Tome of Forgotten Dragons

by TipperO1

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Tome of Forgotten Dragons

Checklist ✅ (Total: 211)

Arcane Dragons 2

  • Hex Dragon
  • Tome Dragon

Catastrophic Dragons #424-425 7

  • Avalanche Dragon
  • Blizzard Dragon
  • Earthquake Dragon
  • Tornado Dragon
  • Typhoon Dragon
  • Volcanic Dragon
  • Wildfire Dragon

Chromatic Dragons 6

  • Brown Dragon
  • Grey Dragon
  • Orange Dragon
  • Purple Dragon
  • Rainbow Dragon #146
  • Yellow Dragon

Dragonets 11

  • Amphitere # 248
  • Common Dragonet #158
  • Crow's-Nest Dragon
  • Dragonet #248
  • Draken #146
  • Firedrake
  • Geyser Dragon
  • Ice Lizard
  • Minidragon #146
  • Mole Dragon
  • Pavilion Dragon

Psychosis Dragons #313 5

  • Nameless Dragon
  • Ravening Dragon
  • Riddled Dragon
  • Spellhoarding Dragon
  • Wandering Dragon

Drakes 22

  • Air Drake
  • Ambush Drake
  • Barathura (Spitting Drake) #284
  • Crested Felldrake #285
  • Crystal Drake #146
  • Demon Drake #146
  • Earth Drake
  • Ermalkankari (Stone Drake) #284
  • Faerie Drake #146
  • Felldrake
  • Fire Drake
  • Ice Drake
  • Magma Drake
  • Mardallond (Mead Drake) #284
  • Ooze Drake
  • Rage Drake
  • Shadow Drake #146
  • Smoke Drake
  • Trilligarg (Chameleon Drake) #284
  • Vallochar (Web Drake) #284
  • Water Drake
  • Wyvern Drake #170

Epic Dragons 5

  • Force Dragon
  • Glacierdark
  • Gravewyrm
  • Prismatic Dragon
  • Time Dragon

Ferrous Dragons 6

  • Chromium Dragon
  • Cobalt Dragon
  • Iron Dragon
  • Nickel Dragon
  • Steel Dragon
  • Tungsten Dragon

Lung Dragons 8

  • Yu Lung (Carp Dragon)
  • Li Lung (Earth Dragon)
  • Lung Wang (Sea Dragon)
  • Shen Lung (Spirit Dragon)
  • Pan Lung (Coiled Dragon)
  • T'ien Lung (Celestial Dragon)
  • Chiang Lung (River Dragon)
  • Tun Mi Lung (Typhoon Dragon)

Landwyrms 9

  • Desert Landwyrm
  • Forest Landwyrm
  • Hill Landwyrm
  • Jungle Landwyrm
  • Mountain Landwyrm
  • Plains Landwyrm
  • Swamp Landwyrm
  • Tundra Landwyrm
  • Underdark Landwyrm

Lesser Dragonkin 20

  • Cyroserpent #44
  • Dracimera
  • Dracohydra
  • Dracolisk
  • Draconians
  • Dracosphinx
  • Dracotaur
  • Dragonnel
  • Fire Dragon #246
  • Gargouille #248
  • Great Wyrms
  • Hai Riyo #248
  • Krolli
  • Lesser Cetus #248
  • Mantidrake
  • Pleuda #248
  • Sirrush #248
  • Ssvaklor
  • Vishap
  • Ukuyatangi (Jungle Hydra) #31

Linnorm 10

  • Corpse Tearer Linnorm
  • Dread Linnorm
  • Flame Linnorm
  • Forest Linnorm
  • Frost Linnorm
  • Gray Linnorm
  • Land Linnorm
  • Midgard Linnorm
  • Rain Linnorm
  • Sea Linnorm

Metallic Dragons 6

  • Adamantine Dragon
  • Cobalt Dragon
  • Electrum Dragon #74
  • Mercury Dragon
  • Mithral Dragon
  • Orium Dragon

Miscellaneous 32

  • Air Dragon
  • Albino Wyrms #227
  • Aquatic Dragon #134
  • Beljuril Dragon # 265
  • Brainstealer Dragon
  • Cerilian Dragon
  • Cloud Dragon
  • Cobra Dragon #146
  • Coin Dragon #Annual 5 - pg48
  • Deep Dragon
  • Dzalmus
  • Fang Dragon
  • Greyhawk Dragon #339
  • Hawkdragon #101
  • Hoarder Dragon
  • Incarnum Dragon
  • Jabberwock #54
  • Mist Dragon
  • Moon Dragon
  • Night Dragon #74
  • Paper Dragon
  • Phase Dragon
  • Pink Dragon
  • Rattelyr Dragon
  • Sand Dragon (Wyrm?)
  • Scintling Dragon #74
  • Sea Dragon #2
  • Song Dragon
  • Stellar Dragon
  • Stone Dragon #134
  • Sun Dragon
  • Sunwyrm

Planar Dragons 29

  • Adamantite Dragon
  • Arboreal Dragon
  • Astral Dragon
  • Axial Dragon
  • Battle Dragon
  • Beast Dragon
  • Blazewyrms
  • Blight Dragon
  • Chaos Dragon
  • Chole Dragon
  • Concordant Dragon
  • Deathmask Dragon
  • Dragon Eels
  • Ectoplasmic Dragon
  • Elysian Dragon
  • Ethereal Dragon
  • Frostforged Wyrms
  • Gloom Dragon
  • Hellfire Wyrm
  • Howling Dragon
  • Mirage Dragon
  • Oceanus Dragon
  • Pact Dragon
  • Pyroclastic Dragon
  • Radiant Dragon
  • Styx Dragon
  • Taterian Dragon
  • Tempest Dragon
  • Wretch Dragon

True Gem Dragons 6

  • Amethyst Dragon
  • Crystal Dragon
  • Emerald Dragon
  • Obsidian Dragon
  • Sapphire Dragon
  • Topaz Dragon

Lesser Gem Dragons 5

  • Amber Dragon
  • Jacinth Dragon
  • Jade Dragon
  • Moonstone Dragon
  • Pearl Dragon

Undead Dragons #234 10

  • Ghast Dragon
  • Ghost Dragon
  • Ghoul Dragon
  • Mummy Dragon
  • Skeleton Dragon
  • Spectre Dragon
  • Vampire Dragon
  • Wight Dragon
  • Wrath Dragon
  • Zombie Dragon

Wurms #296 12

  • Cave Wurm
  • Forest Wurm
  • Grassland Wurm
  • Hill Wurm
  • Lava Wurm
  • Mountain Wurm
  • River Wurm
  • Sand Wurm
  • Sea Wurm
  • Storm Wurm
  • Swamp Wurm
  • Tundra Wurm

Contents

Special Qualities

check for description and write them down later. make rules for mix and matching them. list source next to name.

  • Alternate Form - Arcane, Dragon #343
  • Graceful Flight - Arcane, Dragon #343
  • Physical Frailty - Arcane, Dragon #343

Chapter 3: Bestiary

 

 

This bestiary contains the meat of the book and provides the lore and game statistics for more than two hundred dragons and lesser dragonkin all of which have been previously published for D&D by either Wizards or TSR with many tracing their lineage back to the Dragon Magazines. Among these dragons and dragonkin include the Rainbow Dragon, Planar Dragons, the Cryoserpent, Epic Dragons, and a plethora of drakes. Also included in this bestiary is a new variant for Tiamat that has not appeared in any previous publication.

Many of these Dragons, especially the true dragons, are ideal for use near the end of campaigns. For instance, Epic dragons are dragons that surpass a challenge rating of 30 and become vastly more powerful than gods themselves. Other dragons, such as Pink and Paper dragons, are ideal for use in the mid parts of campaigns and can be used to throw a wrench in the players plans or cause a little extra bit of chaos and fun when you feel it is needed. Still other dragonkin, namely Drakes and Dragonets are ideal for use in earlier stages of the campaign and make for interesting encounters and easy boss fights.

Speaking of Drakes, you'll find their ranks have swelled with a new addition of 22 new Drakes that have been published throughout the previous editions.

Entire new ranks of dragons have also been updated into fifth edition. Including the neutral aligned Gem dragons the eastern themed Lung dragons, or the norse themed Linnorm.

Or, if you're interested in exploring the vast number of planes throughout the universe, you'll be excited to find a new list of Planar dragons, with at least one for each plane.

This chapter is an addition to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction of the Monster Manual before proceeding further. It explains stat block terminology and gives rules for various monster traits- information that isn't repeated here.

As with the monsters in the Monster Manual, I've tried to capture the essence of each creature and focus on those traits that make it unique or that encourage DMs to use it. You can do what you will with these monsters and change their lore to suit your game. Nothing I say here is meant to curtail your creativity.

The dragons in this bestiary are organized alphabetically. All of them are grouped under a banner heading, which is also organized alphabetically; for example, the Arcane Dragon section contains stat blocks for Arcane Dragons, which are presented alphabetically within that section. After Arcane Dragons come Catastrophic Dragons, which are also organized alphabetically.

Following this chapter is an appendix that contains lists of the dragons arranged by type, challenge rating, and environment. DMs can use these lists, in conjunction with similar information in the Dungeon Master's Guide and other sources, to choose monsters for a particular adventure or campaign.

I do not own any of these pictures nor the dragons listed within. All of the pictures have either been published by TSR, Wizards, or a third party. All of the dragons, excluding the new Tiamat variant, have been previously published by Wizards or TSR. Please don't sue me, I am a college student and have no money to take.

In olden times, and indeed in more modern studies published by the likes of Mordenkainen, Volothamp Goddarm, and the Wizards on the Coast, true dragons are said to be ancient winged reptiles of terrible power who hoard treasure and have powerful breath weapons. I, Astrea the Dracomancer, am here to prove the exact opposite of this description of dragons.

Indeed, it is commonly stated that there are two broad categories in which dragons fall into: Chromatic and Metallic. It is often stated that Chromatic Dragons are inherently evil and greedy while Metallic Dragons are noble and good. This could not be further from the truth. In my travels I have discovered 15 categories of dragons not including Chromatic and Metallic dragons.

It is often thought true dragons covet and hoard wealth. This is for the most part true. But each dragon has a different opinion on what they consider to be true wealth. As a result each horde varies widely from the other. I have seen dragons horde property, magic scrolls, spices, couples in love, bones, books, and slaves. Despite this variety, all dragons also covet coins and jewels to some extent and are bound to have at least a small pile of them somewhere in their lair.

The status of how many stages of life a dragon goes through has also historically been up for debate. Many scholars from years gone by used to claim that dragons had twelve distinct stages of life. But, after several decades of research I have determined that most true dragons only have four distinct stages of their lives. These stages are Wyrmling, Young, Adult, and Ancient. The Wizards on the Coast cover these ages well in their Manual of Monsters.

Arcane Dragons

Sages have long hypothesized a link between the magic of dragons and the development of spellcasting. They point to the obvious ease with which dragons learn even the most obscure magic, and the close link between draconic blood and sorcerous ability. The dragons, for their part, remain notoriously cryptic and tight lipped with the shorter-lived races. Why spoil a perfectly good legend about your own magical power?

Some have found it strange, however, that the supposed creators of arcane magic, the first teachers of mystical lore are only initiates at its use. Only the most powerful metallic dragons, the golds and the silvers, can, in thousands of years of life, approach the spells some humanoids learn in less than a century. Compared to the power of the dragons' fangs, claws, and terrible breath weapons, draconic magic seems like little more than dabbling.

The truth of the matter reinforces a lesson adventurers have learned and relearned countless times through the ages: do not underestimate dragons. Ever.

The bulk of dragonknind follows a physical route to power: their minds are quick and their spells mighty, but nowhere near as potent as their natural attacks and deadly breath. A few breeds, however, emphasize the power of the mind instead. These Arcane dragons humble an elven sorcerer as easily as a red or bronze dragon might bring down a human knight. Cloaked in even greater mystery than the other dragon breeds, arcane dragons are rarely seen, but their influence on the magical world is great.

Arcane Dragons in Combat

Arcane dragons prefer magical combat to physical, as their minds are strong, but their bodies are comparatively weak. Even the youngest approach genius intelligence, so they make good use of their strengths (spells and maneuverability) and never fail to take advantage of the surrounding terrain in combat. Most arcane dragons prefer to weaken their foes with numerous spells and their breath weapon to even the field before engaging in any sort of melee combat.

Arcane dragons possess all the standard true dragon traits, plus they gain the following special qualities:

  • Alternate Form
  • Graceful Flight
  • Physical Frailty

Arcane Dragon Spellcasting

Arcane Dragons are the only dragons that specialize in spellcasting. As a result both breeds are intimately connected with the weave and are born with the knowledge of entire spell lists. However, they must wait until they grow older to access many of the more powerful spells that they know. Each arcane dragon knows two spell lists from birth that are determined by what breed they are. They can of course learn new spell lists with time and study, both of which are easy for arcane dragons to come by. Hex dragons know the entire Warlock and Wizard spell lists from birth and Tome dragons know the entire Cleric and Wizard spell lists from birth. Arcane Dragons do not need Somatic or Material components to cast spells instead they cast spells with just the Verbal components.

Hex Dragon

The dragon's scales ripple with eldritch might, with faint glowing runes pulsing in time. Deep purple in color, the dragon's horns corkscrew above a pair of cunning emerald eyes.

Hex dragons are cruel manipulators infamous for their love of corruption, betrayal, and decay. Many conspire with undead creatures, either as allies or overlords. From the depths of caverns, dark forests, and fetid swamps they spin webs of deception and temptation, luring the unsuspecting with promises of magical lore and power. Few of their pawns survive such encounters and fewer still ever suspect a dragon was behind their dark bargains.

Hex dragons have long, segmented bodies and a multitude of small but needle-sharp teeth. A pair of emerald eyes stare out from sunken pits in their heads, with corkscrewing horns rising from their crown. When young, their bodies are pail and fleshy like maggots, but as they age their skin darkens and their rolls of fat give way to muscle, until by adulthood they are lean and strong. Shortly after hatching, hex dragons begin to develop their telling marks, dozens of small runes that appear across their scales. As they age, these runes grow brighter and brighter, burning with an eldritch fire in their later years. Their voices are high-pitched, melodious, and sweet as poisoned honey.

Ritualistic Eaters. Like most true dragons, hex dragons can eat almost anything. when given a choice however, they are quite picky - even ritualistic - about their food, some going so far as to only eat specific organs from specific creatures during specific phases of the moon.

Hags of Dragonkind. Due to their innate magical ability, love of corruption and grotesque things, and their evil nature, hex dragons are often considered by other dragons to be the equivalent of hags in the dragon world. Indeed, this is not far from the truth. Hex dragons will often associate with hag covens and work towards mutual goals together. In exchange for their assistance, whether it be arcane knowledge, raising large amounts of undead, or other similar sinister activities, covens will often gift the dragons with weird magic items or servitude.

Death Curses. Hex Dragons always get the last laugh in a fight, even if the fight results in their demise. If someone is foolish enough to slay a hex dragon, the dragon reflexively unleashes one final curse upon all nearby parties. This curse grows more powerful as they age progressing from simply making the victors nauseatingly sick, to completely annihilating all life within a certain radius.

Arcane Hordes. Hex dragons hoard the weird magic items they gain, create, or steal over the years and covet them with great intensity. Potions, evil spellbooks, and rare herbs can also be found in their horde in addition to the regular stash of gold and jewels.

A Hex Dragon's Lair

Younger hex dragons lair in large huts constructed by charmed or otherwise coerced servants far out in the wilderness, lavishly furnished despite their isolated locales and decorated with death imagery. As the dragons age, they either enslave a larger workforce to construct even grander palaces (some eventually growing to resemble small cities in the middle of nowhere) or they find large natural caverns underground and have their slaves carve suitably ostentatious frescos and pilasters into the walls. Either way, hex dragon lairs are hellish places filled with strange odors, smoking vats and braziers, pickled specimen jars, and mummified corpses.

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 dragon rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
  • The dragon calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the dragon can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • The dragon targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.

Regional Effects

The region containing a legendary hex dragon's lair is warped by the dragons magic, which creates one or more of the following effects:

  • Any dead creature buried in the ground within 5 miles of the lair rises up as an undead after 24 hours.
  • Darkness thrives within 5 miles of the lair. Bright or normal light is perceived as dim light and dim light is perceived as darkness. Darkvision does not work in this area.
  • Magic items glow within two miles of the lair, shedding bright light in a 10 foot radius.

If the dragon dies, undead stop rising immediately and the other affects fade over the course of 1d10 days.


Hex Dragon Wyrmling

Small Dragon, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 33 (6d8 + 7)
  • Speed 20 ft., fly 60 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 11 (+0) 10 (+0) 14 (+2) 15 (+2)

  • Saving Throws Int +2, Con +2, Wis +4, Cha +4
  • Skills Perception +4, Arcana +2
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Retributive Curse (Sickness). Upon death, the dragon unleashes a curse. All creatures within a 20 ft. radius take 9 (2d8) poison damage and are poisoned for 1D4 rounds.

Spellcasting. The dragon is a 2nd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (at will): Eldritch Blast, Toll the Dead

1st Level (1 slot): Ray of Sickness

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 6 (1d10 - 1) Damage piercing damage plus 3 (1d6) poison damage.

Poison Breath (Recharge 5-6). The dragon spews poisonous bile in a 20-foot line. Each creature in that area must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.



Young Hex Dragon

Medium Dragon, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 131 (15d8 +48)
  • Speed 30ft., fly 80ft., burrow 30ft.

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 13 (+1) 12 (+1) 16 (+3) 17 (+3)

  • Saving Throws Con +4, Int +5, Wis +7, Cha +7
  • Skills Arcana +5, Deception +5, Perception +7
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
  • Languages Common, Draconic, plus one other language
  • Challenge 9 (5,000 xp)

Retributive Curse (Rot). Upon death, the dragon unleashes a curse. All creatures within a 40 ft. radius take 22 (4d10) necrotic damage.

Spellcasting. The dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (at will): Eldritch Blast, Frostbite, Infestation, Toll the Dead

1st Level (4 slots): Hex, Puppet, Ray of Sickness, Witch Bolt

2nd Level (3 slots): Ray of Enfeeblement, Shatter

3rd Level (3 slots): Animate Dead, Bestow Curse, Summon Undead Spirit

4th Level (3 slots): Banishment, Blight

5th Level (1 slots): Dance Macabre

Actions

Multiattack. The Dragon makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 11 (2d10 +0) piercing damage plus 4 (1d8 poison damage)

Claw. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 7 (2d6 +0) slashing damage.

Poison Breath (Recharge 5-6). The dragon spews poisonous bile in a 35-foot line. Each creature in that area must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.



Adult Hex Dragon

Large Dragon, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 201 (17d12 +90)
  • Speed 30ft., fly 80ft., burrow 30ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 16 (+3) 20 (+5) 21 (+5)

  • Saving Throws Con +8, Int +8, Wis +10, Cha +10
  • Skills Arcana +8, Deception +10, Perception +10, Persuasion +10
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60ft, darkvision 120 ft., passive Perception 20
  • Languages Common, Draconic, plus two other languages
  • Challenge 17 (18,000 xp)

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

Retributive Curse (Blindness). Upon death, the dragon unleashes a curse. All creatures within a 60 ft. radius suffer the effects of the Rot retributive curse. In addition, all creatures within the same radius are permanently blinded as their eyes are magically gouged out. The eyes can only be regenerated through the use of the Regenerate spell or greater magic.

Spellcasting. The dragon is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (At will): Eldritch Blast, Frostbite, Infestation, Toll the Dead

1st Level (4 slots): Hex, Puppet, Ray of Sickness, Witch Bolt

2nd Level (3 slots): Crown of Madness, Darkness, Ray of Enfeeblement, Shatter

3rd Level (3 slots): Animate Dead, Bestow Curse, Summon Undead Spirit

4th Level (3 slots): Banishment, Blight

5th Level (2 slots): Dance Macabre, Negative Energy Flood

6th Level (1 slot): Circle of Death

7th Level (1 slot): Etherealness

8th Level (1 slot): Feeblemind

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: +8 to hit, Reach 5ft., one target. Hit: 14 (2d10 +3) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, Reach 5ft., one target. Hit: 10 (2d10 +3) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, Reach 10ft., one target. Hit: 12 (2d8 +3) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is with in 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.

Poison Breath (Recharge 5-6). the dragon spews poisonous bile in a 65-foot line. Each creature in that area must make a DC 16 Constituiton saving throw, taking 56 (16d6) poison damage on a failed save, or half as much on a successful one.

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.

Cantrip. The dragon casts a cantrip.

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

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 11 (2d6 + 3) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Ancient Hex Dragon

Huge Dragon, Neutral Evil


  • Armor Class 18 (natural armor)
  • Hit Points 375 (21d20 +154)
  • Speed 40ft., fly 80ft., burrow 40ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 21 (+5) 24 (+7) 28 (+9) 29 (+9)

  • Saving Throws Con +13, Int +14, Wis +16, Cha +16
  • Skills Arcana +14, Deception +16, Intimidation +16, Perception +16, Persuasion +16
  • Damage Resistances necrotic
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic, plus three other languages
  • Challenge 26 (90,000 xp)

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

Retributive Curse (Insanity). Upon death, the dragon unleashes a curse. All creatures within an 80 ft. radius suffer the effects of the Blindness and Rot retributive curses. The Rot retributive curse now does 44 (8d10) necrotic damage. In addition to the previous curses, all creatures within the radius also gain one random Indefinite Madness along with the following flaw: "I have deep remorse for taking the life of such a magnificent creature. To atone for my wrongdoings against it, I now struggle to pick up a weapon and use it against any creature."

Spellcasting. The dragon is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24 +15 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (At will): Eldritch Blast, Frostbite, Infestation, Toll the Dead

1st Level (4 slots): Hex, Puppet, Ray of Sickness, Witch Bolt

2nd Level (3 slots): Crown of Madness, Darkness, Ray of Enfeeblement, Shatter

3rd Level (3 slots): Animate Dead, Bestow Curse, Counterspell, Summon Undead Spirit

4th Level (3 slots): Banishment, Blight

5th Level (3 slots): Dance Macabre, Negative Energy Flood

6th Level (1 slot): Circle of Death, Globe of Invulnerability

7th Level (1 slot): Etherealness, Forcecage

8th Level (1 slot): Feeblemind, Power Word Stun

9th Level (1 slot): Psychic Scream

Actions

Multiattack. The 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 10ft., one target. Hit 18 (2d10 +7) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +14 to hit, Reach 5ft., one target. Hit 21 (4d6 +7) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, Reach 10ft., one target. Hit 16 (2d8 +7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is with in 120 feet of the dragon and aware of it must succeed on a DC 19 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.

Poison Breath (Recharge 5-6). the dragon spews poisonous bile in a 95-foot line. Each creature in that area must make a DC 21 Constituiton saving throw, taking 77 (22d6) poison damage on a failed save, or half as much on a successful one.

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.

Cantrip. The dragon casts a cantrip.

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

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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Tome Dragon

With a mane of fine white hair framing its wise face, this dragon's many hued scales reflect light in shimmering patterns. Its long tail ends in a wide fin, not unlike some great fish.

Tome dragons are guardians and gatherers of lore. The greatest of the dragons in terms of sheer spellcasting power, they specialize in transmutation and evocation magic and several are well versed in the schools of divination and abjuration as well. Many spend whole centuries researching such arcane mysteries as planar conjunctions, outsider ecology, fate, destiny, and the flow of time itself. Individually or in small cabals, they search for the source of all magic and develop powers of spellcraft and foresight that rival those of the deities. Extraplanar excursions are frequent, especially for the older tome dragons, and the most ancient are known to move about using astral projections more often than with their physical bodies. Ever sagacious, tome dragons are prone to great arrogance and hubris - possessing intellects to rival the greatest human sages from infancy, most find it inconceivable that they could be lacking in knowledge or judgment.

Tome dragons have disproportionately long tails ending in pointed fins that flick through the air as they corkscrew in flight. Their scales are silver and piscine, with an iridescent sheen like a rainbow salmon's. Their short limbs end in slender digits well suited to fine manipulation (even the largest of tome dragons can turn the pages of a small book without difficulty). Tome dragons have expressive faces wreathed in great manes of silky hair (an oddity among dragonkind), and frills of thin spines jut from their cheeks. Their eyes reflect the colors of the sky: pale blue at birth, turning to azure by youth, then deep purple, and finally a dark midnight blue flecked with silver starlight. Their voices vary but are always full of character: thick accents, raspy coughs, smoky whispers, and booming laughs are all common.

Small Appetites. Tome dragons need very little food to survive, and most eat as little as possible - food is just a distraction, in their eyes, from more worldly pursuits. What they do eat tends to be very plain. Tome dragons do, however, have a soft spot for fine teas, the more exotic the ingredients the better.

Versatile Breath Weapons. A tome dragon's breath weapon is weak (compared to other dragons), but very adaptable. Tome dragons can accurately spit a small bead of raw elemental material great distances, which then explodes in a manner similar to a fireball. While the amount of damage remains the same no matter which element is used, the type of damage varies: a blast of air deals thunder damage, earth deals piercing damage, water deals nonlethal bludgeoning damage, and fire deals fire damage.

Innate Spellcasting. Tome dragons are so adept at spellcasting that they are born with the ability to cast spells right from birth, in addition to the spells they may learn later in life. These spells become more powerful as the dragon ages.

Bookish Hordes. Tome dragons have little desire to possess any item other than books, even coins, precious metals, and shiny jewels hold insignificant value in their eyes. Instead their lairs are likely to be chocked full of tomes, scrolls, manuscripts, and journals. It is almost guaranteed at least one powerful magic book such as a Manual of Golem Creation, or a Tome of Clear Thought will be hidden somewhere within their horde.

A Tome Dragon's Lair

Tome dragons are more social than other dragon species, and many have been known to lair with others of their kind. These cabals almost invariably gather in enormous libraries they build on secluded mountainsides. Such libraries are frequently mistaken for monasteries because of their locations and the minimalist adornments tome dragons prefer.

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 ground within 90 feet of the dragon softens into a doughlike texture. Each creature that starts its turn in that area must succeed on a Strength saving throw of 18 or have its speed reduced to 0 on a failed save, or halved on a successful one as its feet stick to the doughy ground. The ground returns to normal on the next losing initiative tie. The dragon can't use this lair action again until it has used a different one.
  • Gravity changes direction in the dragons lair, or stops working entirely. Roll a d4, on a one gravity reverses and pulls everything towards the ceiling, roof, or sky. On a two gravity shifts towards one of the walls and pulls everything towards them, you choose which one. On a three gravity returns to normal and everything is pulled down to the floor. On a four gravity negates entirely and everything begins to float in the air. When gravity is shifted, creatures can walk on the walls and ceilings as normal, but might take falling damage when gravity shifts. The gravitational changes persist until the dragon uses this action again or perishes. The dragon can't use this lair action again until it has used a different one.
  • The dragon rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.

Regional Effects

The region containing a legendary tome dragon's lair is warped by the dragons magic, which creates one or more of the following effects:

  • Tomes, scrolls, maps, and other forms of written knowledge cannot be destroyed by fire or water if they are within five miles of a tome dragon's lair.
  • Nonmagical fire within two miles of the tome dragon's lair automatically extinguishes after five minutes. Magical fire automatically extinguishes after ten minutes.
  • Creatures with an intelligence score of ten or higher can read and understand any written language within five miles of the tome dragon's lair.

Tome Dragon Wyrmling

Small dragon, Neutral


  • Armor Class 13
  • Hit Points 29 (5d8 + 7)
  • Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 9 (-1) 15 (+2) 13 (+1) 11 (+0)

  • Saving Throws Dex +2, Int +4, Wis +3
  • Skills Arcana +4, History +4, Stealth +2
  • Damage Vulnerabilities fire
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force
  • Senses passive Perception 11
  • Languages Draconic, telepathy 50 feet
  • Challenge Challenge and Xp

Spellcasting. The dragon is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (at will): Friends, Thunderclap

1st Level (1 slot): Magic Missile


Actions

Bite. Melee Weapon Attack: +2, reach 5ft., one target. Hit: 5 (1d10 - 2) Piercing damage plus 3 (1d6) force damage.

Telekinetic Bludgeon (Recharge 5-6). The dragon telekinetically bludgeons up to two creatures within a 10-foot radius of it. Each creature that has been targeted must make a DC 13 Strength saving throw, taking 18 (5d6) force damage on a failed save, or half as much on a successful one. In addition, on a failed save, the creature is knocked over and falls prone.


Young Tome Dragon

Medium dragon, Neutral


  • Armor Class 14
  • Hit Points 106 (13d8 + 46)
  • Speed 30 ft., fly 60ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 18 (+4) 16 (+3) 13 (+1)

  • Saving Throws Dex +4, Int +8, Wis +6
  • Skills Arcana +8, History +8, Stealth +4
  • Damage Vulnerabilities fire
  • Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities force
  • Senses passive Perception 13
  • Languages Common, Draconic, telepathy 100 feet
  • Challenge Challenge and Xp

Spellcasting. The dragon is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks). The dragon has the following spells prepared:

Cantrips (at will): Acid Splash, Friends, Ray of Frost, Thunderclap

1st Level (5 slots): Catapult, Chaos Bolt, Color Spray, Magic Missile

2nd Level (4 slots): Heat Metal, Pyrotechnics, Spike Growth

3rd Level (3 slots): Call Lightning, Erupting Earth, Enemies Abound

4th Level (3 slots): Polymorph, Vitriolic Sphere

5th Level (1 slot): Wall of Force


Actions

Multiattack. The Dragon makes two attacks, one with its bite and one with its claws.

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

Claws. Melee Weapon Attack: +2, reach 5ft., one target. Hit: 6 (2d6 - 1) Slashing damage.

Telekinetic Bludgeon (Recharge 5-6). The dragon telekinetically bludgeons up to three creatures within a 20-foot radius of it. Each creature that has been targeted must make a DC 15 Strength saving throw, taking 45 (13d6) force damage on a failed save, or half as much on a successful one. In addition, on a failed save, the creature is knocked over and falls prone.



Monster Name

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit Damage Damage Type damage

General Ability Description. General Attack Description

 

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