Warcraft - White Dragonflight


On the surface of Azeroth, rumours abound about White Dragons - creatures said to bring good luck to any who should see one, and even better luck to anyone lucky enough to hold one of their precious scales.

When asking other dragons about the White Dragonflight, answers tend towards the ambiguous, though this is typically born of lack of knowledge rather than any direct secrecy. Only elder dragons - the Aspects, Consorts, and similar - were privy to the truth of the White Dragonflight.

In truth, they serve as a mirror to the Black Dragonflight: While Neltharion's brood safeguards the earth, the white dragons are entrusted with the heavens.

Also called the Celestial Flight, the white dragonflight rarely if ever descends to Azeroth and lives apart from their kin. White dragons serve as messengers, scouts, and heralds of the Titans, floating upon astral winds and swimming through rivers of magic in the great dark beyond. They are often called upon to check in on Constellars and other Watchers. In effect, they are the moving eyes and ears of the Titans.

Drifters on the Astral Winds

Rarely is the white dragonflight drawn into war directly, and their abilities and habits focus on speed and evasion instead of direct confrontation. They are for more likely to flee than fight. White dragons never travel alone unless absolutely necessary, owing to how vast the Great Dark Beyond is - should one be lost on your own, they are often lost forever.

Owing to their separation from the other Flights, and their Celestial charge, White Dragons typically lack the training in order to take on Visage forms like the other dragons do, though this is a gap in experience, rather than innate ability - they simply never have a need to do so.

The ecology of the Celestial Flight is likewise adjusted to their astral charge. White dragons primarily sustain themselves on solar energy, leylines of magic that flow through the universe like rivers, and occasionally space whales, which are a delicacy to them.

The existence of White Dragons on Azeroth is owed to a quirk in dragon physiology - while 99% of hatchlings match their parents, 1% may bear a different scale colour (be it white or another). Typically, white scaled dragons born on Azeroth find themselves called inexorably to space, and eventually leave their blood families behind, never to return as they too follow their sacred charge.

As they rarely are seen on Azeroth, typically the sole experience of a white dragon is perceiving a small group of them as shooting stars, which is usually seen as a sign of good luck. A common superstition among Pandaren is that children born beneath such stars are destined to be Lorewalkers. While it doesn’t always work out that way, it does seem more common than not.

Home of the White Dragonflight

White Dragons lack any central hatchery or dragonshrine like the other flights. Instead, their small roaming groups typically build their own smaller clutches and hatcheries on desolate asteroids or unvisited moons, away from mortals and other threats.

The sole construction and ‘home’ of the White dragonflight is the Chronicle, a vast magical archive containing the accumulated knowledge and memories of every white dragon who has lived and died. It is here where their Aspect, Xu'voco the Learned, resides, cataloguing each and every memory so that any who may wish to may peruse it.

The Chronicle is, 'officially', open to any visitors, however its location is kept secret even by pain of death, and only those either exceptionally (un)lucky or entrusted by the Titans have ever visited.

As White Dragons age into a venerable state, they will often retreat to the Chronicle to live out the rest of their lives engrossed in their own memories until they pass on peacefully.

The Future of the Flight

Following the Titan’s deaths and disappearance, the white dragonflight’s dedication as scouts and messengers shifted from serving them directly to simply cataloguing knowledge and information, though to what end isn’t clear - perhaps they don’t even know themselves. What is clear however is that they will not be stopped from their charge.


White Dragon Whelp

Medium Dragon, True Neutral


  • Armor Class 17 (natural armour)
  • Hit Points 52 (8d8+16)
  • Speed 30ft, fly 80ft

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

  • Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  • Skills Perception +4, Stealth +2, Athletics +5
  • Damge Immunities Force
  • Senses Blindsight 10ft, Darkvision 60ft, Passive Perception 14
  • Languages Speaks only Draconic, but understands All.
  • Challenge 3 (700xp)
  • Proficiency Bonus +2

Lucky When the white dragon roll a 1 on an attack roll, ability check, or saving throw, it can reroll the die. They must use the new result, even if it is a 1.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) plus 3 (1d6) force damage.

Force Breath (Recharge 5-6). The dragon exhales force in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Constitution saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one.


White Dragon Drake

Large Dragon, True Neutral


  • Armor Class 18 (natural armour)
  • Hit Points 152 (16d10+64)
  • Speed 40ft, fly 100ft

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

  • Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  • Skills Perception +9, Stealth +4, Athletics +9
  • Damge Immunities Force
  • Senses Blindsight 30ft, Darkvision 120ft, Passive Perception 19
  • Languages Speaks Common and Draconic, but understands All.
  • Challenge 9 (5000xp)
  • Proficiency Bonus +4

Lucky When the white dragon roll a 1 on an attack roll, ability check, or saving throw, it can reroll the die. They must use the new result, even if it is a 1.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit 15 (2d10 + 5) plus 4 (1d8) force damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Astral Breath (Recharge 5-6). The dragon exhales force in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Constitution saving throw, taking 45 (10d8) force damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw against Astral Breath have their Initiative count reduced by -4. Succeeding on the saving throw reduces it by only -2. This cannot grant a creature more than one turn per round.


White Dragon Wyrm

Huge Dragon, True Neutral


  • Armor Class 19 (natural armour)
  • Hit Points 225 (18d12+108)
  • Speed 40ft, fly 100ft

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

  • Saving Throws Dex +5, Con +11, Wis +7, Cha +9
  • Skills Perception +12, Stealth +5, Athletics +12
  • Damge Immunities Force
  • Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 22
  • Languages Speaks Common and Draconic, but understands All.
  • Challenge 16 (15000xp)
  • Proficiency Bonus +5

Lucky When the white dragon roll a 1 on an attack roll, ability check, or saving throw, it can reroll the die. They must use the new result, even if it is a 1.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon uses Astral Winds (if available) and then makes three attacks: one with its bite and two its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 18 (2d10 + 7) plus 4 (1d8) force damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Astral Winds (Recharge 6). The dragon grants itself and its allies an additional Action, which they must use before the start of the dragon's next turn. If the action is used to Attack, it can only be used for a single attack, regardless of Extra or Multiattack features.

Astral Breath (Recharge 5-6). The dragon exhales force in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Constitution saving throw, taking 53 (12d8) force damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw against Astral Breath have their Initiative count reduced by -6. Succeeding on the saving throw reduces it by only -3. This cannot grant a creature more than one turn per round.


Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Ancient White Dragon Wyrm

Gargantuan Dragon, True Neutral


  • Armor Class 22 (natural armour)
  • Hit Points 481 (26d20+208)
  • Speed 40ft, fly 100ft

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7, Athletics +16
  • Damge Immunities Force
  • Senses Blindsight 60ft, Darkvision 120ft, Passive Perception 22
  • Languages Speaks Common and Draconic, but understands All.
  • Challenge 23 (50000xp)
  • Proficiency Bonus +7

Lucky When the white dragon roll a 1 on an attack roll, ability check, or saving throw, it can reroll the die. They must use the new result, even if it is a 1.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Blink. By expending all of their movement, the dragon can teleport to any point it can see within a range of half its fly speed. In addition, whenever targeted by any hostile effect (be it attack, spell or otherwise), the dragon can use their Reaction to briefly blink out of existence, reappearing immediately after the effect takes effect, and wasting the target's attack/action.

Actions

Multiattack. The dragon uses Astral Winds (if available) and then makes three attacks: one with its bite and two its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 20 (2d10 + 9) piercing plus 9 (2d8) force damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Astral Winds (Recharge 5-6). The dragon grants itself and its allies an additional Action, which they must use before the start of the dragon's next turn. If the action is used to Attack, it can only be used for a single attack, regardless of Extra or Multiattack features.


Astral Breath (Recharge 5-6). The dragon exhales force in a 60-foot line that is 15 feet wide. Each creature in that line must make a DC 20 Constitution saving throw, taking 72 (16d8) force damage on a failed save, or half as much damage on a successful one. Creatures who fail their saving throw against Astral Breath have their Initiative count reduced by -8. Succeeding on the saving throw reduces it by only -4. This cannot grant a creature more than one turn per round.

Teleport Without Error (2/Day). The dragon can cast the Teleport spell. They are always treated as rolling a '100' on the check to see if they arrive at the correct destination.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Xu'voco the Learned, Aspect of the White Dragonflight

Gargantuan Dragon, True Neutral


  • Armor Class 23 (natural armour)
  • Hit Points 585 (30d20+270)
  • Speed 60ft, fly 120ft, swim 60ft, burrow 60ft

STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 29 (+9) 25 (+7) 28 (+9) 30 (+10)

  • Saving Throws Dex +13, Con +18, Wis +18, Cha +19
  • Skills Insight +18, Perception +27, Persuasion +18, Athletics +19
  • Damage Resistances Acid, cold, lightning, fire, radiant, bludgeoning, piercing and slashing from nonmagical attacks
  • Damage Immunities Force
  • Condition Immunities Charmed, Frightened, Exhaustion, Deafened, Paralyzed, Stunned
  • Senses Blindsight 60ft, Darkvision to normal sight range, truesight 120ft, Passive Perception 37
  • Languages Speaks Common and Draconic, but understands All.
  • Challenge 30 (155,000xp)
  • Proficiency Bonus +9

Lucky When Xu'voco roll a 1 on an attack roll, ability check, or saving throw, it can reroll the die. They must use the new result, even if it is a 1.

Astral Brilliance (Recharges after a Short or Long Rest). If Xu'voco is would be reduced to 0 hit points, his current hit point toal is reset to 500 hit points, he recharges his breath weapon, and regains any expended uses of Legendary Resistance. Additionally, he gains the features listed as Mythic Features (Seething Body, Spell Eater, and Kaleidoscopic Scales) below for 1 hour. Award a party an additonal 155,000XP (310,000XP total) for defaeting Xu'voco after his Astral Brilliance activates.

Legendary Resistance (5/Day). If Xu'voco fails a saving throw, it can choose to succeed instead.

Blink. By expending all of their movement, Xu'voco can teleport to any point he can see within a range of half his fly speed. In addition, whenever targeted by any hostile effect (be it attack, spell or otherwise), Xu'voco can use his Reaction to briefly blink out of existence, reappearing immediately after the effect takes effect, and wasting the target's attack/action.


Mythic Features

Seething Body. Any creature that ends its turn within 15' of Xu'voco takes 2d6 force damage.

Spell Eater. When Xu'voco is targeted or affected by a spell roll a d6. If the result of the roll is equal to or higher than the spell slot expended, all of the spell's effects are negated and Xu'voco gains temporary hit points equal to 3x the level of the spell slot. This affects beneficial/friendly spells also.

Kaleidoscopic Scales. Xu'voco gains resistance to the first damage type he takes during a round. This lasts until the end of the round.

Actions

Multiattack. Xu'voco uses Astral Winds (if available) and then makes three attacks: one with its bite, one with its claws, and one with its tail.

Bite. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit 23 (2d12 + 10) piercing plus 18 (4d8) force damage.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) slashing damage. If the target is Huge or smaller, it is grappled (escape DC20) and is restrained until the grapple ends. Xu'voco can only have one creature grappled this way at a time.

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage. If the target is a creature it must succeed on a DC27 strength saving throw or be knocked prone.

Astral Winds (Recharge 5-6). The dragon grants itself and its allies an additional Action, which they must use before the start of Xu'voco's next turn. If the action is used to Attack, it can only be used for a single attack, regardless of Extra or Multiattack features.

Aspected Astral Breath (Recharge 5-6). Xu'voco exhales force in a 300-foot line that is 30 feet wide. Each creature in that line must make a DC 26 Constitution saving throw, taking 81 (18d8) force damage on a failed save, or half as much damage on a successful one.

Creatures who fail their saving throw against Aspected Astral Breath have their Initiative count reduced by -9. Succeeding on the saving throw reduces it by only -4. This cannot grant a creature more than one turn per round. Aspected Astral Breath ignores all cover, including Total Cover, and can pass through walls or other terrain without damaging objects.

Teleport Without Error. Xu'voco can cast the Teleport spell at will. He is always treated as rolling '100' to determine his destination's accuracy.


Legendary Actions

Xu'voco can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Xu'voco regains spent legendary actions at the start of its turn.

Tail Attack. Xu'voco makes a tail attack.

Kaleidoscopic Reflection (Costs 2 Actions). Xu'voco gains temporary hit points equal to half the damage he took during the previous turn.

Wing Attack (Costs 2 Actions). Xu'voco beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 23 (2d12 + 10) bludgeoning damage and be knocked prone. Xu'voco can then fly up to half its flying speed.