Dragon, White Mature Adult (CR 11)
Huge Dragon (Cold)
Alignment: Always Chaotic Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 28 (-2 size, +20 natural), touch 8, flat-footed 28
Hit Dice: 21d12+105 (241 hp); DR: 10/magic
Fort +17, Ref +12, Will +13
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft., burrow 30 ft.
Space: 15 ft./10 ft. (15 ft. with bite)
Base Attack +21; Grapple +37
Attack: 1 Bite +27, 2 claws +22, 2 wings +22, 1 Tail Slap +22, 1 crush +22 melee; Breath +27 ranged
Damage: 1 bite 2d8+8, 2 claws 2d6+4, 2 wings 1d8+4, 1 tail slap 2d6+12, 1 crush 2d8+12, Breath weapon 14d6 (25)
Special Attacks/Actions: Breath weapon, fear (DC 21), SR 20
Abilities: Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Special Qualities: Cold subtype, icewalking, Fog cloud, Gust of wind, CL 3
Feats: #Feats: 8
Skills: Skill points: 27
Advancement: 22-23 HD (Huge)
Climate/Terrain: Any cold land and underground
Organization: Solitary, pair, or family (1-2 and 2-5 offspring)
Treasure: Double Standard
Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold (7d6 cold damage, Reflex save for half damage DC 25). Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 210 feet are subject to the effect if they have fewer HD than the dragon (21).
A potentially affected creature that succeeds at a Will save (DC 21) remains immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other dragons.
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.