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Yellow Dragon

T
ravellers in warm coastal areas look up to see Vengeful Skulkers. Yellow dragons hate and fear other
a winged shape circling over the sea, dragons, especially the bronze, whose coastal natural habitat
occasionally diving into the waves to snatch a they often share. This hatred also applies to other yellow
passing fish or similar creature. A reclusive dragons, as they only ever seek each other out a few times in
dragon with a more bestial side, the yellow is their lives in order to mate. If another dragon moves into its
as at home in the ocean as it is in the sky. territory and the yellow knows it to be more powerful, it will
Yellow dragons are good swimmers and swim to catch fish back down and remain out of sight, valuing its life over its
and other smaller creatures of the ocean, and they will territory. However, it will not forget the insult and will look for
sometimes attack and try to sink passing ships for the goods opportunities for revenge. Over time, the yellow dragon may
on board or sometimes just for fun and sport. shadow it, tracking it to its lair and finding out its lifestyle.
The dragon's scales range from a light orange or tan to a Despite being less intelligent than other dragons, yellow
pale yellow-grey in colour, with the older adult’s scales dragons are very cunning and methodical when it comes to
hardening and taking on a golden hue. Their scales are not as vengeance. It will wait until the other dragon is out of the
hard as those of other dragons, sacrificing some armour for way, and invade its lair, looting its treasure and killing its
extra mobility. The yellow is among the most dexterous of all servants in its rage. But by far its favourite way of taking
dragonkind, better adapted for dodging in mid-air and revenge against another dragon is to steal and eat its eggs,
snatching unsuspecting sea creatures out of the water. Its which it considers a delicacy due to the extreme difficulty of
breath is a jet of boiling hot water containing a strong salt procuring them. Many yellow dragons’ favourite food by far is
compound, causing scalding burns and stinging lacerations. the egg of their greatest rival.
Underwater, however, its breath takes the form of a billowing Rapacious Thieves. Yellow dragons grab treasure from
cloud of burning steam, unleashed with equally deadly wherever they think they can, their favourite of which is gold
results against any prey in its vicinity. coins. They will slay weaker dragons to claim their
Territorial Hunters. Like the white dragon, the yellow has accumulated wealth, steal from more powerful dragons that
a more animalistic side that compels it to drive other dragons have offended them, and attack merchant ships to claim their
and similarly threatening creatures off its territory. If another goods. Yellow dragons drag broken pieces of ships into their
creature threatens it, the yellow dragon will find a way to caves and stash their treasure inside them before burying
attempt to drive it off. It may set up a trap or ambush where it them under water and sand. More awkward and slow on land
can wound its rival before escaping to fight another day. If the than other dragons, the yellow prefers flying or swimming
dragon knows that its rival is more powerful, it will usually most of the time, and so may place the treasure underwater
stay out of its way, not wanting to risk its life or hoard. or high up on a hidden ledge so as to be both harder to
A yellow dragon's territory extends to beneath the waves. access for enemies and easier for the dragon. The dragon
The dragon stalks along the seabed, hunting for sufficient likes to keep its hoard near its resting place, so it can quickly
prey, and when it finds such a creature, it uses its breath tear apart an intruder who dares lay a finger on it. However,
weapon to boil the water around it, scalding it to death, as the dragon rests little, it usually just keeps both its lair and
before pouncing to grab it. Accomplished diggers, they may the treasure within well hidden, and may occasionally employ
also bury themselves in a layer of sand until potential prey other creatures to guard them.
walks or swims by, or to hide from a greater threat.
Yellow dragons are very energetic and active, wasting little
time in their lairs and preferring to spend their time flying or
swimming. This lifestyle means that they are always hungry
and need massive amounts of food every day to keep going,
so securing a territory with plentiful food is key to their
success. Because of this, a yellow dragon will eat almost
anything edible, and they have been known to attack
humanoid crews of passing ships. However, its favoured prey
is fish.

DRAGONS 104
• A wave of salt water washes out from below the dragon in
A Yellow Dragon's Lair a 60-foot line that is 15 feet wide. Any creatures in that area
A hidden coastal cave with a view of the sea, either concealed that do not have all their hit points must make a DC13
in the cliffs, in a sheltered bay or concealed under the waves, Constitution saving throw or have their wounds salted, taking
is an ideal home for a yellow dragon. Ideally the cave will 9 (2d8) piercing damage and having disadvantage on attack
have sand and salty water within, where it will bury its rolls for their next turn.
treasure, an opening large enough for it to fly in and out, and • A cloud of mist 10 feet high, 20 feet wide and 30 feet long
a place for it to rest from time to time. In some cases the lair forms in a space within 120ft of the dragon that it can see.
may be guarded by creatures in its employ or that it has Any creature that starts it turn in that area or moves into it
intimidated into service, such as sahuagin, giants, merrow or will be blinded until it moves out again. A moderate wind (at
sometimes humanoids. Their love of the coast occasionally least 10 miles per hour) will disperse this cloud after 4
brings them into conflict with bronze dragons, although the rounds. A strong wind (at least 20 miles per hour) disperses
weaker yellows will usually stay well out of their way. it after 1 round).
• A geyser erupts beneath the feet of a target within 120ft
Lair Actions of the dragon that it can see. If the target is a Large or
On initiative count 20 (losing initiative ties), the dragon takes smaller creature, it must succeed on a DC16 Dexterity saving
a lair action to cause one of the following effects; the dragon throw or be knocked prone.
can’t use the same effect two rounds in a row:

Ancient Yellow Dragon Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8+7) bludgeoning damage.
Gargantuan dragon, neutral evil
Frightful Presence. Each creature of the dragon’s choice
Armor Class 20 (natural armour) within 120 feet of it and aware of it must succeed on a
Hit Points 349 (20d20+140) DC16 Wisdom saving throw or become frightened for
Speed 30ft, burrow 30ft, fly 80ft, swim 50ft 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 the saving throw is successful or the effect
STR DEX CON INT WIS CHA on it ends, the creature is immune to the dragon’s
25 (+7) 16 (+3) 27 (+7) 12 (+1) 12 (+1) 16 (+3) Frightful Presence for the next 24 hours.
Scalding Breath (recharge 5-6). The dragon exhales
Saving Throws Dex +9, Con +13, Wis +7, Cha +9 boiling salt water in a 90-foot line that is 10 feet wide.
Skills Perception +13, Stealth +9 Each creature in that area must make a DC22 Dexterity
Damage Immunities fire saving throw, taking 67 (8d8 piercing plus 7d8 fire)
Senses blindsight 60 ft., darkvision 120ft, passive damage on a failed save, or half as much on a
Perception 26 successful one. Underwater, its breath takes the form
Languages Common, Draconic of a 90-foot cone.
Challenge 20 (25,000 XP)
Legendary Actions
Legendary Resistance (3/day). If the dragon fails a saving The dragon can take 3 legendary actions, choosing
throw, it can choose to succeed instead. from the options below. Only one legendary action
Amphibious. The dragon can breathe air and water. 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.
Actions
Multiattack. The dragon can use its Frightful Presence. Detect. The dragon makes a Wisdom (Perception)
It then makes three attacks-one with its bite and two check.
with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +13 to hit, reach 15ft., one Wing Attack (costs 2 actions). The dragon beats its
target. Hit 18 (2d10+7) piercing damage plus 10 wings. Each creature within 15 feet of it must make a
(3d6) fire damage. DC21 Dexterity saving throw or take 14 (2d6+7)
Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., bludgeoning damage or be knocked prone. The dragon
one target. Hit: 14 (2d6+7) slashing damage. can then fly up to half its flying speed.

105 DRAGONS
• Kelp snatchers appear on the sea floor within 4 miles of
Regional Effects
The region around a legendary yellow dragon’s lair is warped the lair. The kelp snatcher has the statistics of a vine blight,
by the dragon’s magic, which creates one or more of the but it has a speed of 0ft, a swimming speed of 30ft,
following effects: Intelligence and Charisma scores of 1 (-5) and its False
• The wind and the current around the coastline within 2 Appearance makes it resemble a piece of seaweed rather
miles of the lair appear to be unnaturally strong and are than vines. The snatchers will stay motionless until enemies
always pulling boats towards the shore. There also seem to of the dragon come within 10 feet of them.
be very faint, almost incoherent, whispers in the wind’s • It always seems to be raining heavily within 5 miles of the
howling. lair.
If the dragon dies, the kelp snatchers immediately become
inanimate seaweed, and the effects on the wind and weather
end within minutes.

Adult Yellow Dragon Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 14 (2d8+5) bludgeoning damage.
Huge dragon, neutral evil
Frightful Presence. Each creature of the dragon’s choice
Armor Class 18 (natural armour) within 120 feet of it and aware of it must succeed on a
Hit Points 218 (19d12+95) DC16 Wisdom saving throw or become frightened for
Speed 30ft, burrow 30ft, fly 80ft, swim 50ft 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 the saving throw is successful or the effect
STR DEX CON INT WIS CHA on it ends, the creature is immune to the dragon’s
21 (+5) 16 (+3) 21 (+5) 10 (+0) 11 (+0) 14 (+2) Frightful Presence for the next 24 hours.
Scalding Breath (recharge 5-6). The dragon exhales
Saving Throws Dex +8, Con +10, Wis +5, Cha +7 boiling salt water in a 60-foot line that is 5 feet wide.
Skills Perception +11, Stealth +5 Each creature in that area must make a DC18 Dexterity
Damage Immunities fire saving throw, taking 49 (6d8 piercing plus 5d8 fire)
Senses blindsight 60 ft., darkvision 120ft., passive damage on a failed save, or half as much on a
Perception 20 successful one. Underwater, its breath takes the form
Languages Common, Draconic of a 60-foot cone.
Challenge 13 (10,000 XP)
Legendary Actions
Legendary Resistance (3/day). If the dragon fails a saving The dragon can take 3 legendary actions, choosing
throw, it can choose to succeed instead. from the options below. Only one legendary action
Amphibious. The dragon can breathe air and water. 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.
Actions
Multiattack. The dragon can use its Frightful Presence. Detect. The dragon makes a Wisdom (Perception)
It then makes three attacks-one with its bite and two check.
with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one Wing Attack (costs 2 actions). The dragon beats its
target. Hit 14 (2d8+5) piercing damage plus 5 (1d10) wings. Each creature within 15 feet of it must make a
fire damage. DC18 Dexterity saving throw or take 12 (2d6+5)
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., bludgeoning damage or be knocked prone. The dragon
one target. Hit: 12 (2d6+5) slashing damage. can then fly up to half its flying speed.

DRAGONS 106
Young Yellow Dragon
Large dragon, neutral evil

Armor Class 17 (natural armour)


Hit Points 137(16d10 + 49)
Speed 30ft, burrow 30ft, fly 80ft, swim 50ft

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 17 (+3) 8 (-1) 10 (+0) 12 (+1)

Saving Throws Dex +5, Con +6, Wis +3, Cha +4


Skills Perception +6, Stealth +5
Damage Immunities fire
Senses blindsight 30 ft., darkvision 120ft, passive
Perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)

Amphibious. The dragon can breathe air and water.

Actions
Multiattack. The dragon makes three attacks-one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit 10 (2d6 + 3) piercing damage plus
4 (1d8) bludgeoning damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 7 (1d8 + 3) slashing damage.
Scalding Breath (recharge 5-6). The dragon exhales
boiling salt water in a 30-foot line that is 5 feet
wide. Each creature in that area must make a DC14
Dexterity saving throw, taking 36 (4d8 piercing
plus 4d8 fire) damage on a failed save, or half as
much on a successful one. Underwater, its breath
takes the form of a 30-foot cone.

Credits
Inspired by Dragons of Faerun (for 3.5).
Homebrew by TomHDM.
Yellow dragon image is from wings-of-fire-
fanon-tribes.wikia.com. I do not own it.
Flooded cave artwork was created by
HendyRico (hendyrico.deviantart.com) and
coast art was from fantasyartdesign.com. I do
not own them.
Created in naturalcrit.com/homebrew.

107 DRAGONS

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