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# Primordial Dragons A rare few dragons have existed since the beginning of time, or soon just after, that managed to immortalize themselves in the world. The Primordial Dragons are the stuff of legends and myths, barely believed to have ever existed at all. After all, something so absurd as an immortal dragon that existed before time, let alone *multiple* of them, could hardly be believed. And yet these dragons, or at least some of them, might still exist. Primordial Dragons are the pinnacle of dragonkind, and the paragons of their average personalities. In worlds in which they exist, they are major forces that could easily topple nations and dominate armies on their own. ### Chromatic Primordial Dragons The Primordial Chromatic Dragons are the mighty paragons of evil, each with their own cruel, twisted goals and methods. ___ - **Skullkeeper Ethair, the Mother of Marshes** is the original black dragon. During the creation of the world, she is the one who introduced the rotting, poisonous bogs. She likes nothing more than to collect marshlands into her domain, annihilating anyone and anything that gets in her way, lairing on a hoard of skulls. - **Mortem Luminara, the Unyielding Storm of the Sands** is the eldest blue dragon, holding dominion over deserts and savannahs. He is a brutal tyrant attracted to the prospect of powerful artifacts buried in his sands, and will stop at nothing to collect all of them. - **Samaragdus, the Cruel Hand of Nature** is the original green dragon. He is a forest dwelling ecoterrorist that overflows unnatural creatures with poisonous gas. He cares little for others, except when they can be of use toward his goals. - **Therangot, the Voiceless Queen** is the original purple dragon, who over her many millennia has gained rulership over the deep caves of the Underdark. She personally operates the largest expeditionary force with her supreme telepathic power to eventually map the entire underdark. - **Volcanus, the Desolating Inferno** is the oldest red dragon, said to be the manifestation of volcanoes. The beat of his wings is said to cause eruptions in his wake. He covets the mountains, believing that he has divine ownership of them. - **Zalkura, the Frostbitten Seer of the North** is the eldest white dragon. He dominates arctic circles and frozen tundras, vehemntly fighting to isolate himself from other intelligent beings, for he has forseen his end at the hands of a mortal. \columnbreak ### Metallic Primordial Dragons The Primordial Metallic Dragons are each great epitomes of good. Each one might hide amongst other creatures with the following feature: ___ > ***Change Shape.*** As an action, 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. ___ - **Esioralos, Singer of the Desert Kings** is the first brass dragon, the pure manifestation of speech and song. He travels the sands seeking out grand venues to perform for mighty rulers. He views his successful performances as additions to his hoard, basking in the fame and attention he attracts. - **Norzeth, Guardian of the Coast** is the first bronze dragon, who watches over whole coastlines for threats to civilizations she considers worthy of her protection. She often spends time amongst these civilizations experiencing their splendors, staying mostly near the coasts where she views her duties lie. - **Racla, the Undying Prankster** is the original copper dragon, seen as a great yet ultimately harmless menace to society. She travels society seeking "tribute" by playing pranks, and telling jokes and riddles to anyone who she can get to listen. If she's forced to fight, she tends to mess with her combatants rather than try to kill them. - **Tahlan, Silver Sentinel of the Southern Tundras** is the original silver dragon. He is the mighty sentinel of the south, protecting frosty tundras from otherworldly threats. He offers safe passage to travelers, including stay in a town that he constructed himself. If he is sought out for help over other dragons, Tahlan will provide aid to the best of his ability. - **Zethian, Golden Queen of the Judges** is the original gold dragon. Her domain is the collective libraries of all the civilizations she's visited. She is known for her great wisdom, and is often sought when important decisions must be made. The only issue is she's reclusive, annoyed by people's constant questions. She only reveals herself in her true form when she must provide guidance for monumental decisions.
5.5
\pagebreakNum # Chromatic Primordial Dragons ___ ___ > ## Ethair, Mother of Marshes, the Skullkeeper >*Gargantuan Dragon (black), Chaotic Evil* > ___ > - **Armor Class** 25 > - **Hit Points** 845 > - **Speed** 40ft, 180ft fly, 60ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|14 (+2)|25 (+7)|18 (+4)|15 (+2)|20 (+5)| >___ > - **Saving Throws** STR +16, DEX +10, CON +15, INT +12, WIS +10, CHA +13 > - **Skills** Perception +18 (expertise), Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing > - **Damage Immunities** Acid > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 28 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Amphibious.*** Ethair can breathe air and water. > >***Legendary Resistance (3/Day).*** If ethair fails a saving throw, she can choose to succeed instead. > > ***Immortal Resolve.*** Ethair cannot be controlled, and she is immune to any effect that would alter her form or teleport her against her will. > > ***Colossal.*** Ethair cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Ethair can make 4 attacks on her turn as a single action, one with her Bite and three with her Claws. She can forgo one of these attacks to use her Frightful Presence. > >***Crippling Bite.*** When ethair hits a creature with her Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > ***Acid Rain.*** While she is flying, any creatures that start their turn less than 30ft beneath Ethair or enter that zone for the first time on a turn must make a DC 18 Dexterity saving throw, taking 3d6 Acid damage on a failed save, or half as much on a success. > > \columnbreak > ### Actions > ***Frightful Presence.*** Each creature of ethair's choice within 120 feet that is aware of her must succeed a DC 23 Wisdom saving throw or become Frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to ethair's Frightful Presence for the next 24 hours. > > ***Bite, +16 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10 + 8 Piercing + 2d8 Acid damage. > > ***Claw, +16 to hit, 10ft reach, one target.*** Hit: 2d8 + 8 Slashing damage. > > ***Tail, +16 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+8 Bludgeoning damage. > > ***Brutal Leap.*** As a bonus action, ethair jumps up to 30ft. If she lands next to a creature, that creature must make a DC 18 Dexterity saving throw. On a failed save, creatures take 4d6 Bludgeoning damage and are knocked Prone. On a successful save, creatures takes half that damage and are not knocked Prone. > > ***Acid Breath (Recharge 5-6).*** Ethair exhales acid in a 120ft line that is 10 foot wide. Each creature in that area must make a DC 23 Constitution saving throw, taking 18d8 Acid damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Ethair 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. Ethair regains spent legendary actions at the start of her turn. > > ***Draconic Attack.*** > Ethair makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Ethair beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 2d6+8 Bludgeoning damage and be knocked Prone. Ethair can then fly up to half her flying speed. > > ***Acid Gland.*** Ethair attempts to recharge her breath weapon. > > ***Move.*** Ethair moves up to her speed.
5.5
\pagebreakNum ___ ___ > ## Mortem Luminaria, Unyielding Storm of the Sands >*Gargantuan Dragon (blue), Lawful Evil* > ___ > - **Armor Class** 25 > - **Hit Points** 850 > - **Speed** 40ft, 120ft fly, 40ft burrow >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|12 (+1)|27 (+8)|18 (+4)|17 (+3)|21 (+5)| >___ > - **Saving Throws** STR +18, DEX +9, CON +16, INT +12, WIS +11, CHA +13 > - **Skills** Perception +17 (expertise), Stealth +9 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing > - **Damage Immunities** Lightning > - **Condition Immunities** Exhaustion > - **Senses** Darkvision 120ft, Blindsight 30ft, passive 20 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Mortem fails a saving throw, he can choose to succeed instead. > >***Immortal Resolve.*** Mortem cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Mortem cannot be grappled by a creature unless it is of Gargantuan size. > > ***Magic Resistance.*** Mortem has advantage on saving throws against spells and other magical effects. > > ***Multiattack.*** Mortem can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > >***Crippling Bite.*** When mortem hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > \columnbreak > > ***Sandstorm.*** Mortem emanates a sandstorm in a 30ft radius sphere around him. He can create or dismiss this sandstorm as a bonus action on his turn. Creatures within this zone gain a 15ft fly speed. When a creature starts their turn in this zone, they must make a DC 14 Constitution saving throw, taking 2d4 Bludgeoning damage on a failed save, or half as much on a success. > >### Actions > ***Frightful Presence.*** Each creature of mortem's choice within 120ft that is aware of him must succeed a DC 23 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to mortem's Frightful Presence for the next 24 hours. > > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing + 2d10 Lightning damage. > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d6+10 Bludgeoning damage. > > ***Lightning Breath (Recharge 5-6).*** Mortem exhales a bolt of lightning in a 5ft x 180ft line. Each creature in that area must make a DC 23 Dexterity saving throw, taking 18d10 Lightning damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Mortem 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. Mortem regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** Mortem makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Mortem beats his wings. Each creature within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Mortem can then fly up to half his flying speed. > > ***Unyielding Storm.*** Mortem attempts to recharge his breath weapon. > > ***Move.*** Mortem moves up to his speed.
5.5
\pagebreakNum ___ ___ > ## Smaragdus, the Cruel Hand of Nature >*Gargantuan Dragon (green), Lawful Evil* > ___ > - **Armor Class** 23 > - **Hit Points** 820 > - **Speed** 40ft, 120ft fly, 40ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|26 (+8)|14 (+2)|30 (+10)|18 (+4)|18 (+4)|20 (+5)| >___ > - **Saving Throws** STR +16, DEX +10, CON +18, INT +12, WIS +12, CHA +13 > - **Skills** Deception +13, Insight +12, Perception +12, Persuasion +13, Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing > - **Damage Immunities** Poison > - **Condition Immunities** Exhaustion, Poisoned > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 22 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Smaragdus fails a saving throw, he can choose to succeed instead. > > ***Amphibious.*** Smaragdus can breathe air and water. > > ***Immortal Resolve.*** Smaragdus cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Smaragdus cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Smaragdus can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > > ***Poison Leak.*** Smaragdus emanates poisonous gas in a 15ft sphere around him from vents in his neck. He can create or dismiss this cloud as a bonus action on his turns. Creatures that start or end their turn within this zone must make a DC 26 Constitution saving throw, taking 3d6 Poison damage on a failed save, or half as much on as success. > >***Crippling Bite.*** When smaragdus hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > \columnbreak > > ***Noxious Cloud (1/day).*** As part of a Breath Weapon attack, smaragdus exhales excess gas, causing the area of his Breath Weapon to remain in place for 1 minute. Creatures that start their turn or enter its zone for the first time on a turn must succeed against the breath weapon as if it had been used on them again. > ### Actions > ***Frightful Presence.*** Each creature of smaragdus's choice within 120ft that is aware of him must succeed a DC 26 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to smaragdus's Frightful Presence for the next 24 hours. > > ***Bite, +16 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+4 Piercing + 2d10 Poison damage. > > ***Claw, +16 to hit, 10ft reach, one target.*** Hit: 2d6+4 Slashing damage. > > ***Tail, +16 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d6+4 Bludgeoning damage. > > ***Poison Breath (Recharge 5-6).*** Smaragdus exhales poisonous gas in a 90ft cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 22d6 Poison damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Smaragdus 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. Smaragdus regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** > Smaragdus makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Smaragdus beats his wings. Each creature within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d6+8 Bludgeoning damage and be knocked Prone. Smaragdus can then fly up to half his flying speed. > > ***Gas Gland.*** Smaragdus attempts to recharge his breath weapon. > > ***Move.*** Smaragdus moves up to his speed.
5.5
\pagebreakNum ___ ___ > ## Therangot, the Voiceless Queen >*Gargantuan Dragon (purple), Lawful Evil* > ___ > - **Armor Class** 23 > - **Hit Points** 800 > - **Speed** 40ft, 120ft fly, 40ft climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|20 (+5)|30 (+10)|30 (+10)|20 (+5)| >___ > - **Saving Throws** STR +11, DEX +10, CON +13, INT +18, WIS +18, CHA +13 > - **Skills** Deception +13, Perception +18, Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing > - **Damage Immunities** Psychic > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 22 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If therangot fails a saving throw, she can choose to succeed instead. > > ***Immortal Resolve.*** Therangot cannot be controlled, and she is immune to any effect that would alter her form or teleport her against her will. > > ***Colossal.*** Therangot cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Therangot can make 4 attacks on her turn as a single action, one with her Bite and three her Claws. She can forgo one of these attacks to use her Frightful Presence. > > ***Psionic Commander.*** Therangot can telepathically communicate with any creature she knows the location of within 10 miles. > >***Crippling Bite.*** When therangot hits a creature with her Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > \columnbreak > ### Actions > ***Frightful Presence.*** Each creature of therangot's choice within 120ft that is aware of her must succeed a DC 26 Wisdom saving throw or become Frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to therangot's Frightful Presence for the next 24 hours. > > ***Bite, +16 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+4 Piercing + 2d10 Poison damage. > > ***Claw, +16 to hit, 10ft reach, one target.*** Hit: 2d6+4 Slashing damage. > > ***Tail, +16 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d6+4 Bludgeoning damage. > > ***Psionic Breath (Recharge 5-6).*** Therangot exhales psionic power in a 90-foot cone. Each creature in that area must make a DC 26 Intelligence saving throw, taking 20d8 Psychic damage on a failed save, or half as much damage on a successful one. > ### Legendary Actions > Therangot 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. Therangot regains spent legendary actions at the start of her turn. > > ***Draconic Attack.*** > Therangot makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Therangot beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 2d6+3 Bludgeoning damage and be knocked Prone. Therangot can then fly up to half her flying speed. > > ***Mental Reserves (Costs 3 Actions).*** Therangot instantly recharges her breath weapon. > > ***Move.*** Therangot moves up to her speed.
5.5
\pagebreakNum ___ ___ > ## Volcanus, the Desolating Inferno >*Gargantuan Dragon (red), Chaotic Evil* > ___ > - **Armor Class** 24 > - **Hit Points** 900 > - **Speed** 30ft, 120ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|18 (+4)|15 (+2)|23 (+7)| >___ > - **Saving Throws** STR +18, DEX +8, CON +18, INT +12, WIS +10, CHA +15 > - **Skills** Perception +10, Intimidation +14 > - **Damage Resistances** Nonmagical > - **Damage Vulnerabilities** Bludgeoning (while superheated) > - **Damage Immunities** Fire > - **Condition Immunities** Charmed, Frightened > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 20 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If volcanus fails a saving throw, he can choose to succeed instead. > > ***Immortal Resolve.*** Volcanus cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Volcanus cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Volcanus can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > > ***Crippling Bite.*** When colcanus hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > ***Fire Rain.*** While he is flying, any creatures that start their turn less than 30ft beneath Volcanus or enter that zone for the first time on a turn must make a DC 18 Dexterity saving throw, taking 3d6 Fire damage on a failed save, or half as much on a success. > > \columnbreak > ### Actions > ***Frightful Presence.*** Each creature of Volcanus' choice within 120ft that is aware of him must succeed a DC 26 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Volcanus' Frightful Presence for the next 24 hours. > > ***Bite, +9 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing +2d10 Fire damage. > > ***Claw, +9 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +9 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+10 Bludgeoning damage. > > ***Breath Weapon (Recharge 5-6).*** Volcanus uses one of the following breath weapons: > - *Lava Breath:* Volcanus exhales fire in a 90ft cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 15d6 Fire damage on a failed save, or half as much damage on a successful one. > - *Molten Barrage:* VOlcanus spits balls of molten rock upwards, which land at four points within 120ft. These points must be at different spots. Creatures within a 10ft radius of those points must make a DC 26 Dexterity saving throw, taking 10d6 Fire damage on a failed save, or half as much on a success. > ### Legendary Actions >Volcanus 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. Volcanus regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** Volcanus makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Volcanus beats his wings. Each creature within 10 feet of him must succeed on a DC 19 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Volcanus can then fly up to half his flying speed. > > ***Eternal Flame.*** Volcanus attempts to recharge his breath weapon. > > ***Move.*** Volcanus moves up to his speed.
5.5
\pagebreakNum ___ ___ > ## Zalkura, the Frostbitten Seer of the North >*Gargantuan Dragon (white), Chaotic Neutral* > ___ > - **Armor Class** 22 > - **Hit Points** 835 > - **Speed** 40ft, 120ft fly, 40ft burrow, 40ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|10 (+0)|18 (+4)|10 (+0)| >___ > - **Saving Throws** STR +18, DEX +8, CON +18, INT +8, WIS +12, CHA +8 > - **Skills** Perception +20 (expertise), Intimidation +8 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Cold > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Foresight (5/Day).*** If Zalkura fails a saving throw, he can choose to succeed instead. > >***Immortal Resolve.*** Zalkura cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Zalkura cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Zalkura can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > > ***Crippling Bite.*** When Zalkura hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > ***Frost Wind.*** Zalkura emanates an aura of cold wind in a 30ft radius. He can create or dismiss this aura as a bonus action on his turns. Creatures within this zone gain a 15ft fly speed. When a creature starts their turn in this zone, they must make a DC 14 Constitution saving throw, taking 10 Cold damage on a failed save, or half as much on a success. > > \columnbreak > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing + 2d8 Cold damage. > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+10 Bludgeoning damage on a hit. > > ***Frightful Presence.*** Each creature of Zalkura's choice within 120ft that is aware of him must succeed a DC 26 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Zalkura's Frightful Presence for the next 24 hours. > > ***Brutal Leap.*** Zalkura jumps up to 30ft as a bonus action. If he lands next to a creature, that creature must make a DC 18 Dexterity saving throw. On a failed save, creatures take 4d6 Bludgeoning damage and are knocked Prone. On a successful save, creatures take half that damage and are not knocked Prone. > > ***Frostwind Breath (Recharge 5-6).*** Zalkura exhales harsh freezing winds in a 90ft cone. Each creature in that area must make a DC 26 Dexterity saving throw. On a failed save, creatures take 12d6 Cold damage and are pushed 30ft away from Zalkura. On a successful save, the target takes half that damage and is not moved. > ### Legendary Actions >Zalkura 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. Zalkura regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** Zalkura makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Zalkura beats his wings. Each creature within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Zalkura can then fly up to half his flying speed. > > ***Move.*** Zalkura moves up to his speed.
5.5
\pagebreakNum # Metallic Primordial Dragons ___ ___ > ## Esiralos, Singer of the Desert Kings >*Gargantuan Dragon (brass), Chaotic Good* > ___ > - **Armor Class** 22 > - **Hit Points** 840 > - **Speed** 40ft, 120ft fly, 40ft burrow >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|27 (+8)|10 (+0)|30 (+10)|16 (+3)|18 (+4)|30 (+10)| >___ > - **Saving Throws** STR +16, DEX +8, CON +18, INT +11, WIS +12, CHA +18 > - **Skills** Perception +20 (expertise), Performance +18, Stealth +8 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Fire > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Esiralos fails a saving throw, he can choose to succeed instead. > >***Immortal Resolve.*** Esiralos cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Esiralos cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Esiralos can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > > ***Crippling Bite.*** When Esiralos hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > ***Music of the Ages.*** Esiralos emanates powerful music. He can create or dismiss this aura as a bonus action on his turns. While the music is playing, creatures that start their turn within 30 feet of him must succeed a DC 18 Wisdom saving throw or be Charmed by Esiralos. Creatures can repeat this save at the end of their turns, ending the effect on themselves on a success. > > \columnbreak > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+8 Piercing > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+8 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+8 Bludgeoning damage on a hit. > > ***Frightful Presence.*** Each creature of Esiralos' choice within 120ft that is aware of him must succeed a DC 26 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Esiralos' Frightful Presence for the next 24 hours. > > ***Breath Weapons (Recharge 5-6).*** Esiralos uses one of the following breath weapons: > - *Fire Breath.* Esiralos exhales fire in an 120-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 16d6 Fire damage on a failed save, or half as much damage on a successful one. > - *Sleep Breath.* The dragon exhales sleep gas in a 120-foot cone. Each creature in that area must succeed on a DC 26 Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. > ### Legendary Actions >Esiralos 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. Esiralos regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** Esiralos makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Esiralos beats his wings. Each creature within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d6+8 Bludgeoning damage and be knocked Prone. Esiralos can then fly up to half his flying speed. > > ***Move.*** Esiralos moves up to his speed.
5.5
\pagebreakNum ___ ___ > ## Norzeth, Guardian of the Coast >*Gargantuan Dragon (bronze), Lawful Good* > ___ > - **Armor Class** 24 > - **Hit Points** 835 > - **Speed** 40ft, 120ft fly, 40ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|10 (+0)|30 (+10)|18 (+4)|17 (+3)|21 (+5)| >___ > - **Saving Throws** STR +18, DEX +8, CON +18, INT +12, WIS +11, CHA +13 > - **Skills** Insight +11, Perception +20 (expertise), Stealth +8 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Lightning > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ >***Amphibious.*** Seldezar can breathe air and water. > > ***Legendary Resistance (3/Day).*** If Norzeth fails a saving throw, she can choose to succeed instead. > >***Immortal Resolve.*** Norzeth cannot be controlled, and she is immune to any effect that would alter her form or teleport her against her will. > > ***Colossal.*** Norzeth cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Norzeth can make 4 attacks on her turn as a single action, one with her Bite and three with her Claws. She can forgo one of these attacks to use her Frightful Presence. > > ***Crippling Bite.*** When Norzeth hits a creature with her Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > \columnbreak > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+10 Bludgeoning damage on a hit. > > ***Frightful Presence.*** Each creature of Norzeth's choice within 120ft that is aware of her must succeed a DC 26 Wisdom saving throw or become Frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Norzeth's Frightful Presence for the next 24 hours. > > ***Breath Weapons (Recharge 5-6).*** Norzeth uses one of the following breath weapons: > - *Lightning Breath.* Norzeth exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 18d10 lightning damage on a failed save, or half as much damage on a successful one. > - *Repulsion Breath.* Norzeth exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Norzeth. >#### > ***Lightning Storm (1/day).*** Norzeth begins charging a deadly blast of lightning. Creatures not behind cover at the start of Norzeth's next turn take 14d10 Lightning damage. > ### Legendary Actions >Norzeth 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. Norzeth regains spent legendary actions at the start of her turn. > > ***Draconic Attack.*** Norzeth makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Norzeth beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Norzeth can then fly up to half her flying speed. > > ***Move.*** Norzeth moves up to her speed.
5.5
\pagebreakNum ___ ___ > ## Racla, the Undying Prankster >*Gargantuan Dragon (copper), Lawful Good* > ___ > - **Armor Class** 23 > - **Hit Points** 850 > - **Speed** 40ft, 120ft fly, 40ft climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|14 (+2)|28 (+9)|18 (+4)|18 (+4)|25 (+7)| >___ > - **Saving Throws** STR +17, DEX +10, CON +17, INT +12, WIS +12, CHA +15 > - **Skills** Deception +15, Perception +20 (expertise), Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Acid > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Racla fails a saving throw, she can choose to succeed instead. > >***Immortal Resolve.*** Racla cannot be controlled, and she is immune to any effect that would alter her form or teleport her against her will. > > ***Colossal.*** Racla cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Racla can make 4 attacks on her turn as a single action, one with her Bite and three with her Claws. She can forgo one of these attacks to use her Frightful Presence. > > ***Crippling Bite.*** When Racla hits a creature with her Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > ***Carnival Bonk.*** At the start of combat with Racla, ethereal carnival music begins playing. On each initiative count 20, three bouncy carnival balls manifest above random creatures hostile to Racla, which will land on them at the end of their creature's turn (no more than one per creature). If hit by the carnival ball, a creature takes 2d12 Bludgeoning damage and is Dazed until the start of their next turn. If a creature is not hit by the ball, the ball bounces towards them on their next turn. > > This repeats until any damage is dealt to the ball, causing it to pop from existence. > > \columnbreak > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+9 Piercing > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+9 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+9 Bludgeoning damage on a hit. > > ***Frightful Presence.*** Each creature of Racla's choice within 120ft that is aware of her must succeed a DC 25 Wisdom saving throw or become Frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Racla's Frightful Presence for the next 24 hours. > > ***Breath Weapons (Recharge 5-6).*** Racla uses one of the following breath weapons: > - *Acid Breath.* Racla exhales acid in an 120-foot line that is 5 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 16d8 Acid damage on a failed save, or half as much damage on a successful one. > - *Slowing Breath.* Racla exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or gain Slowed (4). A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. > ### Legendary Actions >Racla 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. Racla regains spent legendary actions at the start of her turn. > > ***Draconic Attack.*** Racla makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Racla beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 2d6+9 Bludgeoning damage and be knocked Prone. Racla can then fly up to half her flying speed. > > ***Move.*** Racla moves up to her speed.
5.5
\pagebreakNum ___ ___ > ## Tahlan, Silver Sentinel of the Southern Tundras >*Gargantuan Dragon (silver), Lawful Good* > ___ > - **Armor Class** 25 > - **Hit Points** 867 > - **Speed** 40ft, 120ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|14 (+2)|28 (+9)|18 (+4)|18 (+4)|24 (+6)| >___ > - **Saving Throws** STR +18, DEX +10, CON +17, INT +12, WIS +12, CHA +14 > - **Skills** Arcana +12, History +12, Perception +20 (expertise), Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Cold > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Tahlan fails a saving throw, he can choose to succeed instead. > >***Immortal Resolve.*** Tahlan cannot be controlled, and he is immune to any effect that would alter his form or teleport him against his will. > > ***Colossal.*** Tahlan cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Tahlan can make 4 attacks on his turn as a single action, one with his Bite and three with his Claws. He can forgo one of these attacks to use his Frightful Presence. > > ***Crippling Bite.*** When Tahlan hits a creature with his Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > > \columnbreak > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+10 Bludgeoning damage on a hit. > > ***Frightful Presence.*** Each creature of Tahlan's choice within 120ft that is aware of him must succeed a DC 25 Wisdom saving throw or become Frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Tahlan's Frightful Presence for the next 24 hours. > > ***Breath Weapons (Recharge 5-6).*** Tahlan uses one of the following breath weapons: > - *Cold Breath.* Tahlan exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 16d8 cold damage on a failed save, or half as much damage on a successful one. > - *Paralyzing Breath.* Tahlan exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or be Paralyzed for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. > ### Legendary Actions >Tahlan 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. Tahlan regains spent legendary actions at the start of his turn. > > ***Draconic Attack.*** Tahlan makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Tahlan beats his wings. Each creature within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Tahlan can then fly up to half his flying speed. > > ***Eternal Frost.*** Tahlan attempts to recharge his breath weapon. > > ***Move.*** Tahlan moves up to his speed.
5.5
\pagebreakNum ___ ___ > ## Zethian, Golden Queen of the Judges >*Gargantuan Dragon (gold), Lawful Good* > ___ > - **Armor Class** 25 > - **Hit Points** 900 > - **Speed** 40ft, 120ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|14 (+2)|30 (+10)|18 (+4)|18 (+4)|30 (+10)| >___ > - **Saving Throws** STR +18, DEX +10, CON +18, INT +12, WIS +12, CHA +18 > - **Skills** Insight +12, Perception +20 (expertise), Persuasion +12, Stealth +10 > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, and Slashing damage. > - **Damage Immunities** Fire > - **Condition Immunities** Exhaustion > - **Senses** Blindsight 60ft, Darkvision 120ft, passive 30 > - **Languages** Common, Draconic > - **Prof. Bonus** +8 > ___ > ***Legendary Resistance (3/Day).*** If Zethian fails a saving throw, she can choose to succeed instead. > >***Immortal Resolve.*** Zethian cannot be controlled, and she is immune to any effect that would alter her form or teleport her against her will. > > ***Colossal.*** Zethian cannot be grappled by a creature unless it is of Gargantuan size. > > ***Multiattack.*** Zethian can make 4 attacks on her turn as a single action, one with her Bite and three with her Claws. She can forgo one of these attacks to use her Frightful Presence. > > ***Crippling Bite.*** When Zethian hits a creature with her Bite, the target must succeed a DC 18 Strength saving throw or have its melee and ranged damage reduced by 4 until it regains any amount of hit points. > ### Actions > ***Bite, +18 to hit, 15ft reach, 1-2 targets.*** Hit: 2d10+10 Piercing > > ***Claw, +18 to hit, 10ft reach, one target.*** Hit: 2d6+10 Slashing damage. > > ***Tail, +18 to hit, 15 ft reach, 1-2 targets.*** Hit: 2d8+10 Bludgeoning damage on a hit. > > \columnbreak > > ***Frightful Presence.*** Each creature of Zethian's choice within 120ft that is aware of her must succeed a DC 26 Wisdom saving throw or become Frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once a creature succeeds this save, the creature is immune to Zethian's Frightful Presence for the next 24 hours. > > ***Breath Weapons (Recharge 5-6).*** Zethian uses one of the following breath weapons: > - *Fire Breath.* Zethian exhales fire in a 90-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 15d10 Fire damage on a failed save, or half as much damage on a successful one. > - *Weakening Breath.* Zethian exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat this save at the end of each of its turns, ending the effect on itself on a success. >#### >***Spellcasting.*** Zethian casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (20th level, spell save DC 20, +12 to hit with spell attacks). > - *3/day each:* Fire Shield, Sleep, Slow, Stinking Cloud > - *1/day each:* Delayed Blast Fireball, Globe of Invulnerability, Maze > ### Reactions > ***Maintain Order.*** As a reaction to taking damage from a creature within 120ft, Zethian rebukes their actions to maintain order. The target must make a DC 26 Intelligence saving throw. On a failed save, that creature becomes Dazed until the start of its next turn. >### Legendary Actions >Zethian 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. Zethian regains spent legendary actions at the start of her turn. > > ***Draconic Attack.*** Zethian makes a Claw or Tail attack. > > ***Wing Attack (Costs 2 Actions).*** Zethian beats her wings. Each creature within 10 feet of her must succeed on a DC 18 Dexterity saving throw or take 2d6+10 Bludgeoning damage and be knocked Prone. Zethian can then fly up to half her flying speed. > > ***Move.*** Zethian moves up to her speed.
12
5.5