On the Cover: Tyler Jacobson for WotC: 5th Edition Dungeon Master's Screen Reincarnated
Symbol of Io:
Dennis Crabapple McClain
(Couldn't find out which
DnD Book specifically)
Symbol of Bahamut:
WotC: 4th Edition
Player's Handbook
Symbol of Tiamat:
Glenn Moyer;
Original from WotC 4th
Edition Player's Handbook
The Ancient Empire of Arkhosia
History
The land of dragons and eternal rival of Bael Turath is an empire that has earned the praise it is given in legends and stories.
It is not the first empire to be built and ruled by the magnificence of dragons, nor will it be the last. Arkhosia is yet another testament to the tenacity of dragons and their kin. Formed initially as an alliance of powerful Dragonborn city states in the desert of Arkhosia, the empire began expanding to include outlying villages and small towns. After 400 years of conquest and treaties, Arkhosia became a continent-spanning power.
The inner workings of the Empire are quite unique. Upon the throne of the original 8 city-states sit powerful dragon overlords, superior to a council of dragonborn lords.
These dragon overlords are praised and revered by all denizens as beneficial tyrants and progenitors of their particular strain of dragonborn. That is why most dragonborn in a particular city resemble the patron or matron of their respectitive city physiologically and oftentimes psychologically as well.
The major cities of the empire are Q'barra, Argonessen, Tymanchebar, Ab'eir, Imsakar, Chessentar, Jaerx Shash and Jaerx Ver’oss.
In Argonessen resides the oldest and most powerful of the dragon overlords, Aurix'ir, the Great Golden One, an ancient golden dragon of immense size, with his two servants and advisors Argentris, a silver dragon and Aesiris, a bronze dragon.
The dragonborn of Arkhosia have a culture built upon their pride. Non-dragonkin visitors to the cities of the empire will remark on the amount of magnificent murals and statues that decorate the entirety of the cities. Massive statues of heroes and dragons as well as huge scenes of history, legend and war painted upon equally massive architecture are ubiquitous in the empire.
The people of Arkhosia speak a more archaic form of the Draconic spoken after the fall of the empire. Several names and sayings have been lost over the passage of centuries.
The Ancestral Dragon
The deity many call Io is known by a multitude of names and titles: Asgorath, World-Shaper, The Concordant Dragon, The Great Eternal Wheel, Swallower of Shades, The Ninefold Dragon and The Creator of Dragonkind.
Asgorath was supposed to encompass all alignments, but was often regarded as neutral, thus he had barely any enemies among the gods, since even those of opposing alignment could find common ground with the World-Shaper.
As such a vast amount of different feats and myths is attributed to this deity: Some claim he created the multiverse itself and is the god atop everything, while some others claim that he was but a very powerful deity and when he was cleaved into two pieces by the Primordial Erek-Hus, the King of Terror, during the Dawn War, one half became Bahamut, the Platinum Dragon and one half became Tiamat, the Queen of Evil Dragons.
In the same vein, some dragonborn believe that they originated from this struggle. They say that dragonborn were born from the blood that fell to the ground, when Erek-Hus cut into the flesh of the Ninefold Dragon.
Dragonborn of Ab'eir believe that Io created them at the same time as dragons and established a natural order: Dragonborn were created to serve their dragon masters and kobolds in turn were created to serve dragonborn.
Kobolds tell the myth of how, when Asgorath found that Darastrixhurthi was destroyed, he sought to compensate the kobold race. They say Asgorath himself called upon Kurtulmak, the then mortal kobold hero and elavated him to godhood, to serve as the kobold's permanent champion and patron.
Clerics of Asgorath had no hierarchy or fixed dogma; each interpreted the World-Shaper differently, worshiping him in one of his many aspects. Red dragons worshiped him as an evil being, while gold dragons revered him as a paragon of good. Those who would become Asgorath's clerics sought to rid themselves of all such biases, though some never succeeded.
The debate over Io's alignment and nature was responsible for the most far-reaching holy wars of dragonkind. Every species of dragon and other dragonblooded creatures was certain that Asgorath represented the pinnacle of their particular race. While silver dragons could grudgingly accept the gold dragons' insistence that Asgorath was a lawful good gold dragon, neither could tolerate the red dragons' claim that Asgorath was a chaotic evil red. At one time the resulting wars threatened the entire dragon race with extinction.
In any way, shape or form, Io is still a rather prevalent deity among the denizens of Arkhosia, with dragon and dragonborn alike praying to him.
His domains encompass balance, creation, dragonkind, knowledge, magic, strength, travel, and wealth.
His symbol is a multicolored metallic disc.
Erek-Hus, the King of Terror locked into battle with Asgorath. Credit: WotC: 4th Edition Draconomicon 1: Chromatic Dragons
Mount Celestia
Foreword
In this document I present lore, that is not 100% accurate to the Forgotten Realms canon, but my own spin on what I read about it. The biggest changes I made, was putting Bahamut in a more central role, since in my setting, he is one of the highest deities in the pantheon. If you want to stay closer to the source material you can check it out in the Forgotten Realms Wiki or in
Lore
Also known as Mount Celestia, or more fully, the Seven Mounting Heavens of Celestia or even the Seven Heavens is a lawful good-aligned astral dominion that drifts through the Astral Sea.
The Astral Sea was once known as the Astral Plane, but when the World Tree, that held all the godly dominions in place, was destroyed during the Spellplague, it took on another form as the dominions of the gods started to drift through the silvery void.
Celestia is the ultimate plane of law and good, all aspects of it are of beauty and perfection. As an outer plane it is spatially infinite and consists of 7 infinite layers or sub-planes, that form the colossal and perhaps infinite mountain that rises from an infinite sea of holy water on the bottommost layer.
Travelling up the mountain is to traverse each layer from the lowest to the highest, the mountainous environment becoming more breathtaking as one progresses.
The first (bottommost) layer is encompassed by a seemingly endless sea of holy water, however since Celestia shares borders with the neighbouring planes of the Peaceable Kingdoms of Arcadia and the Twin Paradises of Bytopia, travel is possible between Celestia and these planes.
Lunia
Also known as the Silver Heaven, it is the bottommost layer. On this layer it is perpetually night, with beautiful constellations of silver stars and a silver moon illuminating the dark. The Silver Sea encompassing this layer is pure holy freshwater, not saltwater.
It is dotted by wonderful shining cities of white stone, home to many good-aligned humanoids.
Mercuria
The second layer is also known as the Golden Heaven, since a mysterious golden light illuminates everything within it, but there is no sun to be seen. Gently rolling hills and lush green valleys comprise this layer, dotted with small settlements of good-aligned beings.
The palace of Bahamut, made entirely from Bahamut's enormous treasure hoard, with walls made of mithral and windows composed of huge gemstones and closely guarded seven ancient gold dragons, moves about the last six layers of Celestia.
Venya
The third layer is also known as the Pearly Heaven. Most of this layer is somewhat colder than the previous two and its slopes are often covered by a thin blanket of snow, however a separate demiplane, The Green Fields is located on Venya. It is a safe haven for halflings and quite a few members of the halfling pantheon, such as Yondalla, reside there.
Solania
The fourth layer is also known as the Crystal Heaven. The valleys comprising this layer are covered with luminescent fog and strange scents. On this layer the earth is rich with ores and gems that are mined by the Dwarves residing on this layer.
It is also here that the dwarf god Moradin has taken up residence, along with his wife Berronar Truesilver, in a vast dwarven palace, built into the slopes of Solania. Other deities such as the couatl deity Jazirian also make this plane their home.
Mertion
The fifth layer is also known as the Platinum Heaven and consists of gentle slopes and wide plains, dotted with breathtaking citadels, home to many paladins and celestial creatures.
Empyrea, the City of Tempered Souls, is located on the edge of a cold mountain lake and is known for housing many hospitals and expert healers as well as hosting a great number of magical fountains with healing properties. It is also where Ilmater, the god of compassion, perseverance and hope, made his domain Martyrdom, a mountain of reward and peace for suffering in life, where none could feel pain or weariness.
Jovar
The sixth layer is also known as the Glittering Heaven and ir consists mostly of hills, studded with gemstones that glitter and sparkle in the light.
Yesteria, The Heavenly City is a huge seven-layered ziggurat, with a large staircase on each face connecting the terraces of each layer. The stones that make up the city are made of precious gemstones, similar to those seen around the surrounding hills. On the topmost terrace is the bridge of al-Sihal, formed of pure light. Here lies the portal to the topmost layer of Celestia, Chronias; it is guarded by a powerful solar named Xerona who judges who may and may not enter.
Chronia
Chronias is the topmost and final layer of Celestia, also called The Illuminated Heaven. There is no real account or description of Chronias, as no entity that has ever entered has ever returned.
It is thought to be the ultimate goal of the inhabitants of Celestia to ascend the layers one by one in order to reach Chronias, where their souls will join with the essence of the plane itself. It is also presumably where Bahamut himself mostly resides.
The Platinum Dragon
The Platinum Dragon is also known as Bahamut, Xymor, Marduk, King of the Good Dragons, Justicemaker and Lord of the North Wind.
In his past, Bahamut was part of other pantheons. When he was still part of the Untheric pantheon he was known by the name of Marduk, and when he was a member of the Draconic pantheon he went by the alias Xymor.
He is the dragon god of enlightened justice (justice tempered with mercy and punishment with forgiveness) and Lord of good dragons, as well as patron of metallic dragons.
His natural form was that of a massive dragon (over 150 feet long) with a tail the same length as his body, with platinum scales tougher than any shield and ice-blue eyes. Another appearance, he occasionally chose was described as a huge dragon wrapped in a scintillating aura of light so brilliant that it was impossible to look directly at him and much less, tell his color.
Bahamut was stern and very disapproving of evil, he accepted no excuses for evil acts, and didn't tolerate even minor offenses offered by evil creatures but in spite of his stance, he was also considered one of the most compassionate beings in the multiverse. He had limitless empathy for the downtrodden, the dispossessed, and the helpless and he usually preferred to polymorph those who had offended him instead of killing them.
By draconic standards, Bahamut was neither vain or desirous of treasure. He valued wisdom, knowledge, prophecies, and songs instead. However, he also pursued viciously (usually sending his champions and followers) those who tried to steal the hoard from his palace as, after all, he was the god of justice.
Bahamut also liked to prove the strength and worthiness of his followers by battling against them in his dragon form, halting the combat when his followers were injured or when they overcame him. However, he was prone to get carried away by his zeal, and thus did these battles on Mertion, close to the city of Empyrea, where he had powerful healers on hand in case he had gravely injured one of his followers in those battles.
Bahamut expended much of his time traveling the material plane in the guise of an old man. In this form he traveled from one place to another with no apparent purpose and was quick to offer advice, information, or assistance to other travelers he encountered on the road. He always tried to assess the worthiness -viewed through a lens of justice, nobility, and honor- of everyone he met while traveling.
When Bahamut assumed the form of the old man, he was usually accompanied by some of his seven ancient gold dragons polymorphed into canaries or some other small animal form, always ready to attack anyone foolish enough to threaten their god. Some claimed these dragons were reincarnations of dead kings, renowned for their sense of justice and returned to life to serve the Platinum Dragon. They advised Bahamut on matters of honor and acted as a jury when the god was judging evildoers — often apprehended by his champions.
The Queen of Evil Dragons
Also known as Tiamat, The Avaricious, Bane of Bahamut and The Fivefold Dragon. She is the evil sister of Bahamut and his eternal rival.
She makes her domain on the first layer of the Nine Hells of Baator, Avernus. After disposing of another dragon god, Azharul, and devouring his godly essence, she took his domain, the Dragonspawn Pits on the Dragon Eyrie, the home of the draconic pantheon, for herself and linked it to her domain on Avernus.
Her natural form was that of a fearsome chromatic dragon, who had one head for each primary color of the most common species of chromatics (black, blue, green, red, white). Each head was able to operate entirely independently of each other and had the powers of a member of the respective race of dragonkind. Her body also had traits in common with a wyvern, including a long tail tipped with a poisonous stinger. She truly combined the worst traits of other chromatic dragons.
Tiamat was arrogant, greedy, hateful, spiteful and vain. She never forgave any kind of slight and was always focused on obtaining more power and wealth. She disdained mortals, regarding them as mere disposable tools in her schemes. When needed, she was charming and fey, but her self-serving and reptilian personality betrayed her sooner or later.
Bahamut is ever watchful of Tiamat's activities and vice versa, since both feverishly seek a way to destroy the other permanently.
Bahamut in his human form locked in battle with Tiamat. Credit: piyastudios, they closed their Deviantart account, where I originally found the image, but instead I linked to their Twitter.
Barbarian Path
Path of the Totem Warrior: Dragon
Totem Spirit
Dragon. While raging, you become wreathed in fire, dealing an additional 1d6 fire damage with melee weapon attacks. The spirit of the dragon infuses you with an angry flame.
Aspect of the Beast
Dragon. You gain an uncanny, innate sense for treasure. You can pinpoint, by an extraordinary additional sense, the location of precious metals and stones, such as coins and gems and art objects within 60 feet of you.
Spirit Walker
As in the PHB
Totemic Attunement
Dragon. While raging, your flames grow even more ferocious. Whenever a creature hits you with a melee attack, it takes 1d6 fire damage.
Cleric Domain
Dragon Domain
Dragon Domain Spells
Cleric Level | Spells |
---|---|
1st | absorb elements, chromatic orb |
3rd | magic weapon, warding wind |
5th | elemental weapon, protection from energy |
7th | elemental bane, storm sphere |
9th | cone of cold, immolation |
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons and heavy armor.
Draconic Blessing
Also at 1st level, choose one damage type from: acid, cold, fire, lightning and poison. You gain resistance to that damage type.
Channel Divinity: Infuse Element
Starting at 2nd level, you can use your Channel Divinity to make a creature less susceptible to the elements.
You present your holy symbol and call upon the resilience of your draconic deity.
Choose one creatue within 60 feet of you and one damage type from acid, cold, fire, lightning and poison. The target gains advantage on saving throws against that damage type and has resistance against that damage type for 1 minute.
Empowered Element
Starting at 6th level, whenever you deal damage from the same type you chose in your Draconic Blessing feature you can use your reaction to reroll a number of damage dice equal to your Wisdom modifier (minimum 1) and must choose the second roll.
Elemental Affinity
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type you chose in your Draconic Blessing feature to the target. When you reach 14th level, the extra damage increases to 2d8.
Aspect of Io
Starting at 17th level, you have taken on the aspect of Io's neutrality and might and you can use an action to change the damage type in your Draconic Blessing feature to another in the list. All other features depending on that choice change with it.
Fighter Archetype
Scion of Arkhosia
Scions of Arkhosia are dragonborn, who have studied and trained in the old ways of Arkhosia to protect it and its people. They are proud of their heritage and lineage and wil go to any lengths to protect their families, lands and above all their honor. They have fully embraced the dragon blood flowing through their veins.
Restriction: Dragonborn Only
Only dragonborn can choose the scion of arkhosia fighter archetype, because only dragonborn are capable of using a breath weapon and usually keep their ancient traditions a secret.
Your DM can lift this restriction to better suit the campaign. The restriction reflects the physiology of dragonborn, but it might not apply to your DM's setting or your DM might be willing to grant your character a dragonborn's breath weapon upon choosing this path.
Draconic Fury
Beginning when you choose this archetype at 3rd level, your Breath Weapon feature progresses differently:
It now deals 3d6 points of damage on a failed save and half as much damage on a successful one. This increases to 5d6 at 6th level, 7d6 at 11th level, and 9d6 at 16th level.
Quick Breath
Beginning at 3rd level, you can use your Breath Weapon a number of times equal to your Constitution modifier (minimum 1). Also, when you take the Attack action on your turn you can use your Breath Weapon as a bonus action.
Student of Ancient Traditions
Starting at 7th level you can add your proficiency to any Intelligence, Wisdom or Charisma check you make, that has something to do with dragons, dragonkind or Arkhosia, like recalling information about dragons, persuading a dragonborn general to part with important information or spotting ancient draconic writing.
If you are already proficient in that ability check you can add double your proficiency to the check.
You also learn to speak, read and write Draconic if you don't already.
Dragon Incarnate
At 10th level, your breath weapon ignores damage resistances and treats damage immunities as resistances.
Additionally you gain immunity to the damage type of your breath weapon.
Recharging Breath
Beginning at 15th level, you have perfectly mastered your Breath Weapon. Whenever you have expended all your uses of your breath weapon roll 1d6 at the start of each of your turns. On a roll of 5-6 you regain one use of your breath weapon.
Blood of Io
At 18th level, a permanent pair of dragon wings sprouts from your back and grants you a flying speed of 40 feet. Magic armor usually reshapes itself to fit your body type (DM discretion) but mundane medium and heavy armor suits have to be custom-made or custom-fitted so you can wear them. If you are wearing hevy armor your flying speed is reduced to 30 feet. You also learn to hurl your breath weapon. When using your breath weapon you can choose a point within 60 feet of you, where it explodes in a 15-foot radius. The energy spreads around corners.
Credit: WotC: 4th Edition Player's Handbook 2
Monk Monastic Tradition
Way of the Dragon
Monks of the Way of the Dragon see dragons as beings beyond our comprehension. By honing their skills in the Way of the Dragon, they grow one step closer to truly understanding these ancient creatures. They learn to harness their power over certain elements, speak their language, see through their eyes, and even assume their form for a time.
Dragon Technique
Starting at 3rd, you assume minor draconic features, such as reptilian eyes, claws on your fingertips and scales on your bodies. These become more prominent as you follow deeper into the path.
- Your unarmed strikes can deal either bludgeoning, piercing or slashing damage.
- You can use your action to spend 1 Ki point and create a strong blast of wind. Every creature within 10 feet of you must succeed on a Dexterity saving throw against your Ki save DC or be knocked prone. You can then move half your speed, without provoking attacks of opportunity.
In addition you choose a Draconic Idol. You gain damage resistance as well as a cantrip according to the Draconic Idol table. Wisdom is your spellcasting ability for these cantrips.
Draconic Idol
Dragon | Resistance | Cantrip |
---|---|---|
Black, Copper | Acid | Acid Splash |
Blue, Bronze | Lightning | Lightning Lure |
Brass, Gold, Red | Fire | Firebolt |
Green | Poison | Poison Spray |
Silver, White | Cold | Ray of Frost |
In addititon to this, you learn to speak, read and write Draconic and you gain darkvision out to a distance of 60 feet.
Heightened Energy
At 6th level, your training has given you access to a higher form of energy. If you deal acid, cold, fire, lightning or poison damage to a creature, you ignore resistances against these damage types and treat immunities as resistances.
You can also spend 1 Ki point to infuse your body with the element of your draconic idol dealing an additional 1d6 damage of that type, whenever you hit with a melee attack.
Deflect Energy
Starting at 11th level, when you take acid, cold, fire, lightning or poison damage, you can use your reaction to spend 1 Ki point to gain resistance against the triggering damage type and you also deal an additional 1d6 of the triggering damage type with your melee attacks, until the end of your next turn.
Should you already be resistant to the triggering damage type you instead gain immunity.
Breath Weapon
Starting at 17th level, you can channel your Ki into destructive energy. You can use an action, or when you used your action to attack use a bonus action, to spend 3 Ki points, to exhale destructive energy. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw against your Ki save DC, the type of which is determined by your draconic idol. A creature takes 12d6 damage on a failed save, and half as much damage on a successful one. Your draconic idol determines the size, shape, and damage type of the exhalation.
Dragon | Damage Type | Breath Weapon |
---|---|---|
Black, Copper | Acid | 5 by 30 ft. line (Dex. save) |
Blue, Bronze | Lightning | 5 by 30 ft. line (Dex. save) |
Brass, | Fire | 5 by 30 ft. line (Dex. save) |
Gold, Fire | Fire | 15 ft. cone (Dex. save) |
Green | Poison | 15 ft. cone (Con. save) |
Silver, White | Cold | 15 ft. cone (Con save) |
Paladin Oath
Oath of Draconic Might
The Oath of Draconic Might is mostly taken by either Paladins of the Platinum Dragon or the Queen of Evil Dragons. So while they can make the most shining examples of heroes, the can also be terrible villains. As such their Tenets also vary.
Tenets of Draconic Might
Since there are two different versions of the Oath of Draconic Might, these tenets are also separated into two categories:
Courage. A true dragon doesn't experience fear, why should you?
Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
Avarice. Take whatever you can get, for it is your's by right.
Retribution. No slight may go unpunished, for nobody respects or fears a weakling.
Grandeur. Mortals are tools, to be used and disposed at best and vermin to be snuffed out at worst.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Draconic Might Spells
Paladin Level | Spells |
---|---|
3rd | absorb elements, chromatic orb |
5th | enlarge/reduce, scorching ray |
9th | elemental weapon, lightning bolt |
13th | elemental bane, vitriolic sphere |
17th | cloudkill, cone of cold |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Draconic Weapon. As an action, you can imbue one weapon that you are holding with elemental energy, using your Channel Divinity. Choose a damage type from acid, cold, fire, lightning and poison. For 1 minute, you add 1d8 of the chosen type to damage rolls made with that weapon. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Abjure the Fearless. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Dragons have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed, a flying creature lands at the closest spot, that is not an obvious hazard, such as a pool of lava. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
Aura of Draconic Might
Starting at 7th level, you and friendly creatures within 10 feet of you can't be frightened and have resistance against dragon's breath weapons while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Elemental Smite
Starting at 15th level, you can choose whether your divine smite feature deals acid, cold, fire, lightning, poison or radiant damage.
In addition, any damage you deal with your divine smite feature ignores damage resistance and treats immunities as resistances.
Dragon Form
At 20th level, you can assume the form of a draconic hero. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:
- Dragon wings sprout from your back and grant you a flying speed of 60 feet.
- You emanate an aura of awe in a 30-foot radius. Allies in that aura gain a 1d8 bonus to attack rolls and gain a number of temporary hit points at the start of your turn equal to twice your Charisma modifier (minimum 1).
Once you use this feature, you can't use it again until you flnish a long rest.
Warlock Otherworldly Patron
The Great Wyrm
Powerful dragons interact with humanoids only rarely and if they do they are usually either toppling a kingdom, manipulating or forcing them into submission or eating them.
However on the the rarest of occasions a dragon might bestow magical powers upon a humanoid as a reward for its continued service.
Expanded Spell List
The Great Wyrm lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Great Wyrm Expanded Spells
Spell Level | Spells |
---|---|
1st | absorb elements, chromatic orb |
2nd | melf's acid arrow, warding wind |
3rd | fireball, elemental weapon |
4th | freedom of movement, storm sphere |
5th | cone of cold, cloudkill |
Elemental Affinity
Beginning at 1st level, whenever you deal acid, cold, fire, lightning or poison damage to a creature you can add your Charisma modifier (minimum 1) to the damage.
Dragon's Avarice
Starting at 6th level, you gain proficiency in intimidation and persuasion checks, and whenever you use one of these skills to barter a price your proficiency is doubled for that check.
Additionally you can cast the identify spell at will.
Dragon Wings
At 10th level you grow wings and gain a flying speed equal to your walking speed. If you are wearing armor it needs to be custom made to accommodate for the wings.
Frightful Presence
At 14th level you can use an action to summon an aspect of your patron and give out a bloodcurdling roar. Each creature of your choice that is within 120 feet of you and aware of you must succeed on a Wisdom saving throw against your arlock spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours.
Eldritch Invocations
Elemental Blast
Prerequisite: eldritch blast cantrip
When you take a short or long rest you can change the damage type of your eldritch blast to acid, cold, fire, lightning or poison, until your next short or long rest.
Elemental Weapon
Prerequisite: 12th level, Pact of the Blade feature
When you hit a creature with your pact weapon, the creature takes an extra 1d6 damage from either acid, cold, fire, lightning or poison. You can change the damage type during a short or long rest.
Feat
Wyvern Rider
Prerequisite: Character level 13 or higher, proficiency in the animal handling skill
You are among the chosen few who can successfully raise, train and use a wyvern as a mount. As a result you gain the following benefits:
- During a substantial amount of downtime (about half a year) you can hatch and raise a wyvern, as well as train it to accept you as its rider. If another should be its designated rider this person has to be present at all time during the process. Should the wyvern be rideable by anyone, the time required to train it increases tremendously (anywhere between 2 and 4 years).
- When mounted on a wyvern you can use your bonus action to command your wyvern to use the attack action (one attack only).
Wyverns (Reworked)
Common Wyverns
The most common and primitive of wyvernkind. They do not hold any elemental essence unlike their differently colored cousins. They do however have a stinger, filled with an extremely potent venom that burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart.
Easy to keep. While common wyverns, like all other wyverns have a violent temperament and many would-be masters have lost their lives in trying to tame a wyvern, common wyverns are the easiest to actually keep in stables and housings. While a red wyvern may burn down a pen ar a black one might burn a hole into the wall with its caustic breath, a common wyvern can do little harm to a well constructed stable.
First to be tamed. Before the dragonborn of old Arkhosia tamed, bred or even found the more exotic kinds of wyvern, they tamed common wyverns. These became the very first warmounts of old Arkhosia and are still used regularly as the first mount a wyvern rider will usually recieve.
Black Wyverns
Foul-tempered, aggressive and gluttonous. Black wyverns spend their days sleeping, hunting and eating whatever prey they can catch. Since they lack the intelligence to grasp the consequences of their behavior black wyverns will, if left unchecked, at times hunt entire ecosystems into extinction. An entirely still bog, completely devoid of life, is usually a sign of black wyverns nesting nearby.
Brutal and Cruel. Black wyverns share the temper of black dragons. They are strong and violent and it is known that black wyverns will often bully other creatures. Sometimes even other black wyverns in their flock.
Caustic nature. The saliva and bile of black wyverns is an incredibly potent acid, eating through flesh, wood and even stone over time.
Blue Wyverns
Living in deserts and by the sea the ferocious blue wyverns are known to attack travellers and small ships. However, in contrast to their blue dragon relatives, which attack these mostly for sport and treasure, blue wyverns mostly raid these caravans and ships to devour humanoids, since other food is hard to come by in the desert.
Fiercely terrirorial. Any creature that enters the territory of a flock of blue wyverns unwittingly commits a transgression that is met with incredible violence. Blue wyverns will chase invaders even a few miles ouside their territory which often brings them into conflicts with neighbouring creatures.
Hard Shell. Because of them being involved in battles even more frequently than other wyverns, blue wyverns have evolved with an especially hard hide of shell like scales.
Green Wyverns
Smaller and more nimble than most other wyverns, green wvyerns live deep in forests and jungles. There they hunt with strategy and cunning unparalleled by any of the other chromatic wyverns.
Extraordinary cunning. While still not as intelligent as true dragons green wyverns are widely considered to be the most intelligent of wyvernkind. When hunting they usually stalk their prey from the sky and once a chase is initiated the wyvern will use its cunning to predict where its prey is going and try to cut it off.
Ever cautious. Unlike other wyverns, green wyverns are able to devise simple hunting strategies and proceed with caution if their would-be prey is unknown to them. They also pay great heed to their surroundings and will under almost no circumstances enter an area in which the cannot fly. Interestingly green wyverns have adapted to humanoids' ambush tactics and will usually not fall for basic traps.
Red Wyverns
As with dragons, wyverns of the red variety are the most powerful of their kind. These creatures are very territorial and will pursue foes for miles, swooping down for attacks and raining fire down upon them. They make their homes in rolling hills, mountains and active volcanoes.
Red-Scaled Despots. However even though red wyverns lack the intelligence found in their cousins, the true dragons, they are no less tyrannical. Whereas the fights for dominance over a wyvern flock are usually bloody, they are rarely fought to the death, among red wyverns however, only the wyvern that is still alive has won.
Fiery Tempers. Among all of wyvernkind, red wyverns are the hardest to tame and the most likely to try and kill their would-be master. But because of their bad disposition, well trained red wyverns were highly valued as beasts of war in the old days of Arkhosia.
White Wyverns
In the frigid tundras in the north and on frozen mountaintops, there live the vicious white wyverns. Their tempers are as bad as their habitat is cold and since food is scarce in their homes these wyverns lunge at any opportunity to catch something edible.
Vicious and Violent. If there is anything that white wyverns are truly good at, it is tearing their prey limb from limb, while it is still warm. A flock of hungry white wyverns can pick the bones of a creature clean in a frighteningly short time.
Ever hungry. What white wyverns lack in intelligence they have in hunger. Which is interestingly one of the reasons why they are easier to tame than other wyverns. Keeping a white wyvern well fed, will make it more likely to be loyal to its rider, than any other variety of wyvern.
Common Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 13 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.
Stinger (Recharge 4-6). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage. The target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Common Wyvern
Large dragon, unaligned
- Armor Class 13 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Elder Common Wyvern
Huge dragon, unaligned
- Armor Class 15 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
- Saving Throws Dex +4, Con +8, Wis +6
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite, one with its claws and one with its stinger.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Stinger. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage. The target must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
Black Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 13 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Damage Immunities acid
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5-6) The wyvern spits acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one.
Black Wyvern
Large dragon, unaligned
- Armor Class 13 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Damage Immunities acid
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) acid damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Acid Breath (Recharge 5-6) The wyvern spits acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save, or half as much damage on a successful one.
Elder Black Wyvern
Huge dragon, unaligned
- Armor Class 15 (natural armor)
- Hit Points 168 (16d12 + 64)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
- Saving Throws Dex +4, Con +8, Wis +6
- Damage Immunities acid
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) acid damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Acid Breath (Recharge 5-6) The wyvern spits acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Blue Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Damage Immunities lightning
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) lightning damage.
Lightning Breath (Recharge 5-6) The wyvern exhales a bolt of lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.
Blue Wyvern
Large dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 119 (14d10 + 42)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Damage Immunities lightning
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) lightning damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Lightning Breath (Recharge 5-6) The wyvern exhales a bolt of lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one.
Elder Blue Wyvern
Huge dragon, unaligned
- Armor Class 16 (natural armor)
- Hit Points 189 (18d12 + 72)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
- Saving Throws Str +10, Dex +4, Con +8
- Damage Immunities lightning
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) lightning damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Lightning Breath (Recharge 5-6) The wyvern exhales a bolt of lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 35 (10d6) lightning damage on a failed save, or half as much damage on a successful one.
Green Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 39 (6d8 + 12)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 7 (-2) 11 (+0) 6 (-2)
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage plus 2 (1d4) poison damage.
Poison Breath (Recharge 5-6) The wyvern exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Green Wyvern
Large dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 102 (12d10 + 36)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 9 (-1) 13 (+1) 6 (-2)
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Poison Breath (Recharge 5-6) The wyvern exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Elder Green Wyvern
Huge dragon, unaligned
- Armor Class 17 (natural armor)
- Hit Points 147 (14d12 + 56)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Dex +6, Int +4, Wis +6
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Perception +6, Stealth +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 5) piercing damage plus 7 (2d6) poison damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage.
Poison Breath (Recharge 5-6) The wyvern exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one.
Red Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 65 (10d8 + 20)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 11 (+0) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Damage Immunities fire
- Skills Perception +2
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 5-6) The wyvern exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Red Wyvern
Large dragon, unaligned
- Armor Class 15 (natural armor)
- Hit Points 119 (14d10 + 42)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 22 (+6) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 6 (-2)
- Damage Immunities fire
- Skills Perception +4
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) fire damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Fire Breath (Recharge 5-6) The wyvern exhales fire Ìn a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Elder Red Wyvern
Huge dragon, unaligned
- Armor Class 18 (natural armor)
- Hit Points 189 (18d12 + 72)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
- Saving Throws Dex +4, Con +8, Wis +6
- Damage Immunities fire
- Skills Perception +6
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) fire damage.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Fire Breath (Recharge 5-6) The wyvern exhales fire Ìn a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
White Wyvern Hatchling
Medium dragon, unaligned
- Armor Class 13 (natural armor)
- Hit Points 65 (10d8 + 20)
- Speed 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 4 (-3) 12 (+1) 6 (-2)
- Damage Immunities cold
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6) The wyvern exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
White Wyvern
Large dragon, unaligned
- Armor Class 14 (natural armor)
- Hit Points 119 (14d10 + 42)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 16 (+3) 5 (-3) 14 (+2) 6 (-2)
- Damage Immunities cold
- Skills Perception +5
- Senses darkvision 60 ft., passive Perception 14
- Languages —
- Challenge 6 (2,300 XP)
Actions
Multiattack. The wyvern makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 3 (1d6) cold damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Cold Breath (Recharge 5-6) The wyvern exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 24 (7d6) cold damage on a failed save, or half as much damage on a successful one.
Elder White Wyvern
Huge dragon, unaligned
- Armor Class 16 (natural armor)
- Hit Points 189 (18d12 + 72)
- Speed 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 6 (-2)
- Saving Throws Dex +4, Con +8, Wis +6
- Damage Immunities cold
- Skills Perception +7
- Senses darkvision 60 ft., passive Perception 16
- Languages —
- Challenge 10 (5,900 XP)
Actions
Multiattack. The wyvern makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) cold damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Cold Breath (Recharge 5-6) The wyvern exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
Chromatic Dragons (Revised)
Chromatic Dragon Lore
A character knows the following information with a successful Nature check.
DC 15: Chromatic dragons bask in the adulation of lesser creatures, but soon grow weary of praise and worship—unless it is accompanied by gifts of precious metals, gems, and magic items.
DC 20: Chromatic dragons prefer ancient ruins, deep dungeons, and remote wilderness areas for their lairs. Each dragon type tends to inhabit certain climates and terrains: reds like hot areas and volcanoes, whites like cold, blues prefer coastal regions, greens like forests, and blacks like swamps. That said, an individual dragon lives wherever it pleases, as long as its territory doesn’t impinge on another dragon’s. One well-known white dragon of legend made its lair in the heart of a volcano.
Lair Actions and Regional Effects remain unchanged and can be found in the Monster Manual.
Black Dragons
The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water. When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.
Blue Dragons
Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons. A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow and cluster on its jutting lower jaw. A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
Green Dragons
The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible. A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck. A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.
Red Dragons
The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-b1ack tint along the trailing edge that resembles metal burned blue by fire. The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
White Dragons
The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed. A white dragon has feral eyes, a sleek profile. and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.
Ancient Black Dragon
Gargantuan dragon, chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 367 (21d20 + 147)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +9, Con +14, Wis +9, Cha +11
- Skills Athletics +14, Perception +16, Stealth +9
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 21 (33,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (184), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Acid Spit. The dragon spits a glob of acid at one creature within 90 feet. The target must make a DC 22 Dexterity saving throw taking 31 (7d8) acid damage on a failure and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -l penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10, or taking half as much damage on a sucessful save.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Vitriolic Spray. The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 36 (8d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.
Acid Gloom (Recharge 4-6). Magical darkness spreads fom a point the dragon chooses within 60 feet to fill a 25-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. If the point the dragon chooses is on an object, that the dragon is holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. If any of this effect's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled. Any creature that enters the area for the first time or starts its turn in the area must make a DC 19 Constitution saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one.
Reactions
Tail Slash. The dragon makes a tail attack against one creature that missed it with a melee attack.
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.
Acid Spit. The dragon uses its acid spit.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Black Dragon
Huge dragon, chaotic evil
- Armor Class 19 (natural armor)
- Hit Points 195 (17d12 + 85)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +7, Con +10, Wis +6, Cha +8
- Skills Athletics +11, Perception +11, Stealth +7
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (98), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Acid Spit. The dragon spits a glob of acid at one creature within 90 feet. The target must make a DC 18 Dexterity saving throw taking 22 (5d8) acid damage on a failure and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -l penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10, or taking half as much damage on a sucessful save.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Vitriolic Spray. The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.
Acid Gloom (Recharge 5-6). Magical darkness spreads fom a point the dragon chooses within 60 feet to fill a 20-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. If the point the dragon chooses is on an object, that the dragon is holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. If any of this effect's area overlaps with an area of light created by a spell of 4th level or lower, the spell that created the light is dispelled. Any creature that enters the area for the first time or starts its turn in the area must make a DC 16 Constitution saving throw, taking 27 (6d8) acid damage on a failed save, or half as much damage on a successful one.
Reactions
Tail Slash. The dragon makes a tail attack against one creature that missed it with a melee attack.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Black Dragon
Large dragon, chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 127 (15d10 + 45)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +5, Con +6, Wis +3, Cha +5
- Skills Athletics +7, Perception +6, Stealth +5
- Damage Immunities acid
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (64), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Acid Spit. Ranged Weapon Attack: +5 to hit, range 40/120 ft., one target. Hit: 21 (6d6) acid damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
Vitriolic Spray. The dragon exhales acid in a 60-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.
Cloud of Darkness (Recharge 5-6). Magical darkness spreads fom a point the dragon chooses within 60 feet to fill a 15-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. If the point the dragon chooses is on an object, that the dragon is holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. If any of this effect's area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.
Reactions
Tail Slash. The dragon makes a tail attack against one creature that missed it with a melee attack.
_
Variant Abilities
I'll be providing some variant abilities, to make your dragon even more unique in these notes. They can, of course, be applied to any dragon. For example the Innate Spellcasting found in the MM:
Dragons as Innate Spellcasters:
Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innalely cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.
Black Dragon Wyrmling
Medium dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 13 (+1)
- Saving Throws Dex +4, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +4
- Damage Immunities acid
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 3 (700 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (17), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 10 (3d6) acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Monster Manual
Ancient Blue Dragon
Gargantuan dragon, lawful evil
- Armor Class 22 (natural armor)
- Hit Points 481 (26d20 + 208)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
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 Athletics +16, Perception +17, Stealth +7
- Damage Immunities lightning
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (241), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Charge. If the dragon moves at least 15 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 33 (6d10) piercing damage. If the target is a creature it must succeed on a DC 24 Strength saving thow or be pushed up to 20 feet away and knocked prone
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning 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.
Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 42 (6d10 + 9) piercing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Thunderburst. The dragon snaps its jaw and produces a soundburst in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 44 (8d10) thunder damage and being deafened for 1 minute on a failed save, or half as much damage and not being deafened on a successful one.
Ion Winds (Recharge 4-6). A line of electrically charged wind 120 feet long and 10 feet wide blasts from the dragon in a direction of its choosing for 10 minutes. The dragon must hold concentration on this effect, as though concentrating on a spell. Each creature that starts its turn in the line must make a DC 20 Constitution saving throw or be pushed 15 feet away from the dragon in a direction following the line and taking 33 (6d10) lightning damage on a failed save, or half as much damage and not being pushed on a successful one. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the dragon. The winds disperse gas or vapor, and extinguish candles, torches, and similar unprotected flames in the area. It will even extinguish protected flames, such as those of lanterns. As a bonus action on each of the dragon's turns before the effect ends, the dragon can change the direction in which the line blasts from it.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
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.
Charge (Costs 3 Actions). The dragon moves up to its speed on the ground and makes a gore attack.
Adult Blue Dragon
Huge dragon, lawful evil
- Armor Class 19 (natural armor)
- Hit Points 225 (18d12 + 108)
- Speed 40 ft., burrow 30 ft., fly 80 ft.
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 Athletics +12, Perception +12, Stealth +5
- Damage Immunities lightning
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (113), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Charge. If the dragon moves at least 15 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 22 (4d10) piercing damage. If the target is a creature it must succeed on a DC 20 Strength saving thow or be pushed up to 20 feet away and knocked prone
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Gore. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 29 (4d10 + 7) piercing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Thunderburst. The dragon snaps its jaw and produces a soundburst in a 45-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 33 (6d10) thunder damage and being deafened for 1 minute on a failed save, or half as much damage and not being deafened on a successful one.
Ion Winds (Recharge 5-6). A line of electrically charged wind 90 feet long and 5 feet wide blasts from the dragon in a direction of its choosing for 10 minutes. The dragon must hold concentration on this effect, as though concentrating on a spell. Each creature that starts its turn in the line must make a DC 17 Constitution saving throw or be pushed 15 feet away from the dragon in a direction following the line and taking 27 (5d10) lightning damage on a failed save, or half as much damage and not being pushed on a successful one. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the dragon. The winds disperse gas or vapor, and extinguish candles, torches, and similar unprotected flames in the area. It will even extinguish protected flames, such as those of lanterns. As a bonus action on each of the dragon's turns before the effect ends, the dragon can change the direction in which the line blasts from it.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
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 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.
Charge (Costs 3 Actions). The dragon moves up to its speed on the ground and makes a gore attack.
Young Blue Dragon
Large dragon, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 152 (16d10 + 64)
- Speed 40 ft., burrow 20 ft., fly 80 ft.
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 Athletics +9, Perception +9, Stealth +4
- Damage Immunities lightning
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (76), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Charge. If the dragon moves at least 15 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 11 (2d10) piercing damage. If the target is a creature it must succeed on a DC 17 Strength saving thow or be pushed up to 15 feet away and knocked prone.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Gore. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Thunderburst. The dragon snaps its jaw and produces a soundburst in a 45-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 27 (5d10) thunder damage and being deafened for 1 minute on a failed save, or half as much damage and not being deafened on a successful one.
Strong Winds (Recharge 5-6). A line of strong wind 60 feet long and 5 feet wide blasts from the dragon in a direction of its choosing for 10 minutes. The dragon must hold concentration on this effect, as though concentrating on a spell. Each creature that starts its turn in the line must succeed on a DC 15 Constitution saving throw or be pushed 15 feet away from the dragon in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to the dragon. The winds disperse gas or vapor, and extinguish candles, torches, and similar unprotected flames in the area. It will even extinguish protected flames, such as those of lanterns. As a bonus action on each of the dragon's turns before the effect ends, the dragon can change the direction in which the line blasts from it.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
_
Treasure Hoarders
Some dragons have an innate sense for treasure that is superior to others. They gain this ability:
Treasure Sense.
The dragon can pinpoint, by an extraordinary additional sense, the location of precious metals and stones, such as coins and gems, art objects and magical items within one mile of it.
Blue Dragon Wyrmling
Medium dragon, lawful evil
- Armor Class 17 (natural armor)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft., burrow 15 ft., fly 60 ft.
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 Athletics +5, Perception +4, Stealth +2
- Damage Immunities lightning
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 4 (1,100 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (26), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
Thunderclap. The dragon snaps its jaw and produces a tiny burst of sound in a 10-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or take 7 (2d6) thunder damage.
Lightning Breath. (Recharge 5-6) The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Monster Manual
Ancient Green Dragon
Gargantuan dragon, lawful evil
- Armor Class 21 (natural armor)
- Hit Points 385 (22d20 + 154)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
- Saving Throws Dex +8, Con +14, Wis +10, Cha +11
- Skills Athletics +15, Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (193), it immediately recharges and uses its Poison Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Beguiling Words. The dragon speaks magically enchanted words to one creature within 60 feet. A target must make a DC 20 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Psychedelic Spray. The dragon exhales psychedelic poison in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 42 (12d6) poison damage and being poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one. While poisoned in this way roll a d8 at the start of the creature's turn. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. A poisoned creature can repeat its saving throw at the end of each of its turns.
Creeping Silence (Recharge 4-6). For 10 minutes, no sound can be created within or pass through a 20-foot-radius sphere centered on a point of the dragon's choice within 120 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the area for the first time or starts its turn in the area must make a DC 20 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 23 Dexterity saving throw or be knocked prone.
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.
Mind Game. The dragon uses its beguiling words.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Green Dragon
Huge dragon, lawful evil
- Armor Class 19 (natural armor)
- Hit Points 207 (18d12 + 90)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
- Saving Throws Dex +6, Con +10, Wis +7, Cha +8
- Skills Athletics +11, Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 16 (15,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (104), it immediately recharges and uses its Poison Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Beguiling Words. The dragon speaks magically enchanted words to one creature within 60 feet. A target must make a DC 17 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Poison Breath. The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Psychedelic Spray. The dragon exhales psychedelic poison in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 28 (8d6) poison damage and being poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one. While poisoned in this way roll a d8 at the start of the creature's turn. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. A poisoned creature can repeat its saving throw at the end of each of its turns.
Creeping Silence (Recharge 5-6). For 10 minutes, no sound can be created within or pass through a 15-foot-radius sphere centered on a point of the dragon's choice within 120 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the area for the first time or starts its turn in the area must make a DC 17 Wisdom saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 19 Dexterity saving throw or be knocked prone.
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.
Mind Game. The dragon uses its beguiling words.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Green Dragon
Large dragon, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Con +6, Wis +4, Cha +5
- Skills Athletics +7, Deception +5, Perception +7, Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 9 (5,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (68), it immediately recharges and uses its Poison Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Poison Breath. The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Psychedelic Spray. The dragon exhales psychedelic poison in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) poison damage and being poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one. While poisoned in this way roll a d8 at the start of the creature's turn. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. A poisoned creature can repeat its saving throw at the end of each of its turns.
Silence (Recharge 5-6). For 10 minutes, no sound can be created within or pass through a 10-foot-radius sphere centered on a point of the dragon's choice within 120 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 15 Dexterity saving throw or be knocked prone.
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Shapechanger
Some dragons can innately change their shape to help them blend in among other creatures. Thanks to /u/calpin99 for suggesting this. Dragons with this trait gain the following action:
Change Shape.
The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Green Dragon Wyrmling
Medium dragon, lawful evil
- Armor Class 17 (natural armor)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
- Saving Throws Dex +3, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +3
- Damage Immunities poison
- Condition Immunities poisoned
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 3 (700 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (19), it immediately recharges and uses its Poison Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Flyby. The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constìtution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Monster Manual
Ancient Red Dragon
Gargantuan dragon, chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 546 (28d20 + 252)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Athletics +17, Perception +16, Stealth +7
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (273), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Immolation. The dragon spits a ball of fire at one creature within 90 feet. The target must make a DC 24 Dexterity saving throw taking 35 (10d6) fire damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature douses the fire, with at least 5 gallons (= ~20 litres) of water, it takes 14 (4d6) fire damage at the start of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 9O-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Intense Heat. The dragon exhales hot air in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a DC 24 Constitution saving throw, taking 45 (13d6) fire damage and having its resistance against fire damage be lowered by 1 stage for 1 minute on a failed save and only taking half as much damage on a successful one. (= Immunity becomes resistance, resistance is lost, no resistance becomes vulnerability)
Eruption (Recharge 4-6). The dragon chooses a point it can see on the ground within 120 feet. A fountain of heated earth and stone erupts in a 20-foot radius cylinder that is 60 feet high centered on that point. Each creature in that area must make a DC 21 Dexterity saving throw. A creature takes 22 (4d10) bludgeoning damage and 22 (4d10) fire damage and is knocked prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes heated difficult terrain for 1 hour. A creature takes 5 (1d10) fire damage for each 5-foot-square it moves through in that area. After the area has cooled down the debris can be cleared away in 1 minute's work per 5-foot square.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that made an attack against the dragon.
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.
Spit Fire. The dragon makes an immolation attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Red Dragon
Huge dragon, chaotic evil
- Armor Class 19 (natural armor)
- Hit Points 256 (19d12 + 133)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
- Saving Throws Dex +6, Con +13, Wis +7, Cha +11
- Skills Athletics +14, Perception +13, Stealth +6
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (128), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Immolation. The dragon spits a ball of fire at one creature within 60 feet. The target must make a DC 21 Dexterity saving throw taking 28 (8d6) fire damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature douses the fire, with at least 5 gallons (= ~20 litres) of water, it takes 10 (3d6) fire damage at the start of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 6O-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Intense Heat. The dragon exhales hot air in a line that is 30 feet long and 10 feet wide. Each creature in that line must make a DC 21 Constitution saving throw, taking 31 (9d6) fire damage and having its resistance against fire damage be lowered by 1 stage for 1 minute on a failed save and only taking half as much damage on a successful one. (= Immunity becomes resistance, resistance is lost, no resistance becomes vulnerability)
Eruption (Recharge 5-6). The dragon chooses a point it can see on the ground within 120 feet. A fountain of heated earth and stone erupts in a 15-foot radius cylinder that is 60 feet high centered on that point. Each creature in that area must make a DC 21 Dexterity saving throw. A creature takes 16 (3d10) bludgeoning damage and 16 (3d10) fire damage and is knocked prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes heated difficult terrain for 1 hour. A creature takes 5 (1d10) fire damage for each 5-foot-square it moves through in that area. After the area has cooled down the debris can be cleared away in 1 minute's work per 5-foot square.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that made an attack against the dragon.
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.
Spit Fire. The dragon makes an immolation attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Red Dragon
Large dragon, chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 178 (17d10 + 48)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +4, Cha +8
- Skills Athletics +10, Perception +8, Stealth +4
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (89), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Immolation. The dragon spits a ball of fire at one creature within 30 feet. The target must make a DC 17 Dexterity saving throw taking 21 (6d6) fire damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature douses the fire, with at least 5 gallons (= ~20 litres) of water, it takes 7 (2d6) fire damage at the start of each of its turns.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Intense Heat. The dragon exhales hot air in a line that is 15 feet long and 10 feet wide. Each creature in that line must make a DC 17 Constitution saving throw, taking 28 (8d6) fire damage and having its resistance against fire damage be lowered by 1 stage for 1 minute on a failed save and only taking half as much damage on a successful one. (= Immunity becomes resistance, resistance is lost, no resistance becomes vulnerability)
Eruption (Recharge 5-6). The dragon chooses a point it can see on the ground within 120 feet. A fountain of heated earth and stone erupts in a 15-foot radius cylinder that is 60 feet high centered on that point. Each creature in that area must make a DC 21 Dexterity saving throw. A creature takes 11 (2d10) bludgeoning damage and 11 (2d10) fire damage and is knocked prone on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain. The debris can be cleared away in 1 minute's work per 5-foot square.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that made an attack against the dragon.
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Tail Spine
Some dragons, like their distant cousins, the wyverns have a poisonous spine on their tails. They gain this additional attack option, which they can use instead of tail attacks. Wyrmlings can't use this variant.
Stinger. Melee Weapon Attack. Str mod + Prof to hit, reach 10 ft., one target. Hit (2d8 + Str Mod) piercing damage. The target must make a DC (8 + Con + Prof) Constitution saving throw, taking poison damage determined by the dragon's age on a failed save, or half as much damage on a successful one.
Poison Damage
Dragon age | Poison Damage |
---|---|
Young | 6d6 |
Adult | 12d6 |
Ancient | 18d6 |
Red Dragon Wyrmling
Medium dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +2, Con +5, Wis +2, Cha +4
- Skills Athletics +6, Perception +4, Stealth +2
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 4 (1,100 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (37), it immediately recharges and uses its Fire Breath.
If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
Immolation. The dragon spits a ball of fire at one creature within 30 feet. The target must make a DC 13 Dexterity saving throw taking 7 (2d6) fire damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature uses its action to douse the flames, it takes 3 (1d6) fire damage at the start of each of its turns.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Monster Manual
Ancient White Dragon
Gargantuan dragon, chaotic evil
- Armor Class 20 (natural armor)
- Hit Points 333 (18d20 + 144)
- Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)
- Saving Throws Dex +6, Con +14, Wis +7, Cha +8
- Skills Athletics +14, Perception +13, Stealth +6
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (167), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes up to four attacks: one with its bite, two with its claws and one with its rend.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage and the target has to succeed on a DC 22 Dexerity saving throw or be grappled.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Rend. Melee Weapon Attack: +14 to hit, reach 15 ft., one target grappled by the dragon. Hit: 29 (6d6 + 8) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Shock Frost. The dragon exhales pure cold in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 36 (8d8) cold damage and being restrained and stunned for 1 minute on a failed save, or half as much damage and not being restrained and stunned on a successful one. A creature can repeat the saving throw at the end of its turn. Taking 18 points of fire damage will also end the restrained and stunned condition.
Icicle Field (Recharge 4-6). Magical Icicles shoot from the ground, fom a point the dragon chooses within 120 feet to fill a 25-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The icicles spread around corners and the area becomes difficult terrain When a creature moves into or within the area it takes 10 (4d4) piercing damage and 10 (4d4) cold damage for every 5 feet it travels.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
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 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult White Dragon
Huge dragon, chaotic evil
- Armor Class 18 (natural armor)
- Hit Points 200 (16d12 + 96)
- Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)
- Saving Throws Dex +5, Con +11, Wis +6, Cha +6
- Skills Athletics +11, Perception +11, Stealth +5
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (100), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes up to four attacks: one with its bite, two with its claws and one with its rend.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage and the target has to succeed on a DC 19 Dexerity saving throw or be grappled.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Rend. Melee Weapon Attack: +11 to hit, reach 15 ft., one target grappled by the dragon. Hit: 27 (6d6 + 6) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Shock Frost. The dragon exhales pure cold in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 27 (6d8) cold damage and being restrained and stunned for 1 minute on a failed save, or half as much damage and not being restrained and stunned on a successful one. A creature can repeat the saving throw at the end of its turn. Taking 14 points of fire damage will also end the restrained and stunned condition.
Icicle Field (Recharge 5-6). Magical Icicles shoot from the ground, fom a point the dragon chooses within 90 feet to fill a 15-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The icicles spread around corners and the area becomes difficult terrain When a creature moves into or within the area it takes 7 (3d4) piercing damage and 7 (3d4) cold damage for every 5 feet it travels.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young White Dragon
Large dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 133 (14d10 + 56)
- Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
- Saving Throws Dex +3, Con +7, Wis +3, Cha +4
- Skills Athletics +7, Perception +6, Stealth +3
- Damage Immunities cold
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 6 (2,300 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (67), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Actions
Multiattack. The dragon makes up to four attacks: one with its bite, two with its claws and one with its rend.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage and the target has to succeed on a DC 15 Dexerity saving throw or be grappled.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Rend. Melee Weapon Attack: +7 to hit, reach 10 ft., one target grappled by the dragon. Hit: 25 (6d6 + 4) slashing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Shock Frost. The dragon exhales pure cold in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) cold damage and being restrained and stunned for 1 minute on a failed save, or half as much damage and not being restrained and stunned on a successful one. A creature can repeat the saving throw at the end of its turn. Taking 11 points of fire damage will also end the restrained and stunned condition.
Icicle Field (Recharge 5-6). Magical Icicles shoot from the ground, fom a point the dragon chooses within 60 feet to fill a 10-foot radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The icicles spread around corners and the area becomes difficult terrain When a creature moves into or within the area it takes 5 (2d4) piercing damage and 5 (2d4) cold damage for every 5 feet it travels.
Reactions
Retaliation. The dragon makes a claw attack against one creature that hit it with a melee attack.
_
Heightened Energy Dragon
On rare occasions a dragon grows up in an area that is strongly infused with their own innate energy type, these dragons become horrible incarnations of these energies and gain these additional traits:
- They are chaotic evil and care not for more than wanton destruction.
- Energy Aura. The dragon projects an aura of their innate energy in a 30 foot radius around it. Creatures that enter the area for the first time on their turn or start their turn in the area take 1d10 (young), 2d10 (adult) or 3d10 (ancient) points of the appropriate damage.
White Dragon Wyrmling
Medium dragon, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)
- Saving Throws Dex +2, Con +4, Wis +2, Cha +2
- Skills Athletics +4, Perception +4, Stealth +2
- Damage Immunities cold
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 2 (450 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (16), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage and the target has to succeed on a DC 12 Dexerity saving throw or be grappled.
Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target grappled by the dragon. Hit: 16 (4d6 + 2) slashing damage.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Monster Manual
Metallic Dragons (Revised)
Metallic Dragon Lore
A character knows the following information with a successful Nature check.
DC 15: Metallic dragons love learned discourse, but they also have a keen sense of insight and are quick to sense deception. Those who seek to rob or deceive a metallic dragon are shown no mercy.
DC 20: Metallic dragons can be found in a wide range of climes and locales, preferring to sequester themselves inside ancient sites of great learning. They are as likely to be found in the heart of a living city as in some ancient ruin.
DC 25: Metallic dragons do not make pacts with other groups of creatures, but an individual dragon is very likely to have gathered a wide variety of lesser creatures around it. Metallic dragons treat such creatures as students and wards rather than as slaves. In return, these creatures act as the dragons’ servants and guards, and are deeply loyal to their dragon lieges.
Lair Actions and Regional Effects remain unchanged and can be found in the Monster Manual.
Brass Dragons
The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
Bronze Dragons
Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause. A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble giowing green orbs.
Copper Dragons
Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.
Gold Dragons
The most powerful and majestic of thc metallic dragons, gold dragons are dedicated foes of evil. A gold dragorn has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow. echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.
Silver Dragons
The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need. A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
Bahamut
As stated earlier Bahamut likes to test his follower's strength by fighting them. So I comprised 3 combat forms/avatars of Bahamut. His human form, mostly used when aiding adventurers in overcoming impossible odds, while not directly interfering with the battle, his dragon form, that he takes when fighting seasoned paladins and clerics as well as angels and finally the radiant form he took when he used the alias Xymor.
Credit: 4th Edition Draconomicon II: Metallic Dragons
Ancient Brass Dragon
Gargantuan dragon, chaotic good
- Armor Class 20 (natural armor)
- Hit Points 297 (17d20 + 117)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +6, Con +13, Wis +8, Cha +10
- Skills Athletics +14, History +10, Perception +14, Persuasion +10, Stealth +6
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Aura of Inspiration. Friendly creatures within 30 feet of the dragon gain a 1d4 bonus on attack rolls and saving throws, while the dragon is conscious.
Bloodied Breath. When the dragon drops below half its hit point maximum (149), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Sand Spit. The dragon spits a spray of scorching sand at one creature within 90 feet. The target must make a DC 21 Dexterity saving throw taking 31 (9d6) fire damage on a failure and being blinded for 1 minute or taking half as much damage and not being blinded on a sucessful one. A blinded creature can use an action to wash its eyes, if it has water available.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Sand Storm (Recharge 4-6). On a point, the dragon chooses within 120 feet of itself, sand whirls violently in a 30 foot radius cylinder, that is 60 feet high, for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The area is heavily obscured, ranged weapon attacks in or into the area have disadvantage and the area is considered difficult terrain. Any creature that enters the area for the first time or starts its turn in the area must make a DC 18 Constitution saving throw, taking 28 (8d6) bludgeoning damage on a failed save and being blinded until the end of their next turn, or half as much damage and not being blinded on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Mocking Words When a creature the dragon can see within 60 feet of it makes an attack roll, ability check, or damage roll, the dragon can subtract 6 (1d12) from the result. This has no effect if the creature can't hear the dragon or is immune to being charmed.
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.
Sand Attack. The dragon uses its sand spit.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Brass Dragon
Huge dragon, chaotic good
- Armor Class 18 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., burrow 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +5, Con +10, Wis +6, Cha +8
- Skills Athletics +11, History +7, Perception +8, Persuasion +8, Stealth +5
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Aura of Inspiration. Friendly creatures within 30 feet of the dragon gain a 1d4 bonus on attack rolls and saving throws, while the dragon is conscious.
Bloodied Breath. When the dragon drops below half its hit point maximum (86), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a savingthrow, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Sand Spit. The dragon spits a spray of scorching sand at one creature within 90 feet. The target must make a DC 18 Dexterity saving throw taking 24 (7d6) fire damage on a failure and being blinded for 1 minute or taking half as much damage and not being blinded on a sucessful one. A blinded creature can use an action to wash its eyes, if it has water available.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Sand Storm (Recharge 4-6). On a point, the dragon chooses within 90 feet of itself, sand whirls violently in a 20 foot radius cylinder, that is 40 feet high, for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The area is heavily obscured, ranged weapon attacks in or into the area have disadvantage and the area is considered difficult terrain. Any creature that enters the area for the first time or starts its turn in the area must make a DC 16 Constitution saving throw, taking 21 (6d6) bludgeoning damage on a failed save and being blinded until the end of their next turn, or half as much damage and not being blinded on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Mocking Words When a creature the dragon can see within 60 feet of it makes an attack roll, ability check, or damage roll, the dragon can subtract 5 (1d10) from the result. This has no effect if the creature can't hear the dragon or is immune to being charmed.
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.
Sand Attack. The dragon uses its sand spit.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Brass Dragon
Large dragon, chaotic good
- Armor Class 17 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft., burrow 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +3, Con +6, Wis +3, Cha +5
- Skills Athletics +7, Perception +6, Persuasion +5, Stealth +3
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 6 (2,300 XP)
Aura of Inspiration. Friendly creatures within 30 feet of the dragon gain a 1d4 bonus on attack rolls and saving throws, while the dragon is conscious.
Bloodied Breath. When the dragon drops below half its hit point maximum (55), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Sand Spit. The dragon spits a spray of scorching sand at one creature within 90 feet. The target must make a DC 14 Dexterity saving throw taking 21 (6d6) fire damage on a failure and being blinded for 1 minute or taking half as much damage and not being blinded on a sucessful one. A blinded creature can use an action to wash its eyes, if it has water available.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Sand Storm (Recharge 5-6). On a point, the dragon chooses within 60 feet of itself, sand whirls violently in a 15 foot radius cylinder, that is 30 feet high, for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The area is heavily obscured, ranged weapon attacks in or into the area have disadvantage and the area is considered difficult terrain.
Reactions
Mocking Words When a creature the dragon can see within 60 feet of it makes an attack roll, ability check, or damage roll, the dragon can subtract 4 (1d8) from the result. This has no effect if the creature can't hear the dragon or is immune to being charmed.
Brass Dragon Wyrmling
Medium dragon, chaotic good
- Armor Class 16 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft., burrow 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 13 (+1)
- Saving Throws Dex +2, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +2
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 1 (200 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (8), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Sand Spit. The dragon spits a spray of scorching sand at one creature within 90 feet. The target must make a DC 11 Dexterity saving throw taking 7 (2d6) fire damage on a failure and being blinded until the end of their next turn or taking half as much damage and not being blinded on a sucessful one.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Credit: 4th Edition Draconomicon II: Metallic Dragons
Ancient Bronze Dragon
Gargantuan dragon, lawful good
- Armor Class 22 (natural armor)
- Hit Points 444 (24d20 + 192)
- Speed 40 ft., fly 80 ft., swim 40 ft.
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 Athletics +16, Insight +10, Perception +17, Stealth +7
- Damage Immunities lightning
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (222), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws, one of which may be a pinning claw attack.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing 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.
Pinning Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage and the target is grappled (escape DC 24). Until this grapple ends, the target is restrained and the dragon can only make one claw attack, when it attacks.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 3O-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. If the creature hits a solid object it takes bludgeoning damage equal to 6d10 minus 1d10 per 10 feet moved. (A creature moved the full 60 feet before coming up against a wall takes no damage, a creature moved 40 feet before it hits the wall take 2d10 and so on)
Restorative Dive (Recharge 4-6). While completely submerged in water, the dragon can spend up to 6 hit dice to regain Hit Points. For every hit die spent in this way the dragon regains 1d20 + 8 hit points. If the dragon runs out of hit dice it only regains up to 6d6 + 8 hit points with this action.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Quick Claw. The dragon makes a claw attack against one creature that made a melee attack roll against it.
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.
Pin. The dragon makes a pinning claw 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.
Adult Bronze Dragon
Huge dragon, lawful good
- Armor Class 19 (natural armor)
- Hit Points 212 (17d12 + 102)
- Speed 40 ft., fly 80 ft., swim 40 ft.
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 Athletics +12, Insight +7 Perception +12, Stealth +5
- Damage Immunities lightning
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (106), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws, one of which may be a pinning claw attack.
Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Pinning Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained and the dragon can only make one claw attack, when it attacks.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 3O-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. If the creature hits a solid object it takes bludgeoning damage equal to 6d10 minus 1d10 per 10 feet moved. (A creature moved the full 60 feet before coming up against a wall takes no damage, a creature moved 40 feet before it hits the wall take 2d10 and so on)
Restorative Dive (Recharge 5-6). While completely submerged in water, the dragon can spend up to 5 hit dice to regain Hit Points. For every hit die spent in this way the dragon regains 1d12 + 6 hit points. If the dragon runs out of hit dice it only regains up to 5d6 + 6 hit points with this action.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Quick Claw. The dragon makes a claw attack against one creature that made a melee attack roll against it.
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.
Pin. The dragon makes a pinning claw attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 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.
Young Bronze Dragon
Large dragon, lawful good
- Armor Class 18 (natural armor)
- Hit Points 142 (15d10 + 60)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +3, Con +7, Wis +4, Cha +6
- Skills Athletics +8, Insight +4, Perception +7, Stealth +3
- Damage Immunities lightning
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (71), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws, one of which may be a pinning claw attack.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Pinning Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and the dragon can only make one claw attack, when it attacks.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 3O-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. If the creature hits a solid object it takes bludgeoning damage equal to 4d10 minus 1d10 per 10 feet moved. (A creature moved the full 40 feet before coming up against a wall takes no damage, a creature moved 20 feet before it hits the wall take 2d10 and so on)
Restorative Dive (Recharge 5-6). While completely submerged in water, the dragon can spend up to 4 hit dice to regain Hit Points. For every hit die spent in this way the dragon regains 1d10 + 5 hit points. If the dragon runs out of hit dice it only regains up to 4d6 + 5 hit points with this action.
Reactions
Quick Claw. The dragon makes a claw attack against one creature that made a melee attack roll against it.
Bronze Dragon Wyrmling
Medium dragon, lawful good
- Armor Class 17 (natural armor)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., fly 60 ft., swim 30 ft.
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 Athletics +5, Perception +4, Stealth +2
- Damage Immunities lightning
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 2 (450 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (16), it immediately recharges and uses its Lightning Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Pinning Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 3O-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon. If the creature hits a solid object it takes bludgeoning damage equal to 3d10 minus 1d10 per 10 feet moved. (A creature moved the full 30 feet before coming up against a wall takes no damage, a creature moved 20 feet before it hits the wall takes 1d10 and so on)
Credit: 4th Edition Draconomicon II: Metallic Dragons
Ancient Copper Dragon
Gargantuan dragon, chaotic good
- Armor Class 21 (natural armor)
- Hit Points 350 (20d20 + 140)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
- Saving Throws Dex +8, Con +14, Wis +10, Cha +11
- Skills Athletics +15, Deception +11, Perception +17, Performance +18, Stealth +8
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (175), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unfettered Wings The dragon has advantage on saving throws against being paralyzed, restrained and stunned, and on ability checks to escape a grapple.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Razorwing Melee Weapon Attack +15 to hit, reach 20 ft., one target. Hit: 19 (2d10 + 8) slashing damage.
Fit of Laughter. The dragon speaks a magically enchanted joke to one creature within 60 feet. A target must make a DC 19 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of the creature's turns it can repeat the saving throw, ending the effect on itself on a success.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 90-foot line that is l0 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Mindreader (Recharge 4-6). For 1 minute, the dragon can read the mind of any creature within 60 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Attack rolls against the dragon from creatures within this area have disadvantage and the dragon has advantage on saving throws against harmful effects from creatures within that area. Once on each of its turns while this effect is active the dragon can use a bonus action to probe deeper into a creature's mind. A targeted creature must make a DC 19 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Cutwing Step. The dragon makes a razorwing attack against one creature that moved within its reach and can then move half its speed.
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.
Maniacal Laughter. The dragon uses its fit of laughter.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Copper Dragon
Huge dragon, chaotic good
- Armor Class 18 (natural armor)
- Hit Points 184 (16d12 + 80)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
- Saving Throws Dex +6, Con +10, Wis +7, Cha +8
- Skills Athletics +11, Deception +8, Perception +12, Performance +13, Stealth +6
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 14 (11,500 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (92), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unfettered Wings The dragon has advantage on saving throws against being paralyzed, restrained and stunned, and on ability checks to escape a grapple.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Razorwing Melee Weapon Attack +11 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Fit of Laughter. The dragon speaks a magically enchanted joke to one creature within 60 feet. A target must make a DC 16 Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for 1 minute. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of the creature's turns it can repeat the saving throw, ending the effect on itself on a success.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 60-foot line that is 6 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Mindreader (Recharge 5-6). For 1 minute, the dragon can read the mind of any creature within 60 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Attack rolls against the dragon from creatures within this area have disadvantage and the dragon has advantage on saving throws against harmful effects from creatures within that area. Once on each of its turns while this effect is active the dragon can use a bonus action to probe deeper into a creature's mind. A targeted creature must make a DC 16 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Cutwing Step. The dragon makes a razorwing attack against one creature that moved within its reach and can then move half its speed.
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.
Maniacal Laughter. The dragon uses its fit of laughter.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Copper Dragon
Large dragon, chaotic good
- Armor Class 17 (natural armor)
- Hit Points 119 (14d10 + 42)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Con +6, Wis +4, Cha +5
- Skills Athletics +7, Deception +5, Perception +7, Peformance +8, Stealth +4
- Damage Immunities acid
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 7 (2,900 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (68), it immediately recharges and uses its Poison Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Unfettered Wings The dragon has advantage on saving throws against being paralyzed, restrained and stunned, and on ability checks to escape a grapple.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Flyby. When the dragon takes this action it makes two claw attacks and does not provoke opportunity attacks until the end of its turn.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Razorwing Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Mindreader (Recharge 5-6). For 1 minute, the dragon can read the mind of any creature within 30 feet. The dragon must hold concentration on this effect as though concentrating on a spell. Attack rolls against the dragon from creatures within this area have disadvantage and the dragon has advantage on saving throws against harmful effects from creatures within that area.
Reactions
Cutwing Step. The dragon makes a razorwing attack against one creature that moved within its reach and can then move half its speed.
Copper Dragon Wyrmling
Medium dragon, chaotic good
- Armor Class 16 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
- Saving Throws Dex +3, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +3
- Damage Immunities acid
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 1 (200 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (11), it immediately recharges and uses its Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Flyby. The dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Unfettered Wings The dragon has advantage on saving throws against being paralyzed, restrained and stunned, and on ability checks to escape a grapple.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Credit: 4th Edition Monster Manual II
Ancient Gold Dragon
Gargantuan dragon, lawful good
- Armor Class 22 (natural armor)
- Hit Points 546 (28d20 + 252)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
- Saving Throws Dex +9, Con +16, Wis +10, Cha +16
- Skills Athletics +17, Insight +10, Perception +17, Persuasion +16, Stealth +9
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (273), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Golden Gaze The dragon's eyes start to glow like the sun and it focuses its gaze on one creature it can see within 120 feet. The creature has to make a DC 24 Constitution saving throw, taking 33 (6d10) radiant damage and being blinded until the end of its next turn on a failed save and taking half as much damage and not being blinded on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 9O-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cremation (Recharge 4-6) Sheets of roaring flame appear in a location of the dragon's choice within 120 feet. The area of the flames consists of up to ten 5-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in that area must make a DC 24 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save and half as much on a successful one. If a creature with 0 hit points is in the area of this effect it is instantly turned to dust.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Pacify. The dragon forces a creature that targets it with an attack roll or a harmful spell to make a DC 24 Wisdom saving throw. On a failed saving throw, the creature must choose a new target or lose the attack or spell.
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.
Golden Radiance. The dragon uses its golden gaze.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Gold Dragon
Huge dragon, lawful good
- Armor Class 19 (natural armor)
- Hit Points 256 (19d12 + 133)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)
- Saving Throws Dex +8, Con +13, Wis +8, Cha +13
- Skills Athletics +14, Insight +8, Perception +14, Persuasion +13, Stealth +8
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (128) it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Golden Gaze The dragon's eyes start to glow like the sun and it focuses its gaze on one creature it can see within 90 feet. The creature has to make a DC 21 Constitution saving throw, taking 33 (6d10) radiant damage and being blinded until the end of its next turn on a failed save and taking half as much damage and not being blinded on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 6O-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cremation (Recharge 5-6) Sheets of roaring flame appear in a location of the dragon's choice within 90 feet. The area of the flames consists of up to ten 5-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in that area must make a DC 21 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save and half as much on a successful one. If a creature with 0 hit points is in the area of this effect it is instantly turned to dust.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Pacify. The dragon forces a creature that targets it with an attack roll or a harmful spell to make a DC 21 Wisdom saving throw. On a failed saving throw, the creature must choose a new target or lose the attack or spell.
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.
Golden Radiance. The dragon uses its golden gaze.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Gold Dragon
Large dragon, lawful good
- Armor Class 18 (natural armor)
- Hit Points 178 (17d10 + 48)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)
- Saving Throws Dex +6, Con +9, Wis +5, Cha +9
- Skills Athletics +10, Insight +5, Perception +9, Persuasion +9, Stealth +6
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Amphibious. The dragon can breath air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (89), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Golden Gaze The dragon's eyes start to glow like the sun and it focuses its gaze on one creature it can see within 60 feet. The creature has to make a DC 17 Constitution saving throw, taking 27 (5d10) radiant damage and being blinded until the end of its next turn on a failed save and taking half as much damage and not being blinded on a successful one.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 3O-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cremation (Recharge 5-6) Sheets of roaring flame appear in a location of the dragon's choice within 60 feet. The area of the flames consists of up to ten 5-foot cubes, which the dragon can arrange as it wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in that area must make a DC 17 Dexterity saving throw, taking 27 5d10) fire damage on a failed save and half as much on a successful one. If a creature with 0 hit points is in the area of this effect it is instantly turned to dust.
Reactions
Pacify. The dragon forces a creature that targets it with an attack roll or a harmful spell to make a DC 17 Wisdom saving throw. On a failed saving throw, the creature must choose a new target or lose the attack or spell.
Gold Dragon Wyrmling
Medium dragon, lawful good
- Armor Class 17 (natural armor)
- Hit Points 60 (8d8 + 24)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
- Saving Throws Dex +4, Con +6, Wis +2, Cha +5
- Skills Athletics +6, Perception +4, Stealth +4
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 3 (700 XP)
Amphibious. The dragon can breathe air and water.
Bloodied Breath. When the dragon drops below half its hit point maximum (33), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Golden Gaze The dragon's eyes start to glow like the sun and it focuses its gaze on one creature it can see within 30 feet. The creature has to make a DC 13 Constitution saving throw, taking 11 (2d10) radiant damage and being blinded until the end of its next turn on a failed save and taking half as much damage and not being blinded on a successful one.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Credit: 4th Edition Monster Manual II
Ancient Silver Dragon
Gargantuan dragon, lawful good
- Armor Class 22 (natural armor)
- Hit Points 487 (2520 + 225)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Arcana +11, Athletics +17, History +11 Perception +16, Stealth +7
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (243), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Razorwind. The dragon flaps its wings sharply creating a blast of air that can cut through solid objects. One creature within 120 feet that the dragon can see has to make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing and 13 (3d8) force damage on a failed save or only half as much damage on a successful one.
Absolute Zero. The dragon draws warmth from one creature within 120 feet. A target has to make a DC 21 Constitution saving throw, taking 18 (4d8) cold and 18 (4d8) necrotic damage as well as gaining 1 (1d2) points of exhaustion on a failed save or only half as much damage and no point of exhaustion on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soothing Cold (Recharge 4-6). A cool wind rises in a 30-foot radius around the dragon inuring its allies to damage. Each friendly creature in that area gains 36 (8d8) temporary hit points, that last for 1 hour or until the creature finishes a short or long rest.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Silvergale. The dragon uses razorwind against one creature that made a ranged attack against it.
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 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Silver Dragon
Huge dragon, lawful good
- Armor Class 19 (natural armor)
- Hit Points 243 (18d12 + 126)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
- Saving Throws Dex +5, Con +12, Wis +6, Cha +10
- Skills Arcana +8, Athletics +13, +History +8, Perception +11, Stealth +5
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 16 (50,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (122), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Razorwind. The dragon flaps its wings sharply creating a blast of air that can cut through solid objects. One creature within 90 feet that the dragon can see has to make a DC 21 Dexterity saving throw, taking 9 (2d8) slashing and 9 (2d8) force damage on a failed save or only half as much damage on a successful one.
Absolute Zero. The dragon draws warmth from one creature within 90 feet. A target has to make a DC 18 Constitution saving throw, taking 13 (3d8) cold and 13 (3d8) necrotic damage as well as gaining 1 (1d2) points of exhaustion on a failed save or only half as much damage and no point of exhaustion on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soothing Cold (Recharge 5-6). A cool wind rises in a 20-foot radius around the dragon inuring its allies to damage. Each friendly creature in that area gains 27 (6d8) temporary hit points, that last for 1 hour or until the creature finishes a short or long rest.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Silvergale. The dragon uses razorwind against one creature that made a ranged attack against it.
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 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Silver Dragon
Large dragon, lawful good
- Armor Class 18 (natural armor)
- Hit Points 168 (16d10 + 80)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +4, Cha +8
- Skills Arcana +6, Athletics +7, History 6, Perception +8, Stealth +4
- Damage Immunities cold
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 9 (5,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (84), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Razorwind. The dragon flaps its wings sharply creating a blast of air that can cut through solid objects. One creature within 60 feet that the dragon can see has to make a DC 18 Dexterity saving throw, taking 9 (2d8) slashing and 9 (2d8) force damage on a failed save or only half as much damage on a successful one.
Absolute Zero. The dragon draws warmth from one creature within 60 feet. A target has to make a DC 16 Constitution saving throw, taking 13 (3d8) cold and 13 (3d8) necrotic damage on a failed save or half as much damage on a successful one.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soothing Cold (Recharge 5-6). A cool wind rises in a 10-foot radius around the dragon inuring its allies to damage. Each friendly creature in that area gains 18 (4d8) temporary hit points, that last for 1 hour or until the creature finishes a short or long rest.
Reactions
Silvergale. The dragon uses razorwind against one creature that made a ranged attack against it.
Silver Dragon Wyrmling
Medium dragon, lawful good
- Armor Class 17 (natural armor)
- Hit Points 45 (6d8 + 18)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +2, Con +5, Wis +2, Cha +4
- Skills Athletics +6, Perception +4, Stealth +2
- Damage Immunities cold
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 2 (450 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (23), it immediately recharges and uses its Cold Breath. If the triggering creature is within range the dragon will center the attack on that creature.
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 moment.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Razorwind. The dragon flaps its wings sharply creating a blast of air that can cut through solid objects. One creature within 30 feet that the dragon can see has to make a DC 14 Dexterity saving throw, taking 9 (2d8) slashing on a failed save or only half as much damage on a successful one.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Credit: 4th Edition Monster Manual II
The Old Man
Medium humanoid, lawful good
- Armor Class 25 (natural armor)
- Hit Points 615 (30d20 + 300)
- Speed 60 ft.
STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 22 (+6) 26 (+8) 28 (+9)
- Saving Throws Str +19, Dex +14, Con +19, Int +15, Wis +17, Cha +18
- Skills Arcana +15, Athletics +19, History 15, Insight +26, Perception +26, Religion +15
- Damage Resistances acid, cold, fire, lightning, necrotic, poison, radiant
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons.
- Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
- Languages all
- Challenge 30 (155,000 XP)
Discorporation. When Bahamut drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain on Celestia, and he is unable to take physical form for a time.
Divine Awareness. Bahamut knows if he hears a lie.
Innate Spellcasting. Bahamut's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: banishment, detect evil and good, invisibility (self only), polymorph, remove curse
3/day each: blade barrier, dispel evil and good, divine word, feeblemind, mass heal, resurrection, true polymorphLegendary Resistance (5/Day). If Bahamut fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Bahamut's weapon attacks are magical.
Regeneration. Bahamut regains 30 hit points at the start of his turn.
Actions
Multiattack. Bahamut makes four staff attack.
Staff. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) bludgeoning damage plus 45 (10d8) radiant damage.
Bahamut's Blessing. Every creature of Bahamut's choice within 120 feet gains advantage on attack rolls, skill checks, saving throws and gains a +9 bonus to damage rolls for 1 minute.
Bahamut's Cleansing. Every creature of Bahamut's choice within 120 feet is cured of any condition, has all curses and negative magic effects, that are currently affecting it removed and is immune to being charmed, frightened, paralyzed or stunned for 1 minute.
Bahamut's Mercy. Bahamut causes a flood of healing energy to flow to injured creatures around him. He can restore up to 200 hit points divided as he chooses among any number of creatures within 120 feet.
Summon Gold Dragon. Bahamut polymorphs one of his golden canaries into an ancient gold dragon, which appears in an unoccupied space within 60 feet.
Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into one of his avatar forms. Any equipment he is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Gold Dragon Rescue. When a creature within 120 feet of Bahamut drops to 0 hit points he can use his reaction to polymorph one of his golden canaries into an ancient gold dragon, have it fly over to the triggering creature and carry it safely up to 50 feet into the air, without provoking opportunity attacks.
Legendary Actions
Bahamut can take 5 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. Bahamut regains spent legendary actions at the start of his turn.
Detect. Bahamut makes a Wisdom (Perception) check.
Staff Attack. Bahamut makes a staff attack.
Cast a Spell (Costs 2 Actions). Bahamut casts a spell.
Bahamut
Gargantuan dragon, lawful good
- Armor Class 25 (natural armor)
- Hit Points 615 (30d20 + 300)
- Speed 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 22 (+6) 26 (+8) 28 (+9)
- Saving Throws Str +19, Dex +14, Con +19, Int +15, Wis +17, Cha +18
- Skills Arcana +15, Athletics +19, History 15, Insight +26, Perception +26, Religion +15
- Damage Resistances acid, cold, fire, lightning, necrotic, poison, radiant
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons.
- Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
- Languages all
- Challenge 30 (155,000 XP)
Discorporation. When Bahamut drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain on Celestia, and he is unable to take physical form for a time.
Divine Awareness. Bahamut knows if he hears a lie.
Innate Spellcasting. Bahamut's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: banishment, daylight, detect evil and good, invisibility (self only), polymorph, remove curse
3/day each: blade barrier, dispel evil and good, divine word, feeblemind, mass heal, resurrection, sunburst, true polymorphLegendary Resistance (5/Day). If Bahamut fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Bahamut is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Bahamut's weapon attacks are magical.
Regeneration. Bahamut regains 30 hit points at the start of his turn.
Actions
Multiattack. Bahamut uses his Frightful Majesty. He then makes five attacks: one with his bite, two with his claws and two with his tail.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 22 (4d10) cold damage plus 22 (4d10) force damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 22 (4d10) force damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 22 (4d10) force damage.
Frightful Majesty. Each creature of Bahamut's choice that is within 120 feet of Bahamut and aware of him must succeed on a DC 26 Wisdom saving throw or become stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, instead becoming frightened on a success. If a creature succeeds on the saving throw a second time the effect ends for it. If a creature's initial saving throw is successful or the effect ends for it, the creature is immune to Bahamut's Frightful Majesty for the next 24 hours.
Polar Breath (Recharge 5-6). Bahamut exhales a blast of pure cold in a 120-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 99 (18d10) cold damage and being paralyzed for 1 minute on a failed save, or taking half as much damage and not being paralyzed on a successful one.
Disintegration Breath (Recharge 5-6). Bahamut exhales a blast of forceful energy in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 110 (20d10) force damage on a failed save, or half as much damage on a successful one.
Misty Breath (Recharge 5-6). Bahamut exhales weird energy in a 90-foot cone. Each creature in that area must succeed on a DC 27 Wisdom saving throw or be turned into a fine mist for 1 hour. (As per the Gaseous Form spell)
Divine Storm (Recharge 4-6). A magical storm of ice shards and heavy snow and hail whirls in a 60 foot radius around Bahamut for 10 minutes. Bahamut has to hold concentration as though concentrating on a spell. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain and ranged weapon attacks in or into the area have disadvantage. When a creature starts its turn in the area or enters it for the first time on its turn, it must make a DC 26 Dexterity saving throw, taking 22 (4d10) slashing damage plus 22 (4d10) cold damage and falling prone on a failed save and only taking half as much damage on a successful one. If a creature other than Bahamut is concentrating on a spell in the area, the creature must succeed on a DC 26 Constitution saving throw or lose concentration.
Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into one of his avatar forms. Any equipment he is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Snatch. Bahamut makes a bite attack against one creature that moved within 15 feet of him. If the attack hits the target must succeed on a DC 27 Dexterity saving throw or be grappled and restrained.
Legendary Actions
Bahamut can take 5 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. Bahamut regains spent legendary actions at the start of his turn.
Detect. Bahamut makes a Wisdom (Perception) check.
Tail Attack. Bahamut makes a tail attack.
Wing Attack (Costs 2 Actions). Bahamut beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. Bahamut can then fly up to half his flying speed.
Cast a Spell (Costs 2 Actions). Bahamut casts a spell.
Breath Weapon (Costs 3 Actions). Bahamut uses a breath weapon, that is available to him.
Credit: 4th Edition Draconomicon II: Metallic Dragons
Xymor
Gargantuan dragon, lawful good
- Armor Class 25 (natural armor)
- Hit Points 615 (30d20 + 300)
- Speed 60 ft., fly 120 ft.
STR DEX CON INT WIS CHA 30 (+10) 20 (+5) 30 (+10) 22 (+6) 26 (+8) 28 (+9)
- Saving Throws Str +19, Dex +14, Con +19, Int +15, Wis +17, Cha +18
- Skills Arcana +15, Athletics +19, History 15, Insight +26, Perception +26, Religion +15
- Damage Resistances acid, cold, fire, lightning, necrotic, poison, radiant
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons.
- Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
- Senses darkvision 240 ft., truesight 120 ft., passive Perception 36
- Languages all
- Challenge 30 (155,000 XP)
Blinding Radiance. If a creature starts its turn being able to see Xymor, the creature has to succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see Xymor until the start of its next turn, when it can avert its eyes again. If it looks at Xymor in the meantime, it must immediately make the save.
Discorporation. When Xymor drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain on Celestia, and he is unable to take physical form for a time.
Divine Awareness. Xymor knows if he hears a lie.
Innate Spellcasting. Xymor's spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: banishment, daylight, detect evil and good, invisibility (self only), polymorph, remove curse
3/day each: blade barrier, dispel evil and good, divine word, feeblemind, mass heal, resurrection, sunburst, true polymorphLegendary Resistance (5/Day). If Xymor fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Xymor is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Xymor's weapon attacks are magical.
Regeneration. Xymor regains 30 hit points at the start of his turn.
Actions
Multiattack. Xymor uses his Frightful Majety. He then makes five attacks: one with his bite, two with his claws and two with his tail.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 22 (4d10) cold damage plus 22 (4d10) radiant damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 22 (4d10) radiant damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage plus 22 (4d10) radiant damage.
Frightful Majesty. Each creature of Xymor's choice that is within 120 feet of Xymor and aware of him must succeed on a DC 26 Wisdom saving throw or become stunned for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, instead becoming frightened on a success. If a creature succeeds on the saving throw a second time the effect ends for it. If a creature's initial saving throw is successful or the effect ends for it, the creature is immune to Xymor's Frightful Majesty for the next 24 hours.
Light Breath (Recharge 5-6). Xymor exhales a blast of pure radiance in a 120-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 99 (18d10) radiant damage and being blinded for 1 minute on a failed save, or taking half as much damage and not being blinded on a successful one. Fiends and undead make the saving throw with disadvantage and take maximum damage from this attack.
Disintegration Breath (Recharge 5-6). Bahamut exhales a blast of forceful energy in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 110 (20d10) force damage on a failed save, or half as much damage on a successful one.
Misty Breath (Recharge 5-6). Bahamut exhales weird energy in a 90-foot cone. Each creature in that area must succeed on a DC 27 Wisdom saving throw or be turned into a fine mist for 1 hour. (As per the Gaseous Form spell)
Banishing Waves (Recharge 4-6). Magical shockwaves go out from Xymor in a 60 foot radius for 1 minute. Xymor has to hold concentration as though concentrating on a spell. Creatures of Xymor's choice, that start their turn within this area have to succeed on a DC 26 Charisma saving throw or be banished. If a target is native to the plane of existence it is currently on, it is banished to a harmless demiplane. While there, the target is incapacitated. The target remains there until the effect ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one it is currently on, the target is banished with a faint popping noise, returning to its home plane.
Change Shape. Bahamut magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into one of his avatar forms. Any equipment he is wearing or carrying is absorbed or borne by the new form (Bahamut's choice). In a new form, Bahamut retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Snatch. Xymor makes a bite attack against one creature that moved within 15 feet of him. If the attack hits the target must succeed on a DC 27 Dexterity saving throw or be grappled and restrained.
Legendary Actions
Xymor can take 5 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. Xymor regains spent legendary actions at the start of his turn.
Detect. Xymor makes a Wisdom (Perception) check.
Tail Attack. Xymor makes a tail attack.
Wing Attack (Costs 2 Actions). Xymor beats his wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. Xymor can then fly up to half his flying speed.
Cast a Spell (Costs 2 Actions). Xymor casts a spell.
Breath Weapon (Costs 3 Actions). Xymor uses a breath weapon, that is available to him.
Credit: WotC: 3.0 Edition Deities and Demigods
Lost Chromatic Dragons
Brown Dragons
Also referred to as sand dragons, brown dragons
of all the chromatics are least likely to head great
armies, rule kingdoms, or otherwise seek to carve out
empires. They prefer the comfort of their desert lairs
and are at home below the earth.
In general, they are reserved, irritable, and cunning
creatures that provide for themselves in whatever way
requires the least amount of work on their part and
avoids unnecessary trouble. Not unrelentingly evil,
but not good either, sand dragons are motivated only
by survival and comfort. Thus, a brown dragon would
rather raid a herder’s flock than demand sacrifices
from a nearby village (an act that is likely to bring
adventurers from afar). Moreover, it does not inflict
wholesale slaughter on the herd but instead culls
one animal at a time, so that some will be left to eat
another day. On the other hand, if antagonized sufficiently
by protective shepherds, a brown dragon might
well destroy their village as a violent demonstration of
what happens to those who deny a dragon its due.
The mass of thick, short horns protruding from
a brown dragon’s head gives it a distinctive, earthgouging
silhouette. A membranous frill connects each
row of spines down the length of the dragon’s body.
These frills function like wings, serving equally well
for undulating flight through the air and burrowing
through sand and earth.
Gourmets. More than any other kind of dragon,
brown dragons are driven nearly as much by the
desire to discover new tastes as by the need to
accumulate a hoard. They so love eating that they
sometimes take risks in combat merely to “sample”
one or more of their foes. Thus, a brown dragon
might take a bite instead of making a more tactically
advantageous attack for the chance to taste an enemy,
especially a creature it has not previously encountered.
Brown dragons prize elf flesh for its succulence
and tenderness, and least prefer dwarves, whose
tough meat they consider unpalatable unless it is aged.
A brown dragon might keep a supply of food in its lair,
usually smoked or seasoned meats but sometimes a stock
of living creatures. It might set aside a space for
seasonings, including sea salt, sage, thyme,
and more exotic flavorings.
Collectors of broken civilizations.
In addition to unusual food items, rare spices, and
precious dishes and utensils, brown dragon hoards
often contain treasures from civilizations that fell in
earlier ages. They are likely to contain unique items
(both mundane and magical) from long-extinct cultures
now hidden under the shifting sands. A brown
dragon might use its treasure as bait for living prey,
depositing a half-buried chest on the surface near a
crossroads or an oasis to lure treasure-seekers.
A Brown Dragon's Lair
A brown dragon makes its lair under the sands, in a hollow within a ruin, a cave, or a similar structure. A lair can consist of several such chambers, each one an island of air surrounded by an ocean of smothering sand. A brown dragon doesn’t need tunnels—it can burrow between the rooms of its lair without difficulty.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- The sand within 20 feet of a point the dragon chooses within 120 feet becomes quicksand, Each creature in the area must succeed on a DC 15 Dexterity saving throw or sink 1 foot into the ground and be restrained. Creatures that are still partially stuck in sand, sink an additional foot into the sand. A creature,that is restrained must use an action to succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of scorching sand swirls about in a 2O-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage and be blinded until the end of its next turn.
Regional Effects
The region containing a legendary brown dragon's lair is warped by the dragon's magic, which creates one or more ol the following effects:
- Sandstorms rage within 6 miles of the lair.
- Bulettes and other subterranean hunters scour the land within 6 miles of the lair. These creatures are ravenous and violent.
- Patches of quicksand form in and around the dragon's lair. A patch of quicksand can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, any creature to step on the loose sand must succeed on a DC 15 Dexterity saving throw or start to sink into the ground. A creature wearing heavy armor sinks twice as fast as a creature wearing light or medium armor.
If the dragon dies, these effects end immediately.
Ancient Brown Dragon
Gargantuan dragon, neutral evil
- Armor Class 20 (natural armor)
- Hit Points 299 (17d20 + 119)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +6, Con +13, Wis +8, Cha +10
- Skills Athletics +14, History +9, Perception +14, Stealth +6
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (149), it immediately recharges and uses its Sand Breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Wings. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is pushed 15 feet away and knocked prone.
Quicksand Vortex. The dragon transforms the ground under one creature within 90 feet into chruning quicksand, trapping it. The target must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 31 (9d6) bludgeoning damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use an action to make a DC 21 Strength saving throw, ending the effect on a success.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Sand Breath. The dragon exhales superheated sand in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, the creature takes 56 (16d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Glass Breath. The dragon exhales shards of jagged glass in an 60-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 21 Dexterity saving throw, taking 84 (24d6) piercing damage on a failed save, or half as much damage on a successful one.
Sand Storm (Recharge 4-6). Sand whirls violently at a point on the ground the dragon can see within 120 feet. The sand forms a 30-foot-radius, 60-foot-tall cylinder that heavily obscures its area. The effect lasts for 10 minutes, or until the dragon's concentration ends (as if concentrating on a spell).
The area is difficult terrain, and ranged weapon attack rolls have disadvantage if they pass in or out of the area. Any creature that enters the area for the first time on a turn or starts its turn there must make a DC 18 Constitution saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.Reactions
Wing Buffet. If a creature moves into a space within 15 feet of the dragon, the dragon can make a wing attack against it as a reaction.
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.
Create Vortex. The dragon uses its Quicksand Vortex
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Brown Dragon
Huge dragon, neutral evil
- Armor Class 18 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., burrow 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +5, Con +10, Wis +6, Cha +8
- Skills Athletics +11, History +7, Perception +11, Stealth +5
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (86), it immediately recharges and uses its Sand Breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is pushed 10 feet away and knocked prone.
Quicksand Vortex. The dragon transforms the ground under one creature within 60 feet into chruning quicksand, trapping it. The target must make a DC 18 Dexterity saving throw. On a failed save, the creature takes 24 (7d6) bludgeoning damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use an action to make a DC 18 Strength saving throw, ending the effect on a success.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Sand Breath. The dragon exhales superheated sand in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 42 (12d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Glass Breath. The dragon exhales shards of jagged glass in an 30-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 18 Dexterity saving throw, taking 70 (20d6) piercing damage on a failed save, or half as much damage on a successful one.
Sand Storm (Recharge 5-6). Sand whirls violently at a point on the ground the dragon can see within 90 feet. The sand forms a 20-foot-radius, 40-foot-tall cylinder that heavily obscures its area. The effect lasts for 10 minutes, or until the dragon's concentration ends (as if concentrating on a spell).
The area is difficult terrain, and ranged weapon attack rolls have disadvantage if they pass in or out of the area. Any creature that enters the area for the first time on a turn or starts its turn there must make a DC 16 Constitution saving throw. On a failed save, the creature takes 21 (6d6) bludgeoning damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.Reactions
Wing Buffet If a creature moves into a space within 10 feet of the dragon, the dragon can make a wing attack against it as a reaction.
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.
Create Vortex. The dragon uses its Quicksand Vortex
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Brown Dragon
Large dragon, neutral evil
- Armor Class 17 (natural armor)
- Hit Points 110 (13d10 + 39)
- Speed 40 ft., burrow 20 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Saving Throws Dex +3, Con +6, Wis +3, Cha +5
- Skills Athletics +7, Perception +6, Stealth +3
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 6 (2,300 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (55), it immediately recharges and uses its Sand Breath.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Wings. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is pushed 10 feet away and knocked prone.
Quicksand Vortex. The dragon transforms the ground under one creature within 30 feet into chruning quicksand, trapping it. The target must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 21 (6d6) bludgeoning damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use an action to make a DC 14 Strength saving throw, ending the effect on a success.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Sand Breath. The dragon exhales superheated sand in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, the creature takes 24 (7d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Glass Breath. The dragon exhales shards of jagged glass in an 15-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 14 Dexterity saving throw, taking 49 (14d6) piercing damage on a failed save, or half as much damage on a successful one.
Sand Storm (Recharge 5-6). Sand whirls violently at a point on the ground the dragon can see within 60 feet. The sand forms a 15-foot-radius, 30-foot-tall cylinder that heavily obscures its area. The effect lasts for 10 minutes, or until the dragon's concentration ends (as if concentrating on a spell).
The area is difficult terrain, and ranged weapon attack rolls have disadvantage if they pass in or out of the area. Any creature that enters the area for the first time on a turn or starts its turn there has to succeed on a DC 13 Constitution saving throw or be blinded.Reactions
Wing Buffet If a creature moves into a space within 10 feet of the dragon, the dragon can make a wing attack against it as a reaction.
Brown Dragon Wyrmling
Medium dragon, neutral evil
- Armor Class 16 (natural armor)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft., burrow 15 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0) 13 (+1)
- Saving Throws Dex +2, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +2
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 1 (200 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (8), it immediately recharges and uses its Sand Breath.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) fire damage.
Quicksand Vortex. The dragon transforms the ground under one creature within 30 feet into chruning quicksand, trapping it. The target must make a DC 11 Dexterity saving throw. On a failed save, the creature takes 7 (2d6) bludgeoning damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use an action to make a DC 11 Strength saving throw, ending the effect on a success.
Sand Breath. The dragon exhales superheated sand in a 30-foot cone. Each creature in that area must make a DC 11 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Credits: 4th Edition Draconomicon I: Chromatics
Gray Dragons
Also referred to as fang dragons, gray dragons prefer badlands, scrubland,
dry prairies, and other flatland terrain, where they
can see potential quarry from miles around as they
ride the thermals. Their eyesight is supernaturally
acute, allowing them to distinguish a small herd of
wild horses from a group of mounted humanoids at a
height of miles.
This dragon’s oversized mouth is a sea of fangs,
and fanglike horns also protrude from its lower jaw,
giving it a “beard” of fangs. Its body is armored with
bony plates that rise into projecting spurs at limb
joints, and its tail ends in twin, scythelike blades of
bone. Its wide, long wings give the dragon command
of the sky, from where it can look down on fleeing
prey.
Hunters. Gray dragons are the most rapacious, venal, and
brutish of all the chromatics. Their fierce love of the
hunt drives them even more than their fondness for
gold. They prefer to pursue humanoids or other intelligent
creatures, or prey that is dangerous enough to
be a match for the dragon’s own ability. Some gray
dragons are so enamored of the hunt that they eagerly
work as mercenaries to track down fugitives (such as
adventurers who have looted the keep of the dragon’s
employer).
Collectors of petrified trophies.
Gray dragons hoard gold coins, jewelery and magic items like any other dragon, but to a gray, the true centerpiece of its lair are the petrified remains of their most challenging quarries, from wild monsters to adventuring parties, as it loves nothing more than the hunt. Sometimes a gray dragon may use fallen adventurers as morbid mannequins, showcasing the magic objects it has gathered, or even stage elaborate dioramas of adventurers and monsters fighting either each other or the dragon, if it assumes the fitting pose in the right space.
Ritually created. Originally gray dragons (then called fang
dragons) were brutish creatures with no particular
elemental power. It is said that a powerful entity,
possibly Tiamat or her intermediaries, chose several
unhatched gray dragon eggs to receive special treatment.
Placed in a nest lined with cockatrice feathers,
infused with medusa blood, and brooded over by a basilisk, these eggs underwent a year-long hatching
ritual. When the first wyrmling emerged from its
shell, Tiamat pulled it forth, named it Tanhumeth,
and charged it with “purifying” its bloodline.
Tanhumeth, along with the rest of this singular
brood, sought out and eradicated all the less welldeveloped
fang dragons that could be found. Only the
newly invested gray dragons, with their oozing breath
and petrifying attack, remain today. Occasionally an
archaic fang dragon is discovered, living a solitary
existence in some fell ravine. When news of this
event reaches a gray dragon, it tracks down the inferior
specimen and executes Tiamat’s command.
A Gray Dragon's Lair
A gray dragon makes its lair in a cave or ravine close to badlands, scrubland, dry prairies, and similar terrain. A lair might stand abandoned for weeks or months at a time, so before it leaves on a hunt the dragon seals the lair’s central chamber with an avalanche of boulders and petrified victims. It will also be filled with the petrified remains of
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- The rock within 20 feet of a point the dragon chooses within 120 feet begins to shift and rumble. Each creature in the area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature, that is prone must succeed on a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check or use its full movement only to get up.
- A petrified statue animates and strikes at one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
- A cloud of vicious acid swirls around in a 2O-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or take 10 (3d6) acid damage and be blinded until the end of its next turn.
Regional Effects
The region containing a legendary gray dragon's lair is warped by the dragon's magic, which creates one or more ol the following effects:
- Large clouds drift across the sky within 6 miles of the lair, making it easy for the gray dragon to remain unseen during flight.
- Manticores, perytons and other flying hunters scour the land within 6 miles of the lair. These creatures are ravenous and violent.
- Treacherous rocks form in and around the dragon's lair. A dangerously lying rock can be spotted from a safe distance with a successful DC 20 Wisdom (Survival) check. Otherwise, any creature to step on such a rock must succeed on a DC 15 Dexterity saving throw or sprain their ankle, halving the creature's speed until it either receives 10 points of magical healing or it finishes a long rest.
If the dragon dies, these effects end immediately.
Ancient Gray Dragon
Gargantuan dragon, neutral evil
- Armor Class 22 (natural armor)
- Hit Points 507 (26d20 + 234)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 29 (+9) 15 (+2) 18 (+4) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +11, Cha +13
- Skills Athletics +16, Perception +18, Stealth +7
- Damage Immunities acid
- Condition Immunities restrained, petrified
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (254), it immediately recharges and uses its Lingering Acid Breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) acid damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage and the target must succeed on a DC 24 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Corrosion. The dragon spits a ball of highly potent acid at one creature, it can see within 90 feet. The target must make a DC 24 Dexterity saving throw. On a failed save, the target takes 35 (10d6) acid damage and nonmagical weapons and armor worn or carried by the target are partly dissolved, taking a permanent and cumulative -1 penalty to the AC or damage rolls they offer. Armor is destroyed if the penalty reduces its AC to 10 and weapons are destroyed if the penalty to their damage rolls drop to -5. On a successful save, the target takes half as much damage, and its equipment isn't affected.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lingering Acid Breath. The dragon exhales highly potent acid in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 84 (24d6) acid damage damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also covered in acid for 1 minute. At the end of each of its turns, the target repeats the saving throw, taking 14 (4d6) acid damage on a failed save, or taking half as much damage and ending the effect on itself on a successful one.
Restraining Acid Breath. The dragon exhales sticky acid in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 42 (12d6) acid damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns. If a creature restrained in this way is hit by the dragon's claw attack and fails the Constitution saving throw, it is instantly petrified.
Jagged Earth (Recharge 4-6). Magical shards of rock start to hover in the air, from a point the dragon chooses within 120 feet to fill a 30-foot-radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The shards spread around corners. When a creature, other than the dragon, enters the effect's area for the first time on a turn or starts its turn there, it takes 45 (18d4) piercing damage.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that missed it with a melee attack.
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.
Corrode. The dragon uses its Corrosion.
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.
Adult Gray Dragon
Huge dragon, neutral evil
- Armor Class 19 (natural armor)
- Hit Points 243 (18d12 + 126)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 13 (+1) 16 (+3) 21 (+5)
- Saving Throws Dex +6, Con +13, Wis +9, Cha +11
- Skills Athletics +14, Perception +15, Stealth +6
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (122), it immediately recharges and uses its Lingering Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) acid damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage and the target must succeed on a DC 21 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Corrosion. The dragon spits a ball of highly potent acid at one creature, it can see within 90 feet. The target must make a DC 21 Dexterity saving throw. On a failed save, the target takes 28 (8d6) acid damage and nonmagical weapons and armor worn or carried by the target are partly dissolved, taking a permanent and cumulative -1 penalty to the AC or damage rolls they offer. Armor is destroyed if the penalty reduces its AC to 10 and weapons are destroyed if the penalty to their damage rolls drop to -5. On a successful save, the target takes half as much damage, and its equipment isn't affected.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lingering Acid Breath. The dragon exhales highly potent acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 56 (16d6) acid damage damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also covered in acid for 1 minute. At the end of each of its turns, the target repeats the saving throw, taking 10 (3d6) acid damage on a failed save, or taking half as much damage and ending the effect on itself on a successful one.
Restraining Acid Breath. The dragon exhales sticky acid in a line that is 30 feet long and 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw. On a failed save, the creature takes 28 (8d6) acid damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns. If a creature restrained in this way is hit by the dragon's claw attack and fails the Constitution saving throw, it is instantly petrified.
Jagged Earth (Recharge 5-6). Magical shards of rock start to hover in the air, from a point the dragon chooses within 120 feet to fill a 20-foot-radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The shards spread around corners. When a creature enters the effect's area for the first time on a turn or starts its turn there, it takes 30 (12d4) piercing damage.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that missed it with a melee attack.
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.
Corrode. The dragon uses its Corrosion.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Gray Dragon
Large dragon, neutral evil
- Armor Class 18 (natural armor)
- Hit Points 168 (16d10 + 80)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 11 (+0) 14 (+2) 19 (+4)
- Saving Throws Dex +4, Con +9, Wis +6, Cha +8
- Skills Athletics +10, Perception +10, Stealth +4
- Damage Immunities acid
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (84), it immediately recharges and uses its Lingering Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) acid damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and the target must succeed on a DC 17 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Corrosion. The dragon spits a ball of highly potent acid at one creature, it can see within 90 feet. The target must make a DC 17 Dexterity saving throw. On a failed save, the target takes 21 (6d6) acid damage and nonmagical weapons and armor worn or carried by the target are partly dissolved, taking a permanent and cumulative -1 penalty to the AC or damage rolls they offer. Armor is destroyed if the penalty reduces its AC to 10 and weapons are destroyed if the penalty to their damage rolls drop to -5. On a successful save, the target takes half as much damage, and its equipment isn't affected.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Lingering Acid Breath. The dragon exhales highly potent acid in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) acid damage damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also covered in acid for 1 minute. At the end of each of its turns, the target repeats the saving throw, taking 7 (2d6) acid damage on a failed save, or taking half as much damage and ending the effect on itself on a successful one.
Restraining Acid Breath. The dragon exhales sticky acid in a line that is 30 feet long and 10 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw. On a failed save, the creature takes 24 (7d6) acid damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns. If a creature restrained in this way is hit by the dragon's claw attack and fails the Constitution saving throw, it is instantly petrified.
Jagged Earth (Recharge 5-6). Magical shards of rock start to hover in the air, from a point the dragon chooses within 120 feet to fill a 20-foot-radius sphere for up to 10 minutes. The dragon must hold concentration on this effect as though concentrating on a spell. The shards spread around corners. When a creature enters the effect's area for the first time on a turn or starts its turn there, it takes 20 (8d4) piercing damage.
Reactions
Tail Strike. The dragon makes a tail attack against one creature that missed it with a melee attack.
Gray Dragon Wyrmling
Medium dragon, neutral evil
- Armor Class 17 (natural armor)
- Hit Points 67 (9d8 + 27)
- Speed 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 15 (+2)
- Saving Throws Dex +2, Con +5, Wis +3, Cha +4
- Skills Athletics +6, Perception +5, Stealth +2
- Damage Immunities acid
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
- Languages Draconic
- Challenge 4 (1,100 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (33), it immediately recharges and uses its Lingering Acid Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) acid damage.
Corrosion. The dragon spits a ball of highly potent acid at one creature, it can see within 90 feet. The target must make a DC 13 Dexterity saving throw. On a failed save, the target takes 7 (2d6) acid damage and nonmagical weapons and armor worn or carried by the target are partly dissolved, taking a permanent and cumulative -1 penalty to the AC or damage rolls they offer. Armor is destroyed if the penalty reduces its AC to 10 and weapons are destroyed if the penalty to their damage rolls drop to -5. On a successful save, the target takes half as much damage, and its equipment isn't affected.
Lingering Acid Breath. The dragon exhales highly potent acid in a 60-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) acid damage damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also covered in acid for 1 minute. At the end of each of its turns, the target repeats the saving throw, taking 3 (1d6) acid damage on a failed save, or taking half as much damage and ending the effect on itself on a successful one.
Credit: 4th Edition Draconomicon I: Chromatics
Purple Dragons
Purple dragons, also known as deep dragons, are
possibly the least well known of the chromatic
dragon family. Most surface creatures have no
knowledge of the existence of purple dragons. Many
of those that have heard of purple dragons dismiss
such stories as myth or misconception. After all, in
the darkness below the earth, who can say whether
a dragon’s scales are purple or black?
Black dragons rarely live far underground. The
deeper explorers descend, the more likely they are to
encounter a purple dragon than a black. People who
live permanently in the deep hollows of the earth
know purple dragons as an all-too-real and much feared
threat.
Scheming Manipulators. A purple dragon is a talented manipulator of other
creatures. It achieves control through lies, misdirection,
and direct mental domination. A purple dragon
might seek control for any number of reasons, including
sheer delight in bandying its power about, a
desire to form a bulwark of allies and thralls for security,
or curiosity about newly discovered tunnels or
crevices leading to unknown areas deeper below, for
which recruiting bands of disposable explorers might
serve its purposes.
Curious Explorers. As much as purple dragons enjoy controlling other
creatures, however, they enjoy the thrill of exploration
even more. Even as explorers discover new lands
on the surface, purple dragons consider the globe’s
surface a paltry expanse compared to the deep
volume of the world’s interior, a space containing
orders of magnitude more possibility. In such a vast
space, wonderful mysteries await discovery. Whether
they follow tradition or answer a call in their blood,
deep dragons delight in exploration more than any
other kind of wyrm, especially if that exploration
leads deeper into the earth. Purple dragons relish the
discovery of places never before trod upon by sentient
creatures—or at least not visited for ages.
Collectors of Information.
Purple dragons like wealth as much as any other
dragon, but their favorite items are rare maps and
cartographic tools, especially tools with magical
enhancements. Purple dragons also prize items
that allow them to withstand the effects of warm
regions, which they encounter more often as they
penetrate deeper into the Underdark.
A Purple Dragon's Lair
Purple dragons live in dismal caves, caverns, subterranean vaults, and other Underdark regions, where they remain safe from sunlight, which harms them. They can hear distant noises transmitted through rock and soil. Accustomed to the ways of the sound-distorting depths, a deep dragon can catch the sound of the merest cave cricket skittering up a wall on the far side of a vast cavern. Purple dragons never venture from the deep recesses of the earth except, on occasion, to emerge in the Shadowfell. Some deep dragons take residence in the sunless realm, especially where rifts exist between worldly caverns and Shadowfell regions. A purple dragon’s permanent lair is a honeycomb of rocky hollows connected by narrow, winding tunnels. Many tunnels lead to dead ends or traps and require real feats of exploration for anyone new to the lair to find a way through.
Sometimes purple dragons make their lairs in the structures of previous Underdark residents, if the chambers and connecting hallways are elaborate enough for the dragons’ taste.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- Psychic waves echo through the lair muddling the thoughts of any creature but the dragon. Each creature in the lair must succeed on a DC 15 Intelligence saving throw or substract a d6 from any attack roll, ability check or Constitution saving throw to maintain concentration on a spell until the end of its next turn.
- One hallway or cave entrance of the dragon's choice is magically shut by a wall of rock that is 5 feet wide or opened. Any creature in that area is pushed 5 feet out of the way of the wall.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more ol the following effects:
- Light sources within 6 miles of the lair shed light for only half the normal distance.
- Creatures that finish a long rest within 6 miles of the lair become paranoid and wary and are more likely to flee from encounters.
- Creatures that finish a long rest within 1 mile of the lair are plagued by vague nightmares, preventing them from gaining the benefits of a long rest.
If the dragon dies, these effects end immediately.
Ancient Purple Dragon
Gargantuan dragon, lawful evil
- Armor Class 21 (natural armor)
- Hit Points 420 (24d20 + 168)
- Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
- Saving Throws Dex +8, Con +14, Wis +10, Cha +11
- Skills Athletics +15, Perception +17, Stealth +15
- Damage Immunities psychic
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic, Undercommon
- Challenge 22 (41,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (210), it immediately recharges and uses its Psychotropic Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage, when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its phasing claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Phasing Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) psychic damage. The dragon has advantage on this attack roll if it is in dim light or darkness. This attack also ignores cover.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Plant Madness. The dragon magically plants a seed of madness in the mind of one creature within 60 feet of it. A target must make a DC 20 Wisdom saving throw or contract short-term madness for 1 minute. Roll on the short-term madness table in the DMG page 259. An affected creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Psychotropic Breath. The dragon exhales psychotropic gas in a 90-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw, taking 77 (14d10) psychic damage on a failed save, or half as much damage on a successful one.
Confusing Gas. The dragon exhales a dangerous cocktail of psychotropic gases in a 60-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw, taking 44 (8d10) psychic damage or half as much damage and on a successful one. Additionally, on a failure, the creature can't take reactions for 1 minute and rolls a d8 at the start of each of its turns. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. An affected creature can repeat the saving throw at the end of each of its turns.
Nightmare Prison (Recharge 4-6). The dragon imprisons creatures in a 20-foot-radius sphere centered on a point of the dragon's choice within 120 feet, in their own minds. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature in the area must make a DC 20 Wisdom saving throw, taking 33 (6d10) psychic damage and being stunned for 10 minutes on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the save at the end of each of its turns.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 23 Dexterity saving throw or be knocked prone.
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.
Incite Madness. The dragon uses Plant Madness.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Purple Dragon
Huge dragon, lawful evil
- Armor Class 19 (natural armor)
- Hit Points 230 (20d12 + 100)
- Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
- Saving Throws Dex +6, Con +10, Wis +7, Cha +8
- Skills Athletics +11, Perception +12, Stealth +11
- Damage Immunities psychic
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic, Undercommon
- Challenge 16 (15,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (115), it immediately recharges and uses its Psychotropic Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage, when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its phasing claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Phasing Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage. The dragon has advantage on this attack roll if it is in dim light or darkness. This attack also ignores cover.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Plant Madness. The dragon magically plants a seed of madness in the mind of one creature within 60 feet of it. A target must make a DC 17 Wisdom saving throw or contract short-term madness for 1 minute. Roll on the short-term madness table in the DMG page 259. An affected creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Psychotropic Breath. The dragon exhales psychotropic gas in a 60-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.
Confusing Gas. The dragon exhales a dangerous cocktail of psychotropic gases in a 30-foot cone. Each creature in that area must make a DC 18 Wisdom saving throw, taking 33 (6d10) psychic damage or half as much damage and on a successful one. Additionally, on a failure, the creature can't take reactions for 1 minute and rolls a d8 at the start of each of its turns. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. An affected creature can repeat the saving throw at the end of each of its turns.
Nightmare Prison (Recharge 5-6). The dragon imprisons creatures in a 15-foot-radius sphere centered on a point of the dragon's choice within 120 feet, in their own minds. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature in the area must make a DC 17 Wisdom saving throw, taking 22 (4d10) psychic damage and being stunned for 10 minutes on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the save at the end of each of its turns.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 19 Dexterity saving throw or be knocked prone.
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.
Incite Madness. The dragon uses Plant Madness.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Purple Dragon
Large dragon, lawful evil
- Armor Class 18 (natural armor)
- Hit Points 153 (18d10 + 54)
- Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
- Saving Throws Dex +4, Con +6, Wis +4, Cha +5
- Skills Athletics +7, Perception +7, Stealth +7
- Damage Immunities psychic
- Condition Immunities charmed
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic, Undercommon
- Challenge 9 (5,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (77), it immediately recharges and uses its Psychotropic Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage, when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability check.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its phasing claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Phasing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) psychic damage. The dragon has advantage on this attack roll if it is in dim light or darkness. This attack also ignores cover.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Psychotropic Breath. The dragon exhales psychotropic gas in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw, taking 44 (8d10) psychic damage on a failed save, or half as much damage on a successful one.
Confusing Gas. The dragon exhales a dangerous cocktail of psychotropic gases in a 15-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw, taking 22 (4d10) psychic damage or half as much damage and on a successful one. Additionally, on a failure, the creature can't take reactions for 1 minute and rolls a d8 at the start of each of its turns. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. An affected creature can repeat the saving throw at the end of each of its turns.
Nightmare Prison (Recharge 5-6). The dragon imprisons creatures in a 10-foot-radius sphere centered on a point of the dragon's choice within 120 feet, in their own minds. The dragon must hold concentration on this effect as though concentrating on a spell. Any creature in the area must succeed on a DC 14 Wisdom saving throw or be stunned for 10 minutes. A stunned creature can repeat the save at the end of each of its turns.
Reactions
Tail sweep. The dragon makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 15 Dexterity saving throw or be knocked prone.
Purple Dragon Wyrmling
Medium dragon, lawful evil
- Armor Class 17 (natural armor)
- Hit Points 44 (8d8 + 8)
- Speed 30 ft., burrow 30 ft., climb 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
- Saving Throws Dex +3, Con +3, Wis +2, Cha +3
- Skills Athletics +4, Perception +4, Stealth +5
- Damage Immunities psychic
- Condition Immunities charmed
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic, Undercommon
- Challenge 3 (700 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (22), it immediately recharges and uses its Psychotropic Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Sunlight Hypersensitivity. The dragon takes 20 radiant damage, when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability check.
Actions
Phasing Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage. The dragon has advantage on this attack roll if it is in dim light or darkness. This attack also ignores cover.
Psychotropic Breath. The dragon exhales psychotropic gas in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
Credit: 4th Edition Draconomicon I: Chromatics
Lost Metallic Dragons
Adamantine Dragons
Also known as cave dragons, or occasionally Underdark
dragons. adamantine dragons are little known
on the surface world. Although not the most intelligent
of dragons. adamantine dragons are far smarter
than their brutish, short-tempered behavior would
suggest.
Adamantine dragons treat their territories as their
personal fiefdoms , ruling over all creatures within.
Although they demand obedience and respect at all
times, they also take their duty as "ruler" seriously,
protecting their subjects (or at least the obedient
ones) from attack.
Adamantine dragons are a dark metallic hue. Some
underground dwellers that have never seen a true
black dragon call adamantines by that name. Their
scales protrude in a bladelike fashion. ruffling like
feathers when the dragon is irritated or hunting. An
adamantine dragon has no horns per se, unless you
count the row ofspines that begins at the back of its
head and runs the length of its body and tail. Its snout
is sleeker than those of other dragons. vaguely resembling
a snapping turtle's. Oddly. adamantine dragons
smell not only like metal, but also vaguely oily, like a
well-maintained blade or suit of armor.
Ground-dwelling Hunters Adamantine dragons prefer large amounts of smaller
pre, a predilection developed over long years underground,
where larger game is often unavailable.
They particularly enjoy the taste of giant spiders and
insects, but anything large enough for them to notice
is large enough for them to eat. They don't make a
habit of hunting sentient prey, but most won't turn it
down if it's available. An adamantine dragon won't
consume any of its "subjects",
unless the only other option is starvation.
Unsurprisingly. given their physical abilities and
favored terrain, adamantine dragons prefer to fight
and hunt from the ground. flying to close on prey but
then landing for the duration of the battle. That said,
an adamantine dragon knows the terrain of its territory
well and uses short flights to pass over obstacles
intended to injure or impede its foes. Even in large
caverns or mountain passes. an adamantine dragon
prefers to patrol its territory on foot, the better to
become familiar with the region.
Proud Dukes. Highly territorial and exceptionally proud (even for
a dragon), an adamantine dragon demands obedience
and respect in its petty kingdom, and it might
kilt intruders without question. That said, ifan
explorer talks quickly and is respectful , an adamantine
dragon won't necessarily be hostile. It
might be willing to enter into treaties, agreements,
or alliances with its neighbors.
On the other hand, offering a single insult is
often enough to sour negotiations or trigger an
instant attack. Adamantine dragons brook disrespect
from nobody, and ignorance or carelessness is
not an acceptable excuse.
Although adamantine
dragons demand obedience from all creatures in their
"kingdoms," they don't demand that their "subjects"
do anything.
Homely Hoarders.
Adamantine dragons prefer treasures that remind
them of, or are native to, their home territory. For
instance. an adamantine dragon whose Underdark
"kingdom" includes rich veins of silver likely prefers
silver treasures over other valuable metals or gems.
An Adamantine Dragon's Lair
Most adamantine dragons dwell in the Underdark, in lairs filled with great caverns and twisting tunnels. The central lair has ledges or chambers at multiple heights. with at least two or three means of egress large enough for the dragon's bulk. If Underdark (or at least underground) "kingdoms" aren't available, adamantine dragons lair in rocky mountain ranges, making their homes in caves surrounded with the comforting weight of rock. These adamantine dragons sometimes come into conflict with the equally territorial blue dragons that dwell in high, storm-shrouded mountains.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- A loud crack of thunder originates from a point the dragon can see, within 120 feet of it. Each creature within 20 feet of that point has to succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and be pushed 20 feet.
- The earth shakes in a 30-foot radius from a point the dragon can see, within 120 feet of it. Each creature in that area has to succeed on a DC 15 Dexterity saving throw or take 14 (4d6) bludgeoning damage and fall prone.
- A deep resonance echoes through the lair. Each creature in the lair has to succeed on a DC 15 Constitution saving throw or be deafened until next initiative count 20.
Regional Effects
The region containing a legendary adamantine dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Caves within 6 miles of the lair echo unnaturally, giving every creature in that area disadvantage on Dexterity (Stealth) checks made to move quietly and Wisdom (Perception) checks relying on hearing.
- Creatures within 6 miles of the lair are innately aware, that this area has been claimed by a powerful entity and have disadvantage on ability checks made to work against the dragon's agenda.
- Ore veins are especially plentyful within 6 miles of the lair.
If the dragon dies, these effects end immediately.
Ancient Adamantine Dragon
Gargantuan dragon, chaotic good
- Armor Class 23 (natural armor)
- Hit Points 481 (26d20 + 208)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 17 (+3) 18 (+4) 21 (+5)
- Saving Throws Dex +7, Con +15, Wis +11, Cha +12
- Skills Athletics +16, Perception +18, Stealth +7
- Damage Immunities thunder
- Condition Immunities deafened
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
- Languages Common, Draconic
- Challenge 22 (41,000 XP)
Adamantine Monster. The dragon's natural weapons count as adamantine weapons for the purposes of overcoming resistances and immunities. Additionally any attack, that hits an object or structure is a critical hit.
Bloodied Breath. When the dragon drops below half its hit point maximum (241), it immediately recharges and uses its Thunder Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Slicing Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Painful Resonance. The dragon sets up lingering vibrations in one target within 120 feet. A target has to make a DC 23 Constitution saving throw, taking 35 (10d6) thunder damage and gaining vulnerability to thunder damage until the end of the dragon's next turn on a failed save, or taking only half as much damage on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Thunder Breath. The dragon gives a mighty roar in a 90-foot cone. Each creature in that line must make a DC 23 Constitution saving throw, taking 88 (16d10) thunder damage on a failed save, or half as much damage on a successful one.
Ultrasound Roar. The dragon gives an inaudible roar in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 44 (8d10) thunder damage and being stunned for 1 minute on a failed save and taking only half as much damage on a successful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infrasound Waves (Recharge 4-6). The dragon causes its scales to produce an inaudible reverberating sound, that causes harm to any creature in a 30-foot radius around itself for one round. Any creature that starts its turn in the area or enters the area for the first time on its turn has to make a DC 23 Constitution saving throw, taking 33 (6d10) thunder damage, falling prone and being deafened for 1 minute on a failed save or only taking half as much damage on a successful one. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Deflecting Tail. When the dragon is hit by a ranged attack, it can try to knock away the projectile with its tail. The damage is reduced by 1d20 + 9, if this reduces the damage to 0, the projectile is deflected completely and treated as though it missed.
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.
Painful Resonance (Costs 2 Actions). The dragon uses its Painful Resonance.
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.
Adult Adamantine Dragon
Huge dragon, chaotic good
- Armor Class 20 (natural armor)
- Hit Points 225 (18d12 + 108)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 15 (+2) 16 (+3) 19 (+4)
- Saving Throws Dex +5, Con +11, Wis +8, Cha +9
- Skills Athletics +12, Insight +8 Perception +13, Stealth +5
- Damage Immunities thunder
- Condition Immunities deafened
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Adamantine Monster. The dragon's natural weapons count as adamantine weapons for the purposes of overcoming resistances and immunities. Additionally any attack, that hits an object or structure is a critical hit.
Bloodied Breath. When the dragon drops below half its hit point maximum (113), it immediately recharges and uses its Thunder Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals double damage to objects and structures.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Slicing Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Painful Resonance. The dragon sets up lingering vibrations in one target within 120 feet. A target has to make a DC 19 Constitution saving throw, taking 28 (8d6) thunder damage and gaining vulnerability to thunder damage until the end of the dragon's next turn on a failed save, or taking only half as much damage on a successful one.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Thunder Breath. The dragon gives a mighty roar in a 60-foot cone. Each creature in that line must make a DC 19 Constitution saving throw, taking 66 (12d10) thunder damage on a failed save, or half as much damage on a successful one.
Ultrasound Roar. The dragon gives an inaudible roar in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 33 (6d10) thunder damage and being stunned for 1 minute on a failed save and taking only half as much damage on a successful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infrasound Waves (Recharge 5-6). The dragon causes its scales to produce an inaudible reverberating sound, that causes harm to any creature in a 25-foot radius around itself for one round. Any creature that starts its turn in the area or enters the area for the first time on its turn has to make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage, falling prone and being deafened for 1 minute on a failed save or only taking half as much damage on a successful one. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Deflecting Tail. When the dragon is hit by a ranged attack, it can try to knock away the projectile with its tail. The damage is reduced by 1d12 + 7, if this reduces the damage to 0, the projectile is deflected completely and treated as though it missed.
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.
Painful Resonance (Costs 2 Actions). The dragon uses its Painful Resonance.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 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.
Young Adamantine Dragon
Large dragon, chaotic good
- Armor Class 19 (natural armor)
- Hit Points 152 (16d10 + 64)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 13 (+1) 14 (+2) 17 (+3)
- Saving Throws Dex +3, Con +7, Wis +5, Cha +6
- Skills Athletics +8, Insight +5, Perception +8, Stealth +3
- Damage Immunities thunder
- Condition Immunities deafened
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
Adamantine Monster. The dragon's natural weapons count as adamantine weapons for the purposes of overcoming resistances and immunities. Additionally any attack, that hits an object or structure is a critical hit.
Bloodied Breath. When the dragon drops below half its hit point maximum (76), it immediately recharges and uses its Thunder Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Siege Monster. The dragon deals double damage to objects and structures.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Slicing Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Thunder Breath. The dragon gives a mighty roar in a 30-foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 55 (10d10) thunder damage on a failed save, or half as much damage on a successful one.
Ultrasound Roar. The dragon gives an inaudible roar in a 15-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (5d10) thunder damage and being stunned for 1 minute on a failed save and taking only half as much damage on a successful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Infrasound Waves (Recharge 5-6). The dragon causes its scales to produce an inaudible reverberating sound, that causes harm to any creature in a 20-foot radius around itself for one round. Any creature that starts its turn in the area or enters the area for the first time on its turn has to make a DC 15 Constitution saving throw, taking 16 (3d10) thunder damage, falling prone and being deafened for 1 minute on a failed save or only taking half as much damage on a successful one. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reactions
Deflecting Tail. When the dragon is hit by a ranged attack, it can try to knock away the projectile with its tail. The damage is reduced by 1d10 + 5, if this reduces the damage to 0, the projectile is deflected completely and treated as though it missed.
Adamantine Dragon Wyrmling
Medium dragon, chaotic good
- Armor Class 18 (natural armor)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft., burrow 30 ft., fly 60 ft..
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 11 (+0) 12 (+1) 15 (+2)
- Saving Throws Dex +2, Con +4, Wis +3, Cha +4
- Skills Athletics +5, Perception +5, Stealth +2
- Damage Immunities thunder
- Condition Immunities deafened
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
- Languages Draconic
- Challenge 2 (450 XP)
Adamantine Monster. The dragon's natural weapons count as adamantine weapons for the purposes of overcoming resistances and immunities. Additionally any attack, that hits an object or structure is a critical hit.
Bloodied Breath. When the dragon drops below half its hit point maximum (19) it immediately recharges and uses its Thunder Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Slicing Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Thunder Breath. The dragon gives a mighty roar in a 20-foot cone. Each creature in that line must make a DC 15 Constitution saving throw, taking 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one.
Ultrasound Roar. The dragon gives an inaudible roar in a 10-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 5 (1d10) thunder damage and being stunned for 1 minute on a failed save and taking only half as much damage on a successful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Credit: WotC: 4th Edition Monster Manual
Credit: 4th Edition Draconomicon II: Metallic Dragons
Mithral Dragons
No metallic dragon rivals the mithral for power and
majesty. (Though golds are loath to acknowledge
their inferiority to anyone.) Natives of the Astral Sea,
mithral dragons have uncanny insight. Driven by
visions and by lo's will, mithrals interact with other
creatures only when doing so is necessary to advance
their own enigmatic purposes. The few mithral
dragons that appear in the mortal world do so to aid
religious organizations or great causes-though such
dragons can disappear as suddenly as they appear.
Other mithrals traverse astral realms, inhabited or
otherwise.
Beings of Light. A mithral dragon's scales flex with the muscles
beneath them, and they glow faintly. As a mithral
ages, the icy white scales ofyouth darken to silver
with white streaks. At the height ofa mithral's power,
intricate white striations sharply contrast its darker
base color. Patterns along the dragon's claws flare
with energy during combat.
A ring of spikes crowns a mithral's head, and
smaller spikes extend down its neck. The spikes stand
on end when the dragon is excited - particularly when
it's enraged . The dragon's wings consist of radiant
energy instead of flesh.
Servants of Gods. Mithral dragons retain strong connections to their
home plane, the Astral Sea. They speak seldom,
impressing upon listeners a sense of purpose too great
for words-a purpose beyond mortal comprehension.
Visions from 10 guide mithrals of varied faiths and
callings toward an end planned millennia ago.
Mithral dragons that live in the dominions ofdead
deities commune directly with 10's spirit. They take
action when roused from ageless slumber by visions
and dreams of vast import.
A mithral dragon might associate itself with any
good or unaligned deity. Mithral dragons that follow
evil deities usually venerate Zehir. Some mithrals
disfavor Bahamut, believing that Bahamut fails to further
Io's plans and thus does not deserve devotion.
Mithrals destroy without hesitation any creatures
that stand between them and their goals. Clever
creatures can sway a determined mithral dragon only
by convincing it that its goals - and, by extension, Io's
will - are served by a temporary alliance.
Mithral dragons that associate themselves with deities
also associate with creatures that share their
faith . Mithrals without deities keep to themselves,
except when their long-term plans benefit from
others' assistance.
Goal-oriented Gatherers.
Mithral dragons do not discriminate about the types
of treasure they collect: They take anything that furthers
their goals. Unless their goals require wealth,
mithrals don't hoard treasure.
A Mithral Dragon's Lair
No two mithral dragons have the same type of lair, nor do mithrals regularly spend a great deal of time on any given terrain. When a mithral does remain in one place, it dwells in a mine (where it can sense remnants of Io's divine will by reading gemstone deposits or veins of ore) or an abandoned temple (where it can attune itself to echoes of ancient faith). On the Astral Sea, mithral dragons live in the domains of deities. Mithrals residing in such places maintain ties to their own deities, but also experience visions related to the dead god's existence.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- A psychic wind blows through the lair in a 100-foot line, that is 20 feet wide. Each creature in that area must succeed on a DC 15 Intelligence saving throw. On a failed save, each creature suffers a mental effect. Roll a d20 and consult the Psychic Wind Effects table.
- A bright flash appears, affecting creatures in a 30-foot radius centered on a point the dragon can see within 120 feet. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns.
- The holy nature of the dragon's lair inures it to suffering. The dragon gains 20 temporary hit points and sheds bright light for 30 feet and dim light for an additional 30 feet as long as it has these hit points. If a creature hits the dragon with a melee attack while it has these hit points, the creature takes 20 radiant damage.
Psychic Wind Effects
d20 | Mental Effect |
---|---|
1-8 | Stunned for 1 minute; you can repeat the saving throw at the end of each of your turns to end the effect on yourself |
9-10 | Short-term madness (see chapter 8 in the DMG) |
11-12 | 11 (2d10) psychic damage |
13-16 | 22 (4d10) psychic damage |
17-18 | Long-term madness (see chapter 8 in the DMG) |
19-20 | Unconscious for 5 (1d10) minutes; the effect on you ends if you take damage or if another creature uses an action to shake you awake |
Regional Effects
The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more ol the following effects:
- The sky within 6 miles of the lair is always cloudless and sunny.
- Followers of good-aligned deities, who are also friendly towards the dragon find any area 6 miles within the lair to be very spiritual. Such creatures gain advantage on Religion checks as well as spellcasting ability checks.
- Followers of evil-aligned deities gain disadvantage on attack rolls and saving throws, while within 6 miles of the lair.
If the dragon dies, these effects end immediately.
Ancient Mithral Dragon
Gargantuan dragon, neutral good
- Armor Class 22 (natural armor)
- Hit Points 585 (30d20 + 270)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
- Saving Throws Dex +9, Con +16, Wis +10, Cha +16
- Skills Athletics +17, Insight +10, Perception +17, Persuasion +16, Stealth +9
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Blinding Radiance If a creature starts its turn within 120 feet of the dragon and being able to see it, the creature has to succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If it looks at the dragon in the meantime, it must immediately make the save.
Bloodied Breath. When the dragon drops below half its hit point maximum (293), it immediately recharges and uses its Fire Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Dimensionl Flurry The dragon teleports to a point it can see within 60 feet and makes two claw attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) radiant damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 7 (2d6) force damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Light Breath. The dragon exhales a beam of pure radiance in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 90 (20d8) radiant damage on a failed save, or half as much damage on a successful one.
Censuring Word. The dragon speaks divine words, that take effect in a 60-foot cone. Each creature in that area must make a DC 24 Charisma saving throw, taking 45 (10d8) force damage and being stunned for 1 minute on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the saving throw at the end of each of its turns.
Rebuking Radiance (Recharge 4-6) A beam of bright light streaks from the sky at a location of the dragon's choice within 120 feet in a 30-foot radius cylinder, that is 120 feet high. Each creature in that area must make a DC 24 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save and half as much on a successful one. Each creature in that area must also make a DC 24 Charisma saving throw or be banished to a harmless demiplane until the end of its next turn.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Premonition. When the dragon is hit with a weapon attack, it can choose to have that attack miss instead. If the attack is a critical hit, it turns into a regular hit instead.
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.
Forceful Censure. (Costs 2 Actions). The dragon uses its censuring word.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Mithral Dragon
Huge dragon, neutral good
- Armor Class 19 (natural armor)
- Hit Points 270 (20d12 + 140)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)
- Saving Throws Dex +8, Con +13, Wis +8, Cha +13
- Skills Athletics +14, Insight +8, Perception +14, Persuasion +13, Stealth +8
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Blinding Radiance. If a creature starts its turn within 90 feet of the dragon and being able to see it, the creature has to succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If it looks at the dragon in the meantime, it must immediately make the save.
Bloodied Breath. When the dragon drops below half its hit point maximum (135), it immediately recharges and uses its Light Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Dimensionl Flurry The dragon teleports to a point it can see within 60 feet and makes two claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 11 (2d10) radiant damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 7 (2d6) force damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Light Breath. The dragon exhales a beam of pure radiance in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 63 (14d8) radiant damage on a failed save, or half as much damage on a successful one.
Censuring Word. The dragon speaks divine words, that take effect in a 45-foot cone. Each creature in that area must make a DC 21 Charisma saving throw, taking 31 (7d8) force damage and being stunned for 1 minute on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the saving throw at the end of each of its turns.
Rebuking Radiance (Recharge 5-6) A beam of bright light streaks from the sky at a location of the dragon's choice within 120 feet in a 20-foot radius cylinder, that is 60 feet high. Each creature in that area must make a DC 21 Constitution saving throw, taking 28 (6d8) radiant damage on a failed save and half as much on a successful one. Each creature in that area must also make a DC 21 Charisma saving throw or be banished to a harmless demiplane until the end of its next turn.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Premonition. When the dragon is hit with a weapon attack, it can choose to have that attack miss instead. If the attack is a critical hit, it turns into a regular hit instead.
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.
Forceful Censure. (Costs 2 Actions). The dragon uses its censuring word.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Mithral Dragon
Large dragon, neutral good
- Armor Class 18 (natural armor)
- Hit Points 189 (18d10 + 90)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)
- Saving Throws Dex +6, Con +9, Wis +5, Cha +9
- Skills Athletics +10, Insight +5, Perception +9, Persuasion +9, Stealth +6
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 10 (5,900 XP)
Blinding Radiance. If a creature starts its turn within 60 feet of the dragon and being able to see it, the creature has to succeed on a DC 13 Constitution saving throw or be blinded until the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If it looks at the dragon in the meantime, it must immediately make the save.
Bloodied Breath. When the dragon drops below half its hit point maximum (96), it immediately recharges and uses its Light Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Dimensional Flurry. The dragon teleports to a point it can see within 60 feet and makes two claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) radiant damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 3 (1d6) force damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Light Breath. The dragon exhales a beam of pure radiance in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 56 (12d8) radiant damage on a failed save, or half as much damage on a successful one.
Censuring Word. The dragon speaks divine words, that take effect in a 30-foot cone. Each creature in that area must make a DC 17 Charisma saving throw, taking 27 (6d8) force damage and being stunned for 1 minute on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the saving throw at the end of each of its turns.
Rebuking Radiance (Recharge 5-6) A beam of bright light streaks from the sky at a location of the dragon's choice within 120 feet in a 20-foot radius cylinder, that is 60 feet high. Each creature in that area must make a DC 17 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save and half as much on a successful one. Each creature in that area must also make a DC 17 Charisma saving throw or be banished to a harmless demiplane until the end of its next turn.
Reactions
Premonition. When the dragon is hit with a weapon attack, it can choose to have that attack miss instead. If the attack is a critical hit, it turns into a regular hit instead.
Mithral Dragon Wyrmling
Medium dragon, neutral good
- Armor Class 17 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
- Saving Throws Dex +4, Con +6, Wis +2, Cha +5
- Skills Athletics +6, Perception +4, Stealth +4
- Damage Immunities radiant
- Condition Immunities blinded
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 3 (700 XP)
Blinding Radiance. If a creature starts its turn within 30 feet of the dragon and being able to see it, the creature has to succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the dragon until the start of its next turn, when it can avert its eyes again. If it looks at the dragon in the meantime, it must immediately make the save.
Bloodied Breath. When the dragon drops below half its hit point maximum (38), it immediately recharges and uses its Light Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Actions
Dimensional Flurry. The dragon teleports to a point it can see within 60 feet and makes one claw attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 4) slashing damage plus 3 (1d6) force damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Light Breath. The dragon exhales a beam of pure radiance in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 22 (5d8) radiant damage on a failed save, or half as much damage on a successful one.
Censuring Word. The dragon speaks divine words, that take effect in a 15-foot cone. Each creature in that area must make a DC 14 Charisma saving throw, taking 9 (2d8) force damage and being stunned for 1 minute on a failed save, or half as much damage and not being stunned on a successful one. A stunned creature can repeat the saving throw at the end of each of its turns.
Credit: 4th Edition Draconomicon II: Metallic Dragons
Steel Dragons
Also referred to as waterdavian dragons, the sociable
steel dragons prefer the company of
humanoids to that ofother dragons. Their reasons
range from admiration to greed . Steels take humanoid
form more often they remain in than their natural
shape.
Philanthropic Rebels. Steel dragons favor humans over other humanoids
because of the race's adaptability and cleverness. For
this reason, they live in human cities when possible.
For all their fascination with humanoid races,
steel dragons cannot tolerate authority. To them, the
law serves its purpose only when it maintains order
flexibly, so that the dragons can protect their interests and advance their aims. A steel might spark a
rebellion to overthrow an oppressive regime, even if
doing so could lead to the destruction of its adopted
community.
Steel dragons primarily keep the company of humans
but also coexist with elves, half-elves, and dwarves.
Steels particularly favor adventuring groups that
operate on the fringes of established order and fight
the despots that the dragons also oppose.
Opposition to tyranny pits steel dragons against
gold dragons, bronze dragons, and chromatics. Disagreements with other dragons rarely blossom into
violence, however: steel dragons cause trouble for
their kin in subtler ways.
Feline and Graceful. Compared to other metallic dragons, a steel dragon
has a slight build and a small head. Swordlike frills
grow from its head, elbows, and digits. Its wings
consist of overlapping blades that look like feath ·
ers, and the sCilles Oil the dragon's chest resemble
shields. Whcll a steel dragon adopts humanoid form,
it retains something of its draconic nature: gray eyes,
pale skin, hair the color of steel. or affectations such
as steel jewelry.
A steel dragon adapts its omnivorous diet to suit its
surroundings. A young steel, unaccustomed to assuming
humanoid form, might take a while to realize
that it needs less to eat in that form than when it's in
dragon form. To the disgust and amazement of those
around it, such a dragon might consume two to three
times more food than a normal humanoid.
Nobles and Merchants.
Steel dragons invest in property and business. A steel
that maintains multiple identities might hold controlling shares in two or more enterprises. Steels outfit
their homes with art, antiquities, tomes, magic items,
finery, and servants.
A Steel Dragon's Lair
Because steel dragons live in towns and cities, they live as humanoids do - in houses - and establish humanoid histories and families. In case an enemy discovers its identity, a steel maintains a secondary lair in a ruin, such as a crumbling temple, castle, or tower. The harder it is for other creatures to reach such a site, the better. Wards, traps, and guardians protect these refuges.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects:
the dragon can't use the same effect two rounds in a row:
- Furniture animates flying towards one creature the dragon can see within 120 feet. The creature has to succeed on a DC 15 Strength saving throw or take 14 (4d6) bludgeoning damage and be knocked prone.
- A host of unseen servants appear in the lair, helping the dragon, giving it advantage on attack rolls, ability checks and saving throws until next iniative count 20. It can't use this lair action again until it has used the other two options again.
- The dragon targets one creature within 120 feet it can see. The target must succeed on a DC 15 Charisma saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the dragons's choice within its lair.
Regional Effects
The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more ol the following effects:
- Trade is bustling and any city within 6 miles of the lair is rapidly growing, due to the dragon's influence.
- Creatures that knowingly trick others, selling defective wares, paying with fake coin and so on, within 6 miles of the lair have disadvantage on all Intelligence, Wisdom and Charisma checks until the area, as a heightened sense of conscience plagues them.
- Creatures within 6 miles of the lair become slightly anti-authoritarian, rising up against oppressors more easily. Such creatures have advantage on Charisma checks to convince others to join them, talk down an oppressor's guards or persuade oppressive people in leading positions to step down for the good of society.
Ancient Steel Dragon
Gargantuan dragon (shapechanger), neutral good
- Armor Class 22 (natural armor)
- Hit Points 297 (18d20 + 108)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 16 (+3) 23 (+6) 16 (+3) 15 (+2) 27 (+8)
- Saving Throws Dex +9, Con +12, Wis +8, Cha +14
- Skills Athletics +14, Deception +14, History +15, Perception +14, Persuasion +14, Stealth +9
- Damage Immunities force
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (149), it immediately recharges and uses its Force Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shapechanger. The dragon can use its action to polymorph into its humanoid form, or back into its true form, which is a dragon. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Every steel dragon has a distinct humanoid form, that it can take with this feature. It reverts to its true form if it dies.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Steel Suggestion. The dragon whispers magically enchanted words to one creature within 60 feet. A target must make a DC 22 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales pure magical force in an 120-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 70 (20d6) force damage on a failed save, or half as much damage on a successful one.
Force Prison. The dragon exhales shards of magical force, which immobilize creatures in a 60-foot cone. Each creature in that area must make a DC 20 Strength saving throw, taking 35 (10d6) force damage and being restrained (escape DC 20) for 1 minute on a failed save, or half as much damage and not being restrained on a successful one.
Scattering Roar (Recharge 4-6). The dragon lets out a mighty roar, which has a magical effect in a 30-foot radius around the dragon. Every creature in that area has to make a DC 22 Charisma saving throw, taking 28 (8d6) force damage and being teleported up to 100 feet in a random direction for on a failed save, or half as much damage and not being teleported on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Hidden Steel When the dragon is targeted with a weapon or spell attack it momentarily turns invisible until the end of the current turn.
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.
Manipulation. The dragon uses its steel suggestion.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Steel Dragon
Huge dragon (shapechanger), neutral good
- Armor Class 20 (natural armor)
- Hit Points 157 (15d12 + 75)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 19 (+4) 14 (+2) 13 (+1) 25 (+7)
- Saving Throws Dex +8, Con +9, Wis +6, Cha +12
- Skills Athletics +11, Deception +12, History +12, Perception +11, Persuasion +12, Stealth +8
- Damage Immunities force
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (84), it immediately recharges and uses its Force Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shapechanger. The dragon can use its action to polymorph into its humanoid form, or back into its true form, which is a dragon. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Every steel dragon has a distinct humanoid form, that it can take with this feature. It reverts to its true form if it dies.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Steel Suggestion. The dragon whispers magically enchanted words to one creature within 60 feet. A target must make a DC 20 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales pure magical force in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one.
Force Prison. The dragon exhales shards of magical force, which immobilize creatures in a 45-foot cone. Each creature in that area must make a DC 17 Strength saving throw, taking 28 (8d6) force damage and being restrained (escape DC 17) for 1 minute on a failed save, or half as much damage and not being restrained on a successful one.
Scattering Roar (Recharge 5-6). The dragon lets out a mighty roar, which has a magical effect in a 30-foot radius around the dragon. Every creature in that area has to make a DC 20 Charisma saving throw, taking 21 (6d6) force damage and being teleported up to 80 feet in a random direction for on a failed save, or half as much damage and not being teleported on a successful one.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Hidden Steel When the dragon is targeted with a weapon or spell attack it momentarily turns invisible until the end of the current turn.
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.
Manipulation. The dragon uses its steel suggestion.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Steel Dragon
Large dragon (shapechanger), neutral good
- Armor Class 17 (natural armor)
- Hit Points 97 (13d10 + 26)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 12 (+1) 11 (+0) 21 (+5)
- Saving Throws Dex +6, Con +5, Wis +3, Cha +8
- Skills Athletics +7, Deception +8, History +6, Perception +7, Persuasion +8, Stealth +6
- Damage Immunities force
- Condition Immunities charmed
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 6 (2,300 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (49), it immediately recharges and uses its Force Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Shapechanger. The dragon can use its action to polymorph into its humanoid form, or back into its true form, which is a dragon. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Every steel dragon has a distinct humanoid form, that it can take with this feature. It reverts to its true form if it dies.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Steel Suggestion. The dragon whispers magically enchanted words to one creature within 60 feet. A target must make a DC 16 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales pure magical force in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 49 (14d6) force damage on a failed save, or half as much damage on a successful one.
Force Prison. The dragon exhales shards of magical force, which immobilize creatures in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw, taking 24 (7d6) force damage and being restrained (escape DC 15) for 1 minute on a failed save, or half as much damage and not being restrained on a successful one.
Scattering Roar (Recharge 5-6). The dragon lets out a mighty roar, which has a magical effect in a 30-foot radius around the dragon. Every creature in that area has to make a DC 16 Charisma saving throw, taking 17 (5d6) force damage and being teleported up to 60 feet in a random direction for on a failed save, or half as much damage and not being teleported on a successful one.
Reactions
Hidden Steel When the dragon is targeted with a weapon or spell attack it momentarily turns invisible until the end of the current turn.
Steel Dragon Wyrmling
Medium dragon (shapechanger), neutral good
- Armor Class 16 (natural armor)
- Hit Points 22 (4d8 + 4)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 15 (+2) 15 (+2) 13 (+1) 10 (+0) 10 (+0) 15 (+2)
- Saving Throws Dex +4, Con +3, Wis +2, Cha +4
- Skills Athletics +4, Deception +4, History +4, Perception +4, Persuasion +4 Stealth +4
- Damage Immunities force
- Condition Immunities charmed
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 1 (200 XP)
Bloodied Breath. When the dragon drops below half its hit point maximum (11), it immediately recharges and uses its Force Breath. If the triggering creature is within range the dragon will center the attack on that creature.
Shapechanger. The dragon can use its action to polymorph into its humanoid form, or back into its true form, which is a dragon. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. Every steel dragon has a distinct humanoid form, that it can take with this feature. It reverts to its true form if it dies.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Steel Suggestion. The dragon whispers magically enchanted words to one creature within 30 feet. A target must make a DC 12 Wisdom saving throw or be charmed for 1 minute. The dragon can issue a command to a charmed creature as a bonus action. A charmed creature considers the dragon a trusted and revered superior and will do its best to carry out any command given to it by the dragon. A charmed creature can repeat the saving throw at the end of each of its turns.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales pure magical force in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
Force Prison. The dragon exhales shards of magical force, which immobilize creatures in a 15-foot cone. Each creature in that area must make a DC 11 Strength saving throw, taking 10 (3d6) force damage and being restrained (escape DC 11) for 1 minute on a failed save, or half as much damage and not being restrained on a successful one.
Credit: 4th Edition Draconomicon II: Metallic Dragons
Dragon Hall of Fame: Chromatics
Ashardalon
A traditional song called The Coming of Ashardalon describes the depredations of this red dragon of immense power and self-importance. This enormous red dragon was the first to hold the name Ashardalon and is well known for his tenacious clasp on life, no matter his injuries and setbacks. When he was struck a mortal blow, the dragon bound a demon into his breast as a second heart. But when that too threatened to fail him, Ashardalon left the world to find the sustenance he required to live forever. Ashardalon resembles an ancient red dragon in its prime, but certain odd features stand out. He has a demonic visage, and on his chest is a gruesome scar in the shape of a large winged humanoid—a balor. The dragon’s eyes are twin beams of burning fire, and tiny bolts of lightning constantly play between his claws and fangs
Ashardalon Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Ashardalon’s rampages brought sorrow and misery to the land. The red dragon was worshiped by a cult that built a citadel for the great wyrm to serve as his lair. But foes sunk the dragon’s citadel to sunless depths beneath the earth, destroying the cult and dealing Ashardalon a mortal injury.
DC 20: Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. The cultists hoped to call back Ashardalon, but the dragon never answered their summons.
DC 25: Ashardalon received a blow so grievous that his heart was damaged beyond repair. The dragon, calling on all his craft and knowledge of ancient rituals, managed to replace his heart with a magically bound demon—no less than a balor, named Ammet. But so terrible was Ashardalon’s wound that even Ammet’s enchanted labor began to fail the dragon’s body. Ashardalon began to search for a source of life energy so pure that nothing could ever again threaten to kill him.
DC 30: Ashardalon’s lair is a mysterious domain in the Astral Sea called the Bastion of Unborn Souls. Claims that the Bastion is a font of preincarnate souls are derided as improbable. Still, the Bastion’s crystalline trees sprout soullike manifestations like brilliant points of light. When “ripe,” they fall from the trees and flow away, possibly to incarnate as living creatures. Whatever the truth, each point of light is a source of life and energy to a creature that consumes it. Ashardalon has ensconced himself in the center of the Bastion, bathed in a stream of raw soulstuff to keep his faltering life steady. Like a boulder in a stream, the dragon’s body interrupts the flow, which beads across him like water.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Ashardalon
Gargantuan dragon, chaotic evil
- Armor Class 23 (natural armor)
- Hit Points 585 (30d20 + 270)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 29 (+9) 18 (+4) 18 (+4) 27 (+8)
- Saving Throws Dex +10, Con +18, Wis +13, Cha +17
- Skills Athletics +19, Perception +22, Stealth +10
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses blindsight 60 ft., truesight 120 ft., passive Perception 32
- Languages Abyssal, Common, Draconic, telepathy 120ft.
- Challenge 29 (135,000 XP)
Abyssal Aura. At the start of each of Ashardalon's turns, each creature within 10 feet of him takes 7 (2d6) fire damage plus 7 (2d6) lightning damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Ashardalon or hits him with a melee attack while within 5 feet of him takes 7 (2d6) fire damage plus 7 (2d6) lightning damage.
Bloodied Breath. When Ashardalon drops below half his hit point maximum (293), he immediately recharges and uses his Abyssal Breath. If the triggering creature is within range Ashardalon will center the attack on that creature.
Destroyed Prison. When Ashardalon is reduced to 0 hit points, Ammet a legendary balor bursts forth from his chest. Ammet rolls for initiative and attacks the party.
Legendary Resistance (3/Day). If Ashardalon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ashardalon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ashardalon's weapon attacks are magical.
Actions
Multiattack. Ashardalon can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage plus 13 (3d8) lightning damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 13 (3d8) lightning damage. If Ashardalon scores a critical hit, he rolls damage dice three times, instead of twice.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 10 (3d6) fire damage and the target must succed on a DC 27 Strength saving throw or be pulled up to 20 feet towards Ashardalon.
Immolation. Ashardalon spits an electrical ball of fire at one creature within 90 feet. The target must make a DC 26 Dexterity saving throw taking 28 (8d6) fire damage plus 27 (6d8) lightning damage on a failure and if the target is a creature or a flammable object, igniting or taking half as much damage and not catching fire on a sucessful save. Until a creature douses the fire, with at least 5 gallons (= ~20 litres) of water, it takes 14 (4d6) fire damage at the start of each of its turns.
Frightful Presence. Each creature of Ashardalon's choice that is within 120 feet of Ashardalon and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Ashardalon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Ashardalon uses one of the following breath weapons.
Abyssal Breath. Ashardalon exhales fire and lightning in a 9O-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 54 (16d6) fire damage plus 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
Demonfire Breath. Ashardalon exhales demonic fire in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a DC 26 Constitution saving throw, taking 21 (6d6) fire damage plus 22 (4d10) necrotic damage and having its resistance against cold, fire, lightning and necrotic damage be lowered by 1 stage for 1 minute on a failed save and only taking half as much damage on a successful one. (= Immunity becomes resistance, resistance is lost, no resistance becomes vulnerability)
Erupting Teleport (Recharge 4-6). Ashardalon magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. Each creature within 20 feet of Ashardalon at the destination of his teleport has to make a DC 25 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Tail Strike. Ashardalon makes a tail attack against one creature that made an attack against him.
Legendary Actions
Ashardalon 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. Ashardalon regains spent legendary actions at the start of his turn.
Detect. Ashardalon makes a Wisdom (Perception) check.
Tail Attack. Ashardalon makes a tail attack.
Spit Fire (Costs 2 Actions). Ashardalon makes an immolation attack.
Wing Attack (Costs 2 Actions). Ashardalon beats his wings. Each creature within 15 feet of Ashardalon must succeed on a DC 27 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage plus 13 (3d8) lightning damage and be knocked prone. Ashardalon can then fly up to half his flying speed.
Ashardalon Tactics
Ashardalon flies into combat and releases his demonfire breath. He then uses his legendary actions to make immolation attacks. On the following rounds he alternates between using multiattack and erupting teleport depending on what is more advantageous. Ashardalon knows that if he is killed, the balor in his chest will have its freedom, so when he feels truly threatened, he warns his foes: “Fools! Kill me, and you release Ammet, Eater of Souls!”
Ammet, Eater of Souls
Ammet is a legendary Balor (MM p.55) with the following additional traits:
Legendary Resistance (3/Day). If Ammet fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Ammet's spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiríng no material components:At will: detect magic, fireball
3/day each: blight, wall of fire
1/day each: earthquake, power word stun
Legendary Action. Ammet 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. Ammet regains spent legendary actions at the start of his turn.Detect. Ammet makes a Wisdom (Perception) check.
Whip. Ammet makes a wip attack.
Fireball. Ammet casts the fireball spell.
Teleport (Costs 2 Actions). Ammet uses his teleport.
Spell (Costs 3 Actions). Ammet casts a spell.
The Sunless Citadel
Ashardalon was a creature of great fury and power even before he achieved his legendary status or gathered a cult following. Indeed, at least a century prior to the wound that ultimately paved the way for his demonic heart, he and his red dragon mate hunted a lush green land called the Golden Plain. The Golden Plain was ruled by a human king who dwelt in a many-towered fortress. As Ashardalon grew more reckless with his power, he came into direct conflict with the kingdom and its king. Thinking to show the dragon a monarch’s true might, the king sent a secret force of his knights to slay Ashardalon’s mate.Upon learning of his mate’s death, Ashardalon went on a rampage so fierce and so extended that the land itself finally buckled, pulling the king’s fortress beneath the ground. The once-lush region was renamed the Ashen Plain, and the fortress was rechristened the Sunless Citadel. In this sunken castle, Ashardalon’s first followers came to revere him.
Cyan Bloodbane
Of all the green dragons that have ever lived, few are as despised as Cyan Bloodbane. Gifted with a keen intellect and a knack for manipulation that far outstripped the cunning of his peers, he exploited his talents to advance his standing in the eyes of his dread mistress, Tiamat. Cyan is exceptionally selfish, capable of any malicious act to further his agenda and to improve his prestige with the Dark Lady. Above all, Cyan detests humanoids, seeing them as weak and unworthy. He takes special pleasure in tormenting elves, wrecking their minds with his filthy whispers.
Massive yet sleek, powerful but with slender limbs and a long, thin neck, Cyan Bloodbane has more in common physically with a mirage dragon than he does with a typical green dragon. His appearance might lead an observer to think him sickly or weak—a mistake any individual makes only once. Cyan’s scales darken toward the middle of his back, giving way to light green and brown bands across his middle. He has no flared ridge, his head instead smooth and snakelike. Barbels hang like whiskers from his snout and chin, delicate sensory organs designed to help scent enemies and food. His eyes are black except in the presence of light, when they reveal a reddish hue that speaks to his wickedness.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Cyan Bloodbane
Gargantuan dragon, lawful evil
- Armor Class 24 (natural armor)
- Hit Points 525 (30d20 + 210)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 16 (+3) 25 (+7) 29 (+9) 24 (+7) 27 (+8)
- Saving Throws Dex +11, Con +15, Wis +15, Cha +16
- Skills Athletics +16, Deception +24, Insight +15, Perception +23, Persuasion +16, Stealth +19
- Damage Immunities poison
- Condition Immunities charmed, frightened, poisoned
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 33
- Languages Common, Draconic
- Challenge 28 (120,000 XP)
Amphibious. Cyan can breathe air and water.
Bloodied Breath. When Cyan drops below half his hit point maximum (263), he immediately recharges and uses his Psychedelic Spray. If the triggering creature is within range Cyan will center the attack on that creature.
Legendary Resistance (3/Day). If Cyan fails a saving throw, he can choose to succeed instead.
Nightmare Aura. Any creature within 60 feet of Cyan has disadvantage on Wisdom saving throws as their perception of reality is warped. In addition any creature that starts its turn within 30 feet of Cyan or enters this area for the first time during its turn, takes 7 (2d6) psychic damage and while in the area automatically fails saving throws against being frightened.
Spellcasting. Cyan is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Cyan has the following wizard spells prepared:
Cantrips (at will): chill touch, friends, minor illusion, poison spray, prestidigitation
1st level (4 slots): charm person, detect magic, magic missile, silent image, tasha's hideous laughter
2nd level (3 slots): blur, detect thoughts, invisibility, misty step, phantasmal force
3rd level (3 slots): bestow curse, counterspell, dispel magic, fear, hypnotic pattern, major image, nondetection
4th level (3 slots): confusion, greater invisibility, phantasmal killer
5th level (3 slots): dominate person, geas, mislead, modify memory, scrying
6th level (2 slots): contingency, mass suggestion, programmed illusion
7th level (2 slots): prismatic spray, project image
8th level (1 slot): dominate monster, feeblemind, power word stun
9th level (1 slot): power word kill, weirdActions
Multiattack. Cyan can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Flyby. Cyan can make two claw attacks and does not provoke opportunity attacks until the end of his turn.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Beguiling Words. Cyan speaks magically enchanted words to one creature within 60 feet. A target must make a DC 24 Wisdom saving throw or be charmed for 1 minute. Cyan can issue a command to a charmed creature as a bonus action. A charmed creature considers Cyan a trusted and revered superior and will do its best to carry out any command given to it by him. A charmed creature can repeat the saving throw at the end of each of its turns.
Frightful Presence. Each creature of Cyan's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Cyan's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Cyan uses one of the following breath weapons.
Poison Breath. Cyan exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Psychedelic Spray. Cyan exhales psychedelic poison in a 60-foot cone. Each creature in that area must make a DC 23 Constitution saving throw, taking 42 (12d6) poison damage and being poisoned for 1 minute on a failed save, or half as much damage and not being poisoned on a successful one. While poisoned in this way roll a d8 at the start of the creature's turn. On a 1 or 2 the creature does nothing and its turn is wasted. On a 3 or 4 the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8 the creature can act normally. A poisoned creature can repeat its saving throw at the end of each of its turns.
Creeping Silence (Recharge 4-6). For 10 minutes, no sound can be created within or pass through a 20-foot-radius sphere centered on a point of Cyan's choice within 120 feet. Cyan must hold concentration on this effect as though concentrating on a spell. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Any creature that enters the area for the first time or starts its turn in the area must make a DC 24 Wisdom saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.
Reactions
Tail sweep. Cyan makes a tail attack against one creature that didn't move on its turn. If the attack hits, the target has to succeed on a DC 24 Dexterity saving throw or be knocked prone.
Legendary Actions
Cyan 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. Cyan regains spent legendary actions at the start of his turn.
Detect. Cyan makes a Wisdom (Perception) check.
Tail Attack. Cyan makes a tail attack.
Mind Game. Cyan uses his beguiling words.
Wing Attack (Costs 2 Actions). Cyan beats his wings. Each creature within 15 feet of him must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Cyan can then fly up to half his flying speed.
Cyan Bloodbane Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Though he is believed to be long dead, Cyan Bloodbane remains a dark presence in the minds and hearts of elves, evoking terror with the mere whisper of his name. Elves follow up on even sketchy rumors to ensure that their great enemy never returns to their lands.
DC 15: Cyan’s unsavory reputation stems from his part in the first movements of an old war between the forces of Tiamat and her longtime enemy Bahamut. He did not want to be involved in the brimming conflict but knew his reluctance would mean his destruction: If Tiamat won, she would punish those who failed her, and if Bahamut proved victorious, no place would be safe for chromatic dragons. Rather than endure the pain and agony of war, he sought other means to aid his queen.
DC 20: The opportunity Cyan sought was revealed when an old elf king, fearing that the conflict would spill into his ancient woodland nation, turned to an artifact of great power: an Orb of Dragonkind. By using the Orb, he called on Cyan to attend the elf leader. Cyan could have killed the desperate elf, and in doing so could have weakened his people enough to make them vulnerable to attack, but the dragon had other plans.
DC 25: Cyan seduced the old king, whispering venomous advice backed by empty promises and false hopes. He offered to help the king protect his people and suggested that the lord unleash the magic of the artifact. In doing so, the elf king suffused his land with raw power and became a prisoner of the dragon’s poisonous lies. Cyan twisted the king’s mind, forcing him to shape the magic into his deepest fears and transform his ancient kingdom into a land of terrifying nightmares.
DC 30: Before Cyan could complete his work, a group of heroes battled through the shades of the elf king’s fears and defeated him. The dragon escaped, though, and harbors a burning hatred for the heroes who beat him and for the elves who escaped his evil.
Cyan Bloodbane Tactics
Cyan Bloodbane will try to use misdirection and subterfuge to surprise and potentially betray the party, starting combat with this grand betrayal at an opportune time. He starts off getting as many creatures as possible into his nightmare aura and then use creeping silence against as many targets as possible, especially spellcasters. He also tries to gain the best use out of his frightful presence this way. He then uses his psychedelic spray on as many creatures as possible and casts spells in subsequent rounds until either his creeping silence or psychedelic spray recharge.
Dragotha
In the shadow of fabled White Plume Mountain lies a dismal land, a blighted place of gnarled trees, bone fields, and roaming, hungry undead. The foul taint staining this region originates in the lair of a loathsome creature whose name inspires terror in even the boldest of heroes: Dragotha, the Death Dragon.
Little remains of Dragotha’s flesh to indicate that this undead horror was once a red dragon. Twin horns snake from the back of its skull; smaller ones are blackened by flame, cracked, splintered, or missing altogether, leaving dark holes that now hold only burrowing parasites. Tattered membranes clothe its wings while mummified tissue clings to its tail and massive rib cage. Webs hang from its frame while bright green maggots squirm in its joints. If the presence of this massive skeletal dragon were not enough, Dragotha’s baleful blue stare radiates all the malice and evil that fuels this undead monstrosity. To behold it is to see death.
Dragotha Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Dragotha embodies the perfect fusion of dragon and undead,. Such is Dragotha’s reputation that this dracolich has acquired misguided cultists who erect shrines in the wreckage of its domain. Since the undead dragon rarely has use for living servants, these feckless acolytes receive the curse of undeath as their reward for constant service.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
DC 15: Ages ago, Dragotha was a celebrated consort of Tiamat, a mighty red dragon chosen for his strength and cunning, as well as unswerving loyalty to his mistress. He was dutiful and felt an earnest affection for the god, sparing him her wrath far longer than any other consort. For all the Dark Lady doted on Dragotha, though, he had little protection from ambitious dragons that craved his vaunted position. Through his long years, he squared off against numerous dragon ascendants, each more powerful than the last.
DC 20: Dragotha’s fall came when a vicious dragon challenged him. He dealt with the upstart as he had others, tearing out its throat and devouring its heart. Unknown to him, his rival was the son of Tiamat, whose death enraged his mistress. Realizing his doom was at hand, Dragotha fled Tiamat’s realm to find refuge in the mortal world. Even far from cruel talons of his former lover, he knew her servants would find him—and when they did, they would kill him.
DC 25: Dragotha’s fall came when a vicious dragon challenged him. He dealt with the upstart as he had others, tearing out its throat and devouring its heart. Unknown to him, his rival was the son of Tiamat, whose death enraged his mistress. Realizing his doom was at hand, Dragotha fled Tiamat’s realm to find refuge in the mortal world. Even far from cruel talons of his former lover, he knew her servants would find him—and when they did, they would kill him. Dragotha agreed, and not long afterward, Tiamat’s spawn descended on him and killed him. As the dragon lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich.
DC 30: After this final betrayal, Dragotha withdrew to a hidden cave, contaminating the lands around. Hoarding treasures in the endless depths, the great monster rarely stirs these days. Rumor holds that the dracolich was drawn out of its lair once when adventurers breached the dungeons of White Plume Mountain, and again when Kyuss’s cultists sought to elevate the undead priest to godhood.
Dragotha
Gargantuan dragon, chaotic evil
- Armor Class 22 (natural armor)
- Hit Points 546 (28d20 + 252)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Athletics +17, Perception +16, Stealth +7
- Damage Resistances necrotic
- Damage Immunities fire, poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 28 (120,000 XP)
Bloodied Breath. When Dragotha drops below half his hit point maximum (273), he immediately recharges and uses his Death Breath. If the triggering creature is within range Dragotha will center the attack on that creature.
Legendary Resistance (3/Day). If Dragotha fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dragotha has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. Dragotha can use his Frightful Presence and Dragotha's Contempt. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) necrotic damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 13 (2d12) necrotic damage and the target has to succeed on a DC 24 or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the end of its next turn.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 13 (2d12) necrotic damage.
Dragotha's Contempt. Dragotha shoots a glare at one creature within 90 feet. The target must make a DC 24 Charisma saving throw taking 32 (5d12) necrotic damage and being stunned for 1 minute on a failure or taking half as much damage and not being stunned on a sucessful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightful Presence. Each creature of Dragotha's choice that is within 120 feet of Dragotha and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Dragotha's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Dragotha uses one of the following breath weapons.
Fire Breath. Dragotha exhales fire in a 9O-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Death Breath. Dragotha exhales negative energy in a 9O-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 91 (14d12) necrotic damage on a failed save, or half as much damage on a successful one.
Death Wind. Dragotha exhales a blast of necrotic energy in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a DC 24 Constitution saving throw, taking 45 (7d12) necrotic damage and having its resistance against necrotic damage be lowered by 1 stage on a failed save and only taking half as much damage on a successful one. (= Immunity becomes resistance, resistance is lost, no resistance becomes vulnerability)
Dragotha's Demand (Recharge 5-6). Dragotha tries to forcibly drain the vitality around it. Negative energy erupts in a 20-foot radius centered on Dragotha. Each creature Dragotha chooses, in that area must make a DC 21 Constitution saving throw. A creature takes 39 (6d12) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, a creature that failed its saving throw takes another 19 (3d12) necrotic damage at the start of each of its turns for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Regardless, Dragotha gains 39 (6d12) temporary hit points, when using this action.
Reactions
Dragotha's Curse. When a creature hits Dragotha with an attack, while within 120 feet of him, Dragotha can try to curse it as a reaction. The triggering creature has to succeed on a DC 21 Charisma saving throw or gain vulnerability to all damage until the end of Dragotha's next turn.
Legendary Actions
Dragotha 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. Dragotha regains spent legendary actions at the start of his turn.
Detect. Dragotha makes a Wisdom (Perception) check.
Tail Attack. Dragotha makes a tail attack.
Glare. Dragotha uses Dragotha's Contempt.
Wing Attack (Costs 2 Actions). Dragotha beats his wings. Each creature within 15 feet of Dragotha must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Dragotha can then fly up to half his flying speed.
Dragotha Tactics
Dragotha strikes quickly to maim and incapacitate victims. At the first sign of intruders, it takes to the air, blasting its foes with its fire breath. It then tries to get as many creatures as possible under the effect of dragotha's demond. On subsequent rounds it uses dragotha's contempt against especially dangerous foes and tries to affect as many heavy-hitters like Barbarians, Fighters and Paladins, who rely on Strength with its claws. A creature, unfortunate enough to fall victim to dragotha's curse will find itself beset by a full round of attacks. On subsequent rounds it uses death wind and tries to hit as many affected creatures as possible with its death breath.
Unholy War
As powerful as Dragotha is, its most hated enemies are even more so. If there are two beings in the world—nay, all the worlds—whom Dragotha can be said to despise above all others, they would be Tiamat, the Queen of Dragons, and Kyuss, the Worm That Walks. The former is a goddess; the latter an undead priest of horrific might, not a god yet but very nearly as potent. Both granted Dragotha great power, great authority—and both ultimately betrayed him, leading him to his current, abhorrent state.
Many of Dragotha’s current schemes are devoted to wreaking horrible vengeance upon those who turned on him—and yet the undead dragon is nothing if not cunning and oh, so patient. At times the dracolich has masqueraded as a loyal servant to both entities, most recently taking part in a convoluted scheme intended to grant Kyuss true godhood. Though it led the Worm that Walks to believe that its service was genuine, Dragotha sought only to grow close enough to Kyuss to slay the vile priest. It hopes for the opportunity to commit deicide against Tiamat as well, though it is unsure how. Some sages speculate that it seeks to usurp her place as a god of dragons, but Dragotha—though ambitious—currently shows no signs of any such objective. Lately, Dragotha has contemplated turning the followers of Tiamat and Kyuss against each other, but as yet hasn’t come up with a viable way of going about it.
Because of this burning hatred it holds for two beings of ultimate evil, Dragotha could potentially wind up allied even with good-aligned PCs, if their objectives overlap with its own. Anyone who proves worthy, and demonstrates the willingness to take on either the worshipers of Tiamat or the mad cults of Kyuss, attracts Dragotha’s interest.
Gulgol
Deep in the swamps of a marshy isthmus the size of a small continent, a self-proclaimed god who calls herself the Lizard Queen demands worship from the native lizardfolk and tribute from all others. This ponderous beast is unlike any black dragon known to adventurers or sages. Others of her kind are sinuous and slender, with low-slung bodies, but Gulgol is a massive, corpulent creature. Leathery flesh bulges between scales that never grew sufficiently to cover her astonishing bulk. It hangs in rolls from her tail, from her neck, and beneath her squinting, porcine eyes. She breathes heavily with exertion, her legs bent beneath her heavy body, and her voice is a deep rasp punctuated by sharp inhalations.
Do not mistake her corpulence and pumping breath for a sign of weakness, or assume that her inherent laziness makes her an easy target. Those who do rarely survive to appreciate the magnitude of their error.
Gulgol Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Gulgol is a great black dragon that dwells in the depths of the Fenreach. Gulgol has dwelt in the swamp for several centuries. She eventually grew to dominance over the rest of her clutch, and rumor has it she consumed her siblings.
DC 15: The swamp’s lizardfolk and other tribes consider Gulgol a god, serving her fanatically. Communities of the swamp must send her tribute or be raided by her followers, and travelers who grow lost in the Fenreach must choose whether to be enslaved or eaten, unless they are rich enough to buy their freedom. She insists on being addressed as “Queen Gulgol” or “Your Majesty.” Anything less is an insult, and those who offend Gulgol become her next meal.
DC 20: Gulgol’s zealous followers include a coven of green hags —named Zunuris, Ilbotha, and Shenvush— and their servitor trolls; a tribe of savage humans and their semitrained hydra; and a tribe of blackscale lizardfolk whose name translates loosely as “Broken Fang Tears Violently.” Her vizier is a guardian naga named Alhashna, and her other three closest advisors are a trio of yuan-ti malison incanters who believe Gulgol to be favored by the serpent-god Zehir.
DC 25: Gulgol is known as lazy and gluttonous, not only to those who have studied her but to other dragons as well. She is amazingly obese for a dragon and refuses to expend any unnecessary effort; her worshipers’ duties include delivering all her meals and comforts. She is less agile than other black dragons but is nevertheless powerful, and she can exert herself if need be.
DC 30: Through centuries of practice and the study of draconic magic, the Lizard Queen has altered her innate abilities. She has acquired the power to force a measure of obedience from all around her.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Gulgol
Huge dragon, chaotic evil
- Armor Class 17 (natural armor)
- Hit Points 270 (20d12 + 140)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 25 (+7) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +6, Con +13, Wis +7, Cha +9
- Skills Athletics +12, Perception +13
- Damage Immunities acid
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 20 (25,000 XP)
Amphibious. Gulgol can breathe air and water.
Bloodied Breath. When Gulgol drops below half her hit point maximum (135), she immediately recharges and uses her Acid Breath. If the triggering creature is within range Gulgol will center the attack on that creature.
Innate Spellcasting. Gulgol's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Gulgol can innately cast the following spells, requiring no material components:
At will: command (5th-level), crown of madness, dissonant whispers (5th-level)
3/day each: charm monster, dominate person, hold person (5th-level), synaptic static
1/day each: dominate monster, feeblemind, power word painLegendary Resistance (3/Day). If Gulgol fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Gulgol can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Acid Spit. Gulgol spits a glob of acid at one creature within 90 feet. The target must make a DC 21 Dexterity saving throw, taking 22 (5d8) acid damage and nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers on a failed save, or taking only half as much damage on a sucessful save. The armor is destroyed if the penalty reduces its AC to 10.
Frightful Presence. Each creature of Gulgol's choice that is within 120 feet of her and aware of her, must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Gulgol uses one of the following breath weapons.
Acid Breath. Gulgol exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Vitriolic Spray. Gulgol exhales acid in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 27 (6d8) acid damage and being blinded for 1 minute on a failed save, or half as much damage and not being blinded on a successful one. A creature that is blinded can use its action to wash its eyes, if it has access to fresh, clean water, to end the effect early.
Fog of Obedience (Recharge 5-6). Magical fog spreads fom a point Gulgol chooses within 60 feet of her to fill a 20-foot radius sphere for up to 10 minutes. Gulgol must hold concentration on this effect as though concentrating on a spell. The fog spreads around corners and the area in the fog is heavily obscured.
Any creature that enters the area for the first time or starts its turn in the area must make a DC 17 Wisdom saving throw, taking 27 (6d8) psychic damage and having to use its reaction to attack a creature of Gulgol's choice on a failed save, or only taking half as much damage on a successful one.Reactions
Tail Slash. Gulgol makes a tail attack against one creature that missed her with a melee attack.
Legendary Actions
Gulgol 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. Gulgol regains spent legendary actions at the start of her turn.
Detect. Gulgol makes a Wisdom (Perception) check.
At Will Spell. Gulgol uses a spell she can cast at will.
Tail Attack. Gulgol makes a tail attack.
Spell (Costs 2 Actions). Gulgol casts a spell.
Wing Attack (Costs 2 Actions). Gulgol beats her wings. Each creature within 15 feet of Gulgol must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Gulgol can then fly up to half her flying speed.
Gulgol Tactics
Gulgol is a straightforward combatant, eschewing stealth for brute force. She normally begins with frightful presence —she loves watching others cower—, she then uses fog of obedience and vitriolic spray on subsequent rounds. She spends her legendary actions mostly casting spells like synaptic static and dissonant whispers.
The Fenreach
The distant Fenreach is an isthmus that connects two great landmasses. It is nearly the size of a small continent and is covered by deep swamp and marshy forest. Several rivers run through it, allowing merchant vessels to travel across the Fenreach rather than circumnavigating the continents, but these waterways are tricky, hidden, and impassable without the services of native guides whose services do not come cheap. The humanoid inhabitants of the Fenreach dwell in small villages built on hummocks, or in trading stations constructed in the wrecks of ships.
Life here is hard: sweltering, vermin-ridden, waterlogged, and beset by hunger and plague. Further, the people here must deal constantly with lizardfolk, yuan-ti, hideous reptiles, and even undead. And worse than them all, spoken of only in hushed whispers and bedtime tales meant to frighten children, is Queen Gulgol, selfproclaimed god of the swamp and all who dwell within.
A character knows this information with a successful DC 20 History or Nature check.
Cleric Domain
Lizard Queen Domain
Lizard Queen Domain Spells
Cleric Level | Spells |
---|---|
1st | arms of hadar, inflict wounds |
3rd | melf's acid arrow, silence |
5th | elemental weapon, stinking cloud |
7th | blight, vitriolic sphere |
9th | cloudkill, contagion |
Bonus Cantrips
At 1st level, you learn the acid splash and primal savagery cantrips, which don't count against the number of cleric cantrips you know. You also gain resistance to acid damage.
Channel Divinity: Infuse Element
Starting at 2nd level, you can use your Channel Divinity to change the damage type of your spells for one minute.
As an action, you present your holy symbol and call upon the might of the Lizard Queen. For the next minute any spell you cast, that deals damage can deal either the original damage type or acid damage instead.
Acrid Physiology
Starting at 6th level, you have immunity to acid damage.
Acidic Strike
At 8th level, you gain the ability to infuse your weapon strikes with the vitriol of your queen. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid damage to the target. When you reach 14th level, the extra damage increases to 2d8 .
Lizard Queen's Will
Starting at 17th level, you have become a true enforcer of Gulgol's will. You can cast the command and suggestion spells at will requiring no vocal or material components for the spells using your cleric spellcasting abiliy.
Author's Note: This subclass is mostly cobbled together to make Anachthul feel more unique and so you can apply it to your own servants of Gulgol the Lizard Queen. I have not balanced it against other Cleric Domains and it is not intended for player use.
The Priests of Gulgol
Although most of Gulgol’s “court,” and many of her followers, consider her to be royalty, a large portion of the more primitive tribes that serve her treat her as a true goddess. She is not just a secular leader to them but a truly divine entity, to whom they direct the entirety of their worship and their sacrifices—both treasure and living beings.
The bulk of these worshipers are lizardfolk from the various tribes of the Fenreach, but they also include a fair number of kobolds, trolls, hags, and yuan-ti.
Gulgol’s high priest is a truly vile entity by the name of Anachthul. A yuan-ti abomination, Anachthul and his yuan-ti and hag underpriests rule utterly over Gulgol’s worshipers. Those who pay homage to the Lizard Queen are willing to die—and, far more frequently, to kill—at Anachthul’s slightest word.
What none other than Gulgol and Anachthul know is that the yuan-ti cult leader is fully aware that his mistress is not a god at all. Yet he pretends to such belief, and leads others in it, as a means of keeping control over the more primitive members of Gulgol’s followers. So completely has he swayed their beliefs that some among the lizardfolk and hags have even been ordained as clerics of the Lizard Queen, and their faith is strong enough that they have the same sort of divine ability as the clerics of “real” gods.
Anachthul
Large monstrosity (shapechanger, yuah-ti), neutral evil
- Armor Class 15 (natural armor)
- Hit Points 136 (16d10 + 48)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 17 (+3) 17 (+3) 18 (+4) 18 (+4)
- Skills Perception +5, Religion +6, Stealth +6
- Damage Immunities acid, poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 15
- Languages Abyssal, Common, Draconic
- Challenge 7 (2,900 XP)
Shapechanger. The yuan-ti can use its action to polymorph into a Large snake, or back into its true form. Its statistics are i the same in each form. Any equipment it is wearing or carrying isn't transformed. It doesn't change form if it dies.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:
At will: animal friendship (snakes only)
1/day each: fearSpellcasting. The yuan-ti is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The yuan-ti has the following cleric spells prepared:
Cantrips (at will): acid splash, guidance, primal savagery, sacred flame, thaumaturgy, toll the dead
1st level (4 slots): arms of hadar, bane, command, cure wounds, guiding bolt, inflict wounds
2nd level (3 slots): enhance ability, hold person, melf's acid arrow, silence, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, elemental weapon, spirit guardians, stinking cloud
4th level (3 slots): banishment, blight, control water, vitriolic sphere
5th level (2 slots): cloudkill, contagion, insect plague, mass cure woundsWill of the Lizard Queen. The yuan-ti can cast the command and suggestion spells at their lowest level at will. Its spellcasting ability for these spells is Wisdom (spell save DC 15).
Actions
Multiattack (Abomination Form Only). The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus l0 (3d6) poison damage plus 9 (2d8) acid damage.
Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 9 (2d8) acid damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) acid damage.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one creature. Hit: 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage plus 9 (2d8) acid damage.
Nefermandias
Dry winds and hot sand sweep across a once fertile land. Prehistoric ruins and mighty monuments emerge from the desert like the grasping fingers of a buried corpse. Here, in what had been one of the greatest draconic empires of the past, an ancient emperor and the last of his line refuse to let go.
Nefermandias, often referred to as the Forsaken Pharaoh, is an enormous, writhing wyrm of ancient knowledge and boundless rage. He is longer and larger than other ancient brown dragons, but his great age wears on him. His torso and limbs have grown gaunt, his eyes locked in a perpetual squint. His scales have faded to a dull and dirty yellow, and he carries with him the odors of baking sand and lingering death. Yet Nefermandias is driven by a will older than mortals can imagine, and a wrathful frustration as unquenchable as the sun. Though impossibly old, he is one of the mightiest dragons that still draws breath.
Nefermandias Lore
A character knows the following information with a successful Arcana or History check.
DC 10: The last ruler of the draconic nation of Maru-Qet was a great brown dragon called Nefermandias. He is called the Forsaken Pharaoh, for he reigned even as his nation was torn asunder, and some believe he lives still.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
DC 20: Nefermandias indeed lives, ruling a clutch of offspring and devoted servants that, in turn, lord it over the few remaining city-states and tribes of what was once grand Maru-Qet. Desperate to restore his kingdom to its former glory, Nefermandias attempts to enslave any humanoid creatures who draw near. Slaves of the Forsaken Pharaoh can expect short, miserable lives; in his frustration, Nefermandias has grown cruel and vicious.
DC 25: Although it is a brutal wasteland, and those who survive its dangers might wind up as slaves or worse, Maru-Qet is also a land of forgotten treasures and ancient secrets that even Ioun or Vecna might covet. Nefermandias and his brood hold many of these, but others still remain hidden in the ruins or buried beneath the desert sands.
DC 30: Nefermandias and his offspring dwell in great pyramidal tombs, intended to serve as their homes both before and after death. These complexes are filled with traps of lethal power and intricacy.
Blades of the Pharaoh
At the height of his reign over Maru-Qet, Nefermandias created these entities to serve as soldiers and tomb guardians. With humanoid bodies but draconic heads to match the pharaoh’s own, these constructs are made of sandstone frames wrapped in desiccated human flesh, with castoff brown dragon scales laid over all. These were once among the region’s mightiest soldiers, and they are still quite dangerous, but the ages have taken their toll; the blades of the pharaoh have crumbled, their insides made up not of stone anymore but merely sand, and the pharaoh has either forgotten how to create them anew, or hasn’t felt the need to bother.
Nefermandias
Gargantuan dragon, neutral evil
- Armor Class 20 (natural armor)
- Hit Points 299 (17d20 + 119)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +7, Con +14, Wis +9, Cha +11
- Skills Athletics +15, History +10, Perception +16, Stealth +7
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Bloodied Breath. When Nefermandias drops below half his hit point maximum (149), he immediately recharges and uses his Sand Breath.
Innate Spellcasting. Nefermandias' innate spellcasting ability is Charisma (spell save DC 19). Nefermandias can innately cast the following spells, requiring no material components:
At will: blight, wall of sand
3/day each: abi-dalzim's horrid wilting, transmute rock
1/day each: incendiary cloudLegendary Resistance (3/Day). If Nefermandias fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Nefermandias can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Wings. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage and the target is pushed 15 feet away and knocked prone.
Quicksand Vortex. Nefermandias transforms the ground under one creature within 90 feet of him into churning quicksand, trapping it. The target must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 31 (9d6) bludgeoning damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can use an action to make a DC 19 Strength saving throw, ending the effect on a success.
Frightful Presence. Each creature of Nefermandias' choice that is within 120 feet of Nefermandias and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Nefermandias uses one of the following breath weapons.
Sand Breath. Nefermandias exhales superheated sand in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 56 (16d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Glass Breath. Nefermandias exhales shards of jagged glass in an 60-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 22 Dexterity saving throw, taking 84 (24d6) piercing damage on a failed save, or half as much damage on a successful one.
Sand Storm (Recharge 4-6). Sand whirls violently at a point on the ground Nefermandias can see within 120 feet. The sand forms a 30-foot-radius, 60-foot-tall cylinder that heavily obscures its area. The effect lasts for 10 minutes, or until Nefermandias' concentration ends (as if concentrating on a spell).
The area is difficult terrain, and ranged weapon attack rolls have disadvantage if they pass in or out of the area. Any creature that enters the area for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw. On a failed save, the creature takes 28 (8d6) bludgeoning damage and is blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.Reactions
Wing Buffet. If a creature moves into a space within 15 feet of Nefermandias, he can make a wing attack against it as a reaction.
Legendary Actions
Nefermandias 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. Nefermandias regains spent legendary actions at the start of his turn.
Detect. Nefermandias makes a Wisdom (Perception) check.
At will Spell. Nefermandias casts a spell, he can cast at will.
Tail Attack. Nefermandias makes a tail attack.
Create Vortex. Nefermandias uses his Quicksand Vortex
Spell (Costs 2 Actions). Nefermandias casts a spell.
Wing Attack (Costs 2 Actions). Nefermandias beats his wings. Each creature within 15 feet of Nefermandias must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Nefermandias can then fly up to half his flying speed.
Maru-Qet
A character knows the following information with a successful DC 25 History or Nature check.
Located in an immense valley of lush rivers and fertile fields, this ancient nation boasted rich agriculture, great wealth, and unsurpassed military might. It thrived in the days before the rise of human culture, before the tiefling empire of Bael Turath or the dragonborn nation of Arkhosia.
In Maru-Qet, ordinary humanoids were subservient to dragonspawn, dragonspawn to chromatic dragons, and dragons to the great Qetian Dynasties. These pure bloodlines of brown dragons ruled as pharaohs and as demigods, exarchs of Tiamat, for a thousand centuries. Then it ended. The last pharaoh of Maru-Qet, unshakable in his arrogance, chose to wage war with a growing clan of catastrophic dragons that dwelled in nearby lands. He lost.
Today, Maru-Qet is a vast desert, desolate except for sporadic oases and a few militant city-states that yet linger in the wastes. These communities, and a few nomadic tribes, are all that remain of the brown dragons’ kingdom— yet the Forsaken Pharaoh and his offspring, last of the great Qetian Dynasties, rule here still.
Nefermandias Tactics
Nefermandias never fights alone but is always accompanied by a small group of Blades of the Pharaoh. The draconic pharaoh will face the players in his throneroom and will spend the first round of combat gloating and ordering the group's destruction at the hand of his Blades. He will cast wall of sand to split up the party and focus his attacks on the weaker side after pelting the party with his Sand Breath.
Blade of the Pharaoh
Large construct, unaligned
- Armor Class 17 (natural armor)
- Hit Points 76 (8d10 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 3 (-4) 10 (+0) 1 (-5)
- Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 120 ft., passive Perception 10
- Languages understands Common and Draconic but can't speak
- Challenge 6 (2,300 XP)
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Actions
Multiattack. The golem makes two bronze pike attacks.
Bronze Pike. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Sand Breath (Recharge 5-6). The dragon exhales superheated sand in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 14 (4d6) fire damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and isn’t blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success or use an action to wash its eyes to end the effect, if it has water available.
Rime
Inhabitants of the far-flung north fear winter for more than its freezing temperatures and the hardships the ice and snow bring. Something far darker, far deadlier than such simple troubles plagues these hardy folk. As the first freeze descends across the lands, a great beast of winter stirs. Called Rime, this old white dragon embodies the fury of fierce winter storms and the gnawing pain of frostbite. The reign of terror lasts throughout the cold season: Travel grinds to a halt, and residents hole up in their cellars to wait out the death that flies by night.
Rime is a magnificent specimen of her kind. Tiny spines beneath her triangular crest and spreading out from her joints superficially resemble hair, but they are sharp and jagged, perfect for catching and tearing flesh. Thick white plating protects her spine, from her crest to the tip of her tail. Her most curious feature is the mithral plating bolted onto the thick scales protecting her skull and breastbone. These plates are scored and scratched, testifying to both great age and hard use.
Rime Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Rime has plagued the north for over a century, far longer than the lifetime of anyone in those isolated communities. A few adventuring groups have come to fight the dragon, but all have vanished, with only crimson snow or a shattered sword trapped in ice to mark their fate. One group set out to find the dragon’s lair during the spring thaw. A single hero returned, but frostburn had stolen all his fingers, his nose, and his ears. He died soon after, succumbing to feverish nightmares and moaning of ice demons, lost citadels, and the constant cold.
DC 15: Theories of the dragon’s origin are dismissed as romantic tales or as gruesome ghost stories to keep folk vigilant. The oldest dwellers of the north might recall a bit of legend about the time before Rime’s appearance, when the Empire of Nerath still stood strong and its greatest knights rode dragons into battle.
DC 20: Rime was such a steed. Formerly known as Auslief, she was a companion to a great hero known for his courage and ferocity in battle. Before the gnoll uprising that spelled the doom of old Nerath, the pair chased a vile demonologist into the frozen wastes, following him and his cultists across glaciers, up frozen mountains, to the fringes of the distant polar regions where great wintry beasts prowled the night. They cornered the villain in a forgotten fortress, where they fought desperately against suicidal cultists, ice demons, and other wicked monsters.
DC 25: The battle lasted for ten days, but in the end the knight perished, torn to pieces by savage demons. After he fell, Rime fled the horrors of the crumbling citadel. The dragon’s flight did not take her far, though, since her training included fitting her with mithral plates imbued with magic to make her obedient to her rider. She struggled to escape, but the plates forced the dragon down, where she lay exposed until she gained the strength to crawl back to where her master lay.
DC 30: Many years have passed since the death of the ancient knight, yet Rime remains bound to his corpse by the accursed mithral fused to her body. The magic that brings the dragon back to the knight has waned enough that when winter falls, Rime has the strength to fly away, hunt, and be free. Each spring, though, the magic draws her back. Rime laments her fate but, so far, has been powerless to escape it.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Rime
Huge dragon, chaotic neutral
- Armor Class 20 (mithral plate)
- Hit Points 225 (18d12 + 108)
- Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1)
- Saving Throws Dex +5, Con +11, Wis +6, Cha +6
- Skills Athletics +11, Perception +11, Stealth +5
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 18 (20,000 XP)
Bloodied Breath. When Rime drops below half her hit point maximum (113), she immediately recharges and uses her Cold Breath. If the triggering creature is within range Rime will center the attack on that creature.
Ice Walk. Rime can move across and climb icy surfaces without needing to make an ability check. Additionally, diffcult terrain composed of ice or snow doesn't cost her extra moment.
Legendary Resistance (3/Day). If Rime fails a saving throw, she can choose to succeed instead.
Reflective Mithral Plate. Any time Rime is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, Rime is unaffected. On a 6, Rime is unaffected, and the effect is reflected back at the caster as though it originated from her, turning the caster into the target.
Actions
Multiattack. Rime can use her Frightful Presence. She then makes up to four attacks: one with her bite, two with her claws and one with her rend.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage and the target has to succeed on a DC 19 Dexerity saving throw or be grappled.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Rend. Melee Weapon Attack: +11 to hit, reach 15 ft., one target grappled by the dragon. Hit: 27 (6d6 + 6) slashing damage.
Frightful Presence. Each creature of Rime's choice that is within 120 feet of Rime and aware of her must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Rime uses one of the following breath weapons.
Cold Breath. Rime exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Shock Frost. Rime exhales pure cold in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 27 (6d8) cold damage and being restrained and stunned for 1 minute on a failed save, or half as much damage and not being restrained and stunned on a successful one. A creature can repeat the saving throw at the end of its turn. Taking 14 points of fire damage will also end the restrained and stunned condition.
Icicle Field (Recharge 5-6). Magical Icicles shoot from the ground, fom a point Rime chooses within 90 feet of her to fill a 15-foot radius sphere for up to 10 minutes. Rime must hold concentration on this effect as though concentrating on a spell. The icicles spread around corners and the area becomes difficult terrain When a creature moves into or within the area it takes 7 (3d4) piercing damage and 7 (3d4) cold damage for every 5 feet it travels.
Reactions
Retaliation. Rime makes a claw attack against one creature that hit her with a melee attack.
Legendary Actions
Rime 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. Rime regains spent legendary actions at the start of her turn.
Detect. Rime makes a Wisdom (Perception) check.
Tail Attack. Rime makes a tail attack.
Wing Attack (Costs 2 Actions). Rime beats her wings. Each creature within 15 feet of Rime must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Rime can then fly up to half her flying speed.
Rime Tactics
When Rime emerges from her icy lair, she takes to the skies in search of prey —hapless peasants, mammoths, or adventurers. Wherever she goes, winter follows, moisture in the air crystallizing into ice and snow. Upon spotting a suitable meal, she descends until it is in range of her shock frost. She then drops to the ground and uses her multiattack to rip the prey to pieces.
She then summons an icicle field hindering her enemies, while being completely unaffected by it herself. When fighting the cultists together with an adventuring party she will be mindful of their positions, so as to not injure them.
Son of Winter
Medium humanoid, chaotic evil
- Armor Class 16
- Hit Points 68 (8d8 + 32)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 8 (-1) 12 (+1) 8 (-1)
- Skills Athletics +7, Perception +4, Stealth +6
- Damage Resistances cold
- Senses passive Perception 14
- Languages Abyssal, Common
- Challenge 5 (1,800 XP)
Ice Walk. The son of winter can move across and climb icy surfaces without needing to make an ability check. Additionally, diffcult terrain composed of ice or snow doesn't cost it extra moment.
Innate Spellcasting. The son's innate spellcasting ability is Charisma (spell save DC 10). The son of winter can innately cast the following spells, requiring no material components:
1/day each: armor of agathys (3rd level), sleet storm
Reckless. At the start of its turn, the son of winter can gain advantage on all melee weapon attack rolls during that turn but attack rolls against it have advantage until the start of its next turn.
Unarmored Defense. When wearing no armor, the son of winter can add its Constitution modifier to its AC.
Actions
Multiattack. The son of winter makes two ice blade attacks.
Ice Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) cold damage.
Sons of Winter
Descending from those ancient cultists whom Rime fought at the wintry citadel, the sons of winter are a mad lot of deviants and freaks tainted by old magic. They live in that same fortress, even though Rime usually dwells within. An uneasy truce holds over the place: The cultists depend on the dragon to protect their home-in-exile and keep away those who would kill them for their unspeakable practices and Rime knows, she can't kill the cultist alone.
Unlike other Chromatics
The dragons, that served the greatest knights of old Nerath as mounts were different from their chromatic brethren. Wholly disciplined and obedient to their master, once said master had proven themselves. These bonded dragons neither went out of their way to inflict additional cruelties upon others, nor made any effort to root out and destroy evil, unless their master told them otherwise.
Rime is such a dragon, her ferocious reputation mostly owed to a mix of the dragon's desperation and nearby townsfolk's superstition. Since she cannot stray far from the body of her deceased master during the warmor seasons, Rime has to endure long stretches of famine, so when winter comes her appetite is enormous and she hunts and devours whatever is nearby and unfortunate enough to cross her path.
Should the adventuring party encounter Rime outside of the winter months in the fortress and express an intention to bargain, Rime will be interested, although she will still view the party with suspicion. If the group offers to help Rime destroy the sons of winter as well as to dispel the magic, that is binding the dragon to this fortress, she will thank them by letting them keep whatever they find on the cultists as well as a few items from the hoard of artifacts, that belonged to various now-dead adventurers, who came to slay her. Afterwards Rime will claim the fortress as her proper lair becoming a sort of guardian for the region. Powerful monsters and beasts are her prey and the villagers pay a small tribute in the form of coinage and expensive weapons and art objects each year, to add to her hoard.
Zebukiel
In the final days of the wars between Arkhosia and Bael Turath, a traitorous dragon rang the death knell. This vile beast is known as the Gray Worm. Through his treachery, the dragons and dragonborn of Arkhosia perished alongside the infernal empire of the tieflings, bringing ruin to both mighty nations and closing the chapter on their glorious and villainous histories.
The Gray Worm is an ancient gray dragon of immense size, but he is a shadow of his former might. For his part in the fall of Arkhosia, he was beaten, torn, and brought to the brink of death by his kin. He carries the scars still, suffering terribly from their vicious blows. The thorns and spikes bristling his body are broken and splintered. The gray plates protecting his hide are pale, almost translucent, and some are missing where the flesh of old injuries knitted imperfectly. An eye is missing, and half his teeth have rotted away.
Zebukiel appears to be a dragon near the end of his days. But he is cursed, unable to die until he is brutally slain, as were his people at the hands of heartless tieflings and their infernal allies.
Zebukiel Lore
A character knows the following information with a successful Arcana or History check.
DC 10: Shunned and despised by all dragonkind, Zebukiel has spent his wretched life on the wing, avoiding those who might remember his name and fleeing the justice he so richly deserves. Cursed never to die from accident or age, he knows that the only death that awaits him is through combat. Ever the craven, he does not want to face such an end.
DC 15: Before his fall, Zebukiel was a prominent leader in the aristocracy of Io’vanthor, the lost city of the dragonborn. He was charismatic and influential, cherishing his high position in Arkhosia. He believed he could do no wrong in the eyes of his people. Everything changed when the darkness of Bael Turath became too great to ignore. Arkhosia had been hostile toward the tiefling empire for years, with many nobles pushing to wipe out Bael Turath. As word of tiefling atrocities and hideous obeisance to Asmodeus reached them, the dragonborn clamored to finally purge the world of their stain. Both dragonborn and dragons feared that if they waited, they would fight a war against the tieflings on their own lands.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
DC 20: After a few skirmishes, total war broke out. The lands shook from the marching feet of dragonborn, and the wings of soaring dragons blotted out the sun. The numbers of dead were appalling, and every effort at achieving peace only laid the foundation for the next battle. Both lands seemed doomed to perish. Fearing the end of his empire, Zebukiel did the unthinkable—he betrayed his kind. The fang dragon treated with the tiefling leaders, who claimed to want peace as badly as he did. The tieflings swore they would lay down their weapons and draw up a lasting peace if the Arkhosian “aggressors” were stopped.
DC 25: Zebukiel knew he could not reason with his peers, whom for decades he had tried to turn from their self-destructive path. So, under cover of darkness, he systematically murdered the Arkhosian leaders, dragon and dragonborn alike. Although he justified each death as being necessary for peace, he slid deeper into madness as the casualties mounted and the war continued to rage. Concealing his awful deeds grew ever more difficult—too much blood stained his claws.
DC 30: When Zebukiel failed to kill a powerful adamantine dragon that was injured fighting a pit fiend, his victim escaped and revealed his betrayal. Before the Arkhosians could deal with the traitor, the bulk of their armies perished in the earthquake that swallowed Bael Turath and brought an end to both nations. The death of his land gave Zebukiel the chance he needed to escape, but not before an exarch of Bahamut nearly killed him and laid the curse upon him as he flew away.
Zebukiel
Gargantuan dragon, neutral evil
- Armor Class 22 (natural armor)
- Hit Points 585 (30d20 + 270)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 29 (+9) 15 (+2) 18 (+4) 23 (+6)
- Saving Throws Dex +8, Con +17, Wis +12, Cha +14
- Skills Athletics +17, Perception +20, Stealth +8
- Damage Immunities acid
- Condition Immunities restrained, petrified
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
- Languages Common, Draconic
- Challenge 28 (120,000 XP)
Aura of Sorrow. Each creature, that starts its turn within 60 feet of Zebukiel and can see him, must succeed on a DC 22 Wisdom saving throw or grant Zebukiel advantage on his attacks until the end of his next turn. If a creature's saving throw is successful , the creature is immune to Zebukiel's Aura of Sorrow for the next 24 hours.
Bloodied Breath. When Zebukiel drops below half his hit point maximum (293), he immediately recharges and uses his Lingering Acid Breath.
Innate Spellcasting. Zebukiel's innate spellcasting ability is Charisma (spell save DC 21). Zebukiel can innately cast the following spells, requiring no material components:
1/day each: bones of the earth, earthquake, whirlwind
Legendary Resistance (3/Day). If Zebukiel fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Zebukiel can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) acid damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage and the target must succeed on a DC 24 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
Bones of the Accursed. Magical shards of dragonbone shoot out at each creature within 30 feet of Zebukiel. Any creature in that area must make a DC 21 Dexterity saving throw, taking 25 (10d4) piercing damage on a failed save of half as much damage on a successful one.
Bones of the Fallen. Magical spires of dragonbone shoot from the ground, in a 30-foot-radius cylinder, that is 100 feet high, from a point Zebukiel chooses within 120 feet of him. Any creature in that area must make a DC 21 Dexterity saving throw, taking 25 (10d4) piercing damage on a failed save or half as much on a successful one.
Frightful Presence. Each creature of Zebukiel's choice that is within 120 feet of Zebukiel and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zebukiel's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Zebukiel uses one of the following breath weapons.
Lingering Acid Breath. Zebukiel exhales highly potent acid in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 84 (24d6) acid damage damage on a failed save, or half as much damage on a successful one. On a failed save, the target is also covered in acid for 1 minute. At the end of each of its turns, the target repeats the saving throw, taking 14 (4d6) acid damage on a failed save, or taking half as much damage and ending the effect on itself on a successful one.
Restraining Acid Breath. Zebukiel exhales sticky acid in a line that is 60 feet long and 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 42 (12d6) acid damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn’t restrained. A restrained creature can repeat the saving throw at the end of each of its turns. If a creature restrained in this way is hit by the dragon's claw attack and fails the Constitution saving throw, it is instantly petrified.
Jagged Earth (Recharge 4-6). Magical shards of rock start to hover in the air, from a point Zebukiel chooses within 120 feet of him to fill a 30-foot-radius sphere for up to 10 minutes. Zebukiel must hold concentration on this effect as though concentrating on a spell. The shards spread around corners. When a creature, other than Zebukiel, enters the effect's area for the first time on a turn or starts its turn there, it takes 45 (18d4) piercing damage.
Reactions
Snatch. Zebukiel makes a bite attack against one creature that missed him with a melee attack. If the attack hits, the creature has to succeed on a DC 24 Strength or Dexterity saving throw (target's choice) or be grappled and restrained (escape DC 24).
Legendary Actions
Zebukiel 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. Zebukiel regains spent legendary actions at the start of his turn.
Detect. Zebukiel makes a Wisdom (Perception) check.
Claw Attack. Zebukiel makes a claw attack.
Wing Attack (Costs 2 Actions). Zebukiel beats his wings. Each creature within 15 feet of Zebukiel must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. Zebukiel can then fly up to half his flying speed.
Bones (Costs 3 Actions). Zebukiel uses his Bones of the Accursed or Bones of the Fallen.
Zebukiel Tactics
Zebukiel plays the part of an old and wounded dragon, projecting an aura of sorrow that leads his victims to believe him an imposing but harmless beast. He lures them close by shrinking back, then discards the ruse and attacks ferociously. He fights out of terror that his next foe will be the one to end his curse and visit unspeakable agony upon him.
When surrounded he uses bones of the accursed, while he uses bones of the fallen against flying, faraway enemies. Zebukiel is not as quick to use his breath weapon as are other dragons. He waits until his foes have battered him almost to the point of being bloodied, so he can use his restraining acid breath and then use his lingering acid breath on them, while restrained.
Lairs of the Gray Worm
Zebukiel travels to the world’s farthest corners, always staying one-step ahead of his enemies, real or imagined. Though he’s always moving, always flying from haven to haven, he does keep a few strongholds and settles into these old lairs from time to time, but never in the same order. Having regular haunts is dangerous, but Zebukiel uses them to store his treasures, baubles recovered from Arkhosian ruins and from creature’s he has slain, since he cannot carry them with him. So he tucks them away in dark tunnels, sunken chambers, or vaults beneath ancient structures long reclaimed by the wilderness.
Even though he selects out-of-the-way locations for these “safe houses,” Zebukiel is wise enough to keep them under guard. Constructs form the bulk of his servants, since their loyalty can’t be compromised, but he has also arranged protection with a few other groups. Beneath an old mountain, a grimlock tribe worships the dragon as a god after he helped fight back grells bent on enslaving the Underdark dwellers. A group of savage kobolds protects an old temple deep in a jungle, using poisoned darts, traps, and fearsome creatures to secure the dragon’s lair. The gray dragon has even gained the service of a tiefling necromancer. In exchange for allowing the dark mage to use the relics for his own research, Zebukiel can rely on an army of undead to keep him safe while he rests between journeys.
Each alliance is dangerous since any can betray him, just as he did his own kind. So, the dragon rarely maintains these relationships for long, letting them persist for a couple of years until he turns against his servants, wiping them out root and branch before forging some new alliance somewhere else.
Dragon Hall of Fame: Metallics
Andraemos
Many dragons achieve a certain level of fame—or infamy—for terrorizing a local populace and demanding or seizing its wealth. These relationships, between a dragon and a fearful region, are the subjects of countless stories told in scores of inns. Many dragons are content to make a name for themselves in just a township or two. But others have larger plans. Andraemos’s ambitions began at a young age.
Legend tells that he was one of four hatchlings in a brood, but he outlived each of his siblings, stealing their food behind the back of their mother. It wasn’t long before he had learned everything he thought he could from his parent and set off into his harsh desert home to make his own way. But Andraemos wasn’t done with his mother yet. She had seen the quiet ambition in his eyes and knew about the theft of food that enabled him to grow strong at the expense of his siblings. Such is the way of the desert, she knew, so she let it lie. But before Andraemos could escape her desert territory, she decided she did not relish the thought of a competitor dragon—especially one so hungry for power—lairing near her. She attacked, so the stories say, and caught the young dragon by surprise. But Andraemos was cleverer than even his mother had given him credit for being, and when their battle led into a narrow ravine filled with fragile, towering spires of rock, Andraemos finally found his advantage. He spun in mid-flight and fired a blast of fire at a precarious boulder perched atop a delicate spire of stone. The spire splintered and collapsed, and with perfect timing, the boulder fell on Andraemos’s mother, crushing her skull and driving her body to the ravine floor below.
Andraemos Lore
A character knows the following information with a successful Arcana or History check.
DC 15: The brass dragon Andraemos rules a large swath of the desert. His domain is bordered on several sides by trade routes. He collects tribute from several of the towns on these routes, content to claim their money rather than destroy them outright. Andraemos has established himself as a powerful force to be reckoned with in the region. During a scouting trip around his territory, he noticed a group of desert nomads.
They were in the process of capturing a caravan that had been passing through the area, and Andraemos was captivated by their fighting style, which involved redirecting an enemy’s attacks against the enemy and its allies.
Curious about their presence, Andraemos landed and demanded that they give him the tribute he deserved as master of the desert. But the bandits—a group of eladrin—were unimpressed. They had recently come to the desert through a portal from the Feywild, and they had braved many dangers to make it to Andraemos’s desert. Confronted with the dragon, they were prepared to die trying to survive.
Thinking quickly, the dragon recognized the value in employing the services of the clever and morally ambiguous eladrin, and their partnership endures to this day. Calling them the Sand Knives, he began to use them to enforce his will across the region. The eladrin have brought in more of their kind from the Feywild portal—which Andraemos now controls—and his territory has expanded tremendously.
DC 20: The dragon has cowed a large tribe of goblins into a truce. Andraemos eventually plans to bring the goblins under his rule, but he is content to let them bribe him with tribute until he feels secure enough in his enlarged territory to destroy their leaders and take over leadership of the tribe.
Perhaps the dragon’s biggest coup, however, was the capture of the desert city of Kashtaph. A corrupt merchant elected from an even more corrupt council ran the city. When this leader—a female human named Azril Illaenon—sent her eldest daughter to woo the son of a prince in a neighboring city-state, Andraemos’s eladrin brigands captured her. In exchange for sparing her daughter’s life, Andraemos wanted the city gates opened to his eladrin and the names and addresses of each member of the merchant council.
A bloody night followed Azril’s capitulation to the dragon’s demands, and the woman now rules the city in Andraemos’s name, sending him a healthy cut of all the city’s lucrative business ventures. Most of the citizens have no clue that their city is now run by a dragon, and Andraemos prefers it that way—for now
DC 25: It is whispered that Andraemos’s mother once captured one of the fabled Broken Blades of Banatruul. He discovered the artifact in her hoard years after her death. He has sent his Sand Knives out into the world over many years, trying to find the matching blade, and rumor has it that one of them recently returned with it after being away for nearly three years.
Credit: WotC: 4th Edition Draconomicon II: Metallics
Andraemos
Huge dragon, chaotic neutral
- Armor Class 18 (natural armor)
- Hit Points 172 (15d12 + 75)
- Speed 40 ft., burrow 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 19 (+4) 13 (+1) 17 (+3)
- Saving Throws Dex +5, Con +10, Wis +6, Cha +8
- Skills Athletics +11, History +9, Perception +11, Persuasion +8, Stealth +5
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 16 (15,000 XP)
Bloodied Breath. When Andraemos drops below half his hit point maximum (86), he immediately recharges and uses his Fire Breath. If the triggering creature is within range Andraemos will center the attack on that creature.
Legendary Resistance (3/Day). If Andraemos fails a saving throw, he can choose to succeed instead.
Actions
Multiattack. Andraemos can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Aerial Maneuver. Andraemos can move up to his speed and make two attacks with his Concussive Spit.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage and the target is pushed 10 feet away and knocked prone.
Concussive Spit. Andraemos spits a glob of superheated sand at one target within 90 feet. The target must make a DC 18 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) force damage on a failure and being knocked prone on a failed save or taking half as much damage and not being knocked prone on a sucessful one. A nonmagical object, that is not being worn or carried or a structure takes double damage from this attack.
Frightful Presence. Each creature of Andraemos' choice that is within 120 feet of Andraemos and aware of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Andraemos uses one of the following breath weapons.
Fire Breath. Andraemos exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 49 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. Andraemos exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Flame Whirl (Recharge 4-6). Andraemos spins in place violently, breathing fire to create a flaming vortex in a 20 foot radius cylinder, that is 40 feet high, centered on himself, for up to 10 minutes. Andraemos must hold concentration on this effect as though concentrating on a spell. The area is heavily obscured, ranged weapon attacks in or into the area have disadvantage. Any creature that enters the area for the first time or starts its turn in the area must make a DC 16 Constitution saving throw, taking 14 (4d6) fire damage on a failed save and being blinded until the end of their next turn, or half as much damage and not being blinded on a successful one.
Change Shape. Andraemos magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Andraemos' choice). In a new form, Andraemos retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Wing Buffet Andraemos makes a wing attack against one creature that moved to a space within 10 feet of him.
Legendary Actions
Andraemos 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. Andraemos regains spent legendary actions at the start of his turn.
Detect. Andraemos makes a Wisdom (Perception) check.
Tail Attack. Andraemos makes a tail attack.
Concussive Attack. Andraemos uses his concussive spit.
Wing Attack (Costs 2 Actions). Andraemos beats his wings. Each creature within 10 feet of Andraemos must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Andraemos can then fly up to half his flying speed.
Andraemos Tactics
Usually Andraemos lets his Sand Knives Bandits fight for him, only going in to reinforce them, if they appear to be struggling. Andraemos is a cunning combatant, he usually stays out of range of melee combatants, instead pelting them with his Concussive Spit. If he is forced to fight on the ground he uses Flame Whirl to deal as much damage to melee combatants as possible, since Andraemos himself is immune to fire damage.
The Sand Knives Bandits
The Sand Knives Bandits are a group of Summer Eladrin, who crossed over into Andraemos' desert. While they do not trust the dragon, they follow him obediently.
Credit: Tyler Jacobson
Sand Knives Bandit
Medium humanoid (eladrin), chaotic neutral
- Armor Class 16 (studded leather)
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 16 (+3)
- Skills Perception +3, Stealth +6
- Senses passive Perception 13
- Languages Common, Draconic, Elvish, Sylvan
- Challenge 3 (700 XP)
Fey Ancestry. The bandit has advantage on saving throws against being charmed, and magic can't put it to sleep.
Fey Step (Recharge 4-6). As a bonus action, the bandit can teleport up to 30 feet to an unoccupied space it can see. Immediately after using Fey Step, every creature within 5 feet of the bandit takes 3 fire damage.
Actions
Multiattack. The sand knives bandit makes two attacks with its longbow or three with its scimitars.
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Longbow. Ranged Weapon Attack: +6 to hit, range 120/600 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Reactions
Redirection. When a creature the bandit can see targets it with an attack, the bandit can choose another creature of Medium size or smaller, within 5 feet of it. The bandit and the chosen creature swap places, and the chosen creature becomes the target instead.
Jalanvaloss
Because steel dragons respect humans’ achievements, adaptability, and ambition, they protect humans and impel them to rise against tyranny. The interests of the steel dragon Jalanvaloss, however, reflect less lofty ideals. A schemer, trickster, and manipulator, she lives for upheaval and unpredictability, endeavoring to keep her city dynamic.
In human form, Jalanvaloss usually appears as a slim female human with long, straight, black hair and steel-gray eyes. With the trademark catlike grace of steel dragons, she wears the latest fashions, entertains guests at her homes, and attends parties of the city’s elite.
Jalanvaloss alters her appearance to assume any of a dozen identities. She takes her dragon shape the least often of all her forms.
In her dragon form, Jalanvaloss is long and sleek, with glossy scales, spines that fall straight like hair, and delicate whiskers. Her large, intelligent silver eyes accent her expressive face.
Jalanvaloss Lore
A character knows the following information with a successful Arcana or History check.
DC 10: One of the bestknown nobles in the city (Waterdeep, Sharn, or another city of your choosing), Lady Jalanvaloss is a powerful merchant. She commands a mercantile empire that has holdings throughout the city. Having come to prominence years ago, she retains her youthful beauty, which leads to speculation about her longevity. Rumors say that dark powers have touched her or that she is something other than she seems. Her vast fortune has saved the city, sponsored adventurers, recovered relics, and raised the city’s prominence.
DC 15: According to legend, a steel dragon protects the city from enemies inside and without; however, no one has seen the dragon since a great calamity (the Spellplague, the Mourning, or some other catastrophe) beset the land. At that time, the dragon, called the Wyrm of Many Spells, defended her community from unchecked magic and destruction; however, tales paint the dragon as an avaricious busybody, noted more for manipulation and trickery than for noble deeds.
DC 25: The legends are correct: the fabled Wyrm of Many Spells is Lady Jalanvaloss. She has lived here for two centuries, using guile and magic to amass a fortune from real estate, business ventures, and sponsored expeditions. Other citizens suspect a hidden identity, but only those close to her know the truth. She defends the city from attack, but protecting her investments is as important to her as safeguarding its citizens. Jalanvaloss gained the moniker “Wyrm of Many Spells” because of her training with the mortal archmage Rythtalies. The wizard raised her from a hatchling and taught her the rudiments of magic so she could serve as his guardian and steed.
Credit: WotC: 4th Edition Draconomicon II: Metallics
After Rythtalies’s exceptionally long life, the young steel dragon traveled to a place abundant with humans, the creatures she knew best. She assumed the identity of a human traveler and forged connections in every echelon of society, favoring adventuring types because they reminded her of her deceased master. She gathered her hoard in the form of real estate and investment enterprises
DC 30: Jalanvaloss does not have a traditional lair. Comfortable as a human, she owns houses throughout the city and beyond, including residences for her other personas. If she is discovered, she can remain in the city in such a residence and cut her losses.
As greedy as a red dragon, Jalanvaloss justifies her behavior on the grounds that she grants everyone the opportunity for success. She dreams of founding a kingdom where she will rule as queen, so her people might live without fear; however, she likes her current arrangements and does little to disrupt her lifestyle.
Jalanvaloss
Huge dragon (shapechanger), true neutral
- Armor Class 20 (natural armor)
- Hit Points 157 (15d12 + 75)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 21 (+5) 16 (+3) 19 (+4) 14 (+2) 13 (+1) 27 (+8)
- Saving Throws Dex +8, Con +9, Wis +6, Cha +13
- Skills Athletics +10, Deception +18, History +12, Insight +11, Perception +11, Stealth +8
- Damage Immunities force
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 16 (15,000 XP)
Bloodied Breath. When Jalanvaloss drops below half her hit point maximum (79), she immediately recharges and uses her Force Prison. If the triggering creature is within range Jalanvaloss will center the attack on that creature.
Legendary Resistance (3/Day). If Jalanvaloss fails a saving throw, she can choose to succeed instead.
Shapechanger. Jalanvaloss can use her action to polymorph into her humanoid form, or back into her true form, which is a dragon. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. Every steel dragon has a distinct humanoid form, that it can take with this feature. It reverts to its true form if it dies.
Spellcasting. Jalanvaloss is a 16th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She knows the following bard spells:
At will: friends, message, prestidigitation, vicious mockery
1st level (4 slots): dissonant whispers, faerie fire, identify, unseen servant
2nd level (3 slots): crown of madness, detect thoughts, hold person
3rd level (3 slots): dispel magic, hypnotic pattern, tongues
4th level (3 slots): compulsion, greater invisibility, locate creature
5th level (2 slots): dominate person, modify memory, synaptic static
6th level (1 slot): mass suggestion
7th level (1 slot): teleport
8th level (1 slot): mind blankActions
Multiattack. Jalanvaloss can use her Enchanting Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Enchanting Presence. Each creature of Jalanvaloss's choice that is within 120 feet of Jalanvaloss and aware of her must succeed on a DC 21 Wisdom saving throw or become charmed for 1 hour. A charmed creature regards Jalanvaloss as a trusted friend to be heeded and protected. Although the target isn't under Jalanvaloss' control, it takes Jalanvaloss' requests or actions in the most favorable way it can. If a target is charmed for the entire duration, Jalanvaloss can choose whether a target remembers the time it spent charmed or whether it forgets whatever it did while charmed and rationalizes any illogical outcomes like the apparent loss of time. A creature can repeat the saving throw whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Jalanvaloss' Enchanting Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Jalanvaloss uses one of the following breath weapons.
Force Breath. Jalanvaloss exhales pure magical force in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 56 (16d6) force damage on a failed save, or half as much damage on a successful one.
Force Prison. Jalanvaloss exhales shards of magical force, which immobilize creatures in a 45-foot cone. Each creature in that area must make a DC 17 Strength saving throw, taking 28 (8d6) force damage and being restrained (escape DC 17) for 1 minute on a failed save, or half as much damage and not being restrained on a successful one.
Scattering Roar (Recharge 5-6). Jalanvaloss lets out a mighty roar, which has a magical effect in a 30-foot radius around Jalanvaloss. Every creature in that area has to make a DC 21 Charisma saving throw, taking 21 (6d6) force damage and being teleported up to 80 feet in a random direction on a failed save, or taking only half as much damage and not being teleported on a successful one.
Change Shape. Jalanvaloss magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Jalanvaloss' choice). In a new form, Jalanvaloss retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Hidden Steel When Jalanvaloss is targeted with a weapon or spell attack it momentarily turns invisible until the end of the current turn.
Legendary Actions
Jalanvaloss 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. Jalanvaloss regains spent legendary actions at the start of her turn.
Detect. Jalanvaloss makes a Wisdom (Perception) check.
Tail Attack. Jalanvaloss makes a tail attack.
Shapechange. Jalanvaloss uses Change Shape.
Wing Attack (Costs 2 Actions). Jalanvaloss beats her wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Jalanvaloss can then fly up to half her flying speed.
Jalanvaloss Tactics
Only when enemies threaten to ruin Jalanvaloss’s way of life—when she reaches the brink of collapse—does she take dragon form and attack directly. Characters might incur such ire by acting on behalf of a third party that has a grudge against Jalanvaloss, by provoking Jalanvaloss as a side effect of a quest, or by trying to topple the dragon from her position.
If the characters break into or invade Jalanvaloss' home she will use her magic and enchanting presence to charm the characters and change their memories so they either remember the mission as uneventful or in such a way, that they forget about Jalanvaloss' existence as a whole.
If the party largely succeeds on the save against her enchanting presence and seem like they are going to fight her, she uses scattering roar and change shape to split up the party in her estate and then turn into one of the party members, in an effort to disorient and confuse them, so she can still remove the party safely from her estate.
If all else fails Jalanvaloss is a fierce combatant, using force prison to immobilize party members and then blast them with force breath if it recharges fast enough. She always conserves a 4th level spell slot and a 7th level spell slot for greater invisibility and teleport respectively, so she can reliably escape any assailants, if she is actually pushed into a corner.
Nivrud
In the dismal caverns of the underdark, the scattered communities have long lived in fear of duergar slavers, drow, mind flayers and other dangers. For long generations, they emerged only rarely from their safe villages and cities. But now, they grant their fealty, their devotion, even their worship to a new lord, an adamantine dragon named Nivrud dwelling deep in the nearby caverns, a creature whose only purpose is to see his “children” grow strong.
Nivrud, who has accepted the title of god given him by a few of the nearby communities, looks much like other adamantine dragons. Observation of the dragon in motion, however, or a close study of his fearsome form, reveals peculiar anomalies. His limbs, his neck, his tail, and his wings seem unduly long in proportion to his body—not dramatically so, just enough to give him an unnatural gait and a subtly disturbing silhouette. His scales hang loosely on his body, occasionally jutting out at odd angles, as though he had spent ravenous years starving inside his own shell. And perhaps he once did, for his obsession with proving his own strength, and that of his “worshipers,” leads him to extremes that even other adamantine dragons would consider excessive.
Nivrud never holds entirely still; when he is conversing with others, at rest, or even asleep, his tail twitches, his claws flex, his jaw clenches. When he speaks with other creatures, his attention seems frequently to wander, yet he appears fully capable of following the flow and details of the conversation.
Nivrud Lore
A character knows the following information with a successful Arcana or History check.
DC 15: In the gloomy depths of the Underdark, an adamantine dragon named Nivrud has recently emerged from close to the city of Blingdenstone. He has taken over the civilized communities of the area, with his influence reaching all the way to Menzoberranzan and Mantol Derith.
DC 20: What occurred in Nivrud’s life before he emerged from a long slumber within the caves of the underdark is unclear. Something, however, has made him different from other adamantine dragons. His abilities, although similar, differ in several profound respects, and his obsession with strength and dominance crosses the line into megalomania.
Nivrud is not unwilling to speak to visitors, but they must show the proper deference. Any insult—any perceived insult—to his strength or abilities results in an immediate, enraged attack.
DC 25: Niflung basks in the adulation of the civilized communities of the underdark, using them to expand his own domain, but he also seems genuinely determined to make them as strong as they can be. He truly believes (or at least seems to believe) that he’s doing what’s best for his “children,” and that he can guide them to a position of strength and dominance in the region. He usually allows duergar, drow, and other monsters to attack his subjects, hoping to strengthen them through combat, but he grows enraged if an enemy takes what he considers “unfair advantage” when battling them. (What that “unfair advantage” might be varies with Nivrud’s mood, but he does object strongly to the use of powerful fire magic against his subjects.)
Nivrud
Huge dragon, chaotic good
- Armor Class 22 (natural armor)
- Hit Points 243 (18d12 + 126)
- Speed 40 ft., burrow 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 25 (+7) 11 (+0) 17 (+3) 15 (+2)
- Saving Throws Dex +7, Con +12, Wis +8, Cha +7
- Skills Athletics +12, Insight +8 Perception +13, Stealth +7
- Damage Immunities thunder
- Condition Immunities deafened
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Adamantine Monster. Nivrud's natural weapons count as adamantine weapons for the purposes of overcoming resistances and immunities. Additionally any attack, that hits an object is a critical hit.
Bloodied Breath. When Nivrud drops below half his hit point maximum (122), he immediately recharges and uses his Thunder Breath. If the triggering creature is within range Nivrud will center the attack on that creature.
Legendary Resistance (3/Day). If Nivrud fails a saving throw, he can choose to succeed instead.
Siege Monster. Nivrud deals double damage to objects and structures.
Actions
Multiattack. Nivrud can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws, both of which he can replace with one use of Fling
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Crushing Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. Nivrud has two claws, each of which can grapple only one target.
Slicing Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Fling. One Large or smaller object held or creature grappled by Nivrud is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.
Painful Resonance. Nivrud sets up lingering vibrations in one target within 120 feet. A target has to make a DC 19 Constitution saving throw, taking 28 (8d6) thunder damage and gaining vulnerability to thunder damage until the end of Nivrud's next turn on a failed save, or taking only half as much damage on a successful one.
Frightful Presence. Each creature of Nivrud's choice that is within 120 feet of Nivrud and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened for l minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Nivrud's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Nivrud uses one of the following breath weapons.
Thunder Breath. Nivrud gives a mighty roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 66 (12d10) thunder damage on a failed save, or half as much damage on a successful one.
Ultrasound Roar. Nivrud gives an inaudibly high-pitched roar in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 33 (6d10) thunder damage and being stunned for 1 minute on a failed save or taking only half as much damage and not being stunned on a successful save. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Concussive Burst (Recharge 5-6). Nivrud causes his scales to produce an explosive sound. Any creature within 25 feet of him has to make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage, and being thrown up to 30 feet directly away from Nivrud and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. A creature only takes half as much damage and isn't thrown on a successful save.
Change Shape. Nivrud magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Nivrud's choice). In a new form, Nivrud retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Pounce. If a creature moves into a space within 15 feet of Nivrud, he can immediately move 10 feet closer to it and make a crushing claw attack against it.
Legendary Actions
Nivrud 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. Nivrud regains spent legendary actions at the start of his turn.
Detect. Nivrud makes a Wisdom (Perception) check.
Tail Attack. Nivrud makes a slicing tail attack.
Fling. Nivrud uses his Fling.
Painful Resonance (Costs 2 Actions). Nivrud uses his Painful Resonance.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 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.
Boomburst (Costs 3 Actions). Nivrud uses his Concussive Burst if available.
Nivrud Tactics
Nivrud is a brutal combatant, with bestial cunning. He will use Crushing Claw attacks to immobilize melee combatants before throwing them into ranged combatants with fling. Once most of his enemies are in place he blasts them with his breath weapon. If no ranged combatants are within sights, he instead uses Concussive Burst, follows a thrown prone creature and then uses his legendary actions to tear into it. Nivrud will not run away if a fight goes awry, instead he will try to collapse the tunnel in which he currently resides: He my survive the falling debris and be able to dig himself out, but more importantly, if he truly has to die, he can at least take his killers with him.
Silvara
Some dragons—particularly silvers and beneficent golds—are great and noble protectors of lesser races. They might even grow too enamored, bringing about tragedies such as that of the dragon D’Argent, called Silvara.
In draconic form, Silvara looks like other silver dragons of her age. Her scales gleam, and her broad, muscled wings tense into great shields. Only her sorrowful eyes suggest something unusual about her. In her elf form, which she prefers, Silvara is a silverhaired woman. She wears tribal garb or leather armor
Silvara Lore
A character knows the following information with a successful Arcana or History check.
DC 10: A silver dragon named Silvara has dwelt among mortals for generations. She prefers the company of humanoids to that of other dragons. She is particularly fond of elves and eladrin, because, like her, they live long lives relative to other humanoids
DC 15: In her elf form, Silvara fell in love with an elf warrior-prince who fought alongside a band of heroes against Tiamat’s armies. The prince returned her affections until circumstances forced Silvara to reveal her true nature.
For a while, the pair remained together, despite the prince’s inner turmoil as he sought to reconcile his conflicting emotions and to keep Silvara as an ally against Tiamat. In the end, he asked Silvara to depart. Silvara still mourns the loss. In her battles against evil, her motivations conflict. Does she seek to protect the innocent, to impress and win back her lover, or to end her pain in death?
DC 20: Silvara sporadically battles against Tiamat’s forces (including Cyan Bloodbane; see page 5). She has protected several elven communities and the tomb of an ancient hero, replete with relics. She helped to convince metallic dragons to join Bahamut’s side rather than sit out the war. Evil chromatic dragons hate her for her role in the conflict.
DC 25: Since the dissolution of her relationship with her lover, Silvara rarely joins in the conflict between good and evil—and then only in her elf form or in the form of a human knight. She reveals her true nature only in desperate circumstances.
“Silvara” is a name she frequently uses. Her birth name transliterates to Common as “D’Argent.” Her first elven name, taken when she joined a primitive elven community, was “Silvart.” Called “Silvara” by more civilized elves when the tribes began to interact, she adopted the name to avoid association with savagery. Finally, in her guise as a human knight, she answers to the name “Arlena Plata.”
Credit: WotC: 4th Edition Draconomicon II: Metallics
Silvara Tactics
Silvara in dragon form is less brutal and slower to attack than other silver dragons. Her time among mortals has rendered her more interested in protecting her allies than in slaying her enemies. She remains near her allies, guarding them with castings of wall of ice and enfolding wings. She unleashes her breath weapon against foes that attack en masse.
Silvara favors solitude, where she can suffer alone and mourn what might have been, but she fights only alongside others. Any champion of good or of Bahamut is a potential ally
As long as her allies are in danger, Silvara does not retreat from battle. If her allies escape, she flees with them. If she has no one to protect, Silvara sees little need for combat.
Silvara
Gargantuan dragon (shapechanger), lawful good
- Armor Class 22 (natural armor)
- Hit Points 507 (26d20 + 234)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Arcana +11, Athletics +17, History +11 Perception +16, Stealth +7
- Damage Immunities cold
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
- Languages Common, Draconic
- Challenge 23 (50,000 XP)
Bloodied Breath. When Silvara drops below half her hit point maximum (253), she immediately recharges and uses her Paralyzing Breath. If the triggering creature is within range Silvara will center the attack on that creature.
Ice Walk. Silvara can move across and climb icy surfaces without needing to make an ability check. Additionally, diffcult terrain composed of ice or snow doesn't cost her extra moment.
Innate Spellcasting. Silvara's spellcasting ability is Charisma (spell save DC 21). Silvara can innately cast the following spells, requiring no material components:
At will: sleet storm, ice storm
3/day each: mass cure wounds, wall of ice
1/day each: heal, regenerateLegendary Resistance (3/Day). If Silvara fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Silvara can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Northwind. Silvara flaps her wings creating a blast of frigid air that can push and immobilize creatures. One creature within 120 feet of Silvara, that she can see, has to make a DC 25 Strength saving throw, taking 18 (4d8) cold damage, being pushed 30 feet away from Silvara and having its speed halved until the end of its next turn on a failed save. On a successful save the target only takes half as much damage and is neither pushed nor has its speed reduced.
Frightful Presence. Each creature of Silvara's choice that is within 120 feet of Silvara and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Silvara's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Silvara uses one of the following breath weapons.
Cold Breath. Silvara exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Silvara exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soothing Cold (Recharge 4-6). A cool wind rises in a 30-foot radius around the dragon inuring its allies to damage. Each friendly creature in that area gains 36 (8d8) temporary hit points, that last for 1 hour or until the creature finishes a short or long rest.
Change Shape. Silvara magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Silvara's choice). In a new form, Silvara retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Enfolding Wings. When a creature within 15 feet of Silvara attacks one of her allies, Silvara protectively places her wings over the ally, becoming the target of the attack instead.
Legendary Actions
Silvara 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. Silvara regains spent legendary actions at the start of her turn.
Detect. Silvara makes a Wisdom (Perception) check.
Tail Attack. Silvara makes a tail attack.
Stormcaller. Silvara casts sleet storm or ice storm.
Wing Attack (Costs 2 Actions). Silvara beats her wings. Each creature within 15 feet of Silvara must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Silvara can then fly up to half her flying speed.
Protective Wall (Costs 2 Actions). Silvara casts wall of ice.
Valamaradace
In the skies above civilization and wilderness alike, an astounding sight floats amid the clouds: an enormous oval island of stone covered in jagged peaks. The Floating Mountain, as it is called, is the home of Valamaradace, a gold dragon who has become far more interested in vengeance against the forces of evil than in the safety and well-being of the lesser creatures she used to zealously protect.
The Queen of the Floating Mountain is longer than most gold dragons of her age (not that there are many to compare her to), but she has substantially less mass. Valamaradace is more serpentine in build than most other golds, and she seems to wind her way through the air like a snake when she flies. Her claws are long and narrow, looking almost like humanoid fingers, and grant her impressive manual dexterity and grace when casting rituals.
As with other ancient golds, her scales seem to gleam with an inner radiance. Her eyes do as well, with glowing slitted pupils that almost blend into the golden orbs that house them.
Valamaradace Lore
A character knows the following information with a successful Arcana or History check.
DC 15: For long centuries, the Floating Mountain hovered over, or near, the community of Silverymoon (or any other city appropriate to your campaign). Valamaradace and her consort—a silver dragon whom the people below called “Silverwing”—served as guardians and protectors of the region, and they frequently collaborated with the city’s ruler, a potent spellcaster in her own right.
Credit: WotC: 4th Edition Draconomicon II: Metallics
Initially, Valamaradace saw herself as the queen of the region, as a guardian responsible for ensuring the healthy growth of all creatures in her domain. She sought to harm none, to understand all living beings, and to use her shapeshifting to better appreciate their lives. Eventually, however, her interest in her domain waned.
She was more interested in countering possible evils than in safeguarding the good of any particular creatures, and she had come to think that she had learned all that the humanoids could teach her. Silverwing remained more involved with the people. Over the years, he grew more protective of them while Valamaradace grew more detached. Her focus shifted to her magic and to the spread of evil elsewhere in the world.
Valamaradace is an extremely skilled caster. It is said that her spellbooks hold every ritual known to mortals and several that no human, eladrin, or gnome has ever heard of. Legend claims that her skills at divination and scrying are so great that no enemy can possibly take her unawares.
DC 20: Over the years, the two dragons grew apart as their interests and feelings for the people below diverged. The ruler of the city below, and all the other mortals Valamaradace knew, grew old and died. Their heirs proved ever less impressive in the gold dragon’s eyes. Slowly but steadily, the Dragon Queen’s interest in those below her waned further. Finally, when the region was rocked by a catastrophe that shook the foundations of the earth and of magic itself, Valamaradace dedicated herself to what she called “a greater purpose” than the protection of a few insignificant lives. She and Silverwing went their separate ways (though they still cooperate on occasion), and Valamaradace allowed the Floating Mountain to drift free so she could scour the land in search of great, world-shaking threats.
Valamaradace
Gargantuan dragon, lawful good
- Armor Class 23 (natural armor)
- Hit Points 468 (24d20 + 216)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 18 (+4) 29 (+9) 26 (+8) 17 (+3) 28 (+9)
- Saving Throws Dex +11, Con +16, Wis +10, Cha +16
- Skills Arcana +22, Athletics +15, Insight +10, Perception +17
- Damage Immunities fire
- Senses truesight 60 ft., darkvision 120 ft., passive Perception 27
- Languages Common, Draconic
- Challenge 24 (62,000 XP)
Amphibious. Valamaradace can breathe air and water.
Bloodied Breath. When Valamaradace drops below half her hit point maximum (273), she immediately recharges and uses her Fire Breath. If the triggering creature is within range Valamaradace will center the attack on that creature.
Legendary Resistance (3/Day). If Valamaradace fails a saving throw, she can choose to succeed instead.
Premonition. (Recharges after the dragon Casts a Divination Spell of 1st Level or Higher). When Valamaradace or a creature she can see makes an attack roll, a saving throw, or an ability check, Valamaradace can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
Spellcasting. Valamaradace is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Valamaradace has the following spells prepared:
Cantrips (at will): fire bolt, light, message, prestidigitation, word of radiance
1st level (4 slots): color spray, command, detect evil and good⋆, detect magic⋆, guiding bolt
2nd level (3 slots): augury⋆, detect thoughts⋆, hold person, misty step, moonbeam
3rd level (3 slots): clairvoyance⋆, counterspell, dispel magic, fireball, sending, spirit guardians, tongues⋆
4th level (3 slots): arcane eye⋆, divination⋆, sickening radiance
5th level (3 slots): dawn, dream, legend lore⋆, scrying⋆, wall of light
6th level (2 slots): arcane gate, mental prison, sunbeam
7th level (2 slots): crown of stars, project image
8th level (1 slot): antimagic field, control weather, sunburst
9th level (1 slot): foresight⋆, meteor swarm
⋆Divination spell of 1st level or higher.Actions
Multiattack. Valamaradace can use its Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Twin Gleaming. Valamaradace can use its Frightful Presence. She then uses Golden Gaze twice.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Golden Gaze Valamaradace's eyes start to glow like the sun and she focuses her gaze on one creature she can see within 120 feet. The creature has to make a DC 24 Constitution saving throw, taking 33 (6d10) radiant damage and being blinded until the end of its next turn on a failed save and taking half as much damage and not being blinded on a successful one.
Frightful Presence. Each creature of Valamaradace's choice that is within 120 feet of Valamaradace and aware of her must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Valamaradace's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). Valamaradace uses one of the following breath weapons.
Fire Breath. Valamaradace exhales fire in a 9O-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. Valamaradace exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cremation (Recharge 4-6) Sheets of roaring flame appear in a location of Valamaradace's choice within 120 feet. The area of the flames consists of up to ten 5-foot cubes, which Valamaradace can arrange as she wishes. Each cube must have at least one face adjacent to the face of another cube. Each creature in that area must make a DC 24 Dexterity saving throw, taking 38 (7d10) fire damage on a failed save and half as much on a successful one. If a creature with 0 hit points is in the area of this effect it is instantly turned to dust.
Change Shape. Valamaradace magically polymorphs into a humanoid or beast that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Valamaradace's choice). In a new form, Valamaradace retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Reactions
Curtain of Light. When a creature starts its turn within 5 feet of Valamaradace or moves there for the first time on its turn, Valamaradace uses Golden Gaze against it and teleports to an unoccupied space within 30 feet, that Valamaradace can see.
Legendary Actions
Valamaradace 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. Valamaradace regains spent legendary actions at the start of her turn.
Detect. Valamaradace makes a Wisdom (Perception) check.
Tail Attack. Valamaradace makes a tail attack.
Golden Radiance. Valamaradace uses its golden gaze.
Wing Attack (Costs 2 Actions). Valamaradace beats her wings. Each creature within 15 feet of Valamaradace must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Valamaradace can then fly up to half her flying speed.
Cast a weak Spell (Costs 2 Actions). Valamaradace casts a spell of 5th level or lower.
Cast a Spell (Costs 3 Actions). Valamaradace casts a spell.
DC 25: Valamaradace’s efforts to destroy what she considers to be great threats—and none are quite certain what her criteria might be—do not take into account the good of other, lesser creatures. She is willing to obliterate innocent bystanders if doing so is the most effective way to defeat an enemy, and her zeal to defeat powerful tyrants has left more than one community in the throes of anarchy afterward. She expects all creatures to obey her without question, and those that do not risk being lumped in with her enemies in her mind.
Valamaradace rarely assumes humanoid form anymore, but when she must, she most often travels as an elf by the name of Targarda.
Valamaradace Tactics
Valamaradace prefers to devastate her enemies from a distance. Indeed, over many years—and many mystical endeavors—her abilities have diverged from those of other gold dragons, allowing her to do just that. She never engages her foes in melee if she can avoid it, partly because of her combat abilities, and partly because she wants to avoid “sullying herself” by close contact with lesser creatures.
She uses beguiling light and searing mark early in the fight to make her golden light and twin gleaming attacks more effective. She holds her breath weapon in reserve for foes that manage to move near her despite her curtain of light.
Valamaradace, despite her sense of innate superiority, is willing to flee combat if a foe proves too difficult or impossible to keep at a distance. She then uses her mastery of rituals to study that foe and better prepare her for their next encounter.
When you run Valamaradace in combat, portray her as though she already has a full understanding of the characters’ abilities. The Dragon Queen is a master of almost every ritual known—including divinations and scrying—and unless her enemies have been incredibly secretive, odds are that she has learned of them and studied them from afar
Kobolds
Kobold Scout
Small humanoid, lawful evil
- Armor Class 14 (leather)
- Hit Points 21 (6d6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 12 (+1) 8 (-1) 14 (+2) 8 (-1)
- Skills Animal Handling +4, Perception +4, Stealth +5, Survival +4
- Senses darkvision 60 ft., passive Perception 14
- Languages Common, Draconic
- Challenge 2 (450 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following ranger spells prepared:
1st level (4 slots): fog cloud, hunter's mark, zephyr strike
2nd level (2 slots): pass without trace, spike growthSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes either two shortsword attacks or two sling attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit 5 (1d4 + 3) bludgeoning damage.
Credit: Bryan Syme via Kobold Press
Kobold Scoundrel
Small humanoid, lawful evil
- Armor Class 14 (leather)
- Hit Points 18 (4d6 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 17 (+3) 13 (+1) 13 (+1) 13 (+1) 8 (-1)
- Skills Acrobatics +5, Perception +3, Sleight of Hand +7, Stealth +7
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Draconic
- Challenge 1 (200 XP)
Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sneak Attack (1/Turn). The kobold deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit 6 (1d6 + 3) piercing damage.
Credit: Bryan Syme via Kobold Press
Kobold Channeler
Small humanoid, lawful evil
- Armor Class 13 (16 with mage armor)
- Hit Points 33 (6d6 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 17 (+3) 15 (+2) 10 (+0) 9 (-1) 17 (+3)
- Skills Arcana +2, Deception +5
- Senses darkvision 60 ft., passive Perception 9
- Languages Common, Draconic
- Challenge 3 (700 XP)
Agonizing Blast. When the kobold casts eldritch blast, it add its Charisma modifier to the damage it deals on a hit.
Elemental Affinity. Whenever the kobold deals acid, cold, fire, lightning or poison damage to a creature, it can add its Charisma modifier to the damage.
Elemental Blast. When the kobold takes a short or long rest, it can change the damage type of its eldritch blast to acid, cold, fire, lightning or poison, until its next short or long rest.
Innate Spellcasting. The kobold's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 13), requiring no material components:
At will: mage armor (self only)Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, shocking grasp
1st-3rd level (2 3rd-level slots): burning hands, chromatic orb, fireball, fly, invisibility, melf's acid arrow, warding windSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Kobold Earthshaker
Small humanoid, lawful evil
- Armor Class 14 (hide)
- Hit Points 39 (6d6 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 17 (+3) 10 (+0) 17 (+3) 9 (-1)
- Skills Nature +2, Survival +5
- Senses darkvision 60 ft., passive Perception 9
- Languages Common, Draconic
- Challenge 3 (700 XP)
Nature's Stride. The kobold ignores difficult terrain.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mold earth, shillelagh
1st level (4 slots): earth tremor, snare, thunderwave
2nd level (3 slots): earthbind, melf's acid arrow, spike growth
3rd level (3 slots): erupting earth, meld into stone, stinking cloudSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.
Kobold Tribe Leader
Small humanoid, lawful evil
- Armor Class 17 (leather, shield)
- Hit Points 55 (10d6 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 14 (+2) 13 (+1) 13 (+1) 14 (+2)
- Skills Perception +3, Stealth +6
- Senses darkvision 60 ft., passive Perception 13
- Languages Common, Draconic
- Challenge 3 (700 XP)
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes three spear attacks and can either use Attack Order or Defense Order.
Spear. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage.
Attack Order. Every ally within 15 feet of the kobold can use its reaction to make a weapon attack.
Defense Order. The kobold can move up to its speed, while every ally within 15 feet can move up to its speed towards it, interposing itself between the kobold and potential attackers, becoming the target of opportunity attacks instead.
Credit: Bryan Syme via Kobold Press
Kobold Flame Sorcerer
Small humanoid, lawful evil
- Armor Class 16 (natural armor)
- Hit Points 38 (7d6 + 14)
- Speed 30 ft.
STR DEX CON INT WIS CHA 7 (-2) 17 (+3) 15 (+2) 14 (+2) 9 (-1) 17 (+3)
- Skills Arcana +4, Deception +5, Intimidation +5
- Senses darkvision 60 ft., passive Perception 9
- Languages Common, Draconic
- Challenge 4 (1,100 XP)
Draconic Resilience. The kobold's AC equals 13 + its Dexterity modifier. Additionally, when it takes fire damage, it can use a reaction to spend 1 sorcery point to gain resistance against fire damage for 1 hour.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sorcery Points. The kobold has 7 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Empowered Spell: When the kobold rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls. The kobold can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Spellcasting. The kobold is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): firebolt, green-flame blade, poison spray, presidigitation, ray of frost
1st level (4 slots): burning hands, shield
2nd level (3 slots): blur, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (1 slots): wall of fireSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Kurtulmak
The Kobold god Kurtulmak is a savage deity who teaches the kobolds to
defend themselves and assault the unwary by any means
necessary, including the traps of which he’s fond. He
appears as a particularly massive, green-and-black kobold.
He has a particular hatred for gnomes.
First of the Kobolds. The myths surrounding the creation of Kurtulmak are diverse. In some he was the first Kobold created by a green dragon and thus became the natural leader and patron of all kobolds who came after him. However he was still very much a mortal and would only go on to be raised to divinity after his death.
In another myth both he and the kobolds were created simoultaneously by Bahamut as servants for good dragons. However the kobolds were made too subservient and when their good dragon masters were killed by evil dragons, they adopted their new master's evil nature. Some say Kurtulmak himself was corrupted by Tiamat, causing all kobolds from then on, to be capricious, selfish and evil.
In another myth Kurtulmak is an unwanted son of Tiamat; when the draconic goddess laid her first clutch of divine-touched eggs, a large band of thieves raided her lair. Though she fought furiously, several of her eggs and a signficant amount of treasure was stolen before the injured deity collapsed her lair in on itself, crushing all the thieves. Weakened but needing to protect and restore her brood, she caused one egg to hatch early, resulting in Kurtulmak, a huge kobold with a powerful stinger for a tail. Kurtulmak fixed up Tiamat's lair, riddling it with the deadliest traps he could invent, and then started re-opening the passageways out of the lair. During his excavations, he dug up eggs stolen from Tiamat, which had cooled too greatly to have a hope of hatching. So he used his powers to make them hatch into the first kobolds.
Nemesis of Glittergold. As with his creation myth, many different versions of his stories exist. However throughout them all he has a deep hatred for gnomes, their inventions and good-natured pranks. In one story, when the race of Kobolds was young, Kurtulmak ordered them to enslave the newly created gnomes and to steal the gemstones that contained their unborn souls. Garl Glittergold, the patron deity of the gnomes is said to have intervened by collapsing the mountain which contained Kurtulmak and the first nation of kobolds. Most of the kobolds, including Kurtulmak are said to have died in this event, however Kurtulmak was raised to divinity by the dragon god Asgorath and sword vengeance to Garl Glittergold and his gnomes.
In another story Garl Glittergold stole treasure from Tiamat's hoard and she promptly sent the kobold god to chase after him. However Glittergold lured Kurtulmak into a series of maze-like tunnels and trapped the kobold god inside, sealing the exit. Because of this clerics of Kurtulmak are very rare, as it is hard for the kobold god o reach out to his followers and grant them spells.
In another myth Kurtulmak was building an enormous underground festhall where he planned to invite the other gods. However it was built in such a way, that by removing a single brick, the entire mountain would collapse and bury all the other gods under it. But Garl Glittergold snuck in and triggered it early, burying the kobold god instead. Exactly why Garl did this varies depending on who you ask. Kobolds swear he did it out of jealousy. Gnomes swear with equal fervor that it was simply idle curiosity to see if Kurtulmak's trap would actually work as it was supposed to. However, when Kurtulmak dug himself out, he swore vengeance.
Symbol of Kurtulmak (a gnome skull)
Credit: WotC: 3.5 Edition Races of the Dragon
Kuraulyek
If stories and myths about Kurtulmak are spotty at best, the ones about Kuraulyek are few and far between. As the god of the urds he is usually described as a blue winged kobold and a servant of Kurtulmak. However most myths feature some sort of betrayal, since Kuraulyek is usually presented as a coward, which causes Kurtulmak to swear vengeance against the god of the Urds.
Three Exarchs
Kobolds are rarely found alone and as such, there are three kobolds, who serve Kurtulmak as his exarchs. These three usually travel together, with a small band of kobolds following them. They are Sazavur the silent death, Trougrax the lightning-wreathed and vyradith the mighty enforcer.
Sazavur
Small humanoid, lawful evil
- Armor Class 18 (studded leather)
- Hit Points 195 (30d6 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 17 (+3) 12 (+1) 17 (+3) 11 (+0)
- Saving Throws Dex +12, Int +7, Wis +9
- Skills Acrobatics +12, Athletics +7, Deception +12, Investigation +7, Perception +9, Stealth +18
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons
- Damage Resistances cold, fire, radiant
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 17 (18,000 XP)
Assassination. The kobold has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit the kobold scores against a creature that is surprised, is a critical hit.
Cunning Action. On each of its turns, the kobold can use a bonus action to take the Dash, Disengage, or Hide action.
Death Strike. When the kobold attacks and hits a creature that is surprised, it must succeed on a DC 20 Constitution saving throw or take double damage from the attack.
Elusive. No attack roll has advantage against the kobold while it isn't incapacitated.
Evasion. If the kobold is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the kobold instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Legendary Resistance (1/Day). When the kobold fails a saving throw, it can choose to succeed instead.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Reliable Talent. Whenever the kobold makes an ability check that lets it add its proficiency bonus, it can treat a d20 roll of 9 or lower as a 10.
Sneak Attack (1/Turn). The kobold deals an extra 35 (10d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kobold that isn't incapacitated and the kobold doesn't have disadvantage on the attack roll.
Stroke of Luck (1/Day). If the kobold's attack misses a target within range, it can turn the miss into a hit. Alternatively, if it fails an ability check, it can treat the d20 roll as a 20.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes three attacks with its shortsword or with its shortbow.
Shortsword. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 9 (1d6 + 6) piercing damage plus 18 (4d8) radiant damage.
Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 14 (4d6) force damage.
Reactions
Uncanny Dodge. The kobold halves the damage that it takes from an attack that hits it. The kobold must be able to see the attacker.
Sazavur
Sazavur is one of the three exarchs of the kobold deity Kurtulmak. He represents the kobold's shifty nature, their ability to hide in shadows and their reliance on sneaky and dirty tactics in a fight.
Excelling through treachery. Sazavur used to travel with an adventuring group, that found and practically kidnapped him. Though they repeatedly reassured him, he was part of the group, they often sent him into dangerous situations alone and sometimes left him in dangerous situations to fend on his own. These struggles however made Sazavur strong and confident to the point, where he realized he didn't need the others anymore. At first he wanted to take his leave silently, but in that fateful night the years of mockery, ridicule and abuse he endured at the hands of his party members, drove him to slit their throats in their sleep.
As a reward for his perseverance and ability, Kurtulmak promoted Sazavur to become one of his exarchs and granted him the title "Sazavur the silent death".
Trougrax
Trougrax is one of the three exarchs of the kobold deity Kurtulmak. He represents the kobold's aptitude for sorcery, their curiosity and inventiveness as well as their blood being linked to dragons.
Destined for greatness. Trougrax hatched into a kobold tribe, that was in servitude to a terrifying blue dragon, Taldricruss the King in the Sand, and would have under normal circumstances been just another lackey to the dragon's whims, however Trougrax was prophesied to become a mighty sorcerer as well as the supreme leader of kobolds.
And so it was, that Trougrax was raised and taught by the tribe's most powerful sorcerer, quickly eclipsing his mentor and gathering support for himself as the prophesied king of the kobolds. Trougrax incited rebellion and after a bloody conflict, against his former brethren and their blue-scaled master, that left hundreds of kobolds on both sides dead, Taldricruss lay before Trougrax, slain by the sorcerer.
As a reward for his magical prowess and supreme leadership, Kurtulmak promoted Trougrax to one of his exarchs and granted him the name "Trougrax the lightning-wreathed".
Trougrax
Small humanoid, lawful evil
- Armor Class 16 (natural armor)
- Hit Points 225 (30d6 + 120)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 17 (+3) 12 (+1) 12 (+1) 22 (+6)
- Skills Arcana +7, Deception +11, Insight +7, Perception +7
- Saving Throws Dex +9, Con +9, Cha +12
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons
- Damage Resistances cold, fire, radiant
- Senses darkvision 60 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 17 (700 XP)
Blue Dragon Heritage. The kobold's AC equals 13 + its Dexterity modifier. Additionally, its hit point maximum increases by 1 for every hit die it has. When the kobold takes lightning damage, it can use its reaction to spend 1 sorcery point to gain resistance against lightning damage for 1 hour and it adds its Charisma modifier to the damage of any spell, that deals lightning damage.
Greater Metamagic. The kobold can apply up to two metamagics to a single spell, instead of one. The cheaper metamagic option does not consume sorcery points.
Legendary Resistance (1/Day). When the kobold fails a saving throw, it can choose to succeed instead.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sorcery Points. The kobold has 20 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Elemental Spell: When the kobold casts a spell that deals acid, cold, fire, lightning or poison damage, it can spend 1 sorcery point to change it to any other damage type from that list.
Empowered Spell: When the kobold rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls. The kobold can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Twinned Spell: When the kobold casts a spell that targets only one creature and doesn't have a range of self, it can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
Flexible Casting: The kobold can transform a certain number of Sorcery points into a spell slot as seen in the table below.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Spellcasting. The kobold is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): firebolt, frostbite, green-flame blade, poison spray, presidigitation, sword burst
1st level (4 slots): absorb elements, shield
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): counterspell, fireball
4th level (3 slots): greater invisibility, storm sphere
5th level (3 slots): cone of cold, dominate person
6th level (2 slots): disintegrate, mental prison
7th level (2 slots): fire storm
8th level (1 slots): incendiary cloud
9th level (1 slots): meteor swarmSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage.
Vyradith
Small humanoid, lawful evil
- Armor Class 20 (half-plate, shield)
- Hit Points 255 (30d6 + 150)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 22 (+6) 20 (+5) 10 (+0) 9 (-1) 20 (+5)
- Saving Throws Str +7, Con +11, Cha +11
- Skills Athletics +7, Acrobatics +11, Intimidation +11, Perception +5
- Damage Immunities bludgeoning, piercing and slashing from nonmagical weapons
- Damage Resistances cold, fire, radiant
- Senses darkvision 60 ft., passive Perception 15
- Languages Common, Draconic
- Challenge 19 (22,000 XP)
Aura of Might. The kobold and each of its allies within 30 feet are immune to being frightened and gain a bonus to any damage roll equal to the kobold's Charisma modifier. (included in Vyradith's attacks.)
Aura of Protection. Whenever the kobold or one of its allies within 30 feet of it makes a saving throw, it gains a bonus to the saving throw, equal to the kobold's Charisma modifier.
Dragon Form. The kobold can as an action assume the form of a draconic hero for 1 hour. While transformed in this way, the kobold gains a flying speed of 60 feet and emanates an aura of awe in a 30-foot radius, granting friendly creatures a 1d8 bonus on all attack rolls.
Dragon Smite. When the kobold hits a creature with a melee weapon attack, it can expend one spell slot to deal additional acid, cold, fire, lightning, poison or radiant (kobold's choice) damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Large or larger creature.
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting. The kobold is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following paladin spells prepared:
1st level (4 slots): absorb elements, cless, chromatic orb, compelled duel, shield of faith, wrathful smite
2nd level (3 slots): aid, branding smite, enlarge/reduce, dragon's breath, magic weapon
3rd level (3 slots): aura of vitality, blinding smite, elemental weapon, lightning bolt, remove curse
4th level (3 slots): banishment, elemental bane, staggering smite, vitriolic sphere
5th level (2 slots): banishing smite, cloudkill, cone of cold, destructive wave, holy weaponSunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The kobold makes two weapon attacks.
Rapier. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 15 (1d8 + 11) piercing damage plus an additional 9 (2d8) radiant damage.
Shortbow. Ranged Weapon Attack: +12 to hit, range 80/320 ft., one target. Hit: 14 (1d6 + 11) piercing damage plus 7 (2d6) force damage.
Vyradith
Vyradith is one of the three exarchs of the kobold deity Kurtulmak. She embodies the kobold's dependance on dragons as well as their ability to recover from almost any setback, as long as a few kobolds survive and come back in even greater force.
Life of Servitude. Vyradith hatched from one of the legendary ringing eggs and left her tribe to serve a metallic dragon in its conquest against evil. However the casual arrogance and complete disregard for the lives of regular mortals, diplayed by the golden dragon she swore her life to grated on Vyradith. As Gyldroidass, The Eternal spoke the words "You have proven, that you are not able to govern yourselves, thus I will govern you from now on." to the citizens of a town he annexed, Vyradith couldn't help but wonder why the golden wyrm would think he was any better.
Over the years in his service she grew to resent metallic dragonkind and eventually turned her back on him and returned to her tribe to swear fealty to the chromatic dragon who subjugated them instead. Years later she led an incursion with hundreds of kobolds and her new master against the boastful golden dragon. In the battle both the golden wyrm and her original master expired and she found herself without purpose until Kurtulmak promoted her to one of his exarchs and placed her in a reliable group of kobolds. She also acts as a messenger and speaks for the buried deity, bringing his word to all kobolds who will listen.
The Exarchs Tactics
If the party finds themselves in combat with the exarchs, a small entourage of other kobolds will also be nearby. If possible Sazavur will initiate the combat, surprising and potentially defeating a party member in the first round. He is ruthless, either taking downed party members hostage, or if that fails, continuing to use his multiattack even on unconscious party members, to keep their allies from healing them. If he starts combat close to Trougrax he will get as close to him as possible so the lightning-wreathed can use a Twinned Greater Invisibility on them both. Vyradith jumps into battle using holy weapon and dragon smite to quickly overwhelm her enemies. Being surprisingly resilient she tries to act as a shield for the other kobolds, allowing them to better take on their enemies. Additionally the kobolds prefer to fight in winding tunnels with small caves, that are inaccessible to larger races, so they can dart in and out of sight, dealing one devastating blow after another.
Kobold Victory Table
When a kobold, other than an exarch, reduces a character to 0 or fewer hit points, roll a d20 and refer to the following table if you want to inject some random craziness into your game.
d20 | Effect |
---|---|
1-10 | No effect. Chitters, giggles, or does a little victory dance. |
11 | Kill things, take their stuff! Spends bonus action to pick item off the fallen adventurer then runs off to hide its treasure. |
12 | Ask not what you can do for the tribe! Spends 1 round delivering a victory speech. All kobolds within 30 feet, that can see or hear the kobold gain 5 temporary hit points. |
13 | I attribute my success solely to luck! Immediately hides in its victim’s backpack or under his unconscious/dead form. |
14 | Whoa! That’s never happened before! Stunned until the end of its next turn |
15 | Come get some! Spends 1 round taunting the nearest PC. |
16 | Victory! Lets out an inspiring whoop, granting kobolds within 30 feet, that can see or hear the kobold, 1d6 inspiration. |
17 | You’re next! The kobold can immediately take another full turn. |
18 | This will only anger them! Flees but returns to fight in 1d4 rounds. |
19 | I’m only getting started! Regains hit points until it reaches half its hit point maximum, or its hit point maximum if it not below half its hit point maximum yet. |
20 | Fear me! Gains a 1d4 bonus on attack rolls and saving throws and a +2 bonus to AC until the end of the encounter. |
Entourage
As exarchs of the kobold god Kurtulmak the exarchs always draw an entourage of kobolds to them wherever they travel. Roll 1d4 times on the Entourage Table below to determine who is following them.
Non-Kobold Entourage. A few options on the Entourage table feature creatures, that are not kobolds, like gelatinous cubes, pseudodragons, barbed devils, guard drakes or a green abishai. These members of the entourage follow their respective kobold counterparts' orders as well as the orders of the exarchs.
Entourage
d20 | Creatures |
---|---|
1 | 1d20 kobolds and 1d10 urds |
2 | 1d8 kobold inventors and 1d4 gelatinous cubes |
3 | 1d10 kobold scale sorcerers |
4 | 1d10 kobold scouts |
5 | 1d10 kobold scoundrels |
6 | 1d6 kobold earthshakers |
7 | 1d6 kobold channelers |
8 | 1d6 kobold flame sorcerers |
9 | 2d6 kobold dragonshields |
10 | 2d10 kobold scouts and 4d10 pseudodragons |
11 | 1d4 kobold channelers and one barbed devil |
12 | 1d8 kobold inventors and 2d8 guard drakes |
13 | 1d10 kobold dragonshields with the half-dragon template |
14 | 2d8 urds and 1d4 kobold earthshakers |
15 | 1d8 kobold scale sorcerers and 1d4 kobold flame sorcerers |
16 | 1d8 kobold scouts and 1d8 kobold scoundrels |
17 | 2d12 kobold dragonshields and 1d6 kobold tribe leaders |
18 | 1d10 kobold tribe leaders, trying to one-up each other |
19 | one green abishai |
20 | 1d100 kobolds |
Credit: WotC: 5th Edition Volo's Guide to Monsters
Dragonborn
Dragonborn Flame Adept
Medium humanoid (dragonborn), lawful neutral
- Armor Class 16 (natural armor)
- Hit Points 93 (11d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4)
- Saving Throws Con +6, Cha +7
- Skills Arcana +4, Perception +5
- Damage Resistances fire
- Senses passive Perception 15
- Languages Common, Draconic
- Challenge 7 (2,900 XP)
Red Dragon Ancestor. The dragonborn's hit point maximum increases by 1 for every hit die, it has. Additionally, when the dragonborn deals fire damage to a creature it can add its Charisma modifier to the damage.
Spellcasting. The dragonborn is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): control flame, firebolt, green-flame blade, mage hand, minor illusion, prestidigitation
1st level (4 slots): burning hands, chromatic orb, shield
2nd level (3 slots): dragon's breath, mirror image
3rd level (3 slots): counterspell, fireball
4th level (3 slots): dimension door, wall of fire
5th level (2 slots): dominate person, immolation
6th level (1 slots): investiture of flameSorcery Points. The dragonborn has 11 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell's effects, the dragonborn can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the dragonborn casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Empowered Spell: When the dragonborn rolls damage for a spell, it can spend 1 sorcery point to reroll a number of the damage dice up to its Charisma modifier (minimum of one). It must use the new rolls. The dragonborn can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.
Flexible Casting: The dragonborn can transform a certain number of Sorcery points into a spell slot as seen in the table below.
Creating Spell Slots
Spell Slot Level Sorcery Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7 Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Breath Weapon (1/rest) The dragonborn exhales fire in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Player's Handbook
Dragonborn Bloodreaver
Medium humanoid (dragonborn), lawful neutral
- Armor Class 17 (splint)
- Hit Points 76 (8d8 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
- Skills Athletics +7, Perception +5
- Damage Resistances lightning
- Senses passive Perception 15
- Languages Common, Draconic
- Challenge 4 (1,100 XP)
Colossus Slayer. Once per turn, the bloodreaver can deal an extra 9 (2d8) damage to a creature it hits with a weapon attack.
Dual Wielder. When the bloodreaver uses its Multiattack, it can use a bonus action to make an attack with its Battleaxe.
Escape the Horde. Opportunity attacks against tje bloodreaver are made with disadvantage.
Actions
Multiattack. The bloodreaver makes two weapon attacks.
Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Breath Weapon (1/rest) The bloodreaver exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.
Dragonborn Warmaster
Medium humanoid (dragonborn), lawful neutral
- Armor Class 20 (plate, shield)
- Hit Points 136 (16d8 + 64)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 13 (+1) 15 (+2) 20 (+5)
- Skills Athletics +8, Intimidation +9, Perception +6, Persuasion +9
- Damage Resistances fire
- Senses passive Perception 16
- Languages Common, Draconic
- Challenge 9 (5,000 XP)
Battlefield Presence. When the warmaster takes the Multiattack action, it can forgo a number of attacks to grant an equal number of allied creature that can see or hear it an additional attack the next time they take the Attack action during their turn.
Dueling Fighting Style. When the warmaster is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack).
Heroic Strike. Any creature, that hits with an attack granted by the warmaster's Battlefield Presence deals an additional 5 (1d10) damage.
Lead the Charge. When the warmaster rolls initiative, it can add its Charisma modifier to the roll, and up to six allied creatures within 60 feet gain temporary hit points equal to the warmaster's Charisma modifier.
On my Mark. Once per turn, the warmaster can deal an extra 11 (2d10) damage to a creature it hits with a weapon attack.
Actions
Multiattack. The warmaster makes four weapon attacks and can grant an allied creature that can see or hear it an additional attack the next time it takes the Attack action during their turn.
Bastard Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (1d6 + 6) piercing damage.
Breath Weapon (1/rest) The warmaster exhales fire in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
Battle Cry (Recharge 4-6). Each creature of the warmaster's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gains advantage on attack rolls until the start of the warmaster's next turn. The warmaster can then make two attacks as a bonus action.
Exemplar of Tiamat
Medium humanoid (dragonborn), lawful neutral
- Armor Class 18 (plate)
- Hit Points 190 (20d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 18 (+4)
- Skills Athletics +11, Intimidation +10, Perception +7, Religion +6
- Damage Resistances cold
- Senses passive Perception 17
- Languages Common, Draconic, Infernal
- Challenge 11 (7,200 XP)
Aura of Conquest. The dragonborn exudes an aura of menace in a 30-foot radius. If a creature is frightened of the dragonborn, its speed is reduced to 0 while in the aura, and that creature takes 10 psychic damage if it starts its turn there.
Aura of Protection. Whenever the dragonborn or one of its allies within 30 feet of it makes a saving throw, it gains a bonus to the saving throw, equal to the dragonborn's Charisma modifier.
Fiendish Smite. When the dragonborn hits a creature with a melee weapon attack, it can expend one spell slot to deal additional necrotic or psychic (dragonborn's choice) damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Celestial.
Scornful Rebuke. Whenever a creature hits the dragonborn with an attack, that creature takes psychic damage equal to the dragonborn's Charisma modifier.
Spellcasting. The dragonborn is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following paladin spells prepared:
1st level (4 slots): armor of agathys, bane, command, compelled duel, shield of faith, wrathful smite
2nd level (3 slots): branding smite, hold person, magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, blinding smite, dispel magic, elemental weapon, fear
4th level (3 slots): banishment, dominate beast, staggering smite, stoneskin
5th level (2 slots): banishing smite, cloudkill, destructive wave, dominate person, infernal callingActions
Multiattack. The dragonborn makes two weapon attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) piercing damage plus an additional 9 (2d8) psychic damage.
Javelin. Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 7 (2d6) psychic damage.
Breath Weapon (1/rest) The dragonborn exhales cold in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Scion of Arkhosia
Medium humanoid (dragonborn), lawful neutral
- Armor Class 20 (plate, shield)
- Hit Points 190 (20d8 + 100)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 13 (+1) 13 (+1) 15 (+2)
- Skills Athletics +10, History +6, Intimidation +7, Perception +6
- Damage Immunities acid
- Senses passive Perception 15
- Languages Common, Draconic
- Challenge 13 (10,000 XP)
Action Surge. On its turn, the dragonborn can take one additional action on top of its regular action and a possible bonus action.
Second Wind (2/Day). As a bonus action, the dragonborn can regain 30 hit points.
Indomitable (2/Day). The dragonborn rerolls a failed saving throw.
Quick Breath. When the dragonborn uses its Multiattack, it can use its Breath Weapon as a bonus action, if its available.
Dueling Fighting Style. When the dragonborn is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon (included in the attack).
Actions
Multiattack. The dragonborn makes four weapon attacks.
Battleaxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage plus 9 (2d8) acid damage.
Handaxe. Ranged Weapon Attack: +10 to hit, range 20ft./80ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 7 (2d6) acid damage.
Breath Weapon (Recharge 5-6) The dragonborn uses one of the following breath weapons.
Acid Breath. The dragonborn exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one.
Hurl Breath. The dragonborn spits a glob of acid at a point of its choice within 60 feet of it, where it explodes in a 15-foot radius sphere. Each creature in that area must make a DC 18 Dexterity saving throw, taking 31 (9d6) acid damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. The dragonborn adds 5 to its AC against one melee attack that would hit it. To do so, the dragonborn must see the attacker and be wielding a melee weapon
Credit: WotC: 4th Edition Monster Manual
Wyvern Rider (heavy)
Medium humanoid (dragonborn), lawful neutral
- Armor Class 20 (plate, shield)
- Hit Points 78 (7d10 + 35)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
- Skills Animal Handling + 8, Athletics +7, Acrobatics +3, Perception +5
- Damage Resistances poison
- Senses passive Perception 15
- Languages Common, Draconic
- Challenge 1 (200 XP)
Charge. If the dragonborn moves at least 20 feet straight toward a target and then hits it with a lance attack on the same turn, the target takes an extra 6 (1d12) piercing damage and has to succeed on a DC 15 Strength save or fall prone.
Born To The Saddle. The dragonborn has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed.
Lifeline. The dragonborn is secured to their wyvern with a 15-foot rope. The rope has an AC of 20, immunity to bludgeoning damage and 1 HP. The dragonborn can unlink themselves from the lifeline with a bonus action and relink as an action, while within 5 feet of their wyvern.
Actions
Multiattack. The dragonborn makes two weapon attacks.
Lance. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) piercing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Breath Weapon (1/rest) The dragonborn exhales poison in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Reactions
Warding Maneuver. When a creature the dragonborn can see targets the dragonborn or its mount with an attack, the dragonborn adds 2 to the AC of both itself and its mount against attacks from that creature until the start of the dragonborn's next turn.
Wyvern Rider (light)
Medium humanoid (dragonborn), lawful neutral
- Armor Class 17 (studded leather)
- Hit Points 71 (7d10 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 18 (+4) 13 (+1) 15 (+2) 10 (+0)
- Skills Animal Handling + 8, Athletics +3, Acrobatics +8, Perception +5
- Damage Resistances acid
- Senses passive Perception 15
- Languages Common, Draconic
- Challenge 1 (200 XP)
Charge. If the dragonborn moves at least 40 feet in a straight line and then hits a creature, while within 30 feet of it, with a ranged weapon attack on the same turn, the target takes an extra 4 (1d8) piercing damage.
Born To The Saddle. The dragonborn has advantage on saving throws made to avoid falling off their mount. If they fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs them only 5 feet of movement, rather than half their speed.
Lifeline. The dragonborn is secured to their wyvern with a 15-foot rope. The rope has an AC of 20, immunity to bludgeoning damage and 1 HP. The dragonborn can unlink themselves from the lifeline with a bonus action and relink as an action, while within 5 feet of their wyvern.
Actions
Multiattack. The dragonborn makes two weapon attacks.
Longbow. Melee Weapon Attack: +8 to hit, range 150ft./600ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Breath Weapon (1/rest) The dragonborn exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Reactions
Warding Maneuver. When a creature the dragonborn can see targets the dragonborn or its mount with an attack, the dragonborn adds 2 to the AC of both itself and its mount against attacks from that creature until the start of the dragonborn's next turn.
Kazaruk
Large humanoid (dragonborn), neutral evil
- Armor Class 18 (plate)
- Hit Points 230 (20d8 + 140)
- Speed 30 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 11 (+0) 12 (+1) 17 (+3)
- Saving Throws Str +15, Con +14, Wis +8
- Skills Athletics +15, Intimidation +10, Perception +8, Stealth +9
- Damage Immunities fire, bludgeoning, piercing and slashing from nonmagical weapons
- Damage Resistances cold, necrotic
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 22 (41,000 XP)
Aura of Conquest. The dragonborn exudes an aura of menace in a 30-foot radius. If a creature is frightened of the dragonborn, its speed is reduced to 0 while in the aura, and that creature takes 10 psychic damage if it starts its turn there.
Aura of Harming. Whenever an enemy within 30 feet of the dragonborn makes a saving throw, the dragonborn's Charisma modifier is substracted from the roll.
Conquest Form. The dragonborn can as an action assume the form of an avatar of conquest for 1 hour. While transformed in this way, the dragonborn gains resistance to all damage, whenever the dragonborn takes the Multiattack action it can make another attack and the dragonborn scores critical hits with weapon attacks on a roll of 19 or 20 on the d20.
Fiendish Smite. When the dragonborn hits a creature with a melee weapon attack, it can expend one spell slot to deal additional necrotic or psychic (dragonborn's choice) damage to the target.
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Celestial.
Legendary Resistance (3/Day). When the dragonborn fails a saving throw, it can choose to succeed instead.
Scornful Rebuke. Whenever a creature hits the dragonborn with an attack, that creature takes psychic damage equal to the dragonborn's Charisma modifier.
Spellcasting. The dragonborn is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following paladin spells prepared:
1st level (4 slots): armor of agathys, bane, command, compelled duel, shield of faith, wrathful smite
2nd level (3 slots): branding smite, hold person, magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, blinding smite, dispel magic, elemental weapon, fear
4th level (3 slots): banishment, confusion, dominate beast, staggering smite
5th level (2 slots): banishing smite, cloudkill, destructive wave, dominate person, infernal callingActions
Multiattack. The dragonborn makes two weapon attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 15 (2d6 + 8) piercing damage plus an additional 9 (2d8) psychic damage.
Javelin. Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 7 (2d6) psychic damage.
Breath Weapon (1/rest) The exemplar exhales flames in a 30-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one.
Kazaruk
Kazaruk is the exarch of the evil dragon deity Tiamat. He is arrogant and boastful, greedy, capricious and wholly malicious.
Perversion of Draconic Ideals.
As dragonborn tend to extremes Kazaruk is the perverse epitome of one such extreme. Standing well over 11 feet tall, with an orange glow perpetually issuing forth from between his scarlet scales and his draconic horns long and crooked, Kazaruk looks every bit as intimidating and dangerous as he actually is.
It is for good reason, that he is the exarch of the Evil Queen of Dragons, since his might alone approaches that of an ancient dragon. However Kazaruk never fights alone: He challenged an Ancient Red Dragon, Grydrad, the Red Tyrant, to single combat and managed to subdue the beast, binding it to himself as his faithful mount, earning him the moniker Tyrant of Tyrants.
Kuyutha
Large humanoid (dragonborn), lawful good
- Armor Class 20 (plate, shield)
- Hit Points 345 (30d8 + 90)
- Speed 30 ft.
STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 24 (+7) 12 (+1) 14 (+2) 17 (+3)
- Saving Throws Str +14, Con +13, Wis +7
- Skills Athletics +14, Intimidation +9, Perception +7, Stealth +8
- Damage Immunities cold, bludgeoning, piercing and slashing from nonmagical weapons
- Damage Resistances fire, radiant
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
- Languages Common, Draconic
- Challenge 21 (33,000 XP)
Aura of Clarity. The dragonborn exudes an aura of safety and clarity in a 30-foot radius. The dragonborn and allies within the aura are immune to being charmed or frightened. If a charmed or frightened ally enters the aura, the effects are suppressed while that ally is within the aura.
Aura of Protection. Whenever the dragonborn or one of its allies within 30 feet of it makes a saving throw, it gains a bonus to the saving throw, equal to the dragonborn's Charisma modifier.
Divine Smite. When the dragonborn hits a creature with a melee weapon attack, it can expend one spell slot to deal additional radiant damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a Fiend or Undead.
Holy Form. The dragonborn can as an action assume the form of an avatar of divinity for 1 hour. While transformed in this way, the dragonborn sheds bright light in a 30 foot radius and dim light 30 feet beyond that, whenever the dragonborn takes the Multiattack action it can make another attack and whenever an enemy starts its turn in the bright light, it takes 10 radiant damage.
Legendary Resistance (3/Day). When the dragonborn fails a saving throw, it can choose to succeed instead.
Purity of Spirit. The dragonborn is always under the effects of the protection from evil and good spell.
Spellcasting. The dragonborn is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It has the following paladin spells prepared:
1st level (4 slots): compelled duel, cure wounds, protection from evil and good, sanctuary, shield of faith, thunderous smite
2nd level (3 slots): aid, branding smite, magic weapon, spiritual weapon
3rd level (3 slots): aura of vitality, blinding smite, dispel magic, elemental weapon, remove curse
4th level (3 slots): aura of life, banishment, death ward, staggering smite
5th level (2 slots): banishing smite, dawn, destructive wave, hold monster, holy weaponActions
Multiattack. The dragonborn makes two weapon attacks.
Longsword. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 12 (1d8 + 8) piercing damage plus an additional 9 (2d8) radiant damage.
Javelin. Ranged Weapon Attack: +15 to hit, range 30/120 ft., one target. Hit: 11 (1d6 + 8) piercing damage plus 7 (2d6) radiant damage.
Breath Weapon (1/rest) The exemplar exhales cold in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 70 (20d6) cold damage on a failed save, or half as much damage on a successful one.
Kuyutha
Kuyutha is the exarch of the good dragon deity Bahamut. He is just and benevolent, generous, reliable and devoted to his fight against evil.
Paragon of Draconic Ideals.
As dragonborn tend to extremes Kuyutha is the exemplary epitome of one such extreme. Standing well over 11 feet tall, with shimmering silver scales and a majestic frill on top of his head, Kuyutha truly looks like the last and greatest paladin of the old dragonborn empire Arkhosia. After the fall of the empire he had made it his life's mission to gather and protect the scattered dragonborn clans and for his tireless efforts the Platinum Dragon rewarded him with a spark of divinity.
Kuyutha now seeks champions of justice, worthy of an invitation to the Platinum Dragon's domain on Mount Celestia and takes the vilest of dragonborn villains to face their judgements before Bahamut. Kuyutha is usually accompanied by one of the seven gold dragons, that serve the Platinum Dragon, earning him the moniker Knight in Silver and Gold. Kazaruk and Kuyutha are two sides of the same coin, reflecting the enmity between the Queen of Evil Dragons and the Platinum Dragon. Where Kazaruk seeks to undermine and cripple his opponents, Kuyutha seeks to help and enforce his allies, where Kazaruk uses infernal powers, Kuyutha uses divine powers and where Kazaruk tries to burn away the good in this world, Kuyutha attempts to freeze the evil at its root. Both embody polar opposites of what a dragonborn can become over centuries, if not millenia of service to one of the dragon gods.
Dragon Templates
Devilforged Wyrms
Only a true dragon can be turned into a devilforged wyrm, and only if it is drawn to the Nine Hells and kept in imprisonment by devils there for several years. When a dragon is turned into a devilforged wyrm, it retains its statistics except as described below. The devilforged wyrm might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
Damage Resistances. The dragon has resistance to cold and bludgeoning, piercing, and slashing from nonmagical weapons, that aren't silvered.
Damage Immunities. The dragon has immunities to fire and poison.
Condition Immunities. The dragon has immunity to the poisoned condition.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dragon's weapon attacks are magical.
Armor. Armor plates are cruelly nailed into the dragon's hide, increasing its AC by 2.
Berserk. Whenever the dragon starts its turn with half its maximum hit points or fewer, roll a d6. On a 6, the dragon goes berserk. On each of its turns while berserk, the dragon attacks the nearest creature it can see. If no creature is near enough to move to and attack, the dragon attacks an object, with preference for an object smaller than itself. Once the dragon goes berserk, it continues, to do so until it is destroyed or regains all its hit points. The dragon's master, if within 60 feet of the berserk dragon, can try to calm it by speaking firmly and persuasively. The dragon must be able to hear its master, who must take an action to make a DC 15 Charisma (Persuasion or Intimidation) check. If the check succeeds, the dragon ceases being berserk. If it takes damage while still at half its hit point maximum or lower, the dragon might go berserk again.
Reckless Attack. At the start of its turn, the dragon can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Devils. The dragon is accompanied by 1d10 imps (or other devils, at the DM's discretion), that can give it a spur of pain, dealing 1d10 damage and causing the dragon to immediately make a claw attack against one creature within 5 feet of it.
New Action: Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Credit: WotC: 4th Edition Draconomicon I: Chromatics
Mirage Dragon
Only a true dragon can transform into a mirage dragon, and only if it is born in the Feywild or remains there for several years. A dracolich can't be turned into a mirage dragon, since it loses its draconic nature when it becomes undead. When a dragon becomes a mirage dragon, it retains its statistics except as described below. The mirage dragon might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
Damage Resistances. The dragon has resistance to bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities. The dragon has immunity to the charmed condition and magic can't put it to sleep.
Skill Proficiency: Deception, Insight. The dragon's proficiency bonus is doubled for its Charisma (Deception) and Wisdom (Insight) checks.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Fey Step (Recharge 4-6). As a bonus action, the dragon can teleport up to 30 feet to an unoccupied space it can see.
New Action: Mirage. The dragon creates mirages in a 60-foot radius centered on itself, making that area heavily obscured. A creature can see through the mirages by succeeding on an Intelligence (Investigation) check. The save DC for this check equals 8 + the dragon's proficiency bonus + its Wisdom modifier.
New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to psychic.
New Action: Phantom Breath. Any damage-dealing breath weapon possessed by the dragon deals psychic damage instead of its original damage type.
Draconic Zombie
Any a dragon can transform into a draconic zombie, if its corpse is reanimated by a powerful necromancer. A dracolich can't be turned into a draconic zombie, since it loses its draconic nature when it becomes undead. When a necromancer tries to animate a killed dracolich, it instead returns to unlife as a dracolich, with a number of hit points equal to half its hit point maximum. When a dragon becomes a draconic zombie, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The draconic zombie might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
Type. The draconic zombie's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.
Speed. The draconic zombie's speed is reduced by 10 ft.
Damage Resistances. The draconic zombie has resistance to necrotic damage.
Damage Immunities. The draconic zombie has immunity to poison. It aiso retains any immunities it had prior to becoming a draconic zombie.
Condition Immunities. The draconic zombie can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.
Undead Fortitude. If damage reduces the draconic zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the draconic zombie drops to 1 hit point instead.
New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic.
New Action: Death Breath. Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type.
Skeletal Dragon
Any a dragon can transform into a skeletal dragon, if its corpse is reanimated by a powerful necromancer. A dracolich can't be turned into a skeletal dragon, since it loses its draconic nature when it becomes undead. When a necromancer tries to animate a killed dracolich, it instead returns to unlife as a dracolich, with a number of hit points equal to half its hit point maximum. When a dragon becomes a skeletal dragon, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The draconic zombie might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
Type. The skeletal dragon's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.
Damage Vulnerabilities. The skeletal dragon has vulnerability to bludgeoning damage.
Damage Resistances. The skeletal dragon has resistance to necrotic and slashing damage.
Damage Immunities. The skeletal dragon has immunity to poison. It aiso retains any immunities it had prior to becoming a draconic zombie.
Condition Immunities. The skeletal dragon can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.
Limited Magic Immunity. The skeletal dragon is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects.
New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, it instead only deals piercing damage with this attack.
New Action: Bone-Shard Breath. Any damage-dealing breath weapon possessed by the dragon deals slashing damage instead of its original damage type.
Dragons
Reworked
HerpDerp1909
I started this project partly because I was disappointed with how boring vanilla 5e dragons' mechanics were, compared to their 4e and 3.5e counterparts and partly because Matt Colville's video about using 4e mechanics to make 5e combat more fun inspired me to seek more interesting options in earlier editions to spice up 5e dragons.
Most changes I made to the already existing statblocks should not influence their challenge rating too much, but be aware, that many of the sustained effects like the red dragon's Immolation ability could end up dealing more damage to the party than is reflected in its Challenge rating.
If you want to use one of these dragons as a full-on boss encounter I suggest using the Paragon Monster Rules thought up by the AngryGM and transcribed into the homebrewery by u/FallenWyvern.
Thanks
I want to thank everyone who inspired me to make this project and everyone who helped and encouraged me along the way.
This was made with GMBinder. Thanks for creating this amazing interface to streamline homebrew creation.
Thanks to u/AeronDrake for the Monster Manual style in the homebrewery. Definitely check them out, they have some great homebrew content as well as more designs for the Homebrewery and GMBinder.
And finally, thank you for reading and may the dice roll ever in your favor.