Cobalt Dragons

by dArtagnan

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Cobalt Dragons










Ancient Cobalt Dragon

Gargantuan dragon, chaotic good


  • Armor Class 21 (natural armor)
  • Hit Points 385 (22d20 + 154)
  • Speed 40ft., Burrow 40ft., fly 80ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 20 (+5) 17 (+3) 19 (+4)

  • Saving Throws Dex +9, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +9
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (30,000 XP)

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

Actions

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

Bite. Melee Weapon Attack: + 15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail. Melee Weapon Attack: + 15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Poison Breath. The dragon exhales poisonous needles in   a 120-foot line that is 10 feet wide. Each creature in   that area must make a DC 22 Dexterity saving
  throw, taking 38 (11d6) piercing damage plus 38
  (11d6) poison damage on a failed save, or half as
  much damage on a successful one.

Hallucinatory Breath. The dragon exhales a mind-altering
  toxin in a 90-foot cone. Each creature in that area
  must succeed on a DC 22 Constitution saving throw
  or be poisoned for 1 hour. A creature can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success. While poisoned
  this way, creatures are delirious and suffer
  from hallucinations of the dragon's choice.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 15 feet of the dragon
  must succeed on a DC 23 Dexterity saving throw or
  take 15 (2d6 + 8) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.









Adult Cobalt Dragon

Huge dragon, chaotic good


  • Armor Class 19 (natural armor)
  • Hit Points 207 (18d12 + 90)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

  • Saving Throws Dex +7, Con + 10, Wis +7, Cha +8
  • Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +7
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 22
  • Languages Common, Draconic
  • Challenge 15 (13,000 XP)

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

Actions

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

Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 17 (2d1 0 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft ., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: + 11 to hit, reach 15ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

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

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Poison Breath. The dragon exhales poisonous needles in
  a 90-foot line that is 5 feet wide. Each creature in
  that area must make a DC 18 Constitution saving
  throw, taking 28 (8d6) piercing damage plus 28
  (8d6) poison damage on a failed save, or half as
  much damage on a successful one.

Hallucinatory Breath. The dragon exhales a mind-altering
  toxin in a 60-foot cone. Each creature in that area
  must succeed on a DC 18 Constitution saving throw
  or be poisoned for 1 hour. A creature can repeat the
  saving throw at the end of each of its turns, ending
  the effect on itself on a success. While poisoned
  this way, creatures are delirious and suffer from
  hallucinations of the dragon's choice.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

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

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its
  wings. Each creature within 10 feet of the dragon
  must succeed on a DC 19 Dexterity saving throw or
  take 13 (2d6 + 6) bludgeoning damage and be
  knocked prone. The dragon can then fly up to half its
  flying speed.








Young Cobalt Dragon

Large dragon, chaotic good


  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2)

  • Saving Throws Dex +5, Con +6, Wis +4, Cha +5
  • Skills Deception +5, Perception +7, Stealth +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30ft., darkvision 120ft., passive Perception 17
  • Languages Common, Draconic
  • Challenge 8 (3,900 XP)

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Poison Breath. The dragon exhales poisonous needles in
  a 60-foot line that is 5 feet wide. Each creature in
  that area must make a DC 14 Constitution saving
  throw, taking 21 (6d6) piercing damage plus 21
  (6d6) poison damage on a failed save, or half as
  much damage on a successful one.

Hallucinatory Breath. The dragon exhales a mind-
  altering toxin in a 30-foot cone. Each creature in
  that area must succeed on a DC 14 Constitution
  saving throw or be poisoned for 1 hour. While
  poisoned this way, creatures are delirious and
  suffer from hallucinations of the dragon's choice.









Cobalt Dragon Wyrmling

Medium dragon, chaotic good


  • Armor Class 17 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30ft., burrow 30ft., fly 60ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

  • Saving Throws Dex +4, Con +3 , Wis +2, Cha +3
  • Skills Perception +4, Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

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.

Poison Breath. The dragon exhales poisonous
  needles in a 30-foot line that is 5 feet wide. Each
  creature in that area must make a DC 11
  Constitution saving throw, taking 10 (3d6)
  piercing damage plus 10 (3d6) poison damage
  on a failed save, or half as much damage on a
  successful one.

Hallucinatory Breath. The dragon exhales a mind-
  altering toxin in a 15-foot cone. Each creature in
  that area must succeed on a DC 11 Constitution
  saving throw or be poisoned for 1 hour. While
  poisoned this way, creatures are delirious and
  suffer from hallucinations of the dragon's choice.

Cobalt Dragon

Secretive and recluse, cobalt dragons are rarely encountered on the surface. These dragons lair deep underground in well defended lairs where they can't be bothered by interlopers, only coming to the surface, typically in humanoid guise, to learn various advances in technologies in the hopes of incorporating them into their lairs.

A cobalt dragon has a pronounced brow ridge that joins seemlessly into is horns that curve back and up. This dragon's form remains otherwise sleek and rather featureless, aiding their movement through their lairs. At birth, a cobalt dragon's scales are a dark metallic gray with subtle hints of dark blue. As the dragon ages, its scales become a more brilliant metallic ocean blue over time. A cobalt dragon's pupils pale with age, and the eyes of the oldest cobalt dragons bright pale yellow orbs.

The Kobold Dragon. Hiding far from civilization in a sprawling lair full of traps is a description more aptly given to a kobold than a dragon, and yet it is no coincidence that the words "cobalt" and "kobold" are so closely related. Indeed, apart from their immense size and wings, there are many things that these dragons and their lesser kin have in common. In fact cobalt dragons enjoy the company of kobolds, so much that they the breed of dragon most likely to share their lair with a tribe of kobolds.

A Hoard of Traps. Cobalt dragon lairs are large sprawling deathtraps constructed by both themselves and their kobold horde, sprawling longer and more dangerously as they age. In the center dwells the actual lair, filled with shiny baubles and plans for further traps. Indeed, cobalt dragons spend almost as much time building the defense of their hoard as they do adding to it, sometimes at the same time.

A Cobalt Dragon's Lair

A cobalt dragon's lair is a labyrinthian maze deep underground, though they frequently have surface entrances (which are heavily trapped) to bring in potential thieves to test their defenses.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Shadows and light shift and move in a 10-foot square within 120 feet of the dragon. The twisting of light creates an image akin to the silent image spell. It takes a DC 15 Intelligence (Investigation) check to see through it. The image lasts until initiative count 20 on the next round.
  • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.







Regional Effects

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

  • Plants, brush, and trees on the surface 3-miles around the dragon's lair thin and seem to clear near entrances of the dragon's lair where it wishes to test its traps.
  • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
  • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, the plant life reverts to normal over the course of 1d10 days. The other effects end immediately.










Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.