Zach's Compendium of Dragons

by Azarez

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Storm Dragon

Storm Dragons are born from pure lightning energy. They are among the most feared dragons in the world, and frequently cause chaos for their own pleasure. With powerful builds and hulking wings, storm dragons are an incredibly difficult encounter for even the most powerful of adventuring parties.



Storm Dragon

Huge Dragon, Chaotic Neutral


  • Armor Class 18 (Natural Aarmor)
  • Hit Points 236 (22d12+93)
  • Speed 45ft, Fly 80ft

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 28 (+9) 18 (+4) 23 (+6) 19 (+4)

  • Saving Throws Dex +8, Con +12, Wis +9, Cha +10
  • Skills Insight +9, Perception +12, Persuasion +14, Stealth +7
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Thunder
  • Damage Immunities Lightning
  • Senses Truesight 60ft, Darkvision 120ft
  • Languages Common, Draconic
  • Challenge 18 (20,000xp)

  • Amphibious The Storm Dragon can breathe both air and water
  • Legendary Resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead
  • Storm Aura The dragon radiates a stormy aura that extends 30ft from it. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dc21 Constitution saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a successful one. The dragon moving to within 30ft of a creature does not count as the creature entering the area.
  • Stormy Regeneration When a creature takes damage from the Storm Dragon's Stormy Aura, the dragon regains hit points equal to half the damage dealt.
  • Magic Resistance The Storm Dragon has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes 3 atatcks. One with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, Reach 5ft, one target. Hit 19 (2d12+6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, Reach 5ft, one target. Hit 13 (2d12+6) piercing 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.

Discharge (Recharge 5-6). The dragon releases a huge burst of lightning energy in a 30ft radius sphere centered on itself. Each creature within the sphere must make a Dc 21 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much on a success.


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.

Claw Attack (1 Action)

Wing Attack (2 Actions) Each creature within 10 feet of the dragon must succeed on a DC 22 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.













Weredragon

Medium Humanoid (Shapechanger), Chaotic Evil


  • Armor Class 14 (Humanoid Form), 15 (Hybrid or Dragon Form) (Natural Armor)
  • Hit Points 184 (14d12+93)
  • Speed 30ft (30ft, Fly 60ft in hybrid or dragon form)

STR DEX CON INT WIS CHA
18 (+4) 22 (+6) 20 (+5) 16 (+3) 12 (+1) 15 (+2)

  • Saving Throws Str +9, Con +10, Wis +6
  • Skills Perception +6, Stealth +8
  • Damage Vulnerabilities Radiant (In dragon or hybrid form), or damage from a silvered weapon.
  • Damage Immunities Necrotic
  • Condition Immunities condition_Immunities
  • Senses Darkvision 180ft
  • Languages Common, Draconic (in dragon form)
  • Challenge 8 (3,900xp)

  • Shadow Stealth (Hybrid or Dragon form) While in dim light or darkness, the weredragon can take the hide action as a bonus action.
  • Shapechanger The weredragon can use its action to polymorph into a dragon-humanoid hybrid, into a dragon wyrmling, or back into its true form, which is humanoid. Its ability scores, personality, and other game statistics, besides its size, speed, and AC, remain the same in each form. Any equipment it is wearing or carrying isn't transformed. The weredragon reverts to its humanoid form if it dies.
  • Legendary Resistance (1/day) If the weredragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The weredragon makes 2 attacks. One with its bite, and one with its claws or longsword.

Bite (Hybrid or Dragon form). Melee Weapon Attack: +8 to hit, Reach 5ft, one target. Hit 13 (2d6+6) piercing damage.

Claw (Hybrid or Dragon form). Melee Weapon Attack: +8 to hit, Reach 5ft, one target. Hit 10 (1d8+6) slashing damage.

Longsword (Humanoid or Hybrid form). Melee Weapon Attack: +6 to hit, Reach 5ft, one target. Hit 9 (1d10+4) slashing damage.

Breath Weapon (Recharge 5-6) (Hybrid or Dragon form). The weredragon exhales necrotic energy in a 20ft cone. Each creature in the cone must make a Dc 16 dexterity saving throw, taking 38 (11d6) necrotic damage on a failed save, or half as much on a successful one.


Legendary Actions

The weredragon can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Claw (Hybrid or Dragon form). The weredragon makes a claw attack.

Wing Attack (Costs 2 actions) (Hybrid or Dragon form). The weredragon beats his wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The weredragon can then fly up to half its flying speed.

Longsword (Humanoid or Hybrid form). The weredragon makes a single longsword attack.

 

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