Adamantine Dragons
Image Source: Dragon Magazine #321, "Adamantine Dragons is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC."
Ancient Adamantine Dragon
Gargantuan dragon, neutral good or 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) 10 (+0) 29 (+9) 21 (+5) 24 (+7) 21 (+5)
- Saving Throws Dex +9, Con +18, Wis +16, Cha +14
- Skills Athletics +19, Medicine +16, Perception +25, Stealth +9
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 35
- Languages Celestial, Draconic, Gnomish
- Challenge 29 (135,000 XP)
Brute. Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).
Adamantine Weapons. The dragon's weapon attacks are adamantine.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:
3/day each: banishment, dimension door, dispel evil and good, mirror image
1/day each: power word stun, reverse gravityLegendary 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: +19 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 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 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.
White Flame Breath. The dragon exhales a brilliant white beam of fire in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores damage resistance and treats damage immunity as damage resistance.
Time Stop Breath. The dragon alters time in a 90-foot cone. Each creature in that area must succeed on a DC 26 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A 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.Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Adamantine Dragon
Huge dragon, neutral good or 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) 10 (+0) 25 (+7) 18 (+4) 21 (+5) 18 (+4)
- Saving Throws Dex +7, Con +14, Wis +12, Cha +11
- Skills Athletics +15, Medicine +12, Perception +19, Stealth +7
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
- Languages Celestial, Draconic, Gnomish
- Challenge 22 (41,000 XP)
Brute. Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).
Adamantine Weapons. The dragon's weapon attacks are adamantine.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
3/day each: banishment, dimension door, dispel evil and good, mirror imageLegendary 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 10 ft., one target. Hit: 24 (3d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 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 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.
White Flame Breath. The dragon exhales a brilliant white beam of fire in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. This damage ignores damage resistance and treats damage immunity as damage resistance.
Time Stop Breath. The dragon alters time in a 60-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A 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.Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (3d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Adamantine Dragon
Large dragon, neutral good or lawful good
- Armor Class 18 (natural armor)
- Hit Points 178 (17d10 + 85)
- Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 16 (+3) 18 (+4) 16 (+3)
- Saving Throws Dex +4, Con +9, Wis +8, Cha +7
- Skills Athletics +10, Medicine +8, Perception +12, Stealth +4
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 22
- Languages Celestial, Draconic, Gnomish
- Challenge 11 (7,200 XP)
Brute. Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).
Adamantine Weapons. The dragon's weapon attacks are adamantine.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
3/day each: dimension door, mirror imageActions
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: 22 (3d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
White Flame Breath. The dragon exhales a brilliant white beam of fire in a 40-foot line that is 5 feet wide. 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.
Time Stop Breath. The dragon alters time in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adamantine Dragon Wyrmling
Medium dragon, neutral good or lawful good
- Armor Class 17 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Dex +2, Con +5, Wis +5, Cha +4
- Skills Athletics +6, Medicine +5, Perception +7, Stealth +2
- Damage Immunities fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
- Languages Celestial, Draconic, Gnomish
- Challenge 4 (1,100 XP)
Brute. Melee attacks deal one extra die of its damage when the dragon hits with it (included in the attack).
Adamantine Weapons. The dragon's weapon attacks are adamantine.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
3/day each: mirror imageActions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
White Flame Breath. The dragon exhales a brilliant white beam of fire in a 20-foot line that is 5 feet wide. 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.
Time Stop Breath. The dragon alters time in a 15-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be paralyzed for 1 minute. While paralyzed in this way, the creature is unable to perceive the passing of time. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adamantine Dragons
Bright and noble guardians of Bytopia, one of the most majestic and kind species of dragons to walk the planes. They ceaselessly search for foes to strike back and kind hearted souls to nurture on their home world, never daring to step so much as a claw into another plane as they prefer to be eternally vigilant in protecting Bytopia. Most regard them as ultimate examples of goodness and righteous law as they never fail to help someone in need.
An Adamantine dragon's body is small in comparison to the mighty natural weapons they were gifted with. The dragon'c claws, teeth, and tail all shimmer with an adamantine sheen that reflects their true durability. Its smooth hide gleams like a silvery metal covered in precious diamond dust. Sweeping horns fan back from the dragon's snout, forming a radiant, crownlike crest. An almost divine flame burns bright at the center of all Adamantine dragons and its heat can be felt from its warm metallic scales.
One does not normally get the opportunity to see one hatch but many say that they start off darker in coloration and over time get their more iconic silver sheen.
Benevolent but Wary. An Adamantine dragon is not a fool for being a soft hearted protector. They show extreme caution to any foreign body that arrives in its domain and slowly examines them to determine if they are allowed to continue wandering the bountiful Bytopia or if they should be eradicated on the spot. If they find no reason to have continued suspicion, one might find themselves in comfortable company in a lengthy but friendly chat. Sometimes it might even share gifts if seen to be truly worthy though they avoid doing it too often as it might inspire thieves to take advantage of their courtesy.
Inspirational and Ceaseless. It is rare to find an Adamantine dragon in complete isolation as they prefer to have nearby company whenever they can. Either to inspire other souls to take the duty of protection or merely as more companions to converse with on the regular, gnomes being a particular favorite of theirs. If there is any perceivable threat even remotely within their domain, they go out and hunt them down with swift and brutal justice. Few are ever able to escape the righteous fury of such a determined dragon
Comfortable Living Spaces. While most dragons collect hoards simply because they believe themselves worthy of such refined goods, Adamantine dragons are less worried about such matters. Oftentimes nearby settlers of Bytopia graciously build magnificant structures for the dragons who pay for their deeds with unending protection of the growing settlements. Trophies of defeated foes and stories or artistic depictions of well fought triumphs of good over evil adorn their halls as wonderful reminders.
An Adamantine Dragon's Lair
The stench of evil is quickly snuffed when one enters their domain, even the most vile of demons would not attempt to step into such a holy ground. Life grows more abundantly under the watchful care of the dragon and animals become large and plump. Many who live in such areas receive good fortunes as the divine flames from the dragon purge the area of malevolent forces.
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 spot of dirt within 120 feet of the dragon grows earthen tendrils from the ground that work to halt the movement of escaping quarries. Any creature within 20 feet of the spot must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet and knocked prone.
- A divine, white flame falls from the sky to burn away evil in a 20-foot-radius sphere centered on a point within 120 of the dragon. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. Fiends and undead make this saving throw with disadvantage.
- Time is altered for all creatures in a 15-foot-radius sphere centered on a point within 60 feet of the dragon. Each creature in that area must succeed on a DC 15 Wisdom saving throw or be affected as if by a slow spell until initiative count 20 on the next round.
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:
- Animals and vegetation grow twice as fast within 6 miles of the lair.
- All nonmagical flames within 6 miles of the lair ignore resistance to fire damage.
- Spots of slowed time within 1 mile of the lair can freeze creatures in place. The first creature to enter a spot must succeed a DC 15 Wisdom save or be paralyzed for 1 minute, completely unaware of the movement of time around it until the effect wears off.