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White Fangby Jamie Baty
Huge Dragon (Cold)
Hit Dice: 6d12 + 30 (69 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares), burrow 20 ft. (4 squares), swim 30 ft. (6 squares)
Armour Class: 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+19
Attack: Bite +9 melee (2d6 +8 plus Freezing Bite)
Full Attack: Bite +9 melee (2d6 +8 plus Freezing Bite) and tail +4 melee (2d6 +4)
Space/Reach: 15 ft. /10 ft.
Special Attacks: Freezing bite
Special Qualities: Darkvision 60ft., dragon traits, icy camouflage, low-light vision, scent, tremorsense 120 ft
Saves: Fort +10, Ref +8, Will +8
Abilities: Str 26, Dex 17, Con 20, Int 4, Wis 16, Cha 8
Skills: Balance +6, Climb +11, Hide -2 (+10), Listen +10, Move Silently +10, Search +0, Spot +10, Survival +6, Swim +15
Feats: Combat Reflexes, Dodge, Improved Initiative, Track (B)
Environment: Cold aquatic, hills, mountains, underground
Organisation: Solitary, Pair, or Brood (2-5)
Challenge Rating: 7
Treasure: Pelt (500gp), Ivory Plates (100gp each)
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: -
These carnivorous snow serpents are distantly related to white dragons, though they have no wings or legs. Their bodies are covered with soft white fur, except for their heads, which are encased in scale-like plates of white ivory.
White fangs are equally at home in the depths of icy caverns, in the freezing waters of arctic seas, or the windswept, snowbound wilderness. They have no social Organisation or family ties, but a few might live close together if the hunting is good. If food is scarce, white fangs in an area instinctively draw apart; they do not waste energy by fighting among themselves for territory.
White fangs hunt all manner of warm-blooded prey. Ocean-dwelling specimens hunt primarily sea mammals, but they aren't adverse to attacking the occasional unwary hunter or fisherman. Land-dwelling white fangs prey on just about any large creature that comes within their range. It is not uncommon for white fangs to move between the sea, floating ice, and dry land- white fangs go where their prey waits.
Once every five years or so, large numbers of white fangs gather in large ice caverns to mate. Each gathering lasts about a month. Afterward, the pregnant females go forth on their own and seek some isolated locale in which to bear their young. Usually, the female makes a burrow in a snowdrift or glacier but a lonely spot on the sea floor will do just as well. Six months after mating, the female gives birth to 2d12 live young, each about 4 feet long. The young mature in about 25 years.
An intact pelt from an adult white fang can fetch as much as 500 gold pieces on the open market, and its ivory head plates can bring another 100 gold pieces (usually 2d4 per white fang). The pelt of a young white fang is worth about 4 gold pieces. A young white fang's ivory plates are worthless.
White fangs are not overly intelligent and rarely speak, but they understand and can speak a primitive form of draconic.
Although they can move well over open ground, white fangs prefer to move unseen and attack from concealment. A white fang attacks by biting with its needle-sharp fangs and by slapping with its flattened tail. The fangs carry deadly venom.
Freezing Bite (Ex): Any character bitten by a white fang must make a fortitude save vs DC 18 (Con based) or become paralysed from the white fang's icy poison for 1d4x10 minutes. Each round thereafter, the victim sustains 1d8 hp in damage until dead or cured.
If the save is successful, the character still takes 1d4 Str and Dex ability damage from the bite. This ability damage lasts for 2d6 rounds. Subsequent bites do not increase this ability damage, but extend its duration.
This special attack counts as a poisonous attack and creatures immune to poison are unaffected by it. A remove paralysis spell will allow a victim to act, but does not counteract the damage. A neutralise poison spell or affect removes the paralysis and prevents any further damage.
Icy Camouflage (Ex): While in an arctic environment, a white fang can hide exceptionally well, gaining a +12 bonus to all hide checks.
Additionally, because of the white fang's ability to regulate its body temperature, creatures that only sense others by body heat cannot spot a white fang and are effectively blind while facing a white fang. Creatures that possess darkvision gain no advantage in spotting a white fang; treat them as a normal-sighted creature for all sight-related checks .
Scent (Ex): This special quality allows a white fang to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Tremorsense (Ex): A white fang is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 120ft.
Skills: A white fang receives a +4 racial bonus to Listen, Move Silently, Spot and Swim checks.
Dragon Traits: Immunity to magic sleep effects and paralysis effects.
Cold Subtype: A white fang 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.