Wyrms of The North - Arauthator
Wyrms of The North - Arauthator
Wyrms of The North - Arauthator
Through the efforts of the intrepid explorer Volothamp Geddarm (more widely known across
Faern, perhaps, as "that serpent-spitting rogue Volo!"), an incomplete but nonetheless useful
survey of currently active dragon rulers in the Sword Coast North region has been compiled,
printed, and energetically sold in chapbook form on the streets of Waterdeep, Neverwinter,
and Silverymoon. One copy fell into the hands of Elminster of Shadowdale, and after many a
snort and head-shaking over it, he was persuaded to render it into English (repairing its
execrable grammar along the way), append some D&D game-specific information, and
remove certain statements ("to give the wyrmkin a fighting chance," the Old Mage was
overheard to say) so as to arrive at the words you'll read hereafter. Adventurers take note:
Volo's work didn't list all active dragons of the North, it lists only those who've risen to hold a
territory known and respected by other dragons. Dracoliches and dead wyrms, however
famous, were omitted. Otherwise, Volo would've been old indeed before his wagon-sized
chapbook saw print -- and any issue of Dragon Magazine reprinting a respectable portion of it
would fill a man-length bookshelf all by itself!
Alphabetically, the first great dragon of the present-day North is Arauthator, "the icy claws that
wait at the cold end of the world."1 This old white dragon is famous for his great size and
savagery. For almost a century he has defended his dominion against many ambitious
dragons, slaughtering over a score of his own offspring in the process. "Old White Death," as
the miners and foresters of the North know him, is clearly more intelligent than most white
dragons. He uses traps and spells to hamper foes in battle and to strike intruding dragons
from a superior position, rather than employing the more prevalent "rush-headlong-intorevenge-whatever-the-cost" behavior of his kind. Arauthator is larger than most white dragons
but adept at silent gliding and stealthy movement. He has been known to cause rockfalls and
even to tear up and drop boulders -- not just on the heads of intruding orcs or humans, but
also to create barriers to seal up roth and other large alpine beasts inside mountain valleys
so that he can dine upon them at leisure.
Old White Death patrols his domain tirelessly, keeping careful watch over even the most
minor changes. He adjusts his own habits to avoid both the traps of foes and the careless
overfeeding that might lead to the disappearance of a species on which he likes to dine. In the
process, he has smashed at least one community of frost giants (Bulindiful, a caverncatacomb fortress set in the heart of Mount Halaragh, just west of the mines of Mirabar in the
Spine of the World mountain range), and he has torn apart a mountain peak (Sardin's Sword,
once a lookout over the upper Surbrin) to destroy the bugbear hold inside it.
Arauthator is far more cunning and patient than most white dragons. "The spark of revenge
still kindles the fire that warms his heart to carry him on through the centuries," wrote the sage
Amorthas of Ruathym,2 "but he lets it smolder under dampers of patience and cold
calculation, where other whitewings [white dragons] would leap to the attack." No one knows
why Arauthator is this way, but it's clear that the old dragon uses this patience to anticipate
and prepare for attacks from rival dragons, rising orc hordes, and the remorhaz who roam the
Endless Ice Sea. He also bides his time to develop new personal-warning spells that alert him
of approaching dragons and magic items.
Arauthator is a skilled mimic and can speak the Common tongue well enough to pose as a
lost miner or injured prospector. He has long practice in concealing himself under snow by
flapping his wings as he burrows into drifts so as to lift the snow, which then falls over him
again in a pristine blanket. Arauthator often dozes when sleeping in snow, but he never sleeps
through the approach of danger (he can smell most beasts, including humans, for a mile or
more downwind). He has mastered the patience needed to remain still for days on end,
perched on a mountainside or lying in the snow of a bowl-shaped mountain valley. Prey and
foes often don't notice him until far too late.
Old White Death holds his own survival as his highest goal, but he is far less lazy than most
dragons in pursuing it. He regards the maintenance of his dominion as crucial to his own
strength, though he has chosen not to strike at the creatures of lcewind Dale. This abstinence
may be born of habit; the region was formerly part of the territory of the dragon known to
humans as Icingdeath, and the two dragons came to an uneasy truce, ignoring each other
and leaving each other's territories alone, rather than destroying each other in a battle for rule
over the Reghed Glacier. Instead, Arauthator concentrates on carving ever-deeper tunnels
into the Endless Ice Sea and the rock beneath, devouring all subterranean creatures he finds
(chiefly gnomes), to unearth his own gem and mineral treasure, and protect his realm against
attack from below by exterminating all possible attackers. These forays seem to attract
remorhaz from the vast glacial areas that lie north of the Spine of the World, and Arauthator
fights an ongoing battle against the iceworms, devouring all of the remorhaz he defeats.
Northern giants and gnomes refer to these delvings as the Dragonholes and report that they
consist of at least six separate tunnel complexes spread over a wide area north of the
dragon's lair. Several observers have also mentioned that the dragon takes pleasure in
slaying remorhaz, often hurling the monsters around like rag dolls before killing them, or
folding his wings and wriggling across the ice to meet and fight them worm to worm.
Arauthator's Lair
Arauthator lairs in the Lonefang, a prow-shaped mountain that rises out of the Endless Ice
Sea several hundred miles due north of Mithril Hall. Intrepid adventurers report that it can be
seen on the horizon by those who reach the frigid, wind-clawed northern faces of the Spine of
the World mountains. Although Arauthator's home is thought to have a subterranean back
entrance through glacial rifts many miles to the northwest (near the row of rock pinnacles
known as the Worldwyrm's Teeth), the mountain itself has only one visible entrance: a vast
shaft that cuts into the descending northern slope from above and plunges down to a cavern
filled by a frozen lake. Here Arauthator hurls most of his spells at intruders seeking to reach
the network of caverns at the far end of the lake, where he dwells.
The lair proper is known to include a bonepit; a cavern crammed with chunks of metallic ores;
a cluttered central feeding and working cave that is home to some captured magical items;
and an ancient iron structure that Old White Death uses as a prison for humans and smaller
creatures he intends to devour later. According to an escaped prisoner, his cage, a curious
cylindrical enclosure divided into several internal chambers, looks very much like some of the
gnomish craft built to sail the skies from crystal sphere to sphere.
A rising, trap-lined tunnel leads to a descending series of ice-walled storage caverns, each
opening into the next in a frozen waterfall of gems that Arauthator occasionally rolls around in,
purring in catlike bliss. Lying on his accustomed bed of diamonds in the last, lowest cavern,
the dragon can look up through all of the hoard-caverns. He customarily reaches that bed by
slithering down the river of gems, chuckling in contentment. A vertical shaft large enough to
permit proper flight allows the old dragon fast ascent from the bottom of this cavern to a ledge
overhanging the trap-lined approach tunnel. To soar up the entrance shaft and leave,
Arauthator customarily takes wing from the ledge and glides down the tunnel and out over the
frozen lake before beating his wings in a mighty rush. No servants serve Arauthator in his lair.
Arauthator's Domain
From the Lonefang, Arauthator holds sway over a dominion that stretches from the Cold Run
in the west (although he doesn't feed on the inhabitants of Icewind Dale, he has several times
slain dragons who tried to raid or settle there) to Mount Caumarath in the east (the huge peak
at the northern end of the Ice Mountains, northwest of Citadel Adbar). The northern boundary
of this dragon's domain is unknown to scholars and others, but the southern extent of
Arauthator's rule is marked by the Spine of the World range as far east as the Fell Pass,
where the boundary swings south and east in a great arc to take in all the land north of Mithril
Hall and the Citadel of Many Arrows. All creatures in this vast, rocky wilderland (the
headwaters of the River Surbrin) exist at Arauthator's pleasure, unless they keep to the
Moonwood or the Coldwood, for the white dragon never hunts prey in the trees. With the rise
of civilization centered at Silverymoon, the supremacy of Arauthator's rule over this more
southerly area may soon be tested.
his hoard after each mating but firmly escorting her out of his domain to rear any hatchlings
that may result on her own. In the past, he has mated with the gigantic white dragon
Ghaulantatra, the "Old Mother Wyrm" worshiped by some orc tribes as a goddess. Arauthator
exhibited no remorse when the beholder Thaluul destroyed Ghaulantatra and claimed her lair
(somewhere in the mountains north of High Gap, between the Delimbiyr and the Fallen
Lands).
Arauthator's love of a good fight has made him respected -- and avoided -- by other dragons.
Only ambitious, overconfident younglings seek to defeat him, finding instead their own
deaths. Arauthator makes no alliances and ignores the overtures of other dragons. He lusts
after treasure of his own finding and magic of his own creation, and he can't be lured out of
his domain by promises of gems or magic. The prospect of a good fight with another dragon
always interests him, but he's too wise to leave the lands he knows so well just to do battle,
since true foes always come to him eventually. He's too patient and calculating to be
governed by hatreds, and he even seems to admire capable or wily foes. Old White Death
has saluted adventuring bands he could easily have slain, after witnessing a clever ruse or
bold stratagem on their part.
Arauthator seems especially busy these days developing new magics and seeking wizards'
tombs within his domain to increase his personal magical might. He also seems wary of
intrusions into his territory. Elminster is of the opinion that the old dragon may have witnessed
the opening of a gate from another plane and been horrified at the realization of how easily
unknown foes with powerful magic can penetrate his lair without warning.
Arauthator's Fate
It's likely Old White Death will die violently, but he's begun to seem ageless and certainly too
wily to be slain easily by any rival dragon. It's rumored he's taken to hiring certain
adventurers, via sendings, to retrieve the hoards of dragons he has slain, rather than leaving
his domain to seize them himself. This seemingly prudent practice may offer a foe the chance
to introduce harmful (perhaps explosive) magic into the treasure taken to Arauthator -- and
certainly treacherous adventurers could use their mission to get closer to Old White Death
than most humans could ever hope to do before launching an attack.
Arauthator: Male old white dragon Sor5*; CR 19; Huge dragon (cold); HD 24d12+120
5d4+20; hp 308; Init +4; Spd 60 ft., burrow 30 ft., swim 60 ft., fly 200 ft. (poor); AC 31 (touch
8, flat-footed 31); Atk +31 melee (2d8+9, bite) and +29 melee (2d6+4, 2 claws) and +29
melee (1d8+4, 2 wings) and +29 melee (1d8+13, tail slap) or +31 melee (1d8+13, crush);
Face/Reach 10 ft. x 20 ft./10 ft.; SA Breath weapon (cold, 50-ft. cone, save DC 29), frightful
presence, spell-like abilities; SQ Blindsight, cold subtype, damage reduction 10/+1, dragon
traits, fog cloud, freezing fog, gust of wind, icewalking, immunities , keen senses, spell
resistance 21; AL CE; SV Fort +19, Ref +14, Will +15; Str 29, Dex 10, Con 21, Int 16, Wis 13,
Cha 15*.
*Arauthator has transcended the traditional spell-handling limitations of white dragons. He
receives a +1 bonus to Charisma for his additional sorcerer levels.
**Arauthator is cleverer than most white dragons. He uses traps and spells to hamper foes in
battle and to strike intruding dragons from a superior position, rather than employing the more
prevalent "rush-headlong-into-revenge-whatever-the-cost" behavior of his kind.
Skills and Feats: Bluff +26, Concentration +34, Craft (gemcutting) +9, Craft (trapmaking***)
+15, Diplomacy +4, Hide 1, Intimidate +4, Knowledge (arcana) +34, Listen +27, Move
Silently +12, Search +27, Spellcraft +44, Spot +27, Alertness, Flyby Attack, Hover, Improved
Initiative, Multiattack, Power Attack , Snatch, Wingover.
***Further detail on Craft (trapmaking) is found in Song and Silence.
Arauthator's Magic
Old White Death commands a respectable roster of detection, entrapment, and combat
spells, with many of them being variants of well-known wizard spells. He has also
demonstrably developed magical means of triggering captured wands from afar, so that he
can fire them at intruders in his lair without touching them directly. It must be stressed that
human knowledge of Arauthator's magic is dangerously incomplete. Thanks to long and
diligent observations by Felandaert the Farscrying of Candlekeep, however, we now have
specifics of three of the dragon's spells:
Arauthator uses frost vortex both in combat and as a trap, leaving its waiting motes in
tempting alcoves and blind passages in the walls of his lair. He uses icemelt primarily to dig
tunnels through glacial ice in his search for treasure, but at least once used it to flood orcs out
of subterranean tunnels by tapping a meltwater river under a glacier. (The spell temporarily
prevented the exposed water from freezing.) Arauthator uses wingbind, a spell known to a
small number of dragons, in freewheeling aerial clawing and raking battles with other
dragons.
Frost Vortex
Transmutation
Level: Sor/Wiz 5
Components: V
Casting Time: 1 action
Range: Medium (100 ft. plus 10 ft./level)
Effect: One tiny dustflake (see below)
Duration: Permanent until discharged
Saving Throw: Reflex (half) and Fortitude (see text)
Spell Resistance: Yes
You create a tiny dustflake that either races towards a target creature or hangs motionless in
a chosen spot, as you choose. In the former case, you must succeed at a ranged touch attack
to hit your target, but if you fail, it hangs motionless near your target. This spell is triggered
whenever any living creature passes within 5 feet of the dustflake.
When this occurs, the spell takes effect. The air in a 20-foot radius sphere around the
dustflake whirls violently about with a harsh hissing noise, then grows very cold, coating all
solid objects within it with thick frost. The frost inflicts 1d4 points of cold damage per caster
level (maximum 10d4) to all creatures within the area. Unattended objects also take this
damage. Creatures that fail their Reflex save also suffer from the effects of a slow spell for
1d4 rounds. Once activated, the frost vortex is gone within the round, leaving no moisture,
ice, nor rushing of air behind.
Icemelt
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 action
Range: Medium (100 ft. plus 10 ft./level)
Area: 10-ft. square/level (see text)
Duration: Instantaneous/2d4 hours
Saving Throw: None
Spell Resistance: No
This spell causes solid, nonmagical ice to vaporize, dissipating into the surrounding
atmosphere without fog, water runoff, or heat. You affect a 10-foot-square area to a depth of 1
to 4 feet; you can orient it vertically to ablate a wall-like structure. Natural and magical ice
cannot form in the affected area for 2d4 hours thereafter. Ice within an organic mass (such as
a frozen body) is unaffected by this spell.
Wingbind
Evocation
Level: Sor/Wiz 3
Components: V
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: One winged creature
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
This spell gets its name from its effectiveness against winged creatures -- particularly
dragons. You create a net of force that acts to weight down your opponent. The amount of
weight is sufficient to heavily encumber the target, making it unable to fly. All other aspects of
movement are affected as well.
Ed Greenwood is the creator of the Forgotten Realms campaign, as well as the author of
several bestselling fantasy novels. Many fans may recognize him more readily as Elminster
the Sage.
1. As he was described by the sage Myrindas of Port Kir, in Dragons Ye Should Know (1354 DR). Dragon Magazine 230,
page 37.
2. In Famous Legends (published in 1344 DR) and Lore of the North, Dragon Magazine 230, page 39.
3. Detailed in the accessory sourcebook FOR1 Draconomicon, page 76.
4. Ibid, page 75.
5. This band of evil wizards, based in Luskan, is described in Volo's Guide to the North, pages 121-125.