Gellidus the White
D&D 3e (3.0/3.5) Rules
Colossal White Dragon (Cold)
* Gellidus is a unique creature.
Although Gellidus is not quite as large as other Great Dragons, the Overlord known to mortals as Frost is a massive creature of one hundred and thirty feet in length. His finned tail, flattened like that of an eel, stretches an additional hundred feet behind his body, and his wings span almost three hundred feet. Gellidus resembles a long, snaky iceberg, with blue shadows and sparkling silver streaks that highlight his snow-white scales. Gellidus has a blunt wedge of a head with a scaly fringe that sweeps back from his jowls and the top of his head; five tapering horns; and round, green eyes with a frosty sheen.
Gellidus has made his realm in the eastern half of Southern Ergoth, transforming the once-temperate island into a chill white wasteland. Gellidus is jealous of his territory, and guards it from others. He is terribly resentful of any creature that shows signs of intelligence approaching or surpassing his own, and hateful towards humanoids who wield the power of sorcery.
Gellidus enjoys bullying and frightening weaker lesser creatures, flying low over opponents to terrify them with his frightful presence. Those who are panicked by the white dragon are pursued one by one, hunted down, and killed. However, if an opponent resists the fearful presence generated by the dragon, Gellidus will fly away for awhile, only to return later to make a sneak attack against the obviously dangerous enemy.
Breath Weapon (Su): Gellidus's breath weapon is a cone of cold 80 feet long. Creatures caught in the area suffer 13d6 cold damage (Reflex save halves, DC 39).
Frightful Presence (Ex): Gellidus can unsettle foes whenever he attacks, charges, or flies overhead. Creatures within a radius of 390 feet are subject to the fear if they have fewer than 39 HD.
An opponent that succeeds at a Will save (DC 32) remains immune to his fearful 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.
Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.
Immunities (Ex): Gellidus is immune to sleep and paralysis effects.
Spells: Gellidus casts arcane spells as a 15th-level sorcerer (save DC 13 + spell level). He has access to the domains of Aeromancy, Cryomancy, and Hydromancy, and can also cast spells from the domain of Sensitivity as arcane spells. See Magic in the Fifth Age for details on Fifth Age sorcery.
Freezing Fog (Sp): Gellidus can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface that the fog touches, creating the effect of a grease spell.
Spell-Like Abilities: 3/day — fog cloud, gust of wind, wall of ice; 1/day — control weather. These are as the spells cast by a 15th-level sorcerer (save DC 13 + spell level).
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces that Gellidus climbs must be icy. Icewalking allows gellidus to walk on the slippery surface created by his freezing fog without penalty. It is always in effect.
Tail Sweep (Ex): Gellidus can sweep with his tail as a standard action, affecting a half circle with a radius of 30 feet, centred on his rear. Creatures within the swept area are affected if they are Small or smaller. The sweep automatically deals 2d8+18 points of damage; affected creatures can attempt Reflex saves to take half damage (DC 39).
Blindsight (Ex): Gellidus can ascertain creatures by nonvisual means with a range of 390 feet.
Keen Senses (Ex): Gellidus sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 1,300 feet.
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