  Spells Known (CL 13, +34 melee touch, +20 ranged 
  touch):
  
  26
  6 (5/day)—create undead, shadow walk (DC 20. UM)
  5 (6/day)—icy prison (DC 19, UM), mind fog (DC 19), 
  pain strike, mass (DC 19, APG)
  4 (7/day)—animate dead, ﬂ eshworm infestation (DC 
  18, UM), ice storm, overwhelming grief (DC 18, UM)
  3 (7/day)—animate dead, lesser (UM), dispel magic, 
  sleet storm, wind wall (DC 17) 
  2 (7/day)—command undead (DC 16), detect thoughts 
  (DC 16), dust of twilight (DC 16, UM), ghoul touch 
  (DC 16), protective penumbra (DC 16, UM)
  1 (7/day)—identify, interrogation (DC 15, UM), mage 
  armor, obscuring mist, true strike
  0 (at will)— arcane mark, bleed (DC 14), detect magic, 
  drench (DC 14, UM), ghost sound (DC 14), mage hand, 
  read magic, scrivener’s chant (SOS), sott o voce (DC 14, 
  FG)
  STATISTICS
  Str 36,  Dex 8,  Con 26,  Int 18,  Wis 20,  Cha 18
  Base Atk +25; CMB +42 (+46 Sundering); CMD 51 (53 
  vs. Sunder, 55 vs. Trip)
  Feats Alertness, Antagonize, 
  Combat 
  Casting, Eldritch Claws, Flyby Att ack, 
  Hover, Improved Natural Att ack (Bite), 
  Improved Natural Att ack (Claws), 
  Improved Natural Att ack (Tail Slap), 
  Improved Natural Att ack (Wings), 
  Intimidating Prowess, Multiatt ack, 
  Wingover
  Skills Appraise +15, Bluﬀ  +15, 
  Climb +20, Diplomacy +25, Fly +9, 
  Intimidate +32, Knowledge (Arcana) 
  +20, Knowledge (Dungeoneering) 
  +10, 
  Knowledge 
  (Engineering) 
  +10, Knowledge (Geography) +20, 
  Knowledge (History) +20, Knowledge 
  (Local) +15, Knowledge (Nature) +15, 
  Knowledge (Nobility) +15, Knowledge 
  (Religion) +15, Knowledge (The Planes) 
  +15, Linguistics +22, Perception +24, 
  Sense Motive +28, Spellcraft +25, Survival 
  +25, Swim +21, Use Magic Device +20
  Languages 
  Aklo, 
  Aquan, 
  Auran, 
  Celestial, 
  Common, Draconic, Drow Sign Language, 
  Dwarven, Elven, Giant, Gnome, Goblin, Halﬂ ing, 
  Ignan, Infernal, Orc, Protean, Sylvan, Terran, 
  Undercommon
  SQ Blizzard (Su), Ice Shape (At will) (Su), Icewalking 
  (Ex)
  SPECIAL ABILITIES
  Blizzard (Su) An ancient white dragon can use 
  its breath weapon to create a blizzard in the 
  area around it as a standard action. This creates 
  heavy snow conditions in a 50-foot radius for 1 
  minute, centered on the dragon. This snow slows 
  movement (4 squares of movement per square 
  entered) and limits vision as fog does.
  Cold Aura (Su) An adult white dragon radiates an 
  aura of cold. All creatures within 5 feet of the dragon 
  take 1d6 points of cold damage at the beginning of 
  the dragon’s turn. An old dragon’s aura extends to 
  10 feet. An ancient dragon’s damage increases to 
  2d6.
  Freezing Fog (Sp) An old white dragon can use 
  this ability three times per day. It is similar to an 
  acid fog spell but deals cold damage instead of 
  acid damage. It also causes a rime of slippery ice 
  to form on any surface the fog touches, creating the 
  eﬀ ect of a grease spell. The dragon is immune to 
  the grease eﬀ ect because of its icewalking ability. 
  This ability is the equivalent of a 6th-level spell.
  Ice Shape (Su) A young white dragon can shape 
  ice and snow at will. This ability functions as stone 
  shape, but only targeting ice and snow, not stone. 
  A white dragon’s caster level for this eﬀ ect is equal 
  to its Hit Dice.
  Ice Tomb (Sp) A great wyrm can, as a standard 
  action, cause a creature to sink into ice. This works 
  as imprisonment, but only while the target 
  is touching an icy surface. A white 
  dragon can use this ability once 
  per day (CL equals dragon’s HD). 
  Targets entombed by this ability can 
  be freed by casting freedom or by 
  physically freeing the creature from 
  the ice (Hardness 0, 360 hit points). 
  The save DC is Charisma-based.
  Icewalking (Ex) This ability works 
  like the spider climb spell, but the 
  surfaces the dragon climbs must be 
  icy. The dragon can move across icy 
  surfaces without penalty and does 
  not need to make Acrobatics checks 
  to run or charge on ice.
  Snow Vision (Ex) A very young 
  white dragon learns to see perfectly 
  well in snowy conditions. A white dragon 
  does not suﬀ er any penalties to Perception 
  checks while in snow.
  
  27
  Contents ©2011 Super Genius Games
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: www.facebook.com/
  supergeniusgames, via Twitter: Owen: @Owen_Stephens, Stan: @
  stannex, and/or Super Genius Games: @SuperGeniusRPG, 
  or at our Yahoo Group: 
  http://games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of Super Genius Games.
  All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  WE ERR ON THE SIDE OF AWESOME!
  CREDITS
  Designer:
  Doug Daulton
  Developer:
  Owen K.C. Stephens
  Dragon Stat Block Creation & Editing:
  Broven (aka Timothy Johnson), Brett  Carlos, 
  Vladimir Presnyak, and John Reyst
  Project Editor:
  Miranda Horner
  Project Development:
  Owen K.C. Stephens
  Cover Art:
  Joseph Calkins and Cerebus Illustrations
  Interior Art:
  William Hammock, Christian N. St. Pierre, 
  the Forge Studios, Kimagu
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Proofreading:
  Jeremy Miller
  Creative Director:
  Stan!
  Special Thanks to our primary playtesters, 
  who have killed a ridiculous number of 
  dragons over the past year: 
  Challengers of the Apocalypse – Ian Allen, M. Newell 
  Curlee, Lj Stephens; The Slayers of Venomtooth – 
  Carl Gilchrist, John Menzie, Lj Stephens
  Super Genius Games: 
  R. Hyrum Savage and Owen K.C. Stephens,
  D20PFSRD.com editors and contributors: 
  Charles Wright, Timothy Johnson, Andrew Massey, Blake Reitz , Brett  
  Carlos, Maugan22 G, McCaul Baggett , Vladimir Presnyak, John Reyst
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations 
  (OWC) company names and logos; the “Codex Draconis: “White Terrors of the North” name and logo; 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, 
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  presented within this book are Open Game Content as described in Section 1(d) of the License.
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott  Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christoﬀ erson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR. 
  Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason 
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  Codex Draconis: White Terrors of the North. Copyright 2011, Super Genius Games. Authors: Doug 
  Daulton and Owen K.C. Stephens.
  
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