Dragons Revisited

by Olaeus

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Dragons Revisited
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Foreword

Dragons, huh? Despite stiff competition, dragons are the quintessential monster types in DUNGEONS & DRAGONS. Not a major spoiler, when you think about it. Let me start by saying I love 5th edition DUNGEONS & DRAGONS. It's elegant, simple, fluid; and it's responsible for bringing the game to the mainstream in a way no earlier edition even came close to.

That said, in its almost compulsive desire for simplicity, some variety and much nuance has been sacrificed on this altar of assuming even basic arithmetic is beyond most. Aspects of some rules are impacted by this, but monsters also suffer from this oversimplification. In earlier editions, monsters seemed to have far more variety in their toolbox, with a greater share of unique traits and a wider array of goodies.

The MONSTER MANUAL is a fine book, as a compendium of monsters goes. It's got most fundamental bases covered, its art is lush and the page count is impressive. However, criticism has been levelled at its cookie cutter feel; some of the more exciting traits of entire monster types (e.g. demons, undead, dragons) have either been diluted or removed entirely. After a while, this can leave a bland taste, lacking in flavour and devoid of player motivation for tactical play. At worst, the output is that combat can feel like a war of attrition against sacks of hit points with Multiattack.

In my view, no monster subgroup suffers more so than dragons themselves. I hope to set about rectifying what I consider to be the most egregious examples of this, presenting the rationale for change, along with my suggestions for improvement.

Note that for the purposes of this document, I am firstly only considering true dragons to be in scope; secondly, given much of what follows is combat-focused (what some call the 'crunch'), I am going to focus on just chromatic dragons, at least for now.

Dragon Varieties

Dragons are categorised by age groups, with the youngest presenting the least challenge to characters and the oldest, the most challenge. Fifth edition has done away with some age groupings, leaving just:

  • Wyrmling
  • Young
  • Adult
  • Ancient

This pared-back offering just about ticks the boxes --- but if your game system really is the world's greatest roleplaying game, just about ticking the boxes isn't good enough. Moreover, there's a fairly hefty gap between dragons with this lean platter, especially at the lower levels of play --- where we're assured the majority of play takes place. We're adding a few restored options back into the mix:

  • Juvenile
  • Young Adult
  • Mature Adult

Additionally, DUNGEONS & DRAGONS 5E has also erased the Colossal size category from all creature types.

This is perhaps less of an issue, given how few campaigns supposedly reach tier four play. All the same, some hardy groups do indeed progress to the end game and for the sake of one more category, we're adding that back in.

are smarter than just scratching with their nails. They know, as flying creatures, they can work that to their advantage. They know if they want to snack on smaller creatures, it's even easier if they have said creature in their grip. Technically, RAW this is perfectly possible already. We're just factoring it into the mechanics as a quasi-trait.

Tail. The table overleaf presents the reach of a dragon's tail. Why a tail of ten, fifteen or twenty feet can't hit more than one creature is something that even my old Physics teacher would struggle answering. We're going with up to one target per five feet of tail.

First Breath Weapon. The first time a dragon spews out its elemental WMD each day is the worst time for its enemies. I see it as the stuff going on inside a dragon while it's been snoozing has time to build up and reach 100% on the dragon's Breath Weapon Battery. In-game, this means our dragon's breath weapon deals maximum damage with its breath weapon the first time it uses it each day. Ouch.

Devastating Breath Weapon. As above, only, for the biggest, oldest dragons, this baby's breath weapon fully charged packs an additional punch. Mature adult dragons and ancient dragons have Devastating Breath Weapon instead of First Breath Weapon. This is less about raw damage output (mostly) and more about why it's bad if the baddest dragons get the drop on you. The big, bad white dragon's breath weapon is so cold the first time it uses it each day, it's so cold it makes creatures act slower. The big, bad blue dragon's lightning breath weapon is fizzing with electricity so much that it can stun creatures caught in it.

Sticky Conditions

Some of these rider effects lend themselves more naturally to conditions than others. I was keen not to invent something new, so for the black dragon, which is arguably the trickiest to match to a rider than the others (without duplicating that of the red dragon, which is a persistent damage effect), we're going with the restrained condition, because the acid is so gooey and sticky that if it covers a creature, the creature gets stuck in place on account of its feet (or whatever) melting to the spot, and its other limbs gluing to itself somewhat.

Breath Weapon. To enable a better spread of damage values for breath weapons, dragons in age categories of Adult and Ancient have received a slight (1 die) uplift damage and the latter has an increased area of effect.

Crush. Dragons are big and heavy. Even young adult dragons are Huge size. A past edition's DRACONOMICON included bodyweights for dragons, which I've pulled from in the Appendix for your startled amusement. Needless to say, it strikes me that if I were a massive dragon, I might be inclined to give my throat and lungs a breather (ugh) rest and just plonk myself down on the little ants of humanoids bugging (very funny) me. Whilst there are some light (those naff puns keep coming) rules concerning heavy objects falling on you, it's pretty woolly and what we're doing here is shaving the wool and incorporating lovely crunch into the game mechanics for stuff like this --- and bringing more variety for our players.

Bloodied Vengeance. Inspired by an older edition, this Reaction is flat-out simultaneously so fun, so perfectly imaginable and so horrifying for players, that by those very virtues, it's a lock.

When our dragon's hit points are first reduced to half (or lower) on any given day, they nearly rage quit --- their breath weapon instantly recharges and they can use it immediately.

Furthermore, for as long as their hit points are at half their maximum value or lower, the dragon's breath weapon recharges on a 4-6 on the d6 instead of the 5-6.

Grappling Attack. In our shared wisdom, we've given our dragons go ahead to grapple a smaller creature. Flying up high with a grappled creature and then letting go of it is fun. Flying up high and biting the grappled creature on the way up, before letting go of it, is even more fun. Our dragon can substitute its Tail Attack from its Legendary Actions menu for a bite on the creature it's grappling.

Legendary Actions/Resistance. It's so well-known that D&D 5E struggles with solo monsters versus your player characters that even my auntie knows, and she's never even played the game. Seriously though, when our dragon hits the Young Adult category, it's already kind of a big deal. It mightn't be the fully fledged rock star it was destined to become (before meeting our players), but it has just bagged its first use of Legendary Resistance (that is, 1/Day) and therefore, we assume our dragon can now also make use of its sizable tail while it's busy wailing on things in front of it.

Change Table

Change Wyrmling Juvenile Young Young Adult
Hit Points Y Y Y Y
Athletics Y Y Y
Damage NA NA
Claw Y
Tail Y
First Breath Weapon Y
Crush Y
Bloodied Vengeance Y Y
Grappling Attack Y
Legendary Actions/Resistance Y
Change Adult Mature Adult Ancient
Hit Points Y Y Y
Athletics Y Y Y
Damage Y NA Y
Claw Y Y Y
Tail Y Y Y
First Breath Weapon Y
Devastating Breath Weapon Y Y
Breath Weapon (Damage) Y Y Y
Crush Y Y Y
Bloodied Vengeance Y Y Y
Grappling Attack Y Y Y
Legendary Actions/Resistance Y Y Y

Appendices

Definitions

Devastating Breath Weapon

The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 170 lightning damage on a failed save, or 85 on success. A creature that fails this save drops anything it was holding and is stunned for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect early on success. Devastating Breath Weapon ignores resistance.

The above is the example for an ancient blue dragon.

Crush

The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 20 Dexterity save or be knocked prone and be grappled, taking 22 (3d8 + 9) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Bloodied Vengeance

The first time the dragon’s hit points drop to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Grappling Attack

Legendary Action (Costs 2 Actions)

If the dragon is grappling a creature, it can use its bite instead of a tail attack as a legendary action.

Damage Scaling

Bite

Size Damage
Wyrmling 1d10
Juvenile 2d8
Young 2d10
Young Adult 2d10
Adult 3d10
Mature Adult 3d10
Ancient 4d10

Claw

Size Damage
Wyrmling
Juvenile 2d4
Young 2d6
Young Adult 2d6
Adult 3d6
Mature Adult 3d6
Ancient 4d6

Tail

Size Damage Reach Max Targets
Wyrmling
Juvenile
Young
Young Adult 2d6 10ft. 2
Adult 2d8 15ft. 3
Mature Adult 3d6 20ft. 4
Ancient 3d8 20ft. 4

Crush

Size Damage
Wyrmling
Juvenile
Young 2d6
Young Adult 3d6
Adult 3d6
Mature Adult 3d8
Ancient 3d8

Wing

Size Damage Ft. from Dragon
Wyrmling
Juvenile
Young
Young Adult 2d6 10
Adult 2d6 10
Mature Adult 2d8 15
Ancient 2d8 15

Breath Weapon Rider Effects

Rider effects apply only to the Devastating Breath Weapon trait. Mature adult dragons gain a partial version, which typically ends at the end of the affected creature's turn. Ancient dragons gain the full version, which typically last longer. An example of the mature adult blue dragon follows.

Devastating Breath Weapon

The first time each day the dragon uses its breath weapon is the most dangerous. Devastating Breath Weapon ignores resistance, and damage dealt is maximised, dealing 140 lightning damage on a failed save, or 70 on success. A creature that fails this save drops anything it was holding and is stunned until the end of its next turn.

Black Dragon

Mature Adult

A creature that fails this save is restrained until the end of its next turn.

Ancient

A creature that fails this save is restrained for 1 minute. A restrained creature can repeat the save at the end of each of its turns, ending the effect early after two successes.

Blue Dragon

Mature Adult

A creature that fails this save drops anything it was holding and is stunned until the end of its next turn.

Ancient

A creature that fails this save drops anything it was holding and is stunned for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect early after two successes.

Green Dragon

Mature Adult

A creature that fails this save is poisoned until the end of its next turn.

Ancient

A creature that fails this save is poisoned for 1 minute. A poisoned creature can repeat the save at the end of each of its turns, ending the effect early after two successes.

Red Dragon

Mature Adult

A creature that fails this save is knocked prone and takes 2d10 fire damage at the end of its next turn.

Ancient

A creature that fails this save is knocked prone and takes 2d10 fire damage at the end of each of its next turns for the next minute. A creature can spend an action making a DC 20 Survival check, ending the effect early after two successes.

White Dragon

Mature Adult

A creature that fails this save is slowed until the end of its next turn.

Ancient

A creature that fails this save is slowed for 1 minute. A slowed creature can repeat the save at the end of each of its turns, ending the effect early after two successes.

Breath Weapon Sizes

I've changed only one breath weapon size --- that of the ancient black dragon. For some reason, black dragons get a tough break in D&D 5E. Their breath weapon tend to deal less damage than all others, including the lower-ranking white dragons of comparable age categories, but also the reach of their breath weapon lags consistently behind that of the blue dragon.

Whilst this is fine for much of the part (black dragons are less powerful than blue dragons), the plateau for black dragons' breath weapon is most keenly-felt for ancient black dragons. I see the size of the breath weapon more related to the dragon's size than anything else. So, if we've Huge size young adult and adult black dragons with 60-foot line, 5 feet wide acid breath, our Gargantuan size mature adult and ancient black dragons' breath weapon is a 120-foot line, 10 feet wide.

Dragon Dimensions

Dragons tend to closely share similar statistics irrespective of colours, with a couple of points of note: green dragons tend to be slightly taller than others of a similar age, and red dragons overall are the largest all-round.

Age Category Size Overall Length Standing Height Maximum Wingspan Weight
Wyrmling Medium 16 ft. 4 ft. 18 ft. 320 lb.
Juvenile Large 22 ft. 7 ft. 30 ft. 1,900lb.
Young Large 31 ft. 9 ft. 36 ft. 2,500lb.
Young Adult Huge 43 ft. 12 ft. 48 ft. 15,000lb.
Adult Huge 55 ft. 15 ft. 60 ft. 20,000lb.
Mature Adult Gargantuan 70 ft. 17 ft. 70 ft. 95,000lb.
Ancient Gargantuan 85 ft. 20 ft. 80 ft. 160,000lb.

The Colossal size --- which is exceptionally rare --- is pretty much exclusive to red dragons. However, in your world, things might be different! Below is how a colossal dragon stacks up.

Age Category Size Overall Length Standing Height Maximum Wingspan Weight
Ancient Colossal 120 ft. 22 ft. 150 ft. 1,250,000lb.

See the colossal red dragon template on page 21. It's not for the faint-hearted. Truth be told, I statted it because I'm a fortunate owner of the absurdly large colossal red dragon 'miniature,' and it would be criminal of me not to wheel it out every once in a while.

Examples


Presented below are examples of the blue dragon, where age categories already existed. Reminders follow for guidance on fitting the changes to other colours.

Wyrmling


Blue Dragon Wyrmling

Medium dragon, lawful evil


  • Armor Class 17 (natural armour)
  • Hit Points 80 (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 Perception +4, Stealth +2
  • Damage Immunities lightning
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP) Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning 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.

Reminders for Other Colours

  • Maximum hit points

Young


Young Blue Dragon

Large dragon, lawful evil


  • Armor Class 18 (natural armour)
  • Hit Points 224 (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 9 (5,000 XP) Proficiency Bonus +4

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.

Lightning Breath (Recharge 5–6; 4-6 if Bloodied). 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.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Reminders for Other Colours

  • Maximum hit points
  • Add Athletics
  • Add Bloodied Vengeance

Adult



Adult Blue Dragon

Huge dragon, lawful evil


  • Armor Class 19 (natural armour)
  • Hit Points 324 (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 16 (15,000 XP) Proficiency Bonus +5

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 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., up to three targets. Hit: 16 (2d8 + 7) 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 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 170 lightning damage on a failed save, or half as much damage on a successful one.

Lightning Breath (Recharge 5–6; 4-6 if Bloodied). 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 71 (13d10) lightning damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 20 Dexterity save or be knocked prone and be grappled, taking 22 (3d8 + 9) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

If the dragon doesn’t move, a grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Reminders for Other Colours

  • Maximum hit points
  • Add Athletics
  • Bite, Claw and Tail damage dice increase
  • One additional damage die for breath weapon
  • Add grapple option to Claw
  • Add extra targets for Tail (total of 1/5 ft. reach)
  • Add First Breath Weapon
  • Add Crush
  • Add Bloodied Vengeance (Reaction)
  • Add Grappling Attack (Legendary Action)

Ancient



Ancient Blue Dragon

Gargantuan blue dragon, lawful evil


  • Armor Class 22 (natural armour)
  • Hit Points 728 (26d20 + 208)
  • Speed 40 feet, fly 80 feet

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 19 (+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) Proficiency Bonus +7

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: 31 (4d10 + 9) piercing plus 16 (3d10) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., up to four creatures. Hit: 22 (3d8 + 9) 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 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous.

Devastating Breath Weapon ignores resistance and damage dealt is maximised, dealing 170 lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this save drops anything it was holding and is stunned for 1 minute. A stunned creature can repeat the save at the end of each of its turns, ending the effect early on success.

Lightning Breath (Recharge 5-6; 4-6 if Bloodied). 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 93 (17d10) lightning damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 20 Dexterity save or be knocked prone and be grappled, taking 22 (3d8 + 9) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

If the dragon doesn’t move, a grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • 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 17 (2d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Reminders for Other Colours (Ancient)

On top of changes for Adult dragon:

  • Swap First for Devastating Breath Weapon
  • Rider effect on breath weapon
  • Area of effect of Wing Attack increases to 15 feet.

Juvenile Dragons


Here are Juvenile dragons, listed by colour.


Juvenile Black Dragon

Large dragon, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 120 (10d10 + 20)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 11 (+0) 11 (+0) 14 (+2)

  • Saving Throws Dex +5, Con +5, Wis +3, Cha +5
  • Skills Athletics +6, Perception +6, Stealth +5
  • Damage Immunities acid
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 5 (1,800 XP) Proficiency Bonus +3

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 31 (7d8) acid damage on a failed save, or half as much damage on a successful one.


Juvenile Blue Dragon

Large dragon, lawful evil


  • Armor Class 17 (natural armour)
  • Hit Points 143 (11d10 + 33)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 13 (+1) 12 (+1) 16 (+3)

  • Saving Throws Dex +3, Con +6, Wis +4, Cha +6
  • Skills Athletics +7, Perception +7, Stealth +3
  • Damage Immunities lightning
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 6 (2,300 XP) Proficiency Bonus +3

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: 13 (2d8 + 4) piercing damage plus 4 (1d8) lightning damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing 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 14 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.



Juvenile Green Dragon

Large dragon, lawful evil


  • Armor Class 17 (natural armour)
  • Hit Points 132 (11d10 + 22)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 15 (+2) 12 (+1) 14 (+2)

  • Saving Throws Dex +4, Con +5, Wis +4, Cha +5
  • Skills Athletics +6, Perception +7, Stealth +4
  • Damage Immunities poison
  • Damage Conditions poisoned
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 5 (1,800 XP) Proficiency Bonus +3

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.



Juvenile Red Dragon

Large dragon, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 182 (13d10 + 52)
  • Speed 40 ft., climb 40 ft., fly 80 ft.,

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 13 (+1) 11 (+0) 17 (+3)

  • Saving Throws Dex +3, Con +7, Wis +3, Cha +6
  • Skills Athletics +8, Perception +6, Stealth +3
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 60 ft., passive Perception 16
  • Languages Common, Draconic
  • Challenge 7 (2,900 XP) Proficiency Bonus +3

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.

Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 38 (11d6) ire on a failed save, or half as much damage on a successful one.



Juvenile White Dragon

Large dragon, chaotic evil


  • Armor Class 16 (natural armour)
  • Hit Points 117 (9d10 + 27)
  • Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 5 (-3) 10 (+0) 11 (+0)

  • Saving Throws Dex +2, Con +5, Wis +2, Cha +2
  • Skills Athletics +5, Perception +4, Stealth +2
  • Damage Immunities cold
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Common, Draconic
  • Challenge 4 (1,100 XP) Proficiency Bonus +2

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 movement.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) cold damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 31 (7d8) cold damage on a failed save, or half as much damage on a successful one.

Young Adult Dragons


Here are Young Adult dragons, listed by colour.



Young Adult Black Dragon

Huge dragon, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 240 (15d12 + 60)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 19 (+4) 13 (+1) 12 (+1) 16 (+3)

  • Saving Throws Dex +6, Con +8, Wis +5, Cha +7
  • Skills Athletics +9, Perception +9, Stealth +6
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP) Proficiency Bonus +4

Amphibious. The dragon can breathe air and water.

Legendary Resistance (1/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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) acid damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., up to two targets. Hit: 12 (2d6 + 5) 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 15 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 96 acid damage on a failed save, or 48 on success.

Acid Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 15 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 15 Dexterity save or be knocked prone and be grappled, taking 15 (3d6 + 5) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Adult Blue Dragon

Huge dragon, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 272 (16d12 + 80)
  • Speed 40 ft., burrow 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 15 (+2) 14 (+2) 18 (+4)

  • Saving Throws Dex +4, Con +9, Wis +6, Cha +8
  • Skills Athletics +10, Perception +10, Stealth +4
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
  • Languages Common, Draconic
  • Challenge 11 (7,200 XP) Proficiency Bonus +4

Legendary Resistance (1/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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., up to two targets. Hit: 13 (2d6 + 6) 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 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 110 lightning damage on a failed save, or half as much on a successful one.

Lightning Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales lightning in an 90-foot line that is 5 feet wide. Each creature in that line must succeed on a DC 17 Dexterity saving throw, taking 60 (11d10) lighting damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 16 Dexterity save or be knocked prone and be grappled, taking 16 (3d6 + 6) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 18 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 Adult Green Dragon

Huge dragon, lawful evil


  • Armor Class 18 (natural armour)
  • Hit Points 256 (16d12 + 64)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 17 (+3) 14 (+2) 16 (+3)

  • Saving Throws Dex +5, Con +8, Wis +6, Cha +7
  • Skills >- Skills Athletics +9, Deception +5, Insight +5, Perception +9, Persuasion +5, Stealth +4
  • Damage Immunities poison
  • Damage Conditions poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP) Proficiency Bonus +4

Amphibious. The dragon can breathe air and water.

Legendary Resistance (1/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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., up to two targets. Hit: 12 (2d6 + 5) 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 15 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 84 poison damage on a failed save, or half as much damage on a successful one.

Poison Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw, taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 15 Dexterity save or be knocked prone and be grappled, taking 15 (3d6 + 5) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Young Adult Red Dragon

Huge dragon, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 306 (17d12 + 102)
  • Speed 40 ft., fly 80 ft., climb 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 15 (+2) 12 (+1) 20 (+5)

  • Saving Throws Dex +4, Con +10, Wis +5, Cha +9
  • Skills Athletics +11, Perception +9, Stealth +4
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 12 (8,400 XP) Proficiency Bonus +4

Legendary Resistance (1/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: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., up to two targets. Hit: 14 (2d6 + 7) 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 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 102 fire damage on a failed save, or half as much on a successful one.

Fire Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales fire in a 60-foot cone. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 59 (17d6) fire damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 18 Dexterity save or be knocked prone and be grappled, taking 17 (3d6 + 7) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 18 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 Adult White Dragon

Huge dragon, chaotic evil


  • Armor Class 17 (natural armour)
  • Hit Points 238 (14d12 + 70)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 7 (-2) 12 (+1) 12 (+1)

  • Saving Throws Dex +4, Con +9, Wis +5, Cha +5
  • Skills Athletics +9, Perception +9, Stealth +4
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP) Proficiency Bonus +4

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 movement.

Legendary Resistance (1/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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) cold damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., up to two targets. Hit: 12 (2d6 + 5) 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 13 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.

First Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 88 cold damage on a failed save, or half as much on a successful one.

Cold Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw, taking 49 (11d8) cold damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 13 Dexterity save or be knocked prone and be grappled, taking 15 (3d6 + 5) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 16 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Mature Adult Dragons


Here are Mature Adult dragons, listed by colour.



Mature Adult Black Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 20 (natural armour)
  • Hit Points 357 (17d20 + 102)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 23 (+6) 15 (+2) 14 (+2) 18 (+4)

  • Saving Throws Dex +8, Con +12, Wis +8, Cha +10
  • Skills Athletics +13, Perception +14, Stealth +8
  • Damage Immunities acid
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 18 (20,000 XP) Proficiency Bonus +6

Amphibious. The dragon can breathe air and water.

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 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., up to four targets. Hit: 17 (3d6 + 7) 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 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 112 acid damage on a failed save, or half as much on a successful one. Creatures with Evasion take 56 acid damage on a failed save, or 28 on a success. A creature that fails this save is restrained until the end of its next turn.

Acid Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 20 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 18 Dexterity save or be knocked prone and be grappled, taking 20 (3d8 + 7) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 21 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Mature Adult Blue Dragon

Gargantuan dragon, lawful evil


  • Armor Class 20 (natural armour)
  • Hit Points 396 (18d20 + 126)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 17 (+3) 16 (+3) 20 (+5)

  • Saving Throws Dex +6, Con +13, Wis +9, Cha +11
  • Skills Athletics +13, Perception +15, Stealth +6
  • Damage Immunities lightning
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP) Proficiency Bonus +6

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: 24 (3d10 + 8) piercing damage plus 11 (2d10) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., up to four targets. Hit: 18 (3d6 + 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 140 lightning damage on a failed save, or half as much on a successful one. Creatures with Evasion take 70 lightning damage on a failed save, or 35 on a success. A creature that fails this save drops anything it was holding and is stunned until the end of its next turn.

Lightning Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must succeed on a DC 21 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 19 Dexterity save or be knocked prone and be grappled, taking 21 (3d8 + 8) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon can take 2 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 17 (2d8 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Mature Adult Green Dragon

Gargantuan dragon, lawful evil


  • Armor Class 20 (natural armour)
  • Hit Points 378 (18d12 + 108)
  • Speed 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 23 (+6) 19 (+4) 16 (+3) 18 (+4)

  • Saving Throws Dex +7, Con +12, Wis +9, Cha +10
  • Skills Athletics +13, Deception +10, Insight +9, Perception +15, Persuasion +10, Stealth +7
  • Damage Immunities poison
  • Damage Conditions poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Common, Draconic
  • Challenge 19 (22,000 XP) Proficiency Bonus +6

Amphibious. The dragon can breathe air and water.

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 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., up to four targets. Hit: 17 (3d6 + 7) 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 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 114 poison damage on a failed save, or half as much on a successful one. A creature that fails this save is poisoned until the end of its next turn.

Poison Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw, taking 66 (19d6) poison damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 8Dexterity save or be knocked prone and be grappled, taking 20 (3d8 + 7) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 21 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Mature Adult Red Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 21 (natural armour)
  • Hit Points 437 (19d20 + 152)
  • Speed 40 ft., fly 80 ft., climb 40 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 17 (+3) 14 (+2) 22 (+6)

  • Saving Throws Dex +7, Con +15, Wis +9, Cha +13
  • Skills Athletics +13, Perception +16, Stealth +7
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 21 (33,000 XP) Proficiency Bonus +6

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: 25 (3d10 + 9) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., up to four targets. Hit: 19 (3d6 + 9) 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 132 fire damage on a failed save, or half as much on a successful one. Creatures with Evasion take 66 fire damage on a failed save, or 33 on a success. A creature that fails this save is knocked prone and takes 11 (2d10) fire damage at the end of its next turn.

Fire Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales fire in a 90-foot cone. Each creature in that area must succeed on a DC 23 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 21 Dexterity save or be knocked prone and be grappled, taking 21 (3d8 + 9) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Mature Adult White Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 18 (natural armour)
  • Hit Points 396 (18d20 + 126)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 24 (+7) 9 (-1) 12 (+1) 13 (+1)

  • Saving Throws Dex +6, Con +13, Wis +7, Cha +7
  • Skills Athletics +13, Perception +13, Stealth +6
  • Damage Immunities cold
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP) Proficiency Bonus +6

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 movement.

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 15 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 7) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead. The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., up to four targets. Hit: 17 (3d6 + 5) 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 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.

Devastating Breath Weapon. The first time each day the dragon uses its breath weapon is the most dangerous. Damage dealt is maximised, dealing 112 cold damage on a failed save, or half as much on a successful one. A creature that fails this save is slowed until the end of its next turn.

Cold Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 15 Dexterity save or be knocked prone and be grappled, taking 20 (3d8 + 5) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns, unless the grapple ends.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Ancient Red Dragon

Colossal dragon, chaotic evil


  • Armor Class 23 (natural armour)
  • Hit Points 1,102 (38d20 + 342)
  • Speed 40 ft., fly 80 ft., climb 40 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+3) 23 (+7)

  • Saving Throws Dex +9, Con +18, Wis +12, Cha +16
  • Skills Athletics +19, Perception +18, Stealth +9
  • Damage Immunities fire
  • Senses blindsight 90 ft., darkvision 240 ft., passive Perception 28
  • Languages Common, Draconic
  • Challenge 29 (135,000 XP) Proficiency Bonus +9

Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Colossal. The dragon's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge creature. Creatures size Large or smaller can’t knock the dragon prone.

Ignite. When an area is hit by the dragon’s fire breath, the area is engulfed in flames until the start of the dragon's next turn. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature.

Magic Weapons. The dragon’s attacks are considered magical for the purposes of overcoming resistance.

Siege Monster. The dragon deals double damage to objects and structures.

Unconquerable. If the dragon is subjected to any effect that would reduce it hit points to 0 or kill it, but that does not deal damage, the dragon takes 10d10 force damage instead. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it’s suffering. After taking the damage, the dragon can’t take reactions until the start of its next turn.

Actions

Multiattack. The dragon can use its Frightful Presence. The dragon then makes three attacks: one with its bite and two with his claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 37 (5d10 + 10) piercing damage plus 17 (5d6) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 27 (5d6 + 10) slashing damage.

The dragon can forgo the rolled damage on a successful hit and grapple the creature instead.

The damage changes to just the dragon's Strength modifier as bludgeoning damage. The grappled creature automatically takes the bludgeoning damage at the end of each of their next turns, until the grapple ends. The dragon can’t make an attack with a claw that is grappling a creature.

Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., up to five targets. Hit: 27 (5d6 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 240 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.

Devastating Breath Weapon. The first time each day the dragon uses his breath weapon is the most dangerous. Damage dealt is maximised, dealing 216 (27d8) fire damage on a failed save, or half as much on a successful one. Creatures with Evasion take 108 fire damage on a fail, or 54 on a success. A creature that fails this save is knocked prone and takes 16 (3d10) fire damage at the end of each of its next turns for the next minute. A creature can spend an action making a DC 22 Survival check, ending the effect early on two successes. Additionally, a creature with fire resistance must also succeed on a DC 25 Constitution saving throw, or lose its fire resistance for 1 hour.

Fire Breath (Recharge 5–6; 4-6 if Bloodied). The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 121 (27d8) fire damage on a failed save, or half as much damage on a successful one.

Partial Fire Breath (Bonus Action). If the dragon’s breath weapon hasn’t recharged to use on its turn, it can target a single creature within 40 feet of it with its breath weapon. The creature must make a DC 25 Dexterity saving throw, taking 58 (13d8) fire damage on a failed save, or half as much damage on a successful one.

Crush. The dragon can land on one or more creatures as an action, using its whole body to crush them. Crush attacks are effective only against opponents two or more size categories smaller than the dragon. Creatures larger than this are hedged out of the dragon’s space. A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a DC 23 Dexterity save or be knocked prone and be grappled, taking 29 (3d12 + 10) bludgeoning damage, or half on success. Creatures grappled by the crush effect automatically take this damage at the end of each of their next turns.

A grappled creature can use its action to try to escape the grapple. The space occupied by a dragon is considered difficult terrain.

Reactions

Bloodied Vengeance. The first time the dragon’s hit points are reduced to half or lower, its breath weapon recharges and the dragon can use it immediately as a reaction. Whilst the dragon’s hit points remain at half or lower, its breath weapon recharges on a 4-6.

Legendary Actions

The dragon 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. 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.
  • Grappling Attack (Costs 2 Actions). If the dragon is grappling a creature, it can use its bite attack.
  • Wing Attack (Costs 2 Actions). The dragon beats is wings. Each creature within 20 ft. of the dragon must succeed on a DC 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half his flying speed.

Ancient Red Dragon's Breath Weapon

So fierce is this particular daragon's fire that it isn't held back like normal dragon fire.

Wood. The breath weapon burns through wood wherever the breath weapon’s fire comes into contact with it. If the wood is 20 feet thick or less, the wood has no effect on the fire’s shape or dimensions. If the wood is thicker than 20 feet, the breath weapon strips away 20 feet of wood along every part of the wood’s surface that the breath weapon touches. Furthermore, any wood remaining after the breath weapon connected to but not part of the area of effect ignites and burns at a rate of 10 feet per round in all directions, starting at the point(s) closest to the edge(s) of the breath weapon.

Ice. The breath weapon melts through ice wherever the breath weapon’s fire comes into contact with it. If the ice is

10 feet thick or less, the ice has no effect on the fire’s shape or dimensions. If the ice is thicker than 10 feet, the breath weapon strips away 10 feet of ice along every part of the ice’s surface that the breath weapon touches. Furthermore, any ice remaining after the breath weapon connected to but not part of the area of effect melts at a rate of 10 feet per round in all directions, starting at the point(s) closest to the edge(s) of the breath weapon.

Earth; sand. The breath weapon melts through material wherever the breath weapon’s fire comes into contact with it. If the material is 15 feet thick or less, the material has no effect on the fire’s shape or dimensions. If the material is thicker than 15 feet, the breath weapon strips away 5 feet of the material along every part of the material’s surface that the breath weapon touches.

Stone. The breath weapon melts through stone wherever the breath weapon’s fire comes into contact with it. If the stone is 10 feet thick or less, the stone has no effect on the fire’s shape or dimensions. If the stone is thicker than 10 feet, the breath weapon strips away 10 feet of stone along every part of the stone’s surface that the breath weapon touches.

Metal. The breath weapon melts through metal wherever the breath weapon’s fire comes into contact with it. If the metal is 5 feet thick or less, the metal has no effect on the fire’s shape or dimensions. If the metal is thicker than 5 feet, the breath weapon strips away 5 feet of metal along every part of the metal’s surface that the breath weapon touches.

Adamantine. The breath weapon must deal a total of 300 fire damage to melt through each 1-foot thickness of adamantine. If the adamantine is less than 5-foot thick, the 5-foot space immediately behind the adamantine heats up and a creature in that space takes 6d6 fire damage. Combustibles such as paper or grass ignite and burn away, though this effect doesn’t spread outside this area. The breath weapon only damages adamantine that it directly touches.

Force. The breath weapon must deal a total of 300 fire damage to melt through each 1-foot thickness of force. The breath weapon only damage force that it directly touches.

More Dragons,

More Powerful

This compendium contains the changes I've made to dragons in my campaign. As well as re-introducing three additional age categories, I've also introduced some flavourful traits to make running dragons much more fun for Dungeon Masters, and much more entertaining to face for players.

Welcome back, Juvenile, Young Adult and Mature Adult dragons. We missed you. With additional options, such as Devastating Breath Weapon, Crush and Bloodied Vengeance, this guide details practical, narrative changes to how dragons work in DUNGEONS & DRAGONS Fifth Edition.

Cover Art: Ice Cold Dragon, by Blade #Kot_Da_Smrdi's Artwork

Art (page 22): Red dragon v2 by sandara-d9kytw1

If you spot an error, I'd love to hear from you. Reach me at Reddit: Olster20

 

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