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White Dragon Ice Wyrm

Large Dragon, Chaotic Evil


Armor Class 18 (natural armor)

Hit Points 225 (18d10+108)

Speed 40 ft. fly 80 ft.

STR 24 (+7)
DEX 14 (+2)
CON 22 (+6)
INT 14 (+2)
WIS 15 (+2)
CHA 19 (+4)

Saving Throws Con +11, Wis +7, Cha +9

Skills Stealth +8, Perception +7

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities frozen

Condition Immunities frightened

Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17

Languages Draconic, Common, telepathy 120 ft.

Challenge 15 (13,000 XP) Proficiency Bonus +5


Legendary Resistance (3/Day). If the wyrm fails a saving throw, it can choose to succeed instead.
Ice Glide. The wyrm can move through ice and snow without impediment.
Pack Tactics. The wyrm has advantage on attack rolls against a creature if at least one ally is within 5 feet of the target and isn't incapacitated.

Actions

Multiattack. The wyrm makes three attacks: one with its bite and two with its claws.
Bite. Melee weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) piercing damage.
Claw. Melee weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d6+8) slashing damage.
Cold Breath (Recharge 5-6). The wyrm exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 63 (18d6) cold damage on a failed save, or half as much on a successful one.
Tail Sweep. Melee weapon Attack: +12 to hit, reach 15 ft., all creatures in a 15-ft. line. Hit: 17 (2d8+8) bludgeoning damage. Each creature in the line must succeed on a DC 19 Strength saving throw or be knocked prone.

Legendary Actions

The wyrm can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The wyrm regains spent legendary actions at the start of its turn.

Wing Attack (Costs 2 Actions). The wyrm beats its wings. Each creature within 15 feet must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone.
Cold Breath (Recharge) (Costs 3 Actions). The wyrm recharges its Cold Breath ability.
Tail Attack. The wyrm makes a tail sweep attack.

Lair

Regional Effects

The region containing the creature's lair is warped by its magic, creating the following effects:

  • Icy winds make travel difficult in the region, treating all terrain as difficult.
  • Water sources freeze over within 1 mile of the lair.
  • Creatures entering the lair must succeed on a DC 16 Constitution saving throw or take 7 (2d6) cold damage.

If the wyrm dies, these effects fade over the course of 1d10 days.

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Lore & Description

Appearance

The White Dragon Ice Wyrm is an imposing figure covered in shimmering white scales that reflect the cold light of its icy domain. Its long, sinuous body is accented by a series of jagged spines running from the back of its head to the tip of its tail. Its fierce, bluish eyes shine with a malevolent intelligence, and frost constantly forms around its mouth, hinting at the icy breath it can unleash. The air around the wyrm is perpetually frigid, causing snow to swirl around it even in moments of stillness.

Behavior & Origins

White Dragon Ice Wyrms are notoriously territorial and cunning predators of the icy tundra and frozen mountains. They often command a small band of lesser draconic creatures or ice elementals to do their bidding. Their icy breath is a devastating weapon, and they relish the thrill of hunting in the snow, using their abilities to blend into the frozen landscape. They are known to hoard treasures taken from their victims, typically focusing on items made of silver or those adorned with blue gemstones, as they find these particularly attractive.

Monster Image

White Dragon Ice Wyrm

Generation Info

Original prompt:
"A white dragon ice wyrm"

Created: Jan 28, 2026
Modified: May 31, 2026

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