Quill's Draconodex
Written by /u/quillofnumenor
Art by /u/ascentinel and /u/thesterninator
Concept Design by /u/quillofnumenor, /u/ascentinel, and /u/thesterninator
Special Thanks to Charles M., Dylan N., Justin G., and Sarah B. for inspiration, input, and encouragement.
Introduction
Greetings adventurers! This project began as a single idea for a revamped white dragon for my homebrew setting. I wanted to go back to the drawing board a bit with how dragons are presented, both design-wise and lore-wise. I’m fortunate enough to have not one but two talented artists in my player group, and they were both excited about drawing concept art for my ideas. After rapidly providing me with a sketch of what is now the frost dragon in this book, a landslide of ideas started for how I could create an entirely new set of dragons for my own world. My artist friends, /u/ascentinel and /u/thesterninator both gave graciously and generously of their time and labor, coming up with original drawing after original drawing to match my visions. But they also helped create the lore through their art, coming up with clever design choices that added flavor and depth to the dragons, allowing me to incorporate them into my lore.
Eventually, they suggested I compile all of what we had created into a single supplement, and it is thanks to their gentle encouragement that it exists in this form today. My main goal with this project is to show off and spotlight my friends’ incredible artistic talents and share them with the world. But secondarily, I wanted to create a different take on dragons for DMs to potentially incorporate into their own worlds.
My design choices were framed from the perspective of dragon evolution and adaptation to their environments, rather than to a bespoke personality and behaviors based on the dragon’s color. I also wanted encounters with dragons to be less predictable, so that if your players saw a particular type of dragon they couldn’t be sure if it was friend or foe, regardless of type. I used alignments for the dragons in this book because they’re a standard part of D&D and many people use them. But I recommend not using them if you can, and instead allowing your dragons to behave like real, natural beings who have their own interests and perspectives that have developed over thousands of years, like any other living thing. Above all, players should always feel a sense of apprehension when the DM says a dragon appears, because even the friendlier ones might not be that friendly depending on the situation.
So in the pages that follow you will find a dozen new types of dragon, each a product of its environment. Most follow the same general mechanics as dragons in the Monster Manual, but many have added or tweaked abilities, new breath weapons, and so on. The challenge ratings are a rough estimate, and I advise you to go by the damage output potential of your players rather than solely by the number when plotting encounters.
It is my sincere hope that someone finds inspiration in my creations here and uses them to spice up their campaign. Happy DMing, and good luck to your players; they’re going to need it!
--Quill
Ecology of the Cave Dragon
Down in the deep places of the world, beneath mountains and stone, life still persists, albeit in darkness. Dragons, too, have adapted to life in these black abysses. This is the realm of the cave dragon, one of dragonkind’s most fearsome yet reclusive specimens.
Underground Life
Cave dragons can be found all over the world, as climate has very little impact on them. They spend virtually their entire lives deep underground in caves that are always the same temperature year-round. Their adaptation to underground life leaves them pale, with pinkish-white scales, nearly drained of all pigment. In the rare occasions when cave dragons emerge from their subterranean realm, common folk who catch a glimpse of them in the moonlight call them ghost dragons. And like ghosts, they quickly vanish, leaving the witness to wonder if what he saw was ever really there.
These dragons are highly reclusive, even from one another. They seek a mate once a year and once the deed is done go their separate ways with hardly a word between them. Cave dragon females nurture a clutch of one to two eggs until they hatch, and then abandon them within a day or two. The hatchlings must learn to fend for themselves, which they are quite capable of doing. When cave dragons encounter other sapient beings underground, their first reaction is to flee, and if that is impossible, to fight. Such fights rarely end well for the dragon’s opponents.
Dwarven Perils
Ask any dwarf miner what his worst fear is, and almost without fail, he will say stumbling into a cave dragon’s lair by accident. This happens all too frequently in dwarven mines, necessitating the use of dwarf cave specialists who are trained to spot signs of dragon habitation. Cave dragons detest dwarves, seeing them as a constant threat and
competitor for underground resources. They have been known to attack dwarven mining outposts and settlements without provocation, laying waste even to stone structures where they can. Dwarves have attempted to parley with cave dragons but no such attempts have ever borne fruit. This has created the perception that cave dragons are hateful, bestial killers among dwarves and other humanoids.
Relationship with Humanoids
Despite this, cave dragons are as sapient as any other dragonkin and can speak and reason as well as any humanoid. Cave dragons are few in number, as their environments cannot support large numbers of such huge beasts. They are wary of competition and threats, which explains their xenophobia and hostility. But ever and anon, a humanoid will be able to strike up a conversation with a cave dragon, usually by offering it a gift and maintaining the utmost respect and tact. Cave dragons can be swayed by gifts of gold and precious metals, but their favorite gift by far are rare crystals. These are both objects of admiration for the dragons as well as food. Cave dragons eat crystals as a delicacy, with their powerful, grinding jaws able to pulverize the minerals in seconds. No one is entirely sure why they do this or what nutritional value they receive from it, but it has one direct use: the dragon’s breath weapon.
Breath Weapon
Cave dragons are obliged to dig, burrow, and mine their habitat, and their breath weapon evolved to aid them in this. The dragon ingests rock and minerals and grinds them with its mighty teeth, and then swallows the gravel into a craw. It then regurgitates stomach acid into the craw, which mixes and melts the minerals down into their constituent parts. This creates a highly caustic acid mix, strong enough to eat through rock and incredibly lethal to living things, which the dragon can then eject in a long stream. While cave dragons use their breath weapons against enemies without hesitation, its primary purpose appears to be melting rock and eating away debris to help the dragon carve out its living space. Cave dragon lairs have a strange smoothness to their walls and floors, the result of being scored by acid for years.
Subterranean Adaptations
Cave dragons are adept at living in the dark and cramped confines of the underground. Their huge, bat-like ears are tuned to an extraordinary degree, able to pick up on the tiniest sounds. But cave dragons also possess a form of echolocation, where they emit high-frequency “pings” which echo back to them and form an aural picture of their surroundings. This echolocating sounds to humanoid ears like a high-pitched pulsing shriek. This baleful sound is often the last thing an unlucky cave-delver hears.
It is nearly impossible to sneak up on a cave dragon. Their excellent hearing comes at a cost, though: cave dragons have poor eyesight and rarely rely on sight to find their way. In caves, this is not an impediment, but on the surface, they can become easily disoriented and are effectively blind.
The creatures also possess naturally sticky pads on their feet which allow them to cling to vertical surfaces, and even upside down. Indeed, cave dragons have been known to sleep like bats, hanging from a cave ceiling by their feet with their wings wrapped around them like blankets. This makes them highly mobile in closed environments, and spelunkers must be wary of their surroundings both above, below, and to all sides.
Hunting Strategies
Cave dragons are opportunistic predators and will eat virtually anything that wanders into their domains. They primarily subsist on fish and crustaceans from underground lakes and rivers, as well as bats, reptiles and even insects and worms when there is no other food available. In deeper caverns that are close to or part of the Underdark, cave dragons will hunt larger prey, like giant lizards, or even umber hulks. They also have no qualms attacking and eating humanoids, and even seem to have a fondness for dwarves. Cave dragons have wide, round mouths filled with conical, jagged-edged teeth that can tear apart flesh and bone with ease. One hunting strategy they use is to lie in wait in total darkness with their mouths open. Smaller creatures can be fooled into thinking the dragon’s teeth are just small stalactites and stalagmites, and wander in, never to wander back out. Because cave dragons’ environments are sparse when it comes to prey, they are able to turn down their metabolisms to such a degree that they can go months without eating if they have to. Doing this makes them extraordinarily irritable and aggressive, however, as one might expect.
Cave Dragon Wyrmling
Medium dragon, chaotic neutral
- Armor Class 18 (natural armor)
- Hit Points 48 (8d8+16)
- Speed 30 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 9 (-1)
- Skills Perception +6, Stealth +3
- Damage Resistances acid
- Senses blindsight 10 ft., darkvision 120 ft., passive Perception 14
- Languages Draconic
- Challenge 4
Spider Climb. The dragon is always under the effects of the spider climb spell. It cannot be dispelled or suppressed.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10+3) piercing damage plus 2 (1d4) acid damage.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much on a successful one.
Young Cave Dragon
Large dragon, chaotic neutral
- Armor Class 19
- Hit Points 135 (16d10+60)
- Speed 40 ft., climb 40 ft., fly 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1)
- Saving Throws Dex +4, Con +7, Wis +3, Cha +4
- Skills Perception +6, Stealth +5
- Damage Resistances acid
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 8
Spider Climb. The dragon is always under the effects of the spider climb spell. It cannot be dispelled or suppressed.
Actions
Multiattack. The dragon can make three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit 14 (2d10+4) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6+4) 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 14 Dexterity saving throw, taking 44 (8d10) acid damage on a failed save, or half as much on a successful one.
Adult Cave Dragon
Huge dragon, chaotic neutral
- Armor Class 21 (natural armor)
- Hit Points 216 (18d12+108)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 22 (+6) 13 (+1) 13 (+1) 14 (+2)
- Saving Throws Dex +5, Con +11, Wis +6, Cha +7
- Skills Perception +10, Stealth +6
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons; acid
- Senses blindsight 60 ft., darkvision 240 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 14
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon is always under the effects of the spider climb spell. It cannot be dispelled or suppressed.
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 17 (2d10+7) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 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 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.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) acid 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Cave Dragon
Gargantuan dragon, chaotic neutral
- Armor Class 23 (natural armor)
- Hit Points 374 (22d20+154)
- Speed 40 ft., climb 50 ft., fly 60 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 24 (+7) 15 (+2) 15 (+2) 16 (+3)
- Saving Throws Dex +7, Con +14, Wis +9, Cha +10
- Skills Perception +13, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons; acid
- Senses blindsight 60 ft., darkvision 240 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 21
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Spider Climb. The dragon is always under the effects of the spider climb spell. It cannot be dispelled or suppressed.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit 19 (2d10+8) piercing damage plus 9 (2d8) acid damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 17 (2d8+8) bludgeoning damage.
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.
Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 77 (14d10) acid 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Clamp Dragon
What could be more delightful than seeing a big-eyed, cat-sized dragon hanging from a tree branch? Just about anything, as it turns out, because if you see a clamp dragon in a tree, you are likely about to have your day ruined.
Notorious Nuisances
These tiny dragonkin can be found all over the world in any environment that supports tall trees. That is why, all across the world, they are known as dangerous nuisances to be avoided at all costs. Even among elves, who typically get on famously with wildlife in their woodland realms, the name for the creatures translates roughly to “bastards who snipe from trees,” in Common.
Clamp dragons usually live in small colonies of up to a dozen individuals. A matriarch rules the flock in a distinct hierarchy, with males slightly smaller than the females. Their wide-splayed hands and feet are studded with sticky pads on the undersides of the toes which allow them an incredibly strong grip on tree bark and plant stalks. The creatures are expert climbers and highly agile among trees, rivaling monkeys and squirrels for arboreal supremacy. They occupy small territories in forests and lightly-wooded areas, usually choosing a single large tree to be their primary roost. From here, they flit about the forest on their stubby wings, chasing insects, reptiles, and small mammals, until something bigger comes along.
Hunting Strategies
When a larger prey item is spotted, such as a deer, cow, boar, or especially, a humanoid, a single clamp dragon will act as a spotter. It will emit a croaking wail that almost sounds like speech, with a distinct “BWAMP-BWAMP-BWAM!” sound. This will summon the rest of the flock in short order, who will leap and flutter from tree to tree until they are directly overtop of the prey or a short jump away. They make no effort to conceal themselves or utilize stealth. They will all begin chirping and croaking most annoyingly until one of them, usually the matriarch, summons the courage to attack.
The preferred method of attack by clamp dragons is to drop directly onto their prey from above. They can also perform a powerful leap from several yards away, aided by their wings to glide into the target. Once they make contact, they grasp the victim with their claws and scuttle up and down the victim’s body, searching for a good place to bite. The dragons are extremely difficult to dislodge once they’re attached, from whence comes their name. Not only is their grip tight, often clawing into flesh with their hooked talons, but they can scurry and twist and scamper along the victim, evading attempts to knock them loose or capture them. This is aided in part by the dragons’ two large, independently rotating eyes. The eyes can literally see in two directions at once, giving them a 360-degree field of view and almost supernatural reflexes.
Once thus attached, the dragon finds a vulnerable piece of flesh and bites down with its surprisingly powerful jaws and rips a chunk of meat off, swallowing it whole. It will repeat this two or three more times until it has had its fill, all while evading its victim’s attempts to remove it, then dislodge itself and flit to a high branch in the nearest tree. This attack strategy would be painful and annoying with just one such creature, but when the entire flock descends on its prey, the blighted creature can often die from blood loss from dozens of vicious, if small, bites. Worst of all, once the flock has taken what it wants from its victims, it will retreat to the trees above, and then screech down at the victim, if it is still alive, in a cry that can only be described as mocking. Like the spotter’s croak, this mocking cry sounds distinctly similar to human speech: “YOOMABRO! YOOMABRO!”
Relationship to Humanoids
Clamp dragons seem to have a special taste for humanoid flesh, seeking them out wherever they can find them. They even seem to delight in tormenting humanoids, pestering them for hours or refusing to let them sleep by continuously croaking and crying. Unfortunately for most folk, the dragons are very hard to catch and kill. In the rare occasions humanoids do manage to fight back effectively, the flock will simply fly away, admonishing their victims with a reproachful cry of “JAYKAY! JAYKAY!”
Clamp dragon colonies that nest near farmland can be a plague on livestock, as well as the farmers themselves, prompting the farmers to burn or chop down every large tree within a thousand yards of their farms. Most cities and towns that have an infestation of clamp dragons will pay handsomely for their extermination or removal, but it is a job very few but the boldest, or most foolish, adventurers will take on.
Attitudes and Other Dragons
In spite of their maliciousness, clamp dragons are far less intelligent than other dragonkin, barely rising above an animalistic, instinctual mind. They may possess the capacity for language among their own kind, but never use it elsewhere except for their odd cries. When they share a territory with another, larger dragon, the two species tend to ignore one another. Larger dragons find them useful as a sort of watchdog, and the clamp dragons feel more protected when a large dragon dwells nearby. Unlike true dragons, clamp dragons do not have a breath weapon attack. If they are ever forced out of the trees, they are awkward and slow-footed on solid ground. When caught alone, without their flock, they are extremely timid and easy to scare off. But unless the loner has been exiled from its flock, chances are that it will return with its fellows before long to take revenge for being bullied by larger creatures.
Training in Captivity
Amazingly, despite the dragons’ hateful reputations, some folk actually attempt to rear them domestically. Rarely, an egg can be recovered from a flock’s roosting tree, and, if handled with care, can be hatched in captivity. A hatchling that imprints on a humanoid “parent,” provided it is fed and treated well, can develop a close bond with its caretaker and can grow to be a loyal and obedient pet. However, this is only true for its master; for other people, the dragons behave identically to their wild counterparts, unless the master has trained them exceptionally well. Such specimens are highly prized and can be used to great effect as bodyguards and watchdogs. Capturing a live clamp dragon from the wild and keeping it in captivity has never succeeded in all recorded history, and there are many hands with missing fingers to testify to this truth.
Clamp Dragon
Tiny dragon, chaotic evil
- Armor Class 14 (natural armor)
- Hit Points Hitpoints
- Speed 20 ft., climb 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
- Skills Acrobatics +5, Athletics +3, Stealth +5
- Senses darkvision 60 ft., passive Perception 10
- Languages Draconic
- Challenge 2
Evasive. While the dragon is grappling a creature, other creatures have disadvantage on attack rolls against the dragon.
Pounce. If the dragon moves at least 20 feet in a straight line before it makes an attack roll, it gains advantage on its next bite attack against a creature that turn.
Shifty. The dragon can use the disengage action as a bonus action on its turn.
Slippery. The dragon has advantage on ability checks made to escape a grapple.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6+3) piercing damage and the target becomes grappled. The target can attempt to break free on its turn by using its action to make a Strength (Athletics) check opposed by the dragon's Athletics or Dexterity (Acrobatics) check (dragon's choice).
Reactions
What are you doing, Marv? When the dragon is grappling a creature and is targeted by an attack roll, it can use its reaction to make a Dexterity saving throw with a DC equal to the attacking creature's attack roll result. On a success, the attacking creature's attack resolves against the grappled creature instead of the dragon, dealing damage normally, while the dragon takes no damage.
Ecology of the Cloud Dragon
Where wind howls across snowy peaks and the clouds themselves are pierced by impassable mountains, where even eagles seldom dare, lies the playground and hunting grounds of the majestic cloud dragon. These massive beasts are the supreme rulers of the skies and all they survey from their lofty heights.
Feathered Flyers
Among the largest of all dragons, cloud dragons can grow to immense sizes and sport the largest wingspan of any dragonkin. Their bodies are covered in a variety of feathers, from fur-like down on their legs and flanks to spectacular flight feathers on their two pairs of wings. Unique among dragons, the cloud dragon’s four-wing body plan is a marvel of
evolution. Its first pair of wings had their origins as forelimbs. The ancestors of cloud dragons once had two front legs and one set of wings, like other dragonkin. But as the creatures adapted to their aerial environment, the need for front legs was overshadowed by the need for extra flight power. Over time, the dragons' forelimbs grew flight feathers and extended their digits to hang them from, culminating in a second set of wings.
These additional wings grant the cloud dragon incredible agility in the air, in spite of the creatures’ great size, as well as astonishing speeds. Cloud dragons are sometimes called gale dragons or zephyr dragons due to their aerial grace and alacrity. The two sets of wings beat in an alternating up-down pattern. While one set pushes down, the other lifts up, giving the dragon fine control over its attitude and lateral movement. The long tail acts as a stabilizer, and the dragon can bend it to gain extra turning power when needed. The twin wing pairs also enable the cloud dragon to gain huge amounts of lift when they enter a thermal, where they can soar for hours without so much as a single wingbeat.
Hunting Strategies
Indeed, cloud dragons spend the bulk of their lives in flight and some scholars believe they can stay up indefinitely provided they can eat while in the air. This they are very capable of, snatching large birds out of the air or fish and even small whales out of the sea. Cloud dragons will eat just about anything, but in the past few centuries have grown very partial to the livestock of humanoids. This has led to a great deal of strife for farmers and ranchers near mountain ranges, as their sheep, cattle, camels, and horses are routinely picked off by far-ranging cloud dragons.
The cloud dragon’s territory can be vast, up to many hundreds of miles in radius. And the creatures claim virtually everything in such territories as their own. This does not mean they are tyrannical and cruel to other people and creatures in the area, but they see themselves as a kind of king or overlord and expect to be treated as such.
Lordly Bearings
Cloud dragons have noble, regal personalities. They believe in fairness and a strict social order, but are not violent without cause. They do demand respect and a certain degree of fealty, however, and not just from “lower” beings, but from other dragons as well. If another dragon, of their own species or any other, enters their territory, a cloud dragon will make it a point to confront the newcomer and demand its business and an offering of supplication. This, unsurprisingly, leads to conflict and dangerous dragon duels that can lay waste to a landscape for miles before it ends. Cloud dragons are content to fight until their opponent surrenders, but other dragons are not so measured in their temperaments, and will often fight until one of the pair is dead. Very few cloud dragons perish in such fights.
Relationship to Humanoids
Regarding humanoids, cloud dragons are largely indifferent. They see such folk as a nuisance at worst and a mild curiosity at best. Because the dragons’ domains are so inaccessible for most people, there is little interaction between them and the dragons, and little the people can do if a dragon decides to impose its will over them.
Even humanoids who have tamed flying mounts can have difficulty reaching a cloud dragon’s lair or besting it in air-to-air combat. Cloud dragons consider human settlements laughable and have no interest in living anywhere near them. At most, they are intrigued by humanoid artwork, goods, and food. Some cloud dragons have perfectly mutual relationships with humanoid domains in their territory, trading protection for food and gold. Humanoids in such relationships tend to regard the dragons as snobbish and arrogant, but far better, fairer, and long-sighted lords than those of their own kind.
The only non-dragons that cloud dragons respect are cloud giants. It is believed that both species once dwelt together in ancient days and battled other giants for supremacy. Since cloud giant territories often overlap with cloud dragons, the two have wisely chosen to get along rather than compete. Cloud dragons will often leave a hatchling as a ward of a respected cloud giant, to be taught the giants’ ways and learn more of history. As such, some cloud dragons consider cloud giants to be almost kin, and will frequently fight at their sides if the giants are threatened.
Environment and Lairs
As their name implies, cloud dragons love flying through cloud layers and hiding in them to spy down on their realms below. This has led to the belief that the dragons can actually walk on clouds as if it was solid ground. However, no evidence of this has ever been conclusively shown, and raises many questions of physics and mass. That said, all dragons are capable of magic to some degree, so perhaps it is not as far-fetched as it sounds.
Cloud dragon lairs are built into the sheer sides of mighty mountains, or perched on the precipice of the same. The higher the mountain, the more likely a cloud dragon will seek to make it a home. If they can’t find a natural cave in the cliffside, cloud dragons will use their immense strength to dig out a burrow. This frequently results in avalanches down the mountainsides, but the cloud dragons pay it no heed. Once excavated, a cloud dragon’s lair is like a royal audience chamber, complete with stone pillars the envy of any dwarf mason. Cloud dragons adore the cold gleam of metals like platinum, silver and white gold. They covet these riches and will go to great lengths to acquire them and defend them. Treasure hunters bold and resourceful enough to reach a cloud dragon’s lair will have the fight of their lives on their hands if they seek to claim such treasure for their own.
Breath Weapon
Like all dragons, the cloud dragon has a specialized breath weapon that it can use to deadly effect. The dragon gulps in huge lungfuls of frigid air from its dizzying heights and then charges it internally with a special organ that generates heat and static. It can then expel the air, now superheated, which causes a sudden shift in atmospheric pressure in a wide burst, the result of which is a booming thunderclap that can shatter metal and bone. Indeed, many people hear a crack of thunder on a clear day only to look up and see a cloud dragon wielding its breath in a deafening display.
Cloud Dragon Wyrmling
Medium dragon, lawful neutral
- Armor Class 18
- Hit Points 45 (6d8+18)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
- Skills Perception +4, Stealth +4
- Damage Resistances cold, thunder
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
- Languages Draconic
- Challenge 2
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 9 (1d10+4) piercing damage.
Thunder Breath (Recharge 5-6). The dragon exhales a thunderous blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) thunder damage on a failed save, or half as much on a successful one.
Young Cloud Dragon
Large dragon, lawful neutral
- Armor Class 19
- Hit Points 168 (16d10+80)
- Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
- Saving Throws Dex +5, Con +9, Wis +4, Cha +8
- Skills Arcana +6, History +6, Perception +8, Stealth +5
- Damage Resistances cold, thunder
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
- Languages Common, Draconic
- Challenge 10
Power Dive. The dragon can take the dash action on its turn as a bonus action, but only while flying.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit 17 (2d10+6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
Thunder Breath (Recharge 5-6). The dragon exhales a thunderous blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) thunder damage on a failed save, or half as much on a successful one.
Adult Cloud Dragon
Huge dragon, lawful neutral
- Armor Class 20 (natural armor)
- Hit Points 243 (18d12+126)
- Speed 40 ft., fly 100 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 24 (+7) 16 (+3) 13 (+1) 18 (+4)
- Saving Throws Dex +6, Con +12, Wis +6, Cha +9
- Skills Arcana +8, History +8, Perception +10, Stealth +6
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons; cold, thunder
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 16
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Power Dive. The dragon can take the dash action on its turn as a bonus action, but only while flying.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 19 (2d10+8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 17 (2d8+8) bludgeoning damage.
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.
Thunder Breath (Recharge 5-6). The dragon exhales a thunderous blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) thunder 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (2d8+8) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Cloud Dragon
Gargantuan dragon, lawful neutral
- Armor Class 23 (natural armor)
- Hit Points 487 (25d20+225)
- Speed 40 ft., fly 100 ft.
STR DEX CON INT WIS CHA 30 (+10) 12 (+1) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +8, Con +16, Wis +9, Cha +13
- Skills Arcana +11, History +11, Perception +13, Stealth +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities cold, thunder
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 23
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Power Dive. The dragon can take the dash action on its turn as a bonus action, but only while flying.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit 21 (2d10+10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit 17 (2d6+10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit 19 (2d8+10) bludgeoning damage.
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.
Thunder Breath (Recharge 5-6). The dragon exhales a thunderous blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) thunder 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (2d8+8) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Dune Dragon
Deserts often appear to be lifeless, still places, but the sands contain many hidden secrets. One of the largest is the dune dragon. These massive creatures are the lords of desert life, and a scourge to those who would go incautiously into the blazing sands.
Sand Swimmers
Dune dragons live a great part of their lives submerged beneath the sand, rarely coming all the way out to reveal their huge and impressive bodies. Even mating takes place in sand burrows, the passionate results of which can send dunes cascading down and cause localized sandstorms. Dune
dragons are not the only dragon species known to dig and burrow, but they are supremely good at it. The creatures’ long, streamlined bodies practically swim through sand and loose earth, with no more difficulty than a fish in water. This is accomplished by the dragon’s numerous digging adaptations. Its forepaws feature four huge, shovel-like claws that can move more earth in a minute than 1,000 men with spades. It uses its shovel-shaped snout to root out massive amounts of sand, which is aided by its conical nose horn and scooping tusks on its lower jaw. But most unique of all are the dune dragon’s wings. Though they are robust and wide as other dragonkin, dune dragon wings are not used for flying. Indeed, dune dragons are the only known dragon species that cannot fly. Instead, the wings have adapted to aid the dragon in its digging and sand-swimming. The outer surfaces of the wings are coated in very rough, rigid skin, as tough as stone, and the shoulder muscles that power them are the largest and strongest of any dragon species. The dragon uses its wings in a sweeping, forward arcing motion, pulling itself through the sand and thrusting the sand behind it in great gouts. In this way, the dragon can speed through packed sand as fast as a horse gallops over a flat field.
Scutoliths
Another peculiarity of the dune dragon’s wings are the crystalline growths that form on them. These growths, known as scutoliths, form on the dragon’s body, especially along the wings, when sand particles become compacted in the skin folds. Over time, the constant friction and pressure they are subjected to as the dragon moves through the sand calcifies them and turns into rock-like nodules bonded to the dragon’s scales. If these nodules remain on the dragon for long enough, they become worn down, polished, and sharpened into glass-like crystalline structures. The older a dune dragon is, the more and more spectacular scutoliths it bears on its wings. These crystals are said to have numerous beneficial uses, from medicine to alchemy to armorsmithing. However they are exceptionally rare, as removing from the dragon is incredibly painful for the creature, and few who have made an attempt have lived to tell the tale.
Hunting Strategies
Dune dragons usually claim a wide territory in a desert over which they are the apex predator and absolute ruler. They will devour almost anything they can catch, but they are especially fond of camels, elephants, tortoises, and humanoids. Dune dragons hunt by tracking the vibrations on the sand around them, and have a highly developed tremor-sense, sensitive enough to detect even tiny desert mice foraging from hundreds of feet away. Their favored hunting tactic is to lie in wait beneath the sand, sometimes for hours, until they detect movement above them. Then, they leap violently out of the sand, snapping up the prey from below, engulfing it into their maws and swallowing it whole before it even knows what hit it. The dragons are also shockingly effective jumpers, using their massive wing muscles to catapult themselves across the dunes. They possess one of the greatest standing high jumps of any terrestrial creature, able to leap to heights of 30-40 feet in a single leap. When jumping horizontally, dune dragons use their wings to glide for short distances, allowing them to cover ground far quicker
than one might expect. Dune dragons have been known to erupt from the sand to pounce on a creature a 50 feet away. And such pounces are almost always lethal, as the dragon’s huge claws and mighty strength are usually enough to obliterate its target.
Static Absorption
All the slithering about in sand creates a great deal of static electricity over the dragon’s body, which could result in powerful electric shocks to the creature when it touches a grounded surface. However, the dragon has a clever adaptation to help with this. It possesses a special organ in its belly that acts as a biological capacitor, absorbing static energy and dispersing it harmlessly through the dragon’s body. This also helps with the formation of scutoliths, with the static charge bonding the sand and rock particles together. This gives the dragon exceptional resistance to electricity. The creatures have been seen to absorb lightning bolts during rare desert storms, with no noticeable harm done.
Water Conservation
Creatures as massive and active as dune dragons require a great deal of water to survive, but in their desert environments, water is a premium. Fortunately, the dune dragons have a number of adaptations to help them with this. For one thing, they possess a highly efficient metabolism, including organs that help cleanse and purify liquid byproducts and recirculate them into the dragon’s body as pure water. Also, the dragon possesses internal water sacs, not dissimilar to a camel’s hump, that it can use to store water for months. When fully filled, the dragon takes on a bulkier, almost bloated form. Yet even with these abilities, the dune dragons must take in water sometimes. Their vibrational tremor-sense helps them here as well, as they can detect the minutest drop of water from hundreds of feet away. They have been known to eat entire cactuses to absorb the stored water, and can sense the coming of a rare desert rainstorm sometimes days in advance. When the rains finally come, dune dragons emerge fully from the sands and open their mouths to the sky, drinking in the rain. When watering holes or sudden flash floods form, they dive in, submerging themselves in the water for as long as it lasts, soaking in the moisture into their scales. This sometimes results in loose scutoliths breaking off and shattering. When the watery areas dry out again, the shattered crystals are left behind, forming a glittering patch of dust within the sands. These patches are known as glittersand or dragondust, and are very valuable when sifted. The dust can be used for medicinal purposes as well as useful spell components. Also, such patches are good telltales of the presence of a dune dragon in an area for those deliberately seeking them.
Relationship with Humanoids
Dune dragons are extremely dangerous predators who have no qualms about devouring other sapient beings. Especially during droughts or lean times, they are aggressive toward humanoids who enter their territory, and desert trade caravans must take great care in planning their routes. That said, dune dragons are also very curious creatures who enjoy conversation when the mood is on them.
The creatures have been known to surprise travelers by leaping out of the sand, only to challenge the traveler to a riddle or ask what treasures they carry with them. Reports of such encounters describe the dragons as sarcastic and even downright patronizing, possessed of a haughty air and a supreme sense of self-importance and vanity. Flattery has been reported to work well on dune dragons, especially of their scutoliths. Dune dragons are also very interested in the art and craft of humanoids and will often accept gifts of valuable objects or magic items as a “toll” for passing through their territory. Some have even been known to trade, bringing broken-off scutoliths or lightning-struck desert glass in exchange for food or shiny trinkets. When insulted or angered, dune dragons are a force to be reckoned with, however, so travelers are advised to be on their best behavior if confronted by one.
Lairs
Dune dragons patrol large swaths of the desert, and are highly solitary, nomadic beasts, but they do construct lairs. These are usually deep in the desert, far from where most any other creature can reach without risking death from exposure. The dragons dig deep burrows in the sand, packing it together with a mix of saliva, feces, and urine, so that it retains its structure even during sandstorms. In these subterranean lairs, the temperature can be quite cool, and offers a place for the dragon to expel the heat of the day. In deserts near mountain ranges, the dragons sometimes burrow into the bases of foothills for a more permanent home.
Hoards
Dune dragons love treasure covet it for their lairs. They are very fond of anything that shines or sparkles, especially precious metals, which they seem to enjoy rolling around on in their lairs, presumably because it feels cool to the touch. They also love anything that uses water as an adornment, such as fountains, or even aquariums. There are reports of caravans carrying ice to a sultan’s palace across the desert offering chunks of it to a dragon to the immense, if brief, delight of the dragon, who naturally never encounters such a thing as frozen water in its home territory.
Breath Weapon
All true dragonkin boast a powerful breath weapon and dune dragons are no exception. But unlike their cousin species, dune dragons do not produce the components of their breath weapon from within their bodies. Rather, they possess a deep, inflatable craw in their throats that they use to gulp massive quantities of sand. When threatened or angry, a powerful muscular action combined with the dragon’s powerful lungs allows it to expel the sand in a cone-shaped burst at deadly speeds. Creatures caught in the blast are abraded with billions of tiny, jagged sand grains, hard and fast enough to strip skin and permanently blind unprotected eyes. Sometimes the blast is so intense that the victims breathe in nothing but sand, causing damage to the lungs and even suffocation. For this reason, it is always advisable to wear headgear that covers the mouth, nose, and eyes when there may be a dune dragon about, a skill desert bedouins have known for centuries.
Dune Dragon Wyrmling
Medium dragon, lawful evil
- Armor Class 16
- Hit Points 45 (6d8+18)
- Speed 25 ft., burrow 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+2) 16 (+3) 10 (+0) 12 (+1) 12 (+1)
- Skills Perception +5, Stealth +4, Survival +3
- Damage Resistances lightning, radiant
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
- Languages Draconic
- Challenge 2
Sand Glide. The dragon can burrow through nonmagical, unworked sand. While doing so, the dragon doesn't disturb the material it moves through. The dragon can also remain buried in sand indefinitely without having to surface to breathe.
Powerful Leaper. The dragon's jump distance is tripled.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10+3) piercing damage.
Pounce. The dragon leaps at a creature within range of its jumping distance and makes a claw attack with advantage. If the attack hits, the creature must make a DC 13 Strength saving throw or be knocked prone.
Sand Breath (Recharge 5-6). The dragon exhales an abrasive blast of sand in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) slashing damage and becoming blind until the end of the dragon's next turn on a failed save. If the saving throw is failed by 5 or more, the creature also begins suffocating. It can repeat the saving throw as an action on its turn to end this effect. The effect automatically ends if the creature receives any amount of healing. On a successful save, a creature takes half as much slashing damage and is not blinded or suffocated.
Young Dune Dragon
Large dragon, lawful evil
- Armor Class 18
- Hit Points 150 (15d10+75)
- Speed 30 ft., burrow 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 21 (+5) 12 (+1) 15 (+2) 13 (+1)
- Saving Throws Dex +4, Con +9, Wis +6, Cha +5
- Skills Perception +10, Stealth +4, Survival +6
- Damage Resistances lightning, radiant
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 9
Sand Glide. The dragon can burrow through nonmagical, unworked sand. While doing so, the dragon doesn't disturb the material it moves through. The dragon can also remain buried in sand indefinitely without having to surface to breathe.
Powerful Leaper. The dragon's jump distance is tripled.
Actions
Pounce. The dragon leaps at a creature within range of its jumping distance and makes a claw attack with advantage. If the attack hits, the creature must make a DC 17 Strength saving throw or be knocked prone.
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 15 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6+5) slashing damage.
Sand Breath (Recharge 5-6). The dragon exhales an abrasive blast of sand in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (14d6) slashing damage and becoming blind until the end of the dragon's next turn on a failed save. If the saving throw is failed by 5 or more, the creature also begins suffocating. It can repeat the saving throw as an action on its turn to end this effect. The effect automatically ends if the creature receives any amount of healing. On a successful save, a creature takes half as much slashing damage and is not blinded or suffocated.
Adult Dune Dragon
Huge dragon, lawful evil
- Armor Class 21 (natural armor)
- Hit Points 243 (18d12+126)
- Speed 40 ft., burrow 100 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 24 (+7) 13 (+1) 17 (+3) 15 (+2)
- Saving Throws Dex +5, Con +12, Wis +8, Cha +7
- Skills Perception +12, Stealth +5, Survival +8
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons; lightning, radiant
- Senses blindsight 120 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 15
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Sand Glide. The dragon can burrow through nonmagical, unworked sand. While doing so, the dragon doesn't disturb the material it moves through. The dragon can also remain buried in sand indefinitely without having to surface to breathe.
Powerful Leaper. The dragon's jump distance is tripled.
Actions
Pounce. The dragon leaps at a creature within range of its jumping distance and makes a claw attack with advantage. If the attack hits, the creature must make a DC 20 Strength saving throw or be knocked prone.
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 17 (2d10+7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 15 (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 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.
Sand Breath (Recharge 5-6). The dragon exhales an abrasive blast of sand in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) slashing damage and becoming blind until the end of the dragon's next turn on a failed save. If the saving throw is failed by 5 or more, the creature also begins suffocating. It can repeat the saving throw as an action on its turn to end this effect. The effect automatically ends if the creature receives any amount of healing. On a successful save, a creature takes half as much slashing damage and is not blinded or suffocated.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 15 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Dune Dragon
Gargantuan dragon, lawful evil
- Armor Class 24 (natural armor)
- Hit Points 432 (24d20+192)
- Speed 40 ft., burrow 100 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 26 (+8) 15 (+2) 18 (+4) 17 (+3)
- Saving Throws Dex +7, Con +15, Wis +11, Cha +10
- Skills Perception +15, Stealth +7, Survival +11
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons; lightning, radiant
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 22
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Sand Glide. The dragon can burrow through nonmagical, unworked sand. While doing so, the dragon doesn't disturb the material it moves through. The dragon can also remain buried in sand indefinitely without having to surface to breathe.
Powerful Leaper. The dragon's jump distance is tripled.
Actions
Pounce. The dragon leaps at a creature within range of its jumping distance and makes a claw attack with advantage. If the attack hits, the creature must make a DC 23 Strength saving throw or be knocked prone.
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 19 (2d10+9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 16 (2d6+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit 17 (2d8+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.
Sand Breath (Recharge 5-6). The dragon exhales an abrasive blast of sand in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 84 (24d6) slashing damage and becoming blind until the end of the dragon's next turn on a failed save. If the saving throw is failed by 5 or more, the creature also begins suffocating. It can repeat the saving throw as an action on its turn to end this effect. The effect automatically ends if the creature receives any amount of healing. On a successful save, a creature takes half as much slashing damage and is not blinded or suffocated.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 15 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Faerie Dragon
With a skittering among the trees, a low droning as of buzzing insect wings, and a sourceless fey giggle, forest travelers may discern they have entered the territory of one of the smallest, and friendliest, of all dragonkin, the faerie dragon.
Children of the Feywild
Faerie dragons are native to the Feywild. However, much like pixies, sprites, dryads, and other fey, they have a penchant for crossing over to the prime material when the opportunity arises and thin spots between the two realms can be breached. As far as anyone can tell, they do this simply out of curiosity and a wish to explore--and to encounter creatures new to them.
Anatomy and Flight
Among the smallest of all dragonkin, faerie dragons are about the size of a weasel or cat. Indeed, their long, sinuous bodies are reminiscent of a weasel’s and their sharp, large-eyed faces similar to cat’s. That is where the similarities end, however. Their bodies are covered in a coat of fine, hair-like scales, that shimmer with iridescent shades of blue and green. On their backs, they bear a light carapace of lustrous blue-green chitin, under which hides one of their most beautiful features. A faerie dragon’s wings are similar to that of a beetle or ladybird, multi-paned and diaphanous, with bold patterns of yellow, black, and scarlet like painted glass. These remain mostly covered by the carapace when not in use. When flying, the wings beat rapidly, causing a low droning like a bee or dragonfly, but much louder. The rapid wingbeats allow the dragons to hover in place and dart to and fro with ease, and even fly backwards.
Continuing the dragons’ anatomical similarities to insects, they also have a pair of long antennae-like appendages atop their heads. These typically end in a flare of feathery feelers which the dragon uses to navigate by night. These antennae flares tend to be brightly colored, usually blue, pink, yellow or orange. A faerie dragon has a total of six legs, all of which are rather short and stubby, keeping the dragon low to the ground when it walks. Each leg ends in a tiny paw-like foot with thin, sharp, retractable claws. These allow the dragon great mobility when climbing the rough treebark of its preferred environment.
Forest Dwellers
Whether in the Feywild or prime material, a faerie dragon is most at home in the forest. They are arboreal in nature, building nests in the hollows of tree trunks, sometimes repurposing abandoned owl or woodpecker nests for themselves. From their nests, they flit about the forest, either climbing or flying among the branches in search of food. Faerie dragons are omnivores, hunting insects and small frogs and lizards, as well as foraging for fruit, berries, nuts, and mushrooms. They possess long, sticky, frog-like tongues that they can lash out in an eyeblink to pick off an insect on the wing, or to grab a berry from the next branch over. Their absolute favorite treat, however, can only be found through the hands of those who command druidic magic: the goodberry.
Goodberry Connoisseurs
To a faerie dragon, the goodberry is similar to catnip to a cat. After eating one, they become energetic and frisky, and almost deliriously happy. Because of this, druids who dwell in forests often have many faerie dragon visitors in a day, each begging for a goodberry for their own. Many druids resist the temptation to feed the dragons thusly, believing it instills dependence and bad habits in the creatures, but the dragons’ tenacity and shamelessness can wear down even the most stoic of nature’s guardians.
Joyful Friends
This demonstrates how friendly and gregarious faerie dragons are toward humanoids. The dragons seem to genuinely enjoy the company of other sapient beings, be they fey, humanoids, other dragons, or anything in between. They are intelligent and excellent problem solvers, and have been known to play games of thought with humanoids, such as chess or tak. They also love practical jokes and clever wordplay, especially puns. One way to win a faerie dragon over is to tell them a joke they’ve never heard. If they find it funny, they will become enamored with the joke-teller and follow them around for hours, hoping for more. Faerie dragons are fond of children and like playing hide and seek with them. The dragons seem enchanted by children’s laughter and laugh along with them especially when the many sensitive spots under their legs get tickled.
Fey Watchmen
The dragons frequent elvish woodland settlements and are especially fond of anyone who can use magic. They have even been known to become pets or assistants, as they think of themselves, to wizards and other magic users. In the Feywild,
faerie dragons often live in communities with other fey, for mutual protection, and for the company. Their keen sight and ability to stay well hidden make them excellent lookouts and watchmen.
Forest Dragon Family
Because of their shared environment, faerie dragons often come into contact with forest dragons. These two dragonkin get along famously, seeing one another as a branch of a long-lost extended family. Together, they can be a force to be reckoned with, both as opponents and as practical jokesters.
Evil Intolerance
The dragons’ good-natured camaraderie only extends so far, however. Cruelty to innocents, destruction of the environment, acts of injustice, and the practice of dark magic all disgust faerie dragons. They rarely fight, only if their lives are threatened, but such behavior can move a faerie dragon to violence, if only to protect others in their small capacity. Though they are tiny in size, they do pack a powerful punch with their breath weapon.
Breath Weapon
When threatened or roused to anger, the faerie dragon can unleash a cloud of magical energy charged with the mischief and malignance of the Feywild. The cloud flashes out of the dragon’s mouth in a swirling mass of rainbow color. Each color carries its own particular kind of curse, and creatures caught in the blast may suffer one of several debilitating effects, thankfully temporarily. From blindness, to sleep, to paralysis, to terrible fright, victims of the faerie dragon’s breath are in for a difficult time.
Magical Nature
This is not the only way faerie dragons can express their fey-born magic. They possess an innate, natural magical gift that allows them to know a few spells of their own without the need for spellbooks or complicated rituals and components. They can make themselves invisible at will, enchant humanoids with a charm, and curse enemies with glittering fey fire. These spells they rarely use, except for pranks, unless true danger is afoot.
Mating Habits
Faerie dragons usually only mate once in their lifetimes, which means that there are very few born each year. No one knows why they do this, but some scholars think it may have to do with the differences in how time is reckoned in the Feywild versus the prime material. In any case, when a faerie dragon chooses a mate, the pair are bonded for life and are never far away from one another. Their young they rear for a year or more, after which the hatchlings leave the nest to seek out others of their kind, or any other friendly creatures, to build a life of their own.
Treasure and Sparklies
Like most dragons, faerie dragons love shiny, sparkling things and decorate their nests with them whenever they can get them. They are particularly fond of any gem or precious stone that bears one or more of the colors of the rainbow, like rubies, emeralds, topazes, sapphires, and so on. They have been known to pilfer such jewels from other sapient beings, even other dragons. If their theft is discovered, they can
usually be chastised into returning the stolen property, which they do with sheepish humor. The dragons are also happy to trade such items if the other party has something equally pretty and captivating, and especially if it is rainbow-patterned.
Faerie Dragon
Tiny dragon, chaotic good
- Armor Class 14 (natural armor)
- Hit Points 22 (4d8+4)
- Speed 30 ft., climb 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 8 (-1) 17 (+3) 13 (+1) 13 (+1) 15 (+2) 17 (+3)
- Skills Deception +5, Nature +4, Perception +8, Stealth +5
- Senses blindsight 30 ft., darkvision 60 ft., passive Perception 18
- Languages Common, Draconic, Elvish
- Challenge 2
Fey Soul. The dragon has advantage on saving throws against being charmed, and magic can't put the dragon to sleep.
Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.
At will: charm person, faerie fire, invisibility
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) piercing damage.
Rainbow Breath (Recharge 5-6). The dragon exhales a blast fey energy in a 15-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw. For creatures that fail their save, roll 1d6 and consult the following chart to determine which color of the rainbow they are affected by:
d8 Color Effect 1 Red Stunned 2 Orange Paralyzed 3 Yellow Frightened 4 Green Unconscious 5 Blue Charmed 6 Purple Blinded The effect of each color lasts for 1 minute.
Ecology of the Forest Dragon
As one walks among the trees in a wild and verdant forest, it’s not always just the squirrels and birds who might be watching from among the boughs. Such places are often home to one of dragonkind’s most numerous and well-loved species, the forest dragon. These mischievous creatures are good-natured stewards of the woods who delight in the small things, and are masters of camouflage.
Small but Spirited
Forest dragons are among the smallest of all true dragons, rarely growing larger than a draft horse. Their smaller size enables them to weave their way through dense underbrush or tangled branches easily. Despite this, forest dragons are no less fierce and dangerous than their larger cousins, and fight with alarming cunning and viciousness if cornered or threatened. Fortunately for most folks, they are rarely driven to such states.
Masters of Camouflage
Very few beasts can match the clever and near-miraculous camouflage abilities of forest dragons. With their mottled green scales, they already blend in well with foliage, but that is purely a half-measure for a forest dragon. The scales themselves are filled with tiny reactive pigment cells that can mimic virtually any color of the spectrum. When a dragon wills it, its scales can adapt to match whatever background the dragon stands in front of, almost instantaneously. Even when not trying to camouflage, parts of a forest dragon’s body will sometimes fade in and out of camouflage almost as if the scales have a mind of their own. This gives the dragons an immense advantage in their wooded habitats, keeping them safe from hostile predators when they are young, and enabling them to sneak up undetected on their own prey. And when a dragon wishes not to be seen by intruders into their domain, they are effectively invisible to eyes not aided by magic.
Relationship with Humanoids
Of all dragons, forest dragons have the most nuanced relationship with humanoids. They are very fond of elves, and are even sometimes called elf dragons. Though they do not live among elves, they are known to build their lairs closeby to elvish settlements for mutual protection, and also because they seem to enjoy elvish company. Forest dragons adore music and have been seen to listen for hours to elvish minstrels singing lays of elder times. They often hum songs to themselves as they flit about the forest, creating haunting sounds for travelers unfamiliar with their ways. Elves welcome forest dragons when they visit, but treat them with the same respect as they do all living things. While there are tales of elves riding on the backs of forest dragons, the elves would never think of doing such a thing without the dragon’s full and enthusiastic consent.
The dragons have a more tenuous relationship with the other humanoid races. They seldom show themselves to such folk, preferring to watch from a distance, keeping themselves well hidden using their incredible ability to camouflage. They are very wary of humans, whose presence in the forest almost always means hunting, tree-felling, or worse things. Forest dragons are not aggressive, and will usually try
diplomacy if their territory is violated. However, they know humans are cunning in their own right and can be very dangerous, so it is not unheard of for a forest dragon to attack humans they believe are harming the woods. This has led to some animosity between human loggers, hunters, and trappers and the dragons. But as humans have continued to encroach on forests and woodlands, the dragons have retreated deeper into the wildest parts of the woods.
Pranksters and Comedians
In spite of this, forest dragons still seem to be drawn to humanoids by an insatiable curiosity. Using their camouflage abilities, they often sneak up on humanoids and observe them, sometimes for hours. If they sense that the visitors are not hostile, they frequently will play some sort of practical joke on them, like filling empty boots with water, pulling a tent up into a tree, or replacing a shiny object with nuts or tree bark. If the visitors react with good humor, a forest dragon may deign to show itself and speak to them. If they can’t take a joke, the dragon knows to keep its distance and perhaps do something to drive the intruders off. The dragons enjoy a good laugh, and have senses of humor closer to humanoids than any other dragon species. They especially love physical comedy and pratfalls, and seem to delight in what they see as the absurdity of humanoid body plans and locomotion.
Climbing Experts
Forest dragons are excellent climbers, with hooked claws on their hands and feet, and a flexible, prehensile tail. Their inner ears are very well tuned, allowing them to function upside down and at odd angles with as much ease as a human would have sitting in a chair. They have excellent balance, with even the largest specimens able to crouch on a branch no wider than a human arm. They are fond of hanging upside down from tree limbs by their tails or curling up in the crook of a nest of branches and sleeping soundly. And though they are most at home climbing through the canopy, forest dragons also possess wings and the ability to fly. Their wings are often regarded as some of the most beautiful of all dragonkin. When unfurled, the wings appear like those of a dragonfly, diaphanous and multi-paned, like living stained glass. When light hits them at certain angles they seem to glow with a rainbow radiance. The wings make a loud fluttering sound when the dragon is aloft, like the droning of an immense bee. Forest dragons delight in soaring over the forest canopy, often dragging their tails through the leaves like a rudder on a ship.
Diet
Most dragons can digest anything they swallow, but usually prefer meat. Forest dragons, however, are true omnivores, eating other animals as well as fruits, berries, nuts, and even moss and lichens. They have never been known to eat humanoids, even when in conflict with them, and seem to find the idea distasteful. One strange eating habit of the forest dragon is their obsession with thorny plants. They devour such plants wherever they find them, thorns and all. This habit seems inexplicable until the dragon uses its breath weapon.
Breath Weapon
Forest dragons seem to have developed a breath weapon strategy that makes direct use of their sylvan environment. Rather than ejecting elemental energy, a forest dragon’s breath weapon spews a cloud of razor sharp thorns in a wide radius. The thorns are the result of the dragon’s diet of brambles and bracken. When the dragon swallows such plants, they pass through a special filter-like organ in the craw and are collected in a thick pouch in the dragon’s throat. Then, when the dragon is angered enough to use its breath attack, it fills the pouch with air and then expels the highly pressurized contents at deadly speeds. Those unfortunate enough to be caught in the blast are turned into pincushions as thousands of tiny barbs impale them. This can lead to excruciating pain and bleeding, as well as blindness. Fortunately, forest dragons rarely use their breath weapons except when they feel their lives are threatened.
Lairs and Treasure
The dragons make their nests or lairs in the deepest parts of a forest, among the oldest trees. Some build elaborate nests in the upper branches of the trees, using sticks, logs, moss, mud, grass, and anything they can find to create warm, water-tight homes from whence they can observe the forest from above. Others dig spacious dens below the roots of old trees, which they expertly camouflage using bark, moss, grass and mud. Forest dragons are fond of treasure, the shinier the better, and most have a sizable hoard stashed away in their lairs. They are also intrigued by wood carving, as it is a skill they lack. They are fascinated by seeing the material that makes up the bulk of their world turned from rough and natural into a work of art. As such, woodcarvers and carpenters who wander into a forest dragon’s domain can all but guarantee a good rapport with the creature if they can provide a gift of a carving or furniture or the like.
Forest Dragon Wyrmling
Small dragon, chaotic good
- Armor Class 15 (natural armor)
- Hit Points 33 (6d8+6)
- Speed 30 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
- Skills Perception +7, Performance +2, Stealth +4
- Damage Resistances piercing
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
- Languages Draconic
- Challenge 2
Camouflage. When in a forested environment, the dragon has advantage on Dexterity (Stealth) checks. As long as it remains motionless, it is indistinguishable from the surrounding environment.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 6 (1d8+2) piercing damage.
Thorn Breath (Recharge 5-6). The dragon exhales a blast of tiny, razor-sharp thorns in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 23 (5d8) piercing damage on a failed save, or half as much on a successful one. Creatures that fail their save are also blinded until the end of the dragon's next turn. A creature that fails its save by 5 or more also begins bleeding, suffering 1 piercing damage at the start of each of its turns. As an action, a creature can make a Wisdom (Medicine) check (DC 11) to remove the bleed effect. Any amount of healing also removes the effect.
Young Forest Dragon
Medium dragon, chaotic good
- Armor Class 17 (natural armor)
- Hit Points 90 (12d10+24)
- Speed 40 ft., climb 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 13 (+1)
- Skills Perception +9, Performance +4, Stealth +5
- Damage Resistances piercing
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 6
Camouflage. When in a forested environment, the dragon has advantage on Dexterity (Stealth) checks. As long as it remains motionless, it is indistinguishable from the surrounding environment.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage.
Thorn Breath (Recharge 5-6). The dragon exhales a blast of tiny, razor-sharp thorns in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 40 (9d8) piercing damage on a failed save, or half as much on a successful one. Creatures that fail their save are also blinded until the end of the dragon's next turn. A creature that fails its save by 5 or more also begins bleeding, suffering 2 piercing damage at the start of each of its turns. As an action, a creature can make a Wisdom (Medicine) check (DC 13) to remove the bleed effect. Any amount of healing also removes the effect.
Adult Forest Dragon
Large dragon, chaotic good
- Armor Class 19 (natural armor)
- Hit Points 143 (15d12+45)
- Speed 40 ft., climb 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 15 (+2)
- Saving Throws Dex +5, Con +7, Wis +7, Cha +6
- Skills Perception +11, Performance +6, Stealth +5
- Damage Resistances piercing; bludgeoning and slashing from nonmagical weapons
- Senses blindsight 90 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 12
Legendary Resistance (2/day). If the dragon fails a saving throw, it can choose to succeed instead.
Camouflage. When in a forested environment, the dragon has advantage on Dexterity (Stealth) checks. As long as it remains motionless, it is indistinguishable from the surrounding environment.
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 5 ft., one target. Hit 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 11 (2d6+4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 13 (2d8+4) 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.
Thorn Breath (Recharge 5-6). The dragon exhales a blast of tiny, razor-sharp thorns in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 68 (15d8) piercing damage on a failed save, or half as much on a successful one. Creatures that fail their save are also blinded until the end of the dragon's next turn. A creature that fails its save by 5 or more also begins bleeding, suffering 3 piercing damage at the start of each of its turns. As an action, a creature can make a Wisdom (Medicine) check (DC 15) to remove the bleed effect. Any amount of healing also removes the effect.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 13 (2d8+4) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly or climb up to half its flying speed.
Ancient Forest Dragon
Large dragon, chaotic good
- Armor Class 21 (natural armor)
- Hit Points 240 (16d20+72)
- Speed 50 ft., climb 50 ft., fly 60 ft.
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 19 (+4) 16 (+3) 18 (+4) 19 (+4)
- Saving Throws Dex +6, Con +9, Wis +9, Cha +9
- Skills Perception +13, Performance +9, Stealth +10
- Damage Resistances piercing; bludgeoning and slashing from nonmagical weapons
- Senses blindsight 120 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 15
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Camouflage. When in a forested environment, the dragon has advantage on Dexterity (Stealth) checks. As long as it remains motionless, it is indistinguishable from the surrounding environment.
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 5 ft., one target. Hit 17 (2d10+6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit 15 (2d8+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 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.
Thorn Breath (Recharge 5-6). The dragon exhales a blast of tiny, razor-sharp thorns in a 90-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 86 (19d8) piercing damage on a failed save, or half as much on a successful one. Creatures that fail their save are also blinded until the end of the dragon's next turn. A creature that fails its save by 5 or more also begins bleeding, suffering 4 piercing damage at the start of each of its turns. As an action, a creature can make a Wisdom (Medicine) check (DC 17) to remove the bleed effect. Any amount of healing also removes the effect.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 15 (2d8+6) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Frost Dragon
High in the snow- and wind-whipped mountains, or out on the open ice fields and glaciers of the north, dwells the mysterious and vicious frost dragon. These wyrms are the ultimate cold-weather beast, having adapted to the frozen wilds so well that they can live comfortably in temperatures and environments that would freeze even the mightiest mammoth.
Fur Coats
The most distinguishing feature of frost dragons is their thick coat of white-grey fur. They are the only species of dragon to boast such a coat, in contrast to the more reptilian scaled and feathered bodies of dragons from warmer climates. The “fur” is in fact a type of quill-like feather called pycnofibers, which appears to be an example of convergent evolution, evolving independently of true furred creatures like mammals. Frost dragon fur is white to help it blend in with its environment, though hatchlings and juveniles tend to have an ashen-gray colored coat. The fur is incredibly insulating, retaining up to 95% of the dragon’s body heat even in sub-zero temperatures. Frost dragons also have a layer of thin scales beneath their coats but these are generally not as thick and durable as those in more southerly dragons.
Hunting Strategies
Frost dragons are rapacious hunters. They stalk prey among the snowy heights, and often prefer to hunt during snowstorms and blizzards, as it helps conceal them even better. As true dragons, frost dragons have excellent vision, hearing, and smelling, but also possess a near-supernatural sixth-sense that makes them virtually impossible to sneak up on, and allows them to detect other creatures even in white-out conditions. They also seem to have a preternatural
awareness of vibrations on snow and ice, and can detect even the tiniest movements on such surfaces within a wide radius around them. Frost dragons will eat just about anything, and in their environment predators’ options are usually limited.
They have been known to attack mammoth, woolly rhinos, mountain goats, caribou, elk, and even whales and dolphins if their territory lies along a coastline. They are also fond of humanoids, but rarely come into contact with them due to the remoteness of their environment.
Lifestyle and Life Cycle
Frost dragons are intelligent and sapient as all true dragons are, but are much less gregarious and talkative than their southerly relatives. They rarely interact with other sapient creatures, and when they do, such interactions tend to be hostile. Frost dragons are highly territorial, especially toward other sapient creatures, seeing them as a threat to their survival (which can often be the case). They are highly solitary beasts, pairing up once every few years to mate, then spending most of the rest of their lives in solitude. Females produce clutches of two to six eggs, which hatch within 6 months of laying. Mothers tend to their hatchlings for up to ten weeks, after which the hatchlings are ejected from the lair and must fend for themselves. Cannibalism has been observed, even among mother dragons and their hatchlings. Young frost dragons set out on their own, hunting small game and digging burrows into snow and ice for shelter. Even young dragons are fierce and dangerous, but are still at their most vulnerable at this age, primarily from large carnivores, humanoids, and other dragons. Those that survive to their first full molt, when their baby fur is sloughed and their new, white coat comes in, tend to go on to live for decades if not centuries.
Breath Weapon
As with all true dragons, frost dragons possess a deadly breath weapon. Scholars are not certain how dragon breath is actually achieved, but in the case of frost dragons, it seems to come from some alchemy between the dragon’s icy exterior and a strange liquid substance it produces in its craw. This allows the dragon to belch forth a wide jet of superfrigid liquid that instantly turns to a gas when in contact with air, causing sudden and violent formation of ice crystals in living tissue it strikes. This effectively gives the dragon an ice breath attack that can freeze living creatures solid. Indeed, observation suggests that frost dragons prefer to eat their prey frozen, gnawing on it as a dog gnaws a bone. Some creatures with exceptional protection against cold can survive a blast of the dragon’s breath, but humanoid explorers to the north are advised to have magical protection on hand if they know they are entering into a frost dragon’s territory.
Unique Feet
Another distinctive feature of frost dragons are their wide, furry feet. Unlike other dragons, which have four-digit reptilian-like claws on their feet, the middle toes of a frost dragon are fused together, forming an almost hoof-like appendage. The other two toes are wide and splayed, giving the creature a very broad footprint. Each toe has a thick pad of fatty tissue on it, surrounded by thick hairs, which aid the dragon in walking on slick surfaces like ice. Indeed, the creatures have been seen running at full speed over frozen lakes without difficulty. Each toe has a blunt claw on its tip, but these are largely vestigial, as they are not sharp or extended enough to be used as weapons. However, one swat of the dragon’s mighty paw can shatter bones of an unlucky victim, or trample even a large creature to death. Frost dragons are odd among dragonkin as seeming to prefer to walk rather than fly the bulk of the time. While their wings are fully functional, frost dragons are clumsy and slow flyers compared to other dragons.
Icy Tails
Frost dragons have a unique behavior among dragonkin as well. Their leaf-shaped tail tips are covered in a thick, rigid type of horn, that seems almost devoid of nerve endings. The dragon will frequently dip its tail icy water, coating it and then letting it freeze over. It repeats this process again and again until the tail is coated in a layer of hard, jagged ice, that the dragon then shapes with its teeth into a blade, much like primitive humans shaped flint into spearheads. It then wields this spearpoint tail as a weapon. The chiseled ice can be as sharp as a sword blade, and has been seen to slice open mammoth carcasses, and behead an armored warrior with a single stroke.
Lairs
Similar to other dragons, frost dragons tend to keep a hoard in their lairs, though frost dragon hoards are somewhat less majestic than other dragon species. They tend to prefer furs, hides, and bones from a variety of animals and magical beasts, which they layer around their lairs as bedding. They are very fond of gems, especially deep blue sapphires, and seem entranced by works of crystal and glass. They rarely hoard gold, but do seem to have an affinity for silver when they can get it.
Frost dragon lairs are usually remote, frigid places like mountainside caves or ice tunnels beneath a glacier. Such places are largely inhospitable to other beings, thus granting the dragon a great deal of privacy. However, some frost dragons have been seen to engage in mutualistic behavior with tribes of whitescale kobolds, offering them shelter in exchange for gifts of food and treasure and to serve as watchdogs and caretakers of the dragon’s lair while it is out hunting. These kobolds seem to revere the dragons as near deities, and construct rudimentary cults around them, which they defend zealously. The frost dragon tolerates the presence of the kobolds for the most part, though they have been known to devour a few of the hapless creatures when annoyed or very hungry.
Relationship with Humanoids
Humanoid interactions with frost dragons have historically been hostile and antagonistic. However, some frost dragons have been known to strike deals with humanoids for mutual benefit, such as combating a threat to both parties. Frost dragons do not deal in riddles, flowery speech, or games of innuendo as other dragonkin do. When they speak to humanoids, they are direct, terse, and no-nonsense. That is why frost dragons are known as the coldest of dragonkind, in more ways than one.
Frost Dragon Wyrmling
Medium dragon, neutral evil
- Armor Class 16 (natural armor)
- Hit Points 40 (8d8+8)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 9 (-1)
- Skills Perception +6, Stealth +8, Survival +2
- Damage Immunities cold
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages Draconic
- Challenge 3
Icewalking. The dragon ignores difficult terrain caused by ice, snow, slush, and similar surfaces.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10+3) piercing damage plus 2 (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales a blast of freezing gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much on a successful one. Creatures that fail their save also cannot take reactions or bonus actions until the end of the dragon's next turn.
Young Frost Dragon
Large dragon, neutral evil
- Armor Class 18 (natural armor)
- Hit Points 128 (16d10+48)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 22 (+6) 12 (+1) 17 (+3) 10 (+0) 13 (+1) 11 (+0)
- Saves Dex +5, Con +7, Wis +5, Cha +4
- Skills Perception +9, Stealth +5, Survival +5
- Damage Immunities cold
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 10
Icewalking. The dragon ignores difficult terrain caused by ice, snow, slush, and similar surfaces.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 11 (2d10+6) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales a blast of freezing gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much on a successful one. Creatures that fail their save also cannot take reactions or bonus actions until the end of the dragon's next turn.
Adult Frost Dragon
Huge dragon, neutral evil
- Armor Class 20 (natural armor)
- Hit Points 207 (18d12+90)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 20 (+5) 14 (+2) 16 (+3) 17 (+3)
- Saving Throws Dex +5, Con +10, Wis +8, Cha +8
- Skills Perception +12, Stealth +5, Survival +8
- Damage Immunities cold
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 15
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Icewalking. The dragon ignores difficult terrain caused by ice, snow, slush, and similar surfaces.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit 17 (2d10+6) piercing damage plus 7 (2d6) cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 15 (2d8+6) bludgeoning damage plus 7 (2d6) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales a blast of freezing gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 63 (14d8) cold damage on a failed save, or half as much on a successful one. Creatures that fail their save also cannot take reactions or bonus actions until the end of the dragon's next turn.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 16 Dexterity saving throw or take 15 (2d8+6) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Frost Dragon
Gargantuan dragon, neutral evil
- Armor Class 22 (natural armor)
- Hit Points 350 (20d20+140)
- Speed 50 ft., fly 80 ft.
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 24 (+7) 16 (+3) 18 (+4) 19 (+4)
- Saving Throws Dex +7, Con +14, Wis +11, Cha +11
- Skills Perception +15, Stealth +7, Survival +11
- Damage Immunities cold
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 22
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Icewalking. The dragon ignores difficult terrain caused by ice, snow, slush, and similar surfaces.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit 19 (2d10+8) piercing damage plus 10 (3d6) cold damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 15 (2d6+8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit 17 (2d8+8) bludgeoning damage plus 7 (2d6) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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.
Cold Breath (Recharge 5-6). The dragon exhales a blast of freezing gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a successful one. Creatures that fail their save also cannot take reactions or bonus actions until the end of the dragon's next turn.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 17 (2d8+8) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Gloam Dragon
While there are many strange and dangerous creatures that dwell in darkness, few are to be feared as much as the gloam dragon. These nocturnal monsters are the only species of dragonkin that might legitimately be called evil.
Origins
Gloam dragons are thought to have their origins in the Shadowfell, perhaps through some mutation by that plane or by inhabitation of a fell spirit of darkness. It is unlikely the answer will ever be truly known, as the origins are lost in the mists of time, and gloam dragons reveal nothing themselves, at least not to humanoid folk, whom they see as food.
Lords of Night
Few creatures are as adapted to life in darkness as a gloam dragon. When in shadows, they are virtually invisible to eyes unaided by magic. Their scales are an inky dark blue or black, with some faint highlights of purple on the talons, horns, and spines. When the dragon is angered, these purple-tinted scales take on a faint, baleful purple glow. The dragon’s scales are somewhat porous, with tiny, microscopic pits all over. It uses these to its advantage: by rolling in certain types of sand, minerals, and silicates, it fills the pores in its scales with millions of grains of particulate which, when in low light, sparkle like faraway stars. Against the backdrop of black scales, these star-like patterns allow the dragon to fly beneath a clear midnight sky virtually invisibly. Those who have encountered a gloam dragon in flight in this way describe the sky as moving and rippling just moments before the dragon attacks.
Twin Tails
Gloam dragons have two tails, arranged laterally at the base of the hips. The two tails can act independently of one another and are very flexible, if not fully prehensile. They are unadorned with spines, spikes, or bone, and instead are thin and whip-like. The dragon uses them as such in combat, striking opponents from yards away with a tail whip that can shear flesh from bone.
Shadow Masters
Gloam dragons also possess a supernatural affinity with shadows. Not only do they blend into them with ease, but they can shift between two shadowy areas as though they were swimming between two holes in the ice beneath a frozen lake. This makes them extremely mobile in dark areas, and difficult to track and follow. As a result, gloam dragons prefer to hunt by ambush, subterfuge, and misdirection, relying on surprising their foes and prey and instilling terror and confusion.
Supreme Darkvision
The dragons also boast the greatest night-vision of any dragon, and indeed, of virtually any other living creature. For a gloam dragon, darkest night is as clear and sharp to them as brightest day is to a human. Their night vision’s range is easily double that of the sharpest-eyed drow in the Underdark. Coupled with this is the draconic trait of blindsight, which allows the dragon to sense the faint vibrations in the air and ground around it without relying on vision. However, these traits come at a cost to the dragon. Sunlight is anathema to gloam dragons, and they avoid it at all costs. Not only does it disorient and blind them, but it seems to have a painful effect on their skin if they are exposed for more than a few minutes. As such, gloam dragons are almost never encountered in daylight and do all of their hunting, skulking, and haunting after the sun goes down.
Environments
Gloam dragons are found throughout the world, preferring no particular climate. Anywhere with ample shelter in a dark, gloomy area is enough for them. They prefer caves and underground burrows when they can get them, but they have been found in dark forests and swamps as well. Gloam dragons who lair in caves sometimes come into conflict with cave dragons who occupy the same environment. These subterranean showdowns can be extremely destructive, even causing cave-ins, avalanches, and even small earthquakes. Folk who live or work underground, such as dwarves, are always on the lookout for signs of gloam dragons moving into a cave system. They do their best to drive them out, believing such a risky task is less risky than letting two dragons cross paths and wreak havoc in their own backyards.
Dream Magic
Gloam dragons have highly magic-infused natures. This is, some scholars believe, what makes them so cruel and wicked, though no one can know for sure. The dragons possess a power over sleep and dreaming that few other beings do. It is unknown if gloam dragons actually sleep themselves, as their plotting and scheming seems to go on 24 hours a day, even while they are hiding from the sun. But one of the creatures’ most insidious abilities is its dreamwalking.
If a gloam dragon knows of the existence of a specific sapient being within a wide radius (some scholars believe it can be up to a mile), and that being is asleep, the dragon can, through some shadowy magic, cross into the sleeping being’s dreams. While in the dream, the dragon can manifest however it pleases, and can alter the dream at will. It can openly communicate with the sleeper, and can even take control of the dream, tormenting the sleeper with nightmarish images. The dragon seems to feed off such torment, taking both psychological pleasure and physical sustenance from it. The dragon might plague a victim like this for many nights in a row. A victim so targeted by a gloam dragon wakes unrested and weary, and can even suffer physical harm from the dreams. Some mages know of spells and wards that can prevent these kinds of invasions by night, but unless a potential victim knows for a fact that there is a gloam dragon in the area, it is difficult to be prepared for them.
Breath Weapons
That is not the only power over sleep that gloam dragons possess. One of their two breath weapons is a concentrated gas that acts as a potent soporific for living beings. Victims caught in the breath blast will fall into a deep slumber unless they are very hardy indeed. This allows the dragon to pick off its prey at its convenience, or to make a rapid getaway if it feels it is overmatched.
The dragon’s other breath weapon is its most deadly feature. The dragon summons the power of nightmares to assault victims in a wide blast area, blighting not their bodies but their minds. Some scholars call this attack “nightmare breath,” as it is causes hallucinations, terror, extreme mental anguish, and disorientation, virtually identical to someone suffering from a nightmare or night terror. The damage caused is very real, however, able to literally scare the victims to death.
Insidious Killers
The gloam dragon seems to delight in the torment and pain of sapient beings, especially humanoids. And though it can gain sustenance from its dream invasions, it also loves devouring humanoids in the flesh. Gloam dragons sometimes lure folk to their doom by speaking to them in dreams, offering promises of rich rewards or irresistible love, if only the dreamer will seek out a certain cave or forest in the morning. Most insidiously, gloam dragons have been known to use such tactics against children, and seem to especially favor their flesh as a delicacy. No one knows what causes the dragons to be so malicious and hateful of other beings. But unlike most other dragon species, gloam dragons can rarely be reasoned with. This creates inevitable conflict between people and the dragons that results in bloodshed on both sides. Who prevails in such scenarios depends on the age and strength of the dragon, and the will and courage of the people. In the extremely rare event that a humanoid has been able to parley with a gloam dragon, the dragons come off as sneering, arrogant, and mean-spirited, tossing insults and surprisingly personal attacks at their interlocutors.
Lairs and Hoards
Gloam dragons don’t usually accumulate large hoards, but they are more than willing to trade for objects of great value, or even ones of sentimental, personal value to an individual. As with dreams, the dragons seem to take some sort of sustenance from owning such an object and knowing a person is being deprived of it at the same time. Their lairs therefore are often littered with trinkets, baubles, artwork, old jewelry, antique furniture, and even magical items, making them a valuable score for treasure hunters and dragonslayers brave enough to meet the dragon face to face.
Life Cycles
It is unknown how and when gloam dragons mate and lay eggs. No unhatched eggs have ever been found, and the dragons themselves are solitary, rarely occupying the same territory as another of their species. Thankfully, there seem to be relatively few gloam dragons compared to other dragonkin, so their menace is rare in most places around the world. Even other dragonkin seem to detest them and will attempt to drive them out if they discover them.
Gloam Dragon Wyrmling
Medium dragon, chaotic evil
- Armor Class 13 (natural armor)
- Hit Points 40 (8d8+8)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 13 (+1)
- Skills Perception +6, Stealth +7
- Senses blindsight 10 ft., darkvision 120 ft., passive Perception 16
- Languages Draconic
- Challenge 5
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Step. When the dragon begins its turn in dim light or darkness, its movement does not provoke opportunity attacks as long as it ends its movement in dim light or darkness.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Shadow Strike. When the dragon is in dim light or darkness and uses a bite, claw, or tail attack on a surprised target, it adds an additional 7 (2d6) of the attack's damage type to the damage.
Sleepless. The dragon does not need to sleep and is immune to any effects that would put it to sleep, such as the sleep spell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10+2) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Nightmare Breath. The exhales a blast of nightmarish mental energy in a 15-foot cone. Each creature in that area must make a DC 12 Wisdom saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 15 foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Young Gloam Dragon
Large dragon, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 152 (16d10+64)
- Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 19 (+4) 13 (+1) 13 (+1) 15 (+2)
- Saves Dex +4, Con +8, Wis +5, Cha +6
- Skills Perception +9, Stealth +8
- Senses blindsight 30 ft., darkvision 240 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 11
Dreamwalker (1/day). The dragon can cast the dream spell on a target it is aware of within 1 mile. While in the target's dream, if the dragon chooses, it can force the target to make a Wisdom save (DC 14). On a failure, the dreaming creature does not benefit from the effects of a long rest upon waking.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Step. When the dragon begins its turn in dim light or darkness, its movement does not provoke opportunity attacks as long as it ends its movement in dim light or darkness.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Shadow Strike. When the dragon is in dim light or darkness and uses a bite, claw, or tail attack on a surprised target, it adds an additional 14 (4d6) of the attack's damage type to the damage.
Sleepless. The dragon does not need to sleep and is immune to any effects that would put it to sleep, such as the sleep spell.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 15 (2d10+4) piercing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Nightmare Breath. The exhales a blast of nightmarish mental energy in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw, taking 54 (12d8) psychic damage on a failed save, or half as much on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 30 foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 10 minutes. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Adult Gloam Dragon
Huge dragon, chaotic evil
- Armor Class 19 (natural armor)
- Hit Points 243 (16d12+126)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (0) 25 (+7) 15 (+2) 15 (+2) 19 (+4)
- Saving Throws Dex +5, Con +12, Wis +7, Cha +9
- Skills Perception +11, Stealth +9
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 240 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 17
Dreamwalker (3/day). The dragon can cast the dream spell on a target it is aware of within 1 mile. While in the target's dream, if the dragon chooses, it can force the target to make a Wisdom save (DC 20). On a failure, the dreaming creature does not benefit from the effects of a long rest upon waking.
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Sunlight Weakness. While in sunlight, the dragon has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Step. When the dragon begins its turn in dim light or darkness, its movement does not provoke opportunity attacks as long as it ends its movement in dim light or darkness.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Shadow Strike. When the dragon is in dim light or darkness and uses a bite, claw, or tail attack on a surprised target, it adds an additional 24 (7d6) of the attack's damage type to the damage.
Sleepless. The dragon does not need to sleep and is immune to any effects that would put it to sleep, such as the sleep spell.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 18 (2d10+7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 16 (2d8+7) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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.
Nightmare Breath (Recharge 5-6). The dragon exhales a mind-searing psychic field that induces nightmares in a 60-foot cone. Each creature in that area must make a DC 20 Wisdom saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 60 foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Twin Tail Attack. The dragon makes two attacks with its tails. It can target two different creatures within range with each attack, or attack one creature twice with each tail.
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 17 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Gloam Dragon
Gargantuan dragon, chaotic evil
- Armor Class 23 (natural armor)
- Hit Points 390 (20d20+180)
- Speed 50 ft., fly 100 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 29 (+9) 17 (+3) 17 (+3) 21 (+5)
- Saving Throws Dex +7, Con +16, Wis +10, Cha +12
- Skills Perception +14, Stealth +11
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 240 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 23
Dreamwalker (3/day). The dragon can cast the dream spell on a target it is aware of within 1 mile. While in the target's dream, if the dragon chooses, it can force the target to make a Wisdom save (DC 20). On a failure, the dreaming creature does not benefit from the effects of a long rest upon waking.
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Sunlight Weakness. While in sunlight, the dragon has disadvantage on attack rolls, ability checks, and saving throws.
Shadow Step. When the dragon begins its turn in dim light or darkness, its movement does not provoke opportunity attacks as long as it ends its movement in dim light or darkness.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Shadow Strike. When the dragon is in dim light or darkness and uses a bite, claw, or tail attack on a surprised target, it adds an additional 31 (9d6) of the attack's damage type to the damage.
Sleepless. The dragon does not need to sleep and is immune to any effects that would put it to sleep, such as the sleep spell.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit 20 (2d10+9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 16 (2d6+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit 18 (2d8+9) slashing damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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.
Nightmare Breath (Recharge 5-6). The dragon exhales a mind-searing psychic field that induces nightmares in a 90-foot cone. Each creature in that area must make a DC 24 Wisdom saving throw, taking 90 (20d8) psychic damage on a failed save, or half as much on a successful one.
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or fall unconscious for 10 minutes. The effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Twin Tail Attack. The dragon makes two attacks with its tails. It can target two different creatures within range with each attack, or attack one creature twice with each tail.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 18 (2d8+9) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Reef Dragon
Sailors who venture afar on voyages across the sea tell many fanciful tales, but while most are likely fish stories, reports of reef dragons are entirely real. These majestic beasts dwell in shallow seas around the world, and wherever they make their territory, sealife flourishes.
Coral Decoration
Reef dragons are unique among dragonkin in that no two look alike. This is due to the dragons’ propensity to adorn themselves in coral and sea plants, as well as the growth of parasitic barnacles across their bodies. Reef dragons grow coral-like horns and scales, especially on the head, neck, shoulders, and elbows. These growths can take on many vibrant colors over the dragon’s life, but tend to be red, orange, or pink. As the dragon matures, the corals and plants it sets into its scales grow proportionately, so that older dragons sport entire miniature reefs on their own backs. It is unknown how the dragons’ bodies are able to support marine life in this way, but the dragons take great care of their personal “gardens”, with males using them as eye-catching displays when seeking mates. Little is known about reef dragon mating habits, as it seems to occur deep beneath the waves, and no egg has ever been found by land-going folk.
Marine Companions
Because of the dragons’ adornments, they are constantly surrounded by marine life, from fish to crabs to turtles. Such creatures find shelter in the dragons’ mobile reef backs, and some fish and crustaceans are even adapted to a symbiotic relationship with them, laying their eggs in the dragon’s coral where it will be safe from larger predators. The dragons, in turn, are cleaned and manicured by their swimming entourages, who pick off parasites, dead skin, and other irritants. And when the dragon feeds, not a morsel of its prey goes to waste as its symbionts are quick to snap up any remains or crumbs the dragon leaves behind. Reef dragons seem to delight in their marine companions, and actively care for and nurture them.
Lifestyle
Reef dragons are amphibious creatures that can live indefinitely in saltwater. They possess both lungs and gills, the latter of which are located behind the front limbs, just above the ribs. They spend most of their lives underwater and rarely ever come fully onto land. Though they are able to dive hundreds of fathoms, reef dragons prefer to spend their time in the sun-dappled shallows when they can. They often drift a few feet below the surface, letting the current carry them, seeming to sleep, though they are very much wakeful. Like all true dragons, reef dragons can fly, though they do so only rarely. Their great, twin dorsal fins can unfurl into diaphanous wings that allow them to glide for hours on strong sea breezes. For the sake of their marine passengers, however, reef dragons tend to limit their flights to only a few minutes at a time.
Temperament
Though they have a fearsome, eel-like head and mouth, reef dragons tend to be gentle and even-tempered. They are fierce predators all the same, feeding on large fish almost exclusively. No prey escapes them for more than a moment or two, as their long, flexible necks and razor-sharp, forward-jutting fangs make quick work of anything that comes within reach. Yet the dragons have an innate respect for the cycles of life, treating even those they consume as parts of a larger whole. Reef dragons have been described as “druids of the sea,” who strive to maintain balance in all things, and have great reverence for living things and the interconnected web of predator and prey. However, reef dragons can be moved to intense, relentless violence when the life they nurture is endangered by the careless hands of humanoids.
Conflicts with Ships
Reef dragons are not overly territorial, and usually suffer ships to traverse their domains unharmed. But when ships drop nets and traps, or worse, hunt whales and other large sea mammals, reef dragons spare little pity for the humanoids they encounter. The dragons have been known to capsize ships simply by ramming into them or ripping out their keels from beneath, as well as simply attacking the sailors on deck in deadly fly-by attacks. Once thus enraged, reef dragons tend not to calm down until they have slain or driven off the offending parties. As such, fishermen who venture too far beyond the shore must be careful and wary not to let a reef dragon catch them hauling in their nets, lest they themselves become the catch.
Relationship with Humanoids
This does not mean they have entirely hostile relations with humanoid folk, however. Reef dragons have been known to tow foundered ships to safety, or to suddenly rise up from the depths to give castaway sailors a ride, steering them to dry land. They rarely speak to humanoids, or use humanoid speech at all, and seem largely uninterested in the doings of land-bound beings. In the few recorded interactions between people and reef dragons, the dragons are polite, solemn, and dignified, though somewhat humorless.
Lairs
Reef dragon lairs are among the most remote and out-of-reach of all dragonkind. The dragons sculpt elaborate caves out of coral, seashells, bone, and plants on the seafloor, which they ease themselves into and become effectively indistinguishable from the surrounding terrain. They sleep like this for days or even weeks at a time, so that even at rest they provide a safe harbor for sea life. Reef dragons keep few treasures, but occasionally a shipwreck will catch their interest and they will make off with a chest of gold and jewels to decorate their reef-caves. People capable of diving to the seafloor and challenging a reef dragon for its treasure may come away with riches, but if this has ever happened in history, it was never recorded.
Venom and Breath Weapon
A reef dragon’s body is decorated by both artificial and natural accoutrements, from its coral-scales to its flowing snout whiskers, to its deadly venomous spines. As if the beasts weren’t dangerous enough already, they sport feathery spines along their backs, arms, and tail that contain a potent venom that can paralyze and kill a human in minutes. The dragons seem to have some control over the lethality of their spines, with some scholars believing they can turn them “off” at will, though no one has ever been brave enough to test this. Like any true dragon, reef dragons possess a dangerous breath weapon that they use when threatened or severely angry. They open their maws and spew forth a jet of toxic venom which is a more concentrated and potent form of their spine venom. Underwater, the venom spreads out in a cloud, paralyzing and suffocating anything that swims into it in a wide radius. But when used above the surface, the poison arcs in a line up to two hundred feet in length. When exposed to air, the venom seems to intensify even more, and mere contact can kill a human almost instantly.
If such a victim somehow survives this, the toxin becomes excruciatingly painful and can cause shock and swelling and lead to death within minutes if not treated. Reef dragons rarely use their breath weapons, and when they do, their victims can be assured that they have done something very wrong to earn such retaliation.
Reef Dragon Wyrmling
Medium dragon, neutral
- Armor Class 16 (natural armor)
- Hit Points 52 (8d8+16)
- Speed 30 ft., fly 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 10 (+0) 13 (+1) 11 (+0)
- Skills Nature +3, Perception +5, Stealth +6
- Condition Immunities poisoned
- Damage Immunities poison
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
- Languages Draconic
- Challenge 4
Amphibious. The dragon can breathe both water and air.
Sea Speech. The dragon can communicate with tiny and larger aquatic animals.
Spines. When a creature within 5 feet of the dragon hits it with a melee attack, it must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage on a failed save or half as much on a successful one. A creature attacking the dragon in this way may choose to avoid the spines as part of its attack, but doing so imposes disadvantage on the creature's attack roll.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 8 (1d10+3) piercing damage plus 2 (1d4) poison damage.
Venom Breath (Recharge 5-6). The dragon exhales a line of toxic venom in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Constitution saving throw, taking 24 (6d8) poison damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more also become poisoned for 1 minute.
Young Reef Dragon
Large dragon, neutral
- Armor Class 18 (natural armor)
- Hit Points 128 (16d10+48)
- Speed 30 ft., fly 40 ft., swim 50 ft.
STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 17 (+3) 11 (+0) 15 (+2) 13 (+1)
- Saves Dex +5, Con +7, Wis +6, Cha +5
- Skills Nature +6, Perception +10, Stealth +5
- Condition Immunities poisoned
- Damage Immunities poison
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 10
Amphibious. The dragon can breathe both water and air.
Sea Speech. The dragon can communicate with tiny and larger aquatic animals.
Spines. When a creature within 5 feet of the dragon hits it with a melee attack, it must make a DC 15 Constitution saving throw, taking 11 (3d6) poison damage on a failed save or half as much on a successful one. A creature attacking the dragon in this way may choose to avoid the spines as part of its attack, but doing so imposes disadvantage on the creature's attack roll.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 14 (2d10+3) piercing damage plus 4 (1d8) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage.
Venom Breath (Recharge 5-6). The dragon exhales a blast of toxic venom in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 45 (10d8) poison damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more also become poisoned for 1 minute.
Adult Reef Dragon
Huge dragon, neutral
- Armor Class 20 (natural armor)
- Hit Points 207 (18d12+90)
- Speed 40 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 21 (+5) 13 (+1) 17 (+3) 15 (+2)
- Saving Throws Dex +5, Con +10, Wis +8, Cha +7
- Skills Nature +8, Perception +12, Stealth +5, Survival +8
- Condition Immunities poisoned
- Damage Immunities poison
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic
- Challenge 15
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe both water and air.
Sea Speech. The dragon can communicate with tiny and larger aquatic animals.
Spines. When a creature within 5 feet of the dragon hits it with a melee attack, it must make a DC 18 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one. A creature attacking the dragon in this way may choose to avoid the spines as part of its attack, but doing so imposes disadvantage on the creature's attack roll.
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 5 ft., one target. Hit 18 (2d10+7) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 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 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.
Venom Breath (Recharge 5-6). The dragon exhales a blast of toxic venom in a 90-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Constitution saving throw, taking 67 (15d8) poison damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more also become poisoned for 1 minute.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 16 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Reef Dragon
Gargantuan dragon, neutral
- Armor Class 23 (natural armor)
- Hit Points 420 (24d20+168)
- Speed 40 ft., fly 60 ft., swim 80 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 25 (+7) 17 (+3) 19 (+4) 17 (+3)
- Saving Throws Dex +7, Con +14, Wis +11, Cha +10
- Skills Nature +11, Perception +15, Stealth +7
- Condition Immunities poisoned
- Damage Immunities poison
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 22
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe both water and air.
Sea Speech. The dragon can communicate with tiny and larger aquatic animals.
Spines. When a creature within 5 feet of the dragon hits it with a melee attack, it must make a DC 18 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one. A creature attacking the dragon in this way may choose to avoid the spines as part of its attack, but doing so imposes disadvantage on the creature's attack roll.
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 5 ft., one target. Hit 20 (2d10+9) piercing damage plus 11 (2d10) poison damage.
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit 16 (2d6+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 18 (2d8+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 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Venom Breath (Recharge 5-6). The dragon exhales a blast of toxic venom in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Constitution saving throw, taking 81 (18d8) poison damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more also become poisoned for 1 minute.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 18 (2d8+9) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the River Dragon
When a fisherman finds a spot where the fish are biting and manages to haul in the largest trophy he’s ever caught, it might not be a fish story, but an encounter with a river dragon.
Friends to Humanoids
The kindly river dragon lives in rivers, and lakes, all throughout the world. More than any other dragonkin, river dragons have a positive, friendly relationship with humanoids. They are the only dragon species known to
actually look after and protect humanoids and their settlements. For this, and many other reasons, they have a sterling reputation among most sapient folk, especially those who live near riverine environments.
No one really knows why river dragons have such affection for humanoids. It goes back millennia at least, though, as even ancient writings and art from long-lost cultures have descriptions and depictions of river dragons interacting with people. Since humanoid civilization tends to cluster around rivers, at least early on, river dragons may have co-evolved with humanoids in a way, watching them grow and expand and helping them along the way.
Fisherman's Friend
River dragons are known to help fishermen with their catches, either by dragging nets onto boats or by diving down and scaring fish up the surface as easy pickings. Of course, the dragons often take a cut of proceeds: they are mad for fish of all types and devour them greedily whenever they can. River dragons can catch fish easily, using their broad, paw-like hands to snatch them up to gnaw on with their thin, hook-like teeth. However, they seem to prefer to have the work done for them by people on boats, and have been known to follow fishing boats for days, snapping up the offerings from the sailors. They even enjoy cooked fish, sometimes coming ashore to join a crew of rivermen as they roast trout over a fire.
River's Wisdom
River dragons love tales and stories, the more fantastical the better. They are always willing to trade a tale for a tale from humanoids, and listen with rapt attention. Because of their long lives and wide-ranging travel habits, river dragons tend to have a surprising amount of knowledge and lore of obscure subjects. Many a sage has sought out a river dragon for advice or illumination on some question believed lost to time, only to find the answer quickly and succinctly given, with the beast’s blessing. In many parts of the world, cultures built near rivers have a term or saying about “the river’s wisdom,” which likely refers to the influence of the dragons.
Lifestyle and Lairs
Many river dragons remain in one general area for many years, usually within a few miles of a humanoid settlement. But they also wander, swimming with the current for hundreds of leagues at times, until they find something new or exciting (usually a new settlement or fleet of boats). Due to their gregarious nature, they often pass on news without knowing its import, and are sometimes called river messengers because of this. Dragons that do remain in one spot tend to dig a den in a riverbank, using their powerful paws to move tons of earth in a matter of hours. Their lairs are usually partially submerged, with the entrance and exit underwater. Within the dry part of the den there are usually multiple chambers, which the river dragons enjoy sharing with other creatures.
Otter-ly Gregarious
River dragons have a special affinity for aquatic mammals, and even possess the ability to speak with them. They are highly fond of otters especially, and invite the little creatures to share their dens, going so far as to wall off specific chambers for them to nest in. The dragons are often accompanied by otters, as well as muskrats, beavers, and
other such creatures, as they make their daily rounds up and down their river home. For these creatures, being in the gentle presence of the dragon is a practical guarantee of safety and plenty of food.
Sails and Scales
A river dragon even superficially resembles an otter in many ways, from its mammal-like snout and paws to its long, strong tail that it uses to propel its sinewy body through the water. But they differ drastically as well. River dragons are covered in small, semi-reflective scales that seem to sparkle with the glitter of gold and silver in the right light. They tend to be green or greenish-blue on the top halves, and rosy pink to orange on their bellies. They have bulging, frog-like eyes that are perfectly suited to seeing underwater. But perhaps their most notable and beautiful feature is their mighty sails. Each river dragon has a tall sail that runs the length of its back, suspended by strong, flexible spines. The spines can fold up and down, not unlike a ship furling and unfurling its sheets. When the dragon wants to maximize its swimming speed, it folds its sail down and swims like an otter. But when it wants to bask in the morning sun, it opens its sail and soaks in the rays, which seem to energize the creature, as well as putting them in a jovial mood. A river dragon’s sail, when it catches the light just right, appears to shimmer with all the colors of the rainbow, as its translucent skin bends light and water in a beautiful display. Many sailors refer to river dragons as sailbacks or rainbow dragons.
Helpful Allies
River dragons that take a humanoid settlement under their protection usually become the settlement’s most favored and trusted ally. The dragons assist fishermen with their work, act as lifeguards and rescue divers when people fall into the water, and are even known to help folk look for items accidentally dropped into the murk. If such a town or village comes under attack by more savage creatures like gnolls or ogres, a river dragon will spring to their defense, with usually their presence alone enough to scare off intruders.
Breath Weapon
When that isn’t enough, the river dragon utilizes its breath weapon. The dragon is able to swallow huge quantities of water, which it stores in a pelican-like pouch in its throat. Extreme muscular action allows it to propel the stored water out in a jet that can hit as hard as a battering ram, knocking foes down and shoving them away. This ability is also useful in putting out fires that break out in humanoid settlements from time to time.
Dam Builders
River dragons sometimes even build dams, partly for themselves and partly for their humanoid charges. Damming a river can create large ponds rich with life, which benefits both parties. However, river dragons never construct a dam near a humanoid settlement without getting the settlement’s permission first, as they consider it quite rude to change someone’s river course unnecessarily.
Air Breathers
In spite of their incredible adaptation to water, river dragons do not have gills and must surface to breathe occasionally. They can, however, hold their breath for hours at a time.
Luck Aura
Perhaps the most strange and wonderful thing about river dragons is their supernatural ability to bend luck in their, and others’, favor. The dragons themselves don’t fully understand this ability, claiming that it isn’t something they consciously control. But somehow, when folk are in the presence of a river dragon, out to a few hundred feet, their luck seems to radically improve. Fishermen haul out record prizes, archers hit bullseyes with every arrow, missing spectacles suddenly wash up on shore, prospectors discover gold in their pans, babies are conceived, or not conceived, depending on the hopes of the would-be parents--all have been observed when a dragon is around. Even more curiously, creatures that possess some ill will toward the dragon or those it cares for tend to find themselves coming up unlucky over and over. A sword gets caught in its sheathe, an unseen mud slick sends an aggressor head over heels, a hole appears in a boat that was recently sealed with tar, and so on. It is extremely difficult to bring violence to bear on a river dragon because of this, though oddly, this ability does not seem to affect other dragon species.
Relationship with Other Dragons
River dragons usually get along well with other dragonkin, but regard them as aloof and stuck up much of the time. They detest clamp dragons and will often use their powerful water jets to drive the annoying creatures out of the trees if their nests overlook a river. The dragons rarely go out to sea and seem to dislike saltwater, but they are respectful and reverent to reef dragons in the rare occasion they meet one another. River dragons hate gloam dragons and will fight them as soon as they know of their existence, seeing their predations on humanoids as barbaric, morally bankrupt, and a disgrace to dragonkind.
Pleased by Pearls
A river dragon loves sparkly things, and their lairs usually contain quite a hoard. Their absolute favorite thing in the world are pearls. Their large claws lack the dexterity to crack open oyster shells without destroying the contents, so they often bring batches of the shellfish to humanoids, asking for them to be shucked, and the pearls returned to the dragon. This arrangement has made many humanoid traders rich as the dragons can often be negotiated with to allow the humanoids to keep a share of the pearls, as well as the meat. If you want to get on a river dragon’s good side, a pearl is virtually guaranteed to get you there.
River Dragon Wyrmling
Medium dragon, neutral good
- Armor Class 15 (natural armor)
- Hit Points 39 (6d8+12)
- Speed 30 ft., fly 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 12 (+1) 11 (+0) 13 (+1)
- Skills History +3, Perception +6, Stealth +3
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages Draconic
- Challenge 3
Hold Breath. The dragon can hold its breath for a number of hours equal to its Constitution modifier.
Otter Speech. The dragon can communicate with tiny and larger freshwater aquatic mammals.
Luck Aura. Non-dragon creatures of the dragon's choice that it can see add 1d4 to all ability checks, attack rolls, and saving throws they make within 30 feet of the dragon.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10+2) piercing damage.
Water Breath (Recharge 5-6). The dragon exhales a line of pressurized water in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Strength saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also pushed back 10 feet in a straight line and are knocked prone.
Reactions
Bend Luck. The dragon can impose advantage or disadvantage (its choice) on a single ability check, attack roll, or saving throw made by a non-dragon creature it can see within 30 feet.
Young River Dragon
Large dragon, neutral good
- Armor Class 17 (natural armor)
- Hit Points 119 (14d10+42)
- Speed 30 ft., fly 50 ft., swim 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 17 (+3) 14 (+2) 13 (+1) 15 (+2)
- Saves Dex +5, Con +7, Wis +5, Cha +6
- Skills History +6, Perception +9, Stealth +5
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 8
Hold Breath. The dragon can hold its breath for a number of hours equal to its Constitution modifier.
Otter Speech. The dragon can communicate with tiny and larger freshwater aquatic mammals.
Luck Aura. Non-dragon creatures of the dragon's choice that it can see add 1d4 to all ability checks, attack rolls, and saving throws they make within 60 feet of the dragon.
Actions
Multiattack. The dragon makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 14 (2d10+3) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 10 (2d6+3) slashing damage.
Water Breath (Recharge 5-6). The dragon exhales a line of pressurized water in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Strength saving throw, taking 42 (12d6) bludgeoning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also pushed back 10 feet in a straight line and are knocked prone.
Reactions
Bend Luck. The dragon can impose advantage or disadvantage (its choice) on a single ability check, attack roll, or saving throw made by a non-dragon creature it can see within 60 feet.
Adult River Dragon
Large dragon, neutral good
- Armor Class 19 (natural armor)
- Hit Points 168 (16d12+64)
- Speed 40 ft., fly 60 ft., swim 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 12 (+1) 19 (+4) 14 (+2) 15 (+2) 17 (+3)
- Saves Dex +6, Con +9, Wis +7, Cha +8
- Skills History +7, Perception +11, Stealth +6
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 13
Legendary Resistance (2/day). If the dragon fails a saving throw, it can choose to succeed instead.
Hold Breath. The dragon can hold its breath for a number of hours equal to its Constitution modifier.
Otter Speech. The dragon can communicate with tiny and larger freshwater aquatic mammals.
Luck Aura. Non-dragon creatures of the dragon's choice that it can see add 1d6 to all ability checks, attack rolls, and saving throws they make within 90 feet of the dragon.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
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.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 15 (2d10+4) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 11 (2d6+4) slashing damage.
Water Breath (Recharge 5-6). The dragon exhales a line of pressurized water in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 17 Strength saving throw, taking 63 (18d6) bludgeoning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also pushed back 10 feet in a straight line and are knocked prone.
Reactions
Bend Luck. The dragon can impose advantage or disadvantage (its choice) on a single ability check, attack roll, or saving throw made by a non-dragon creature it can see within 90 feet.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (2d8+4) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient River Dragon
Huge dragon, neutral good
- Armor Class 22 (natural armor)
- Hit Points 280 (16d20+112)
- Speed 40 ft., fly 60 ft., swim 80 ft.
STR DEX CON INT WIS CHA 23 (+7) 10 (+0) 23 (+7) 16 (+3) 17 (+3) 19 (+4)
- Saves Dex +6, Con +13, Wis +9, Cha +10
- Skills History +9, Perception +13, Stealth +6
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 16
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Hold Breath. The dragon can hold its breath for a number of hours equal to its Constitution modifier.
Otter Speech. The dragon can communicate with tiny and larger freshwater aquatic mammals.
Luck Aura. Non-dragon creatures of the dragon's choice that it can see add 1d8 to all ability checks, attack rolls, and saving throws they make within 90 feet of the dragon.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite, and two with its claws.
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.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 18 (2d10+7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit 14 (2d6+7) bludgeoning damage.
Water Breath (Recharge 5-6). The dragon exhales a line of pressurized water in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 21 Strength saving throw, taking 84 (24d6) bludgeoning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also pushed back 20 feet in a straight line and are knocked prone.
Reactions
Bend Luck. The dragon can impose advantage or disadvantage (its choice) on a single ability check, attack roll, or saving throw made by a non-dragon creature it can see within 120 feet.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 16 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Storm Dragon
When thunder rumbles over a wind-lashed sea, wise sailors find shelter while keeping their eyes skyward. Because the next lightning bolt that strikes might not be as random as one would hope.
The storm dragon is one of the most elusive and dangerous of all dragonkind. This is not because they are malicious or aggressive, but because of their carelessness and fixation with novelty. These dragons are highly intelligent, cunning, and witty, but they think of little but themselves and their own fun. Worse, they thrive in the most violent weather events,
such as thunderstorms, hurricanes, and tornadoes, and can add new layers of destruction on these already deadly events.
Snake-like Stormriders
Storm dragons are among the slimmest and most snake-like of all dragonkin. Their bodies are long and sinuous, incredibly flexible, and svelte. Their bodies are coated in small, tight scales of a bluish-gray or bluish-green color, with paler countershading on the belly. Their heads sport a prominent bony crest and a ridge of dorsal spines connected by a thin web of skin. These spines run all the way down the back to the end of the dragon’s thin, whip-like tail.
From a distance, they do indeed appear as great flying snakes, as their fore- and hindlimbs are short and stubby and are kept tucked close to the body in flight. Their wings are proportionally the largest of all dragonkind, relative to body size, stretching out to dozens of feet across in fully grown specimens. The wings of a storm dragon are huge sheets of thin, scaly skin stretched taught over elongated digits, not dissimilar to a bat’s. The wing skin is extremely flexible and elastic, allowing the dragon supreme agility and turning speed while in the air. In addition to this, the dragons have developed a flight locomotion system that can keep them stable even in the most violent of storms. They coil their bodies into a long corkscrew spiral and then rotate along an invisible axis, increasing or decreasing speed to match the speed of the wind. This removes much of the air drag on their bodies and lets them punch holes through wind gusts almost effortlessly. Storm dragons have been sighted hovering in place during hurricane-force winds, seemingly perfectly at peace.
Fantastic Flexibility
This is not the only unusual shape storm dragons can form with their bodies. So flexible are they that they can actually tie themselves in a knot, which they sometimes do to amuse themselves, though it also seems to be a body language sign for anxiety. Fortunately, they never get stuck like this and can quickly untangle themselves without difficulty. They will, on occasion, use their bodies as weapons, quickly wrapping around their prey and holding them in ever-tightening bonds. Other times, they twist around a creature and then electrocute it to death by emitting a pulse of static electricity built up in their spines.
Lords of Lightning
Storm dragons are creatures uniquely suited to electricity. They appear to be completely impervious to it and even seem to enjoy having it course through their bodies. It is to them what a delightful sweet might be to a person. Indeed, they often seek out lightning storms so that they may cavort among the stormclouds, awaiting a bolt to strike them.
All of this play amongst lightning storms supercharges their bodies with static energy, which is stored in the dragon’s spines. Blue-white electric charges crackle along the dragon’s back and around its teeth and extremities when it is in this state, and its normally blue eyes take on an electric glow. When the dragon wishes, it can channel this static into a special organ in its craw that acts as a living capacitor. It can then shoot the energy out of its craw to form a biological lightning bolt, aimed wherever the dragon pleases. These bolts are no less dangerous than those created by storms, and are the bane of many sailors and folk who dwell near stormy areas.
Relationship with Humanoids
Storm dragons have little interest in creatures other than themselves, and pay little to no heed if their frocklicking among the storms leads to a ship or a person seeking shelter being struck by a stray bolt. Because of this, humanoids in many cultures see storm dragons as a great nuisance: careless, capricious beings who spare no concern for those who go on two legs far below. Sailing vessels often carry ballistae or heavy crossbows designed to pierce dragonhide to shoot the creatures from the sky when they wander too close. Sadly, such weapons rarely find their marks as storm dragons are astonishingly agile in the air.
When attacked, storm dragons tend to grow intensely angry and strike back with fervor, blasting lightning at anything that moves. These attacks can be devastating on humanoid ships or settlements, leading to fires as well as the more direct damage caused by the lightning. But so care-free and easily-distracted are storm dragons that they typically grow bored with fighting after a few minutes and fly off to chase something new that has caught their attention.
Storm Senses
When not in stormy weather, storm dragons tend to keep to their nests or lairs, which are usually built on high, sheer cliffsides or on rocky, remote islands. They are rarely seen in flight during calm weather, as this is their preferred time to sleep and relax. Their senses are highly tuned to the changing of the weather, however, and they seem to know well in advance when a storm is on its way. Some scholars believe this is due to their affinity with electricity, which must grant them some invisible sense of static fields. Whatever the reason, they often take flight hours before a storm rolls in, and for this reason are seen as harbingers of ill weather, and in some societies, are even blamed for the weather outright. There is no indication that storm dragons have power to create or summon storms, but their association with them is so strong that it is easy to make such a causal connection.
Lairs
Storm dragon lairs tend to be threadbare and utilitarian. The creatures use them only for sleeping between flights and rearing their young, and as such have little interest in building them up or amassing great hoards. They are, however, immensely fond of any gadget or bauble that is new to them, the more complex and engaging the better. Storm dragon nests have been found littered with compasses, sextants, weathercocks, winch cranks, pulleys, and even small ship’s ovens. Though these too quickly wear out their novelty and are cast aside like all the dragons’ playthings.
Japing Jesters
The dragons seem to have a sophisticated sense of humor, enjoying practical jokes played on one another and even other creatures (though these are usually the butt of the joke, which can sometimes be lethal). Storm dragons appear to enjoy the company of other dragons as well, but the feeling is not always mutual. Cloud dragons in particular detest them, seeing them annoying children with the attention span of a mayfly. They try to chase storm dragons out of their territory when they meet them, but the storm dragons are usually quick and agile enough to evade the much larger cloud dragons. Such conflicts rarely come to blows, but can result in awesome displays of titanic roars and aerial acrobatics.
Diet
Storm dragons primarily prey on fish and birds, as well as small mammals (both aquatic and landbound). They are also very fond of the livestock of humanoids, especially sheep, which they swoop down over, shooting lightning blasts, effectively roasting the sheep alive, then coming back to pick up the smoking, well-cooked carcass. They rarely attack humanoids intentionally, and only in self-defense when they do, not for food.
Weather Oracles
Occasionally, humanoids can gain an audience with a storm dragon, usually by finding them at their lairs in clear weather. The dragons are friendly enough, though seem to understand little about the concerns of humanoids, nor their physical limitations. They like jokes and humorous tales and are always interested in something new and interesting that they’ve never seen before. Their attention spans quickly wander, however, and they rarely have any conversations of substance, jumping from topic to topic at the blink of an eye. They can be very useful sources of information on the weather patterns of their territory, and can usually accurately predict the weather days or even weeks in advance. For this reason, they are sometimes sought out by sailors who have dire need to know how the weather will fare in the days to come, though seeking out a dragon in its lair can be a dangerous undertaking in itself.
Storm Dragon Wyrmling
Medium dragon, chaotic neutral
- Armor Class 17 (natural armor)
- Hit Points 39 (6d8+12)
- Speed 40 ft., fly 40 ft., swim 20 ft.
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 15 (+2) 10 (+0) 11 (+0) 13 (+1)
- Skills Acrobatics +5, Perception +6, Stealth +5
- Damage Immunities lightning
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages Draconic
- Challenge 4
Electrocute. As a bonus action, the dragon can discharge electricity stored in its spines against a creature it is grappling. The grappled creature takes 11 (2d10) lightning damage.
Flexible. The dragon has advantage on ability checks made to escape a grapple and saving throws made to resist being knocked prone.
Greased Lightning. The dragon can take the Disengage action as a bonus action on its turn.
Wind Dancer. While flying, the dragon automatically succeeds on any ability check or saving throw to resist an effect that would move it against its will.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10+2) piercing damage plus 2 (1d4) lightning damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6+2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
Lightning Breath (Recharge 5-6). The dragon exhales a bolt of lightning in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also stunned until the end of the dragon's next turn.
Reactions
Evasive. When targeted by an attack roll, the dragon can use its reaction to impose disadvantage on the roll.
Young Storm Dragon
Large dragon, chaotic neutral
- Armor Class 19 (natural armor)
- Hit Points 136 (16d10+48)
- Speed 40 ft., fly 60 ft., swim 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 10 (+0) 13 (+1) 15 (+2)
- Saves Dex +6, Con +7, Wis +5, Cha +6
- Skills Acrobatics +6, Perception +9, Stealth +6
- Damage Immunities lightning
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 11
Electrocute. As a bonus action, the dragon can discharge electricity stored in its spines against a creature it is grappling. The grappled creature takes 16 (3d10) lightning damage.
Flexible. The dragon has advantage on ability checks made to escape a grapple and saving throws made to resist being knocked prone.
Greased Lightning. The dragon can take the Disengage action as a bonus action on its turn.
Wind Dancer. While flying, the dragon automatically succeeds on any ability check or saving throw to resist an effect that would move it against its will.
Actions
Multiattack. The dragon makes three attacks: one with its bite or constrict and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 15 (2d10+4) piercing damage plus 4 (1d8) lightning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 11 (2d6+4) slashing damage.
Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 11 (2d6+4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
Lightning Breath (Recharge 5-6). The dragon exhales a bolt of lightning in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) lightning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also stunned until the end of the dragon's next turn.
Reactions
Evasive. When targeted by an attack roll, the dragon can use its reaction to impose disadvantage on the roll.
Adult Storm Dragon
Large dragon, chaotic neutral
- Armor Class 21 (natural armor)
- Hit Points 208 (16d12+90)
- Speed 40 ft., fly 80 ft., swim 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 21 (+5) 12 (+1) 15 (+2) 17 (+3)
- Saves Dex +7, Con +12, Wis +7, Cha +8
- Skills Acrobatics +7, Perception +11, Stealth +7
- Damage Immunities lightning
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 16
Legendary Resistance (2/day). If the dragon fails a saving throw, it can choose to succeed instead.
Electrocute. As a bonus action, the dragon can discharge electricity stored in its spines against a creature it is grappling. The grappled creature takes 27 (5d10) lightning damage.
Flexible. The dragon has advantage on ability checks made to escape a grapple and saving throws made to resist being knocked prone.
Greased Lightning. The dragon can take the Disengage action as a bonus action on its turn.
Wind Dancer. While flying, the dragon automatically succeeds on any ability check or saving throw to resist an effect that would move it against its will.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite or constrict and two with its claws.
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.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit 17 (2d10+6) piercing damage plus 7 (2d6) lightning damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 13 (2d6+6) slashing damage.
Constrict. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit 13 (2d6+6) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 15 (2d8+6) bludgeoning damage.
Lightning Breath (Recharge 5-6). The dragon exhales a bolt of lightning in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also stunned until the end of the dragon's next turn.
Reactions
Evasive. When targeted by an attack roll, the dragon can use its reaction to impose disadvantage on the roll.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 15 (2d8+6) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Storm Dragon
Huge dragon, chaotic neutral
- Armor Class 23 (natural armor)
- Hit Points 350 (20d20+140)
- Speed 40 ft., fly 90 ft., swim 40 ft.
STR DEX CON INT WIS CHA 27 (+8) 12 (+1) 25 (+7) 12 (+1) 17 (+3) 19 (+4)
- Saves Dex +8, Con +14, Wis +10, Cha +11
- Skills Acrobatics +8, Perception +14, Stealth +8
- Damage Immunities lightning
- Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
- Languages Common, Draconic
- Challenge 20
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Electrocute. As a bonus action, the dragon can discharge electricity stored in its spines against a creature it is grappling. The grappled creature takes 38 (7d10) lightning damage.
Flexible. The dragon has advantage on ability checks made to escape a grapple and saving throws made to resist being knocked prone.
Greased Lightning. The dragon can take the Disengage action as a bonus action on its turn.
Wind Dancer. While flying, the dragon automatically succeeds on any ability check or saving throw to resist an effect that would move it against its will.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite or constrict and two with its claws.
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.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 19 (2d10+8) piercing damage plus 9 (2d8) lightning damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 15 (2d6+8) slashing damage.
Constrict. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 15 (2d6+8) bludgeoning damage, and the target is grappled (escape DC 23). Until this grapple ends, the creature is restrained, and the dragon can't constrict another target.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit 17 (2d8+8) bludgeoning damage.
Lightning Breath (Recharge 5-6). The dragon exhales a bolt of lightning in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (14d10) lightning damage on a failed save, or half as much on a successful one. Creatures that fail their save by 5 or more are also stunned until the end of the dragon's next turn.
Reactions
Evasive. When targeted by an attack roll, the dragon can use its reaction to impose disadvantage on the roll.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 17 (2d8+8) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ecology of the Sun Dragon
Sunrise over a steamy jungle. As the morning mists dissipate and the dawn chorus begins its myriad songs, a great, feathered shape rises over the treeline and momentarily blots out the sun. Then, it bursts into a blazing golden radiance, as vast wings stretch out, spreading the light out over the jungle like a second sun. Dawn has come, and the sun dragon has come to meet it.
The sun dragon is among the most beautiful and colorful of all dragonkin, as well as one of the largest. They dwell exclusively in hot, humid regions of jungle and rainforest, usually along the tropics. Because of this limited range of environment, sun dragons are also quite rare relative to other dragon species.
Feathered Beauty
These dragons are coated in a thick plumage of bright, iridescently colorful feathers from head to tail. The main body feathers are a deep indigo or violet, verging on black in older individuals. The feathers near the neck slowly transition into a deep green, turning to emerald as it reaches the head. Puffs of turquoise highlight the face and neck. But the dragon’s wings are its most colorful and impressive feature. Stretching out twice as wide as the dragon is long, the wing feathers are a bright yellow-gold, transitioning to an orange-pink color at the tips. The wings are coated with special iridescent filaments that are extremely reflective, so that when the dragon is in direct sunlight, its wings seem to glow with a white-gold radiance similar to the sun itself.
Solar Powered
The wings of a sun dragon are also its most important survival apparatus. As well as reflecting light, the wings also absorb its energy through the same specialized feathers. They direct sunlight directly into the dragon’s bloodstream, acting as natural solar cells. The dragon’s body is extremely
efficient at converting this solar energy into the energy it needs to survive. Much like a plant, a sun dragon does not need to consume other living things to live, but rather takes its nourishment directly from the sun. The complexity and efficiency of this system comes at a cost, however, as the dragons need huge quantities of oxygen to power their bodies. It is for this reason that they prefer areas of dense jungle and flora, as the concentration of oxygen in these places is especially abundant. A sun dragon will rarely move beyond such lush regions, as it is hazardous to their health to do so.
Avian Affinity
Sun dragons resemble tropical birds in many respects, including their broad, beak-like mouths. These tend to be brightly colored, usually yellow or orange with occasional stripes of white and black. They are also the only dragon that does not have teeth. Since they do not need to catch and kill prey, they have no need for sharp teeth. Their beaks are instead used frequently to help them dig lairs and to act as rudders and stabilizers for them in flight. It is perhaps due to their bird-like appearance that sun dragons are frequently accompanied by flocks of tropical birds as they fly above the canopy or bask in their lairs. The birds seem to take joy in flying alongside the great dragons, and also act as cleaners, picking at parasites and dead skin to keep the dragon’s feathers looking pristine.
Sun dragons also sport a long, tendril-like crest on the crowns of their heads. It typically ends in a fan of iridescent feathers of a bright blue or green hue. The dragon can flick, curl, and whip its tendril freely, even coiling it up into a spiral if it chooses. The tendril is used as part of the dragon’s mating display, but it is part of the creature’s body language. When the dragon is relaxed and calm, the tendril bobs and sways lazily. When angered or frightened, the tendril flexes and curls, or stands up straight. Some scholars think the
tendril also aids in the dragon’s blind-sense, enabling it to pick up vibrations and air movements to give it near supernatural awareness of its surroundings.
A Golden Dance
Sun dragons have the most spectacular courtship displays of all dragons, and indeed, of most any creature in existence. The males wait until just before sunset, then fly out over the tree canopy, extending their wings to their full length. They shoot into the sky, silhouetting themselves before the sun, letting the light illuminate their wing feathers. They then perform great loops, swirls, rolls, and spins in an aerobatic dance that dazzles the eye with its luminous flashes of twirling feathers. Females for miles around can look up to the sky and see this display, and, depending on the complexity and beauty of the dance, choose to make the male their mate.
Life Cycles
The female sun dragon lays clutches of three or four eggs at a time, usually once every two years or so. Once hatched, she nurtures the hatchlings for up to a year, teaching them to fly and sustain themselves with sunlight. After that time, the hatchlings have their first molt, and then go off on their own to begin their adult lives. Sun dragon hatchlings are surprisingly dull-colored for the first year of their lives, with a coat of fuzzy brown or gray feathers covering their bodies. When their first molt occurs, however, they forever shed this simple raiment for their true, brilliantly colored feathers of adulthood.
Natural Guardians
Sun dragons see themselves as protectors and guardians of their domains, and stewards of the diversity of life that lives there. They have a vested interest in this belief, as they require a healthy, functioning biome for their own survival. Because of this, they strictly enforce the natural order where they can. Any unnatural destruction of the jungle or its inhabitants is seen by sun dragons as a sin against the inherent value of life, and is met with fierce retribution.
Moral Compasses
This sense of righteousness is pervasive through the sun dragon’s personality. They are beings of great moral character, seeing few things in shades of gray. They have little to no tolerance for cruelty, hatred, and unnatural practices, such as necromancy or the conjuration of demons. At the same time, they care deeply for living things and will go out of their way to help those in need in their domains. Rescuing animals from forest fires, taking in orphaned animals until they’ve grown independent, helping creatures build new nests or dens--all of these things and more sun dragons do regularly. And when humanoid peoples share their domain, sun dragons also extend such courtesies to them, provided they are worthy.
Relationship with Humanoids
Sun dragons rarely associate with humanoids by choice. They are usually aloof and distant, preferring to keep a strong boundary between themselves and humanoids around them. This is perhaps because they see humanoids as a subversion of the natural order in many instances, or too unpredictable to trust fully. Indeed, humanoids are usually the culprits when it comes to destruction of the natural environment or
dabblings in unnatural forces beyond their understanding. When humans do these things in a sun dragon’s presence, the dragon is rarely merciful. At the same time, however, sun dragons also recognize humanoids as living things worthy of dignity and respect, so long as it is returned in kind. Because of this, sun dragons have been known to rescue humanoids that have been stricken by disaster or injury, and to aid settlements facing droughts or famine. They rarely linger after their work is done, however, sparing few words for those they have saved.
Ascribed Divinity
Because of this aloofness, and their regal, dignified bearings, some humanoid groups have even taken to worshiping sun dragons as gods, serving up offerings of livestock and treasure and beseeching the dragons for good weather and safe children. The dragons seem to think little of this, and do not take on the role no matter how much the humanoids might venerate them. They will, however, take the gold.
Gold Gatherers
Sun dragons adore gold in all its forms. While they do not harvest it themselves, they will gladly take it if offered by other creatures, and will seek it out if there are unguarded caches or lost treasuries purported to be in their territory. They hoard their gold out in the open in their lairs, practically daring others to attempt to steal it. Doing so is never a good idea, as the dragons know the extent of their hoards down to the last coin. However, they do make it more difficult for potential thieves to make off with their fortunes by melting the gold down and reshaping it into abstract forms, their own brand of artistic sculpture. These creations can be huge and dense, far too bulky and heavy for anyone of humanoid stature to steal.
Breath Weapon
They are able to manipulate their gold thanks to their powerful breath weapon. Like all of the dragon’s life processes, the breath weapon gets its power from the sun. The light-absorbing feathers store some of the energy in special capacitor-like organs in the dragon’s throat. A complicated set of organic lenses line the roof of the dragon’s mouth, which amplify light energy. This allows it to channel the stored solar energy in its throat and force it through the lenses, creating a superhot beam of solar energy that lances out like a white-hot blade from the dragon’s mouth. The beam can slice through most materials with ease, and when concentrated on metal, quickly turns it molten and pliable. Living creatures caught in the dragon’s sunbeam breath rarely live to tell the tale.
Lairs
A sun dragon prefers to build its lair on a hilltop or mountainside overlooking its lush jungle domain. The lair has two parts: the first is a burrow or cave, dug into the hill or mountainside if necessary. In this protected chamber, the dragon sleeps during the night. The second part is a sort of courtyard or porch, that the dragon builds up with stones and flattens to a smooth plane. Here, it displays its golden treasure and gives itself plenty of room to bask in the morning sun and look out over its territory.
Gloam Dragon Nemeses
Sun dragons are tolerant and respectful of other dragons when they encounter them, all except gloam dragons. These they see as their mortal enemies. The gloam dragons’ sinister and cruel natures, along with their hostility toward sapient creatures, enrages the sun dragon and rouses them to merciless violence against them. When a sun dragon discovers that a gloam dragon dwells anywhere near its own territory, it will ceaselessly hunt down the opposing creature and challenge it to a one-on-one fight. Gloam dragons, being vulnerable in sunlight, never take this challenge on its face, preferring to strike when the sun dragon is not expecting it. Titanic battles can occur in this way, with the two opposing forces, day and night, viciously slashing and pummeling each other and lashing out with their destructive breath weapons. Sun dragons usually win in these encounters as they tend to be stronger and while not at home in darkness, are not specifically weak in it, unlike their opponent in daylight. In any case, for humanoids caught up in such a conflict, it is wise to stay hidden and sheltered until one dragon emerges the victor.
Sun Dragon Wyrmling
Medium dragon, lawful good
- Armor Class 15 (natural armor)
- Hit Points 60 (8d8+36)
- Speed 30 ft., climb 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 17 (+3) 13 (+1) 11 (+0) 13 (+1)
- Skills Perception +6, Stealth +3
- Damage Immunities radiant
- Damage Resistances fire
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
- Languages Draconic
- Challenge 5
Solar Powered. As long as the dragon is in sunlight, it has advantage on all ability checks and saving throws and regenerates 3 hit points at the start of each of its turns.
Bird Speech. The dragon can communicate with tiny and larger birds.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 7 (1d10+2) piercing damage plus 2 (1d4) slashing damage.
Sunbeam Breath (Recharge 5-6). The dragon exhales a line of solar energy in a 15-foot line that is 5 feet wide. Each creature in that area must make a DC 13 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a successful one.
Young Sun Dragon
Large dragon, lawful good
- Armor Class 18 (natural armor)
- Hit Points 152 (16d10+88)
- Speed 40 ft., climb 25 ft., fly 50 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (+0) 19 (+4) 13 (+1) 13 (+1) 15 (+2)
- Saves Dex +4, Con +8, Wis +5, Cha +6
- Skills Perception +9, Stealth +4
- Damage Immunities radiant
- Damage Resistances fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
- Languages Common, Draconic
- Challenge 11
Solar Powered. As long as the dragon is in sunlight, it has advantage on all ability checks and saving throws and regenerates 5 hit points at the start of each of its turns.
Bird Speech. The dragon can communicate with tiny and larger birds.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 16 (2d10+5) piercing damage plus 4 (1d8) slashing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6+5) slashing damage.
Sunbeam Breath (Recharge 5-6). The dragon exhales a line of solar energy in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 63 (14d8) radiant damage on a failed save, or half as much on a successful one.
Adult Sun Dragon
Huge dragon, lawful good
- Armor Class 22 (natural armor)
- Hit Points 275 (22d12+132)
- Speed 50 ft., climb 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 15 (+2) 15 (+2) 17 (+3)
- Saves Dex +5, Con +11, Wis +7, Cha +8
- Skills Perception +11, Stealth +5
- Damage Immunities radiant
- Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
- Languages Common, Draconic
- Challenge 18
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Solar Powered. As long as the dragon is in sunlight, it has advantage on all ability checks and saving throws and regenerates 10 hit points at the start of each of its turns.
Bird Speech. The dragon can communicate with tiny and larger birds.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
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.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit 18 (2d10+7) piercing damage plus 7 (2d6) slashing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit 14 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit 16 (2d8+7) bludgeoning damage.
Sunbeam Breath (Recharge 5-6). The dragon exhales a line of solar energy in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 19 Dexterity saving throw, taking 90 (20d8) radiant 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 16 (2d8+7) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Ancient Sun Dragon
Gargantuan dragon, lawful good
- Armor Class 24 (natural armor)
- Hit Points 407 (22d20+176)
- Speed 60 ft., climb 30 ft., fly 100 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 17 (+3) 19 (+4) 21 (+5)
- Saves Dex +7, Con +15, Wis +11, Cha +12
- Skills Perception +15, Stealth +7
- Damage Immunities radiant
- Damage Resistances fire; bludgeoning, piercing, and slashing damage from nonmagical weapons
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
- Languages Common, Draconic
- Challenge 23
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Solar Powered. As long as the dragon is in sunlight, it has advantage on all ability checks and saving throws and regenerates 20 hit points at the start of each of its turns.
Bird Speech. The dragon can communicate with tiny and larger birds.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
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.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit 20 (2d10+9) piercing damage plus 9 (2d8) slashing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 16 (2d6+9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit 18 (2d8+9) bludgeoning damage.
Sunbeam Breath (Recharge 5-6). The dragon exhales a line of solar energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 23 Dexterity saving throw, taking 117 (26d8) radiant 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 18 (2d8+9) bludgeoning damage, be knocked prone, and lose their reactions until the start of their next turn. The dragon can then fly up to half its flying speed.
Illustration Credits
Page | Artist Credit |
---|---|
Cover | /u/thesterninator |
1 | /u/thesterninator |
3 | /u/thesterninator |
8 | /u/thesterninator |
10 | /u/ascentinel |
15 | /u/thesterninator |
21 | /u/ascentinel |
23 | /u/thesterninator |
28 | /u/ascentinel |
32 | /u/thesterninator |
37 | /u/thesterninator |
42 | /u/thesterninator |
48 | /u/thesterninator |
54 | /u/ascentinel |
Over 50 pages
of brand new
Dragons!
This homebrew supplement adds a baker's dozen of new dragons for DMs to use to terrify and awe their players! With a more naturalistic approach to the lore, these dragons are far less predictable than those in the Monster Manual, full of surprises and unique abilities sure to catch even the most seasoned veteran D&D player off-guard.
Featuring 100% original artwork with over a dozen gorgeous illustrations!