\columnbreak 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. \pagebreakNum #### 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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. \columnbreak #### 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. \pagebreakNum #### 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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. \columnbreak #### 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 \pagebreakNum 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 \columnbreak 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. \pagebreakNum #### 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. \columnbreak ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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. \columnbreak 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, \pagebreakNum 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. \pagebreakNum #### 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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 \columnbreak 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 \pagebreakNum 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 \columnbreak 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. \pagebreakNum #### 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. \columnbreak ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum ___ ___ > ## 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. \pagebreakNum # 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 | \pagebreak
Over 50 pages
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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!
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