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White Monster

Large monstrosity, chaotic evil

Armor Class 18 (natural armor)
Hit Points 212 (25d10 + 75)
Speed 30 ft., fly 50 ft.

19 (+4) 42 (+1) 16 (+3) 3 (-3) 34 (+2) 24 (+2)

Saving Throws Str +8, Wis +6, Cha +6
Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 12
Languages understands Abyssal but can’t speak
Challenge 10 (5,900 XP)


  • Frightful Presence. Each creature of the white monster’s choice that is within 60 feet of the white monster and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for one minute. 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 white monster’s Frightful Presence for the next 24 hours.
  • Magic Resistance. The white monster has advantage on saving throws against spells and other magical effects.


  • Multiattack. The white monster makes a Bite attack, a Claws attack, and a Horns attack. When its cold breath is available, it can use the breath in place of its bite or horns.
  • Bite. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
  • Claws. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Horns. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage.
  • Cold Breath (Recharge 5-6). The dragon head exhales cold in a 20-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) cold damage on a failure and half as much on a success.


The white monster appears as a rather unholy and evil chimera, white in color. Though it resembles a standard chimerical creature, it is far from average.

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