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Great Dragon Bestiary: Rekindled


Desert Dragon by 88grzes
Drakon by Pascal Quidalt
Mushussu by FoolishLittleMortal
Jörmungandr by Kamilla Shirinova
Lung Dragon by Dongjun Lu
Cover Image by Diego Rodriguez
Joppa Dragon by Adam Paquette

This bestiary was made because I felt there was a distinct lack
of unique dragons. It's been about a full year since the first
release of this bestiary. It has gone through many changes and
iterations since I first released it out into the wild and my skill
has greatly improved as well in that time! Hopefully this is
much better than the original!

Homebrew by Kovaud
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
hey are known as the bringers of rain and
seeing them is often seen as a sign of good
harvest. They're most often spotted chasing
their cosmic pearl across a stormy sky. Their
pearl is flawless and where it comes from and
how the dragon obtains it is subject to pure
conjecture. Killing one of these dragons is
thought to bring about 10 years of bad luck. The only
manifestation of the ol' dragon hoard mentality they have is
the ornate palaces they call their homes. These palaces are
located high up, such as built into the side of a mountain or on
top of a tower, or in the depths of the sea.

 Claw. Melee Weapon Attack:+ 11 to hit, reach 5 ft., one


target. Hit 14 (2d6 + 6) slashing damage plus 2 (1d4)
Huge dragon, chaotic good
lightning damage.

Armor Class 17 (natural armor) Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
Hit Points 172 (15d12 + 75) target. Hit: 16 (2d8 + 6) bludgeoning damage.
Speed 30ft., fly 90 ft., swim 45ft. 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
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
22 (+6) 17 (+3) 19 (+4) 15 (+2) 18 (+4) 15 (+2) 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
Damage Resistances nonmagical bludgeoning, slashing, is immune to the dragon's Frightful Presence for the
and piercing damage; cold, fire next 24 hours.
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 180 ft., passive Cosmic Pearl (Recharge 5-6) The dragon hurls a sphere of
Perception 14 energy in a 60-foot line that is 5 feet wide. Each
Languages Common, Draconic creature in that line must make a DC 16 Dexterity
Challenge 13 (10,000 XP) saving throw. On a failed save, a creature takes 66
(12d10) damage of one of the following types (dragon's
Legendary Resistance (3/Day). If the lung dragon fails a choice): cold, fire, force, lightning, or thunder. On a
saving throw, it can choose to succeed instead. successful save, a creature takes half as much damage.

Amphibious. The lung dragon can breathe normally in Legendary Actions


both air and water. The dragon can take 3 legendary actions, choosing from
Fear of Five Colors. If the lung dragon takes 5 different the options below. Only one legendary action option
types of damage in a single round, the dragon cannot can be used at a time and only at the end of another
take legendary actions until the end of its next turn. creature's turn. The dragon regains spent legendary
actions at the start of its turn.
Actions Detect. The dragon makes a Wisdom (Perception)
Multiattack. The dragon can use its Frightful Presence. It check.
then makes three attacks: one with its bite and two with
its claws. Claw Attack. The dragon makes a claw attack.
Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit 18 (2d10 + 6) piercing damage plus 5
(1d10) lightning damage.

Homebrew by Kovaud
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
he World Serpent is one of the more legendary
dragons. Jörmungandr is said to be so large
that he circles the entire world. His scales are
coated in poison and his breath is acid. His
awakening is seen as one the signs of
Ragnarok.

 Actions
Gargantuan Dragon, Neutral Evil Multiattack. Jörmungandr makes one bite attack and two
tail attacks.
Armor Class 19
Hit Points 350 (20d20 + 140) Bite. Melee Weapon Attack. +17 to hit, reach 5 ft., one
Speed 40 ft., swim 60 ft. target. Hit: 23 (3d8 + 10) piercing damage.
Tail. Melee Weapon Attack. +17 to hit, reach 30 ft., and
one target. Hit: 20 (3d6 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA
Tsunami. Jörmungandr magically creates a wave of acidic
30 (+10) 13 (+1) 25 (+7) 22 (+6) 18 (+4) 20 (+5) seawater originating from it in a 5-foot line that is 30
feet wide. Each target must make a DC 21 Dexterity
Damage Immunities Acid; bludgeoning, piercing, and saving throw, taking 22 (4d10) acid damage on a failed
slashing from nonmagical attacks, poison. save, or half as much damage on a successful one.
Damage Resistances cold Poison Breath (Recharge 5-6) Jörmungandr exhales
Condition Immunities frightened, paralyzed, poisoned poisonous gas in an 80-foot cone. Each creature in that
Senses truesight 60 ft., passive Perception 14 area must make a DC 21 Constitution saving throw,
Languages Abyssal, Celestial, Infernal, and Primordial, taking 77 (10d6) poison damage on a failed save, or half
telepathy 120 ft. as much damage on a successful one.
Challenge 24 (62,000 XP)
Legendary Actions
Legendary Resistance.(3/day) If the dragon fails a saving
throw, it can choose to succeed instead. Jörmungandr can take 3 legendary actions, choosing
from the options below. Only one legendary action
Amphibious. Jörmungandr can breathe air and water. option can be used at a time and only at the end of
another creature's turn. Jörmungandr regains spent
Freedom of Movement. Jörmungandr ignores difficult legendary actions at the start of its turn.
terrain, and magical effects can't reduce its speed or
cause it to be restrained. It can spend 5 feet of Detect. The dragon makes a Wisdom (Perception)
movement to escape from non-magical restraints or check.
being grappled.
Tail. Jörmungandr makes one tail attack.
Siege Monster. Jörmungandr deals double damage to
objects and structures. Tsunami. Jörmungandr uses Tsunami.

Poisonous Carapace. When a creature hits Jörmungandr


with a nonmagical melee weapon attack, roll a d6. On a
6, the creature is poisoned for 1 minute.

Homebrew by Kovaud
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
he Mushussu are loyal servants to kings and
their empires. They are a one of the few breeds
of dragon that serve mortals. They pull the
chariots of royalty and are popularly depicted
as mounts for the gods.

 Actions
Large dragon, lawful good Multiattack. The mushussu makes three attacks: one
with its bite and two with its claws.
Armor Class 16
Hit Points 92 (8d10 + 48) Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one
Speed 45ft., fly 45 ft. target. Hit: 18 (2d10 + 5) piercing damage plus 5
(1d10) radiant damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 14 (2d6 + 5) slashing damage.
20 (+5) 18 (+4) 22 (+6) 16 (+2) 13 (+2) 15 (+3) Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one
target. Hit: 16 (2d8 + 5) bludgeoning damage.
Damage Resistances radiant, fire, bludgeoning Royal Charge (Recharge 5-6) The mushussu moves up to
Senses Tremorsense 30ft., Darkvision 60ft., passive 30 feet in a straight line and can move through the
Perception 12 space of any creature smaller than Large. When it moves
Languages Understands Common, Draconic but cannot through a creature's space during this move, the
speak it. creature must make a DC 18 Dexterity saving throw,
Challenge 8 (3,900 XP) taking 36 (8d8) bludgeoning damage on a failed save, or
half as much damage on a successful one.
Magic Resistance. The mushussu has advantage on
saving throws against spells and other magical effects.

Made with
Homebrew
The Homebrewery
by Kovaud
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


A
vicious beast of the sea. The Joppa dragon is a
tusked behemoth that dwells in cold ocean
waters. It terrorizes coastal settlements and will
demand sacrifices if the villages wish to be
spared their unholy wrath. After generations of
clerics and paladins hunting them down, their
numbers have dwindled and now they hold a
grudge against anyone who serves the gods.

 Legendary Resistance (1/day). If the dragon fails a saving


throw, it can choose to succeed instead.
Huge Dragon, chaotic evil
Blood in the Water. Joppa has advantage on melee attack
Armor Class 17 (natural armor) rolls against any creature that doesn't have all its hit
Hit Points 296 (24d12 + 140) points.
Speed swim 45ft. Actions
Multiattack. It makes two attacks: one with its bite and
STR DEX CON INT WIS CHA one with its tail.
20 (+5) 14 (+2) 24 (+7) 12 (+1) 10 (+0) 7 (-2) Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
target. Hit: 18 (2d10 + 5) piercing damage plus 5
Damage Resistances cold, bludgeoning, piercing (1d10) lightning damage.
Senses tremorsense 30ft., darkvision 120ft., passive Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
Perception 10 target. Hit: 16 (2d8 + 5) bludgeoning damage.
Languages Understands Draconic but cannot speak it.
Challenge 20 (25,000 XP) Torrent (Recharge 5-6) The dragon launches a jet of
water from its mouth forcing all creatures in a 30-foot
Hold Breath. The joppa can hold its breath for up to 10 cone to make a Dexterity saving throw, (DC 18) taking
hours. 25 (5d10) cold damage on a failed save or half as much
on a successful one.

Homebrew by Kovaud
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T
hey are born from the scales shed by
Jörmungandr. Cultists of The World Serpent
take drakon and use them as guardians.
Drakon are serpentine just like their progenitor.
Usually taking on a green hue shortly after they
are shed and change into a browner hue as they
mature.

 Claw. Melee Weapon Attack:+ 12 to hit, reach 5 ft., one


target. Hit: 14 (2d6 + 7) slashing damage.
Large dragon, Unaligned
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
Armor Class 16 target. Hit: 16 (2d8 + 7) bludgeoning damage.
Hit Points 167 (15d10 + 85) Frightful Presence Each creature of the dragon's choice
Speed 45ft. that is within 60 feet of the dragon and aware of it must
succeed on a DC 15 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
STR DEX CON INT WIS CHA saving throw at the end of each of its turns, ending the
24 (+7) 15 (+2) 21 (+5) 6 (-2) 10 (+0) 9 (-1) 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
Damage Resistances thunder, piercing, bludgeoning 24 hours.
Senses Darkvision 60ft., passive Perception 10
Languages Understands Draconic cannot speak Poison Breath (Recharge 5-6) The colchis dragon exhales
Challenge 13 (10,000 XP) poisonous gas in an 30-foot cone. Each creature in that
area must make a DC 15 Constitution saving throw,
Legendary Resistance.(1/day) If the dragon fails a saving taking 77 (22d6) poison damage on a failed save, or half
throw, it can choose to succeed instead. as much damage on a successful one.

Bad Breath. Any creature other than the drakon within 5 Legendary Actions
feet of it must make a DC 15 Constitution saving throw The dragon can take 3 legendary actions, choosing from
or be poisoned for 1 minute. the options below. Only one legendary action option
can be used at a time and only at the end of another
Actions creature's turn. The dragon regains spent legendary
Multiattack. The dragon can use its Frightful Presence. It actions at the start of its turn.
then makes three attacks: one with its bite and two with
its claws. Detect. The dragon makes a Wisdom (Perception)
check.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 18 (2d10 + 7) piercing damage plus 5
(1d10) acid damage. Claw Attack. The dragon makes a claw attack.

Homebrew by Kovaud
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Born from the shifting sands of the desert. They are extremely
attuned to the ways of the earth. They make lairs within
sprawling stone structures they form from the earth. They
lack an innate breath weapon and make up for it with their
mastery of earth based magic.

 Hold Breath. The earth dragon can hold its breath for up
to 1 hour.
Huge dragon, lawful neutral
Spellcasting. The earth dragon is a 9th-level spellcaster.
Armor Class 18 (natural armor) Its spellcasting ability is Wisdom (spell save DC 18, +9
Hit Points 217 (15d12+120) to hit with spell attacks). The earth dragon has the
Speed 25ft., fly 35ft., burrowing 45ft. following spells prepared:
Cantrips (at will): magic stone, mold earth
1st level (3 slots): earth tremor, thunderwave
STR DEX CON INT WIS CHA 2nd level (2 slots): earthbind, maximilian's earthen
24 (+7) 12 (+1) 26 (+8) 14 (+2) 18 (+4) 10 (+0) grasp
3rd level (2 slots): erupting earth, wall of sand
Saving Throws Str +12, Dex +6, Con +13, Wis +9 4th level (2 slots): hallucinatory terrain, stone shape
Skills Insight +9, Stealth +6, Perception +9 5th level (1 slot): wall of stone, transmute rock
Damage Resistances Lightning
Damage Immunities damage from nonmagical piercing Actions
and slashing weapons Multiattack. The earth dragon makes a bite attack and a
Senses Blindsight 30ft., Darkvision 45ft., Tremorsense claw attack.
120ft., passive Perception
Languages Common, Draconic, Primordial (Terran) Bite. Melee Weapon Attack: +12 to hit, 5ft., one target.
Challenge 16 (15,000) Hit: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, +5ft, one target.
Hit: 14 (3d4 + 7) slashing damage.

Homebrew by Kovaud
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.


G
olems are normally created with great
elemental powers. Usually the animating force
for such golems are elementals from the Plane 
of Earth. These golems are instead animated by Large construct, true neutral
the spirits of mighty dragons.
Armor Class 18 (natural armor)
Hit Points 108 (11d10 + 48)
Speed 30ft.

 STR DEX CON INT WIS CHA


Large construct, true neutral
18 (+4) 9 (-1) 18 (+4) 11 (0) 13 (+2) 8 (-1)
Armor Class 16 (natural armor)
Damage Resistances Fire, necrotic.
Hit Points 97 (9d10 + 48)
Saving Throws. Str +8
Speed 30ft.
Senses passive Perception 12
Languages Understands Draconic but cannot speak.
STR DEX CON INT WIS CHA Challenge 12 (8,400 XP)

18 (+4) 7 (-2) 18 (+4) 11 (0) 13 (+2) 8 (-1) Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Damage Resistances lightning, necrotic.
Saving Throws. Con +8 Magic Resistance The golem has advantage on saving
Senses passive Perception 12 throws against Spells and other magical effects.
Languages Understands Draconic but cannot speak. Magic Weapons. The golem's weapon attacks are
Challenge 11 (7,200 XP) magical.
Immunity to Rust. The golem is immune to rust
Immutable Form. The golem is immune to any spell
effects whether magical or not, such as that caused
or effect that would alter its form.
by a rust monster.
Statuesque Appearance. While the golem remains
motionless it is indistinguishable from a draconic Actions
statue Multiattack. The golem makes two attacks: one with
Magic Resistance The golem has advantage on saving its bite and one with its tail.
throws against Spells and other magical effects. Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one
Magic Weapons. The golem's weapon attacks are target. Hit: 18 (2d10 + 7) piercing damage plus 4
magical. (1d8) fire damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one
Actions target. Hit: 18 (3d8 + 7) piercing damage.
Multiattack. The golem makes two attacks: one with
Fire Breath. (Recharge 5-6) The golem exhales fire in a
its bite and one with its tail.
30-foot cone. Each creature in that area must make a
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one DC 14 Dexterity saving throw, taking 24 (8d6) fire
target. Hit: 18 (2d10 + 7) piercing damage. damage on a failed save, or half as much damage on
a successful one.
Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one
target. Hit: 18 (3d8 + 7) piercing damage.
Repulsion Breath. (Recharge 5-6) The dragon exhales
repulsion energy in a 30-foot cone. Each creature in
that area must succeed on a DC 13 Strength saving
throw. On a failed save, the creature is pushed 30
feet away from the dragon.

Homebrew by Kovaud
8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
These are powerful creatures born from dragon eggs exposed A reanimated skull commonly used as sentries by those that
to the elemental powers of the elemental plane of air. Known reanimated it. They hover along quietly along the halls of
as the "Rulers of the Storm" they have dominion over the sky. wherever they are commanded to guard. The most recent use
This has often been disputed by blue dragons and bronze of them was seen by the vampire Aulfrin, who employed them
dragons, who both have some power over lightning. in his floating castle in Pioret.

 
Large dragon (elemental), chaotic neutral Medium und(h)ead, chaotic evil

Armor Class 17 (natural armor) Armor Class 15


Hit Points 231 (22d10 + 110) Hit Points 19(3d8+6)
Speed 45ft. Speed 0ft, fly 10ft (only hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 8 (-1) 6 (-2) 6 (-2)

Saving Throws. Dex +4, Con +9, Cha +7 Saving Throws Con +7
Skills. Perception +6, Arcana +6, Stealth +4 Damage Resistances fire, necrotic
Damage Immunites. lightning Senses darkvision 30ft., passive Perception 8
Damage Resistances. cold Languages Understand Draconic and Primordial but
Senses blindsight 60ft., darkvision 120ft., passive cannot speak.
Perception 15 Challenge 1 (100 XP)
Languages Draconic, primordial
Challenge 13 (10,000 XP)
Actions
Storm Conduit. While a storm is active, all attacks Fireball. The dragon skull launches a fireball in a 5 by
made by the dragon deals an additional 1d10 30-foot line. Each creature in that line must make a
lightning damage. DC 14 Dexterity saving throw, taking 6 (1d8+2) fire
damage on a failed save, or half as much damage on
Tempest Form. The dragon can disguise itself as a a successful one.
storm. When it does so, it is indistinguishable from a
regular storm.
Actions
Multiattack. The dragon makes 3 attacks: one with its
bite and 2 with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 21 (3d10 + 5) piercing damage plus
5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (3d6 + 5) slashing damage.
Lightning Bolt. Ranged Weapon Attack: +7 to hit,
range 150/600ft., one target. Hit: 16 (3d8 + 3)
lightning damage.
Lightning Breath (Recharge 5-6). The dragon exhales
lightning in an 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 15 Dexterity
saving throw, taking 66 (12d10) lightning damage
on a failed save, or half as much damage on a
successful one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

A massive dragon that is not born of this world. It came from a
meteor of great size that housed its egg. The meteor it arrived
on caused the shattering of Kovaud. It is 40 feet tall and 90
feet long. Its back is covered in crystalline structures that it
seems to store power in.

 Claw. Melee Weapon Attack: +19, reach 15ft., one


target. Hit 23 (3d8+10) slashing damage
Gargantuan dragon (titan), neutral evil
Tail. Melee Weapon Attack: +19, reach 20ft., one target.
Hit 20 (3d6+10) bludgeoning damage. If the target is a
Armor Class 20
creature, it must succeed on a DC 20 Strength saving
Hit Points 697 (34d20+340)
throw or be knocked prone.
Speed 45ft., fly 100ft.
Frightful Presence. Each creature of Juturu's choice that
is within 120 feet of Juturu and aware of it must
STR DEX CON INT WIS CHA succeed on a DC 21 Wisdom saving throw or become
30 (+10) 10 (+0) 30 (+10) 17 (+3) 10 (+0) 19 (+4) 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
Saving Throws Int +12, Wis+9, Cha +14 is successful or the effect ends for it, the creature is
Damage Vulnerabilities weapons made from adamantite immune to Juturu's Frightful Presence for the next 24
and thruumarium hours.
Damage Immunities fire, necrotic, bludgeoning, piercing,
and slashing damage from nonmagical weapons Breath of Starlight. Juturu exhales prismatic, starlight in a
Condition Immunities charmed, frightened 90-foot cone. Each creature in that area must make a
Senses darkvision 120ft., blindsight 60ft., passive DC 21 Dexterity saving throw, taking 90 (20d8) radiant
Perception 10 damage on a failed save, or half as much damage on a
Languages Draconic, Primordial successful one.
Challenge 30 (155,000)
Legendary Actions
Legendary Resistance(3/day). If Juturu fails a saving Juturu can take 3 legendary actions, choosing from the
throw, it can choose to succeed instead. options below. Only one legendary action option can be
used at a time and only at the end of another creature’s
Magic Resistance. Juturu has advantage on saving throws turn. Juturu regains spent legendary actions at the start
against spells and other magical effects. of their turn.
Siege Monster. Juturu deals double damage to objects
Detect. Juturu makes a wisdom (Perception) check.
and structures.
Attack. Juturu makes one claw attack or tail attack.
Breathless. Juturu doesn't need to breathe.
Move. Juturu moves up to half its speed.
Actions Wing Attack. Juturu beats its wings. Each creature within
Multiattack. Juturu can use its Frightful Presence. It then 15 feet of Juturu must succeed on a DC 21 Dexterity
makes five attacks: three with its claws, and two with its saving throw or take 17 (2d6 + 10) bludgeoning
tail. It can use its Breath of Starlight in place of both of damage and be knocked prone. Juturu can then fly up to
its tail attacks, if it is available. half its flying speed.
Bite. Melee Weapon Attack: +19, reach 10ft., one target.
Hit 29 (3d12+10) piercing damage

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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