Great Wyrm White Dragon (5e Creature)

Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Great Wyrm White Dragon

Gargantuan dragon, chaotic evil


Armor Class 26 (Natural Armor)
Hit Points 881 (43d20 + 430)
Speed 40 ft., burrow 40 ft., fly 150 ft., climb 40 ft.


STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 15 (+2) 16 (+3) 18 (+4)

Saving Throws Dex +9, Con +19, Wis +12, Cha +13
Skills Perception +21, Athletics +19, Intimidation +22, Survival +21
Damage Resistances bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities cold; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., passive Perception 31
Languages Common, Draconic
Challenge 32 (195,000 XP)


Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Cold Absorption. Whenever the dragon is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the cold damage dealt.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Dragon's weapon attacks are magical.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Siege Monster. The dragon deals double damage to objects and structures.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes five attacks: one with its bite and four with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) cold damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

LEGENDARY ACTIONS

The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Cold Breath (Costs 3 Actions). The dragon exhales an icy blast in a 150-foot cone. Each creature in that cone must make a DC 27 Constitution saving throw, taking 108 (24d8) cold damage on a failed save, or half as much damage on a successful one.

See Dragons (5e Creature).


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gollark: It's not going to be brighter unless you focus it, which you said you weren't doing.
gollark: I mean, those exist and are probably cheaper and easier to deal with.
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gollark: With the starwisp thing, you can put the heavy giant laser array on the ground (or near-Earth space or something) where it can be powered more easily.
gollark: You might as well just directly use a nuclear fusion rocket or something at that point.
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