Dragon, White Young Adult (CR 7)
Large Dragon (Cold)
Alignment: Always Chaotic Evil
Initiative: +0; Senses: blindsense 60 ft., darkvision120 ft., low-light vision, and keen senses
AC: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Hit Dice: 15d12+45 (142 hp); DR: 5/magic
Fort +12, Ref +9, Will +9
Speed: 60 ft., fly 200 ft. (poor), swim 60 ft., burrow 30 ft.
Space: 10 ft./5 ft. (10 ft. with bite)
Base Attack +15; Grapple +23
Attack: 1 Bite +18, 2 claws +13, 2 wings +13, 1 Tail Slap +13, 1 crush +13 melee; Breath +18 ranged
Damage: 1 bite 2d6+4, 2 claws 1d8+2, 2 wings 1d6+2, 1 tail slap 1d8+6, Breath weapon 10d6 (20)
Special Attacks/Actions: Breath weapon, fear (DC 16), SR 16
Abilities: Str 19, Dex 10, Con 17, Int 8, Wis 11, Cha 8
Special Qualities: Cold subtype, icewalking, Fog cloud
Feats: #Feats: 6
Skills: Skill points: 1
Advancement: 16-17 HD (Large)
Climate/Terrain: Any cold land and underground
Organization: Solitary or clutch (2-5)
Treasure: Double Standard
Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold (5d6 cold damage, Reflex save for half damage DC 20). 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 150 feet are subject to the effect if they have fewer HD than the dragon (15).
A potentially affected creature that succeeds at a Will save (DC 16) 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.