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System Reference Document 5.2.1
Ancient White Dragon
Gargantuan Dragon (Chromatic), Chaotic Evil
AC 20  Initiative +12 (22)
HP 333 (18d20 + 144)
Speed 40 ft., Burrow 40 ft., Fly 80 ft., Swim 40 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 26 +8 +8 Dex 10 +0 +6 Con 26 +8 +8
Int 10 +0 +0 WIS 13 +1 +7 Cha 18 +4 +4
Skills Perception +13, Stealth +6
Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft.; 
Passive Perception 23
Languages Common, Draconic
CR 20 (XP 25,000, or 33,000 in lair; PB +6)
Traits
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.
Legendary Resistance (4/Day, or 5/Day in Lair). If 
the dragon fails a saving throw, it can choose to suc-
ceed instead.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +14, reach 15 ft. Hit: 17 (2d8 
+ 8) Slashing damage plus 7 (2d6) Cold damage.
Cold Breath (Recharge 5–6). Constitution Saving 
Throw: DC 22, each creature in a 90-foot Cone. Fail-
ure: 63 (14d8) Cold damage. Success: Half damage.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after 
another creature’s turn, the dragon can expend a use to 
take one of the following actions. The dragon regains all 
expended uses at the start of each of its turns.
Freezing Burst. Constitution Saving Throw: DC 20, 
each creature in a 30-foot-radius Sphere centered on 
a point the dragon can see within 120 feet. Failure: 14 
(4d6) Cold damage, and the target’s Speed is 0 until 
the end of the target’s next turn. Failure or Success: The 
dragon can’t take this action again until the start of its 
next turn.
Frightful Presence. The dragon casts Fear, requiring no 
Material components and using Charisma as the spell-
casting ability (spell save DC 18). The dragon can’t take 
this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it 
makes one Rend attack.
Wight
Wight
Medium Undead, Neutral Evil
AC 14  Initiative +4 (14)
HP 82 (11d8 + 33)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 15 +2 +2 Dex 14 +2 +2 Con 16 +3 +3
Int 10 +0 +0 WIS 13 +1 +1 Cha 15 +2 +2
Skills Perception +3, Stealth +4
Resistances Necrotic
Immunities Poison; Exhaustion, Poisoned
Gear Studded Leather Armor
Senses Darkvision 60 ft.; Passive Perception 13
Languages Common plus one other language
CR 3 (XP 700; PB +2)
Traits
Sunlight Sensitivity. While in sunlight, the wight has 
Disadvantage on ability checks and attack rolls.
Actions
Multiattack. The wight makes two attacks, using Ne-
crotic Sword or Necrotic Bow in any combination. It 
can replace one attack with a use of Life Drain.
Necrotic Sword. Melee Attack Roll: +4, reach 5 ft. 
Hit: 6 (1d8 + 2) Slashing damage plus 4 (1d8) Ne-
crotic damage.
Necrotic Bow. Ranged Attack Roll: +4, range 
150/600 ft. Hit: 6 (1d8 + 2) Piercing damage plus 4 
(1d8) Necrotic damage.
Life Drain. Constitution Saving Throw: DC 13, one 
creature within 5 feet. Failure: 6 (1d8 + 2) Necrotic 
damage, and the target’s Hit Point maximum decreases 
by an amount equal to the damage taken. 
 A Humanoid slain by this attack rises 24 hours later 
as a Zombie under the wight’s control, unless the Hu-
manoid is restored to life or its body is destroyed. The 
wight can have no more than twelve zombies under its 
control at a time.
Will-o’-Wisp
Will-o’-Wisp
Tiny Undead, Chaotic Evil
AC 19  Initiative +9 (19)
HP 27 (11d4)
Speed 5 ft., Fly 50 ft. (hover)