Professional Documents
Culture Documents
The Book of Dragons
The Book of Dragons
"I am the harbinger of doom, the fiery end of kingdoms; I have no equal! I am the pinnacle
of creation itself!" -Ashkuroth, Great Red Wyrm
Legal
DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product
names, and their respective logos are trademarks of Wizards
of the Coast in the USA and other countries. All characters
and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein
is prohibited without the express written permission of
Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton,
WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
Middlesex, UB11 1ET, UK.
Acknowledgements
Thanks to my players for their input and balancing/editorial
comments, and for putting up with my homebrew playtesting
in our campaigns. Additional thanks to DMs who have dealt
with additional playtesting in their campaigns.
All artwork used herein is a part of the DMsGuild Creator
Resource and is owned by Wizards of the Coast or the artists.
This homebrew was created using The Homebrewery.
Contents
Chromatic Dragons ...................................................56
Foreword 4 Overview .......................................................................................56
New Age Categories ...................................................................57
Part 1: Player Options 6 Black Dragons ......................................................................... 57
Blue Dragons ........................................................................... 66
New Races .............................................................................7 Green Dragons ........................................................................ 75
Dragonkin .......................................................................................7 Red Dragons ............................................................................ 84
Half-Dragon ....................................................................................9 White Dragons .........................................................................93
Platinum Dragonborn ............................................................... 11 New Dragon Types ...................................................................102
Barbarian ........................................................................... 13 Brown Dragons .....................................................................102
Primal Path: Path of the Dragon .............................................13 Gray Dragons .........................................................................111
Bard .......................................................................................... 14 Purple Dragons .....................................................................120
Bard College: Dragonsong ....................................................... 14 Metallic Dragons ......................................................129
Cleric ..................................................................................... 15 Overview .................................................................................... 129
Divine Domain: Dragon Domain .............................................15 New Age Categories ................................................................ 131
Druid ....................................................................................... 16 Brass Dragons .......................................................................131
Druid Circle: Circle of Dragons ...............................................16 Bronze Dragons ....................................................................141
Copper Dragons ....................................................................150
Fighter .................................................................................. 17 Gold Dragons ........................................................................ 160
Martial Archetype: Dragon Knight ..........................................17 Silver Dragons .......................................................................171
Martial Archetype: Dragon Slayer .......................................... 18 New Dragon Types ...................................................................180
Monk ........................................................................................19 Adamantine Dragons ...........................................................180
Monastic Tradition: Way of the Dragon ................................. 19 Iron Dragons ..........................................................................190
Paladin ..................................................................................21 Mithral Dragons ....................................................................200
Sacred Oath: Oath of the Dragon ........................................... 21 Advanced Dragons ....................................................210
Ranger ................................................................................... 23 Dragon Feats ...................................................................211
Ranger Conclave: Dragonstalker ............................................ 23 General Dragon Feats .............................................................211
Rogue ......................................................................................24 Feats by Dragon Type ..............................................................218
Roguish Archetype: Burglar ..................................................... 24 Dragon Templates .....................................................229
Warlock ............................................................................... 25 Ghostly ....................................................................................... 229
Otherworldly Patron: Legendary Dragon ..............................25 Skeletal .......................................................................................229
Zombie ....................................................................................... 230
Dragonbound ................................................................ 27 Sample Dragons ............................................................231
Class Features .............................................................................28
Dragonbound Archetypes .........................................................31
New Player Feats ........................................................36
Part 2: Items and Equipment 37
Dragon Barding ......................................................... 37
Magic Items ......................................................................39
Artifacts ............................................................................. 43
Part 3: Dungeon Master Options 46
Dragon Lists ...................................................................47
Lairs and Minions .................................................... 48
Lair Generation Tables ..............................................................48
Lair Features ............................................................................... 50
Minions .........................................................................................53
Foreword
I like dragons. Just so you know. If you couldn't tell from the I hope you enjoy the options here. I'll check back now and
fact that I wrote a 230 page supplement about them. To be again for suggestions, either on balancing or on completely
fair, about 150 pages of it is made up of monster stat blocks, new content that you want to see (dragon-related or not), and
but still. every once in a while I'll upload an updated version of The
Anyway. Dragons are cool. I like them as a DM: as patrons, Book of Dragons for you.
quest-givers, powerful bosses, and as dreaded BBEGs. I like I'll stop talking now, and let you peruse the options before
them as a player too, as all the same things. When it comes to you. Go on adventures, slay dragons, and be awesome. And
5th edition, however, I missed several of the options available may the dice ever roll in your favor.
in earlier renditions of the game (namely 3.5 and 4th —Conner McCall
editions). 3.5 had TONS of player options (one could argue
that it bordered on too many), and both of them had enough
dragons to fill plenty of campaigns with, without ever seeing
the same dragon twice (again, one could argue that it
bordered on too many).
So that explains the first part of the book, which is filled
with player races, subclasses, and whatnot. As a player, I
wanted those dragon-themed elements, and I didn't get them
with any of the options currently in the official 5th edition
rules. So here they are. Some of them are based (kinda
obviously) on subclasses or prestige classes from previous
editions, but others stemmed from abilities that I wanted to
see in a dragon-based subclass.
It also explains the new dragon types within the third
section of the book. These dragon types help fill out other
parts of the map (or other monster roles) where other
dragons may not fit or would be scarce, like the Underdark or
open plains. They also give the DM a few more options when
it comes to choosing a dragon to drop into the campaign,
making dragons as a whole more versatile.
Now the age categories. This is partly because I'm a
completionist and wanted literally ALL the options, but the
other part of it is that, with the expanded age categories,
there is a dragon of any type that is powerful enough (or weak
enough) for nearly any adventuring party. To be honest it
probably took WAY more time than it was worth, but it's done
and there they are and that's that.
Then dragon feats. I couldn't help but notice an extreme
decrease in the power of dragons from 3.5 to 5th edition. The
challenge ratings are similar, but the dragons of 3.5 are so
much more versatile. So much more unique. So much
scarier. And I wanted to emulate that within 5th edition. The
dragon feats I've created herein give the dragons of 5e an
extra dimension of personality, flavor, and toughness that
wasn't there before. Now every dragon is a different (more
challenging) encounter (rather than just another big fire-
breathing meatbag with wings), and no two dragon fights will
play out exactly the same way.
I can try to justify all of this to you all I want, but the long
and short of it is that I wanted more dragons. So I wrote this.
I wanted more player options, more age categories, and more
powerful dragons in my campaigns, so I made rules for it.
Then I figured, after I had written it all, "Why not share it with
anyone else who may or may not be a dragon enthusiast?"
And that's one of the joys of D&D. Your game is your game,
and nobody plays it (or runs it) exactly like you do. It's a
sandbox where we can create what we want, play how we
want, and all tell epic stories.
But you already know all of that. That's why you're here.
Not to listen to me rant- to get some cool new dragon-related
options for your games.
FOREWORD
4
PART 1 | PLAYER OPTIONS
5
Part 1: Player Options
DMs aren't the only ones who have fun with dragons. Players for the Druid, Dragon Knight and Dragon Slayer for the
do too! These options are made available for particularly Fighter, Way of the Dragon for the Monk, Oath of the Dragon
dragon-heavy campaigns, or for players who are especially for the Paladin, Dragonstalker Conclave for the Ranger,
fond of dragons and draconic power. Burglar Roguish Archetype for the Rogue, and Legendary
First are listed three new playable races: the Dragonkin, Dragon Otherworldly Patron for the Warlock.
the Platinum Dragonborn, otherwise known as the Third is a new class option: Dragonbound. The subclasses
Dragonborn of Bahamut, and the Half-Dragon. All are rare for this new class are: Dragonrider, Skirmisher, and
races, and should be treated as such; they are likely to draw a Spellbound.
great deal of attention. Lastly are listed dragon-themed feats for characters to
Second are listed a series of subclasses: Path of the take. These feats are highly specialized, and are not
Dragon for the Barbarian, College of Dragonsong for the recommended unless the campaign is fairly dragon-heavy.
Bard, Dragon Domain for the Cleric, Circle of Dragons
New Races
Race Ability Score Increases Description
Dragonkin Str +2, Cha +1 A large dragon-like humanoid whose people come from draconic ancestry.
Half-Dragon Str +1, Con +1, Cha +1 A humanoid with a dragon parent, from which it gains natural abilities.
Platinum Dragonborn Str +1, Cha +1 A dragonborn pledged to serve Bahamut, created by Bahamut himself.
New Subclasses
Class Subclass Level Available Description
Barbarian Path of the Dragon 3rd Unleashes destruction by calling on the wrath of dragons
Bard College of Dragonsong 3rd Controls and strikes fear through the art of Dragonsong
Cleric Dragon Domain 1st Serves a dragon god and calls upon draconic abilities
Druid Circle of Dragons 2nd Utilizes draconic power to take dragon form
Fighter Dragon Knight 3rd Weilds draconic power, empowered by a draconic lord
Fighter Dragon Slayer 3rd Survivability and damage against tough monsters
Monk Way of the Dragon 3rd Channels ki to emulate draconic power and fighting styles
Paladin Oath of the Dragon 3rd A Holy Knight of Bahamut, or a Talon of Tiamat
Ranger Dragonstalker 3rd Stays hidden to track and deal damage to tough monsters
Rogue Burglar 3rd Relies on stealth to avoid damage and steal loot
Warlock The Legendary Dragon 1st Forges a pact with a powerful, truly ancient dragon
Dragon Barding
Barding Base Cost Armor Class (AC) Bonus Stealth Maximum AC
Light Armor
Padded 10 gp +1 Disadvantage 18
Leather 20 gp +1 — 19
Studded Leather 90 gp +1 — 20
Medium Armor
Hide 20 gp +1 — 19
Chain Shirt 100 gp +2 — 20
Scale Mail 100 gp +2 Disadvantage 21
Breastplate 800 gp +2 — 23
Half plate 1,500 gp +3 Disadvantage 25
Heavy Armor
Ring Mail 60 gp +2 Disadvantage 22
Chain Mail 150 gp +3 Disadvantage 23
Splint 400 gp +3 Disadvantage 25
Plate 3,000 gp +4 Disadvantage 26
Dragon CR
d20 Dragon CR Item Rarity
1-10 CR 1-3 Uncommon
11-15 CR 4-5 Rare
16-18 CR 6-7 Very Rare
19-20 CR 8-9 (10 for Red/Gold) Legendary
Longspear of Piercing
Weapon (spear), rare
Three times per day, you can use a bonus action to designate
a creature and ignore its natural armor bonus. If the target
creature is not wearing armor, its AC against your next attack
from this weapon becomes 10 + its Dexterity modifier.
Dragons by Size
Color Wyrmling Very Young Young Juvenile Young Adult Adult Mature Adult Old Elder Ancient Wyrm Great Wyrm
Gray T S M M L L H H H H G G
Black T S M M L L H H H H G G
White T S M M L L H H H H G G
Brass T S M M L L H H H H G G
Iron T S M M L L H H H H G G
Copper T S M M L L H H H H G G
Brown S S M M L L H H H H G G
Blue S M M L L H H H H G G G
Purple S M M L L H H H H G G G
Green S M M L L H H H H G G G
Bronze S M M L L H H H H G G G
Adamantine S M M L L H H H H G G G
Silver S M M L L H H H H G G C
Red M L L L H H H G G G G C
Gold M L L L H H H G G G C C
Mithral M L L H H H G G G C C C
DRAGON LISTS
47
Lairs and Minions
E
very dragon desires a hoard, but a hoard is d6 Location
no good if there's no place to keep it. Lairs Red Dragons Mountains
are just as diverse as the dragons that keep
them, and have flares of the dragon's 1 an ancient underground stronghold
personality throughout them. This section 2 high on a cliff face
is designed to help create interesting and 3 a cave with geothermal activity
unique lairs and minions for each of your
dragons. 4 a tall rocky hill
These tables are meant to help come up with interesting 5 a mountain peak or pass
locales and lair features, not to create the dungeon itself. If
you need help creating a dungeon, creating a random 6 a volcano
dungeon is covered in the Dungeon Master's Guide. White Dragons Arctic Tundra
1 a snow cave
Lair Generation 2 a cave in flat tundra
Use these tables to determine where a dragon lives and/or 3 high on a cliff face
where the entrance to its lair lies.
A lair never has only one entrance. The dragon always 4 a floating iceberg
ensures it has somewhere to run if it cannot defend its lair, 5 a mountain peak or pass
usually in the form of a vertical shaft for it to climb or fly out 6 a glacier
of. You can be sure, however, that it will be back with a
vengeance to destroy whoever drove it from its home. Brass Dragons Desert
1 burrowed in sand
Lair Location
d6 Location 2 a cave network
Black Dragons Swamp or Wet Forest 3 within a mesa
1 in a rocky outcrop 4 a canyon
2 in a wet bog 5 an ancient ruin
3 grotto near a stagnant lake or pool 6 an ancient ruin buried in sand
4 grotto on a slow-flowing river Bronze Dragons Coast
5 catacombs or sewers beneath a city 1 an underwater trench
6 ancient fortress, temple, or other ruin 2 an underwater cliff
Blue Dragons Desert or Coast 3 an isolated island
1 crystallized/glassed sand cave 4 a lagoon
2 burrowed in sand 5 a cave network
3 within a mesa 6 on a coastal cliffside
4 mountain peak or pass Copper Dragons Foothills
5 high up on a cliff face 1 in a canyon
6 ancient ruin buried in sand 2 a cliffside
Green Dragons Forests 3 a rocky bluff
1 constructed of trees and vegetation 4 a tall hilltop
2 a cliffside 5 flat plains
3 a rocky hill 6 a mountain peak or pass
4 next to or under a large lake Gold Dragons —
5 next to a stream or river 1 an idyllic lake
6 a titanic tree 2 a large river
3 a peaceful meadow or valley
4 a mountain peak or pass
5 a mist-shrouded island
6 ancient ruins
Library
Here the dragon contains its wealth of knowledge. The
records of the library could be kept in several different ways,
though they usually have a bit of everything. Roll or choose on
the table to determine what makes up the majority of the
library.
Consider the actual contents of the dragon's library. Is it
historical, analytical, or religious writing? Perhaps the dragon
inscribes its own thoughts and wisdom onto stone tablets, or
has a scribe who writes into books or scrolls on its behalf.
Gold and silver dragons are most likely to have a library.
Library Contents
d6 Contents
1-2 books
3-4 scrolls
5 stone/ore tablets
6 magically stored memories
Minions
Many dragons don't work alone. They have minions that, for
some reason or another, do the dragon's will. If you're having
difficulty coming up with creatures to use as minions, roll or
decide on the tables below. Don't confine yourself to these
options; these are only ideas.
Chromatic dragons are much more likely to have minions
than metallic dragons. Therefore, tables specific to each
chromatic dragon type will list common (and outlandish)
minions for that type.
Of course, take into account the dragon's age when
determining the minions it would have. It is doubtful that a
wyrmling would be able to exert control over trolls, for
example.
Also consider the minion's type. Does the dragon favor
minions that are resistant to its breath weapon, so that it
doesn't have to worry about hitting them in battle? On the
other hand, does it choose minions who are vulnerable to its
breath weapon (such as red dragons choosing trolls) to better
keep them in line?
General Minions
d10 Minion Type
1 kobolds
2 lizardfolk
3 troglodytes
4 goblins
5 gnolls
6 orcs
7 half-dragons
8 hill giants
9 trolls
10 humans/elves/dwarves
Minion Attitudes
d20 Attitude
1 dragon is worshipped as a god
2-9 dragon is served out of loyalty
10-18 dragon is served out of fear
19 minions are on the verge of revolt
20 minions are unaware of dragon's influence
C
hromatic dragons are often known for their Elder and Ancient Dragons have, by this time, found a
selfishness or for their evil spirit. Indeed, most (if permanent lair and amassed an impressive stash of loot.
not all) of them are evil. They are especially Most of them begin thinking in long terms and scheming
arrogant on a level unknown to humanoids. plans that may take years to unfold. Chromatics may end up
Trying to talk a chromatic dragon out of its pride siphoning off of the gold of a kingdom, whether through
is like trying to convince a starving person not to threat or manipulation, and their motives may be anything
die. As far as dragons are concerned, it is simply from riches to power to boredom.
the way of nature for them to be in charge and the strongest Wyrms are among the most powerful creatures to walk the
of all beings on the face of the earth. This runs so deep within earth. Their territory is as large as they want. They have so
each dragon that not only do they believe dragons are much time on their hands that they get bored and begin to
superior; they believe that chormatics are superior to non- find creative ways to pass the time. Some may research other
chromatics, that their particular color is superior to the other planes or sections of history, some may take up hobbies,
colors, and even that they as an individual are superior to all some may start wars in hopes of finding a challenge, and
others of their color. That said, a dragon is not stupid and some may revert to young dragon behavior.
knows when it is outmatched. They view humanoids as At the end of their lives, Dragons will enter what scholars
humanoids would view a beast of burden: useful, given the call the "Twilight." This is the only stage of life in which a
right circumstances. The few nonevil chromatics regard them dragon grows weaker rather than stronger. Its senses may
more as starving children, and end up being condescending begin to fail, it may have difficulty using its magical abilities,
and sometimes downright tyrannical because of course they or it may begin to look gaunt. Some chromatics crazy enough
know best. may pursue immortality through one degree or another,
(dracolichdom being a popular option), but most decide to die
Mating with their pride intact, with their body at its prime. Dragons
Young dragons can mate, but they do so less often than adults that do this will first consume their hoards (because leaving it
(despite the biological urge) because of their inability to raise for theives is unacceptable), and decide to go out in a
young. When this does inevitably happen, the young dragons proverbial "blaze of glory," destroying entire regions or
will find a suitable place to lay the eggs where they have the invading a rival's territory looking for anything strong enough
highest chance of survival, and then abandon them there. Few to kill them. Eventually they may find something or someone
wyrmlings survive under those circumstances. with the power to finish them, but not before the Great Wyrm
When two adults mate, they will nearly always stick has destroyed a kingdom, eaten all villages along the west
together at least until the eggs hatch, at which point one of coast, killed several bands of challenging adventurers, and
them may leave, depending on the color; Black Dragons are felled at least one rival. Such havoc can leave entire regions
the most likely to leave, followed by white. Gender has no uninhabitable.
sway in who raises the wyrmlings after hatching, but one of At death, something called Environmental Diffusion may
them will always stay. Once the hatchlings can fend for occur. This effect differes for each dragon and will be given in
themselves, their parents leave them. the description for each.
Elder Dragons do not have children as much as Adults do, Interaction with other Dragons
but this is the last stage of life in which a female remains
fertile, so she may try to raise at least one or two more With Other Chromatics. With dragons of the same type,
clutches of young before reaching the Ancient stage. Chromatics are more forgiving when it comes to territory, but
of any other color, and there will be confrontation. Usually the
Life Cycle meetings are bloody unless one of them is obviously bigger
Wyrmlings that are cared for by their parents are almost and stronger, in which case the smaller leaves to find a new
guaranteed to survive. Those that are not must hone their territory.
abilities and learn to fend for themselves; these dragons take Occasionally they may meet on neutral (but rarely friendly)
longer to use their natural weapons more effectively. By the terms to trade information or to band together to defeat a
time a chromatic dragon is young, it leaves the nest of its common enemy.
parents to find a lair, to begin hoarding, and to establish Should two dragons meet to fight over territory, there may
territory. Its relationship with its parents depends on the be a clear winner (the one that survives) or both may leave
dragons in question, but the majority of chromatic family bloodied. One may escape and the other may be too wounded
members have a vague fondess for each other, but not so fond to pursue. In any case in which both survive, a rivalry is born
as to help the other should they be in trouble. There are that lasts centuries and manifests in the forms of warring
cases where parents and children retain a loving relationship, minions, sabotage, or espionage.
and extremely rare cases in which they become rivals and With Metallic Dragons. Take everything metnioned above
end up violently at odds. and remove all aspects of working together or tolerance. That
Adult dragons are very strong, and they know it. Usually is how chromatics act around metallics.
during this stage of life, a dragon will have to find a new lair
(because if will have grown out of its old one), and will have
the desire to rear children.
CHROMATIC DRAGONS
56
New Chromatic Age Categories
This section includes a stat block for all twelve age categories
for each of the five original chromatic dragon types, in
alphabetical order. Additional information about each dragon Very Young Black
is also given, but can be found in the 5e Monster Manual. Dragon
The "Wyrmling," "Young," "Adult," and "Ancient" age
categories from the Monster Manual are the same (though small dragon, chaotic evil
Young is listed as "Juvenile," and Adult is listed as "Mature Armor Class 17 (natural armor)
Adult"), and are included for convenience. Hit Points 65 (10d8 + 20)
Speed 35 ft., fly 70 ft., swim 35 ft.
Black Dragons
Also called "skull dragons" for the shape of their heads, black STR DEX CON INT WIS CHA
dragons are the most malicious chromatic dragons. They 16 (+3) 14 (+2) 14 (+2) 11 (+0) 11 (+0) 13 (+1)
revel in causing pain and will hunt, not just for food, but
because they thoroughly enjoy causing pain. Ironically, they Saving Throws Dex +4, Con +3, Wis +2, Cha +3
are also the most cowardly, and will quickly run from a fight Skills Perception +4, Stealth +4
when things start to turn sour. Damage Immunities Acid
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Black Dragon Languages Draconic
Challenge 3 (700 XP)
Wyrmling Amphibious. The dragon can breathe air and water.
tiny dragon, chaotic evil
BLACK DRAGONS
57
Terrain and Habitat
Black Dragons prefer swamps with thick trees and Juvenile Black Dragon
vegetation, and deep murky water; if the swamp is too medium dragon, chaotic evil
shallow, Black Dragons will likely not live there because
deeper water suits their needs for combat and building lairs. Armor Class 18 (natural armor)
If a Black Dragon cannot find a deep swamp, it may settle for Hit Points 127 (15d10 + 45)
anyplace water comes into contact with land in great Speed 40 ft., fly 80 ft., swim 40 ft.
quantities, such as jungles, rainforests, or occasionally even
lakes in nearly any terrain (aside from cold). That said, they STR DEX CON INT WIS CHA
never make homes in places with salt water, as salt water
irrritates their flesh like a bad rash. 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
BLACK DRAGONS
58
Young Adult Black Actions
Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
large dragon, chaotic evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one
Hit Points 152 (16d10 + 64) target. Hit: 16 (2d10 + 5) piercing damage plus 4
Speed 40 ft., fly 80 ft., swim 40 ft. (1d8) acid damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) slashing damage.
20 (+5) 14 (+2) 18 (+4) 13 (+1) 11 (+0) 15 (+2) Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Saving Throws Dex +5, Con +7, Wis +4, Cha +6 must succeed on a DC 13 Wisdom saving throw or
Skills Perception +7, Stealth +5 become frightened for 1 minute. A creature can repeat
Damage Immunities Acid the saving throw at the end of each of its turns, ending
Senses blindsight 30 ft., darkvision 120 ft., passive the effect on itself on a success. If a creature's saving
Perception 17 throw is successful or the effect ends for it, the
Languages Common, Draconic creature is immune to the dragon's Frightful Presence
Challenge 9 (5,000 XP) for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon exhales acid in a
Amphibious. The dragon can breathe air and water. 40-foot line that is 5 feet wide. Each creature in that
line must make a DC 15 Dexterity saving throw, taking
54 (12d8) acid damage on a failed save, or half as
much damage on a successful one.
Adult Black Dragon Tail. Melee Weapon Attack: +9 to hit, reach 10 feet, one
target. Hit: 14 (2d8 + 5) bludgeoning damage
large dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 18 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 171 (18d10 + 72) must succeed on a DC 15 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
21 (+5) 14 (+2) 19 (+4) 13 (+1) 11 (+0) 16 (+3) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +8, Wis +5, Cha +7 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Skills Perception +9, Stealth +6 50-foot line that is 5 feet wide. Each creature in that
Damage Immunities Acid line must make a DC 16 Dexterity saving throw, taking
Senses blindsight 30 ft., darkvision 120 ft., passive 54 (12d8) acid damage on a failed save, or half as
Perception 19 much damage on a successful one.
Languages Common, Draconic
Challenge 11 (7,200 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Amphibious. The dragon can breathe air and water. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn.
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 16 (2d10 + 5) piercing damage plus 4
Wing Attack (Costs 2 Actions). The dragon beats its
(1d8) acid damage.
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one succeed on a DC 19 Dexterity saving throw or take 12
target. Hit: 12 (2d6 + 5) slashing damage. (2d6 + 5) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLACK DRAGONS
59
Mature Adult Black Legendary Actions
Dragon The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
huge dragon, chaotic evil
option can be used at a time and only at the end of
Armor Class 19 (natural armor) another creature's turn. The dragon regains spent
Hit Points 195 (17d12 + 85) legendary actions at the start of its turn.
Speed 40 ft., fly 80 ft., swim 40 ft. Detect. The dragon makes a Wisdom (Perception)
check.
STR DEX CON INT WIS CHA Tail Attack. The dragon makes a tail attack.
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon
Saving Throws Dex +7, Con +10, Wis +6, Cha +8 must succeed on a DC 19 Dexterity saving throw
Skills Perception +11, Stealth +6 or take 13 (2d6 + 6) bludgeoning damage and be
Damage Immunities Acid knocked prone. The dragon can then fly up to half
Senses blindsight 60 ft., darkvision 120 ft., passive its flying speed.
Perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
Favored Treasure
Amphibious. The dragon can breathe air and water. Black Dragons value coins above all other treasure. This is
because coins can withstand the wear of time, especially
Legendary Resistance (3/Day). If the dragon fails a while submerged in the Black Dragon's lair. It is unclear why
saving throw, it can choose to succeed instead. they do not prefer gems, which would last even longer, but
scholars speculate that it is because coins are refined, and
Actions therefore are intrinsically of more value than gems.
Multiattack The dragon can use its Frightful They especially covet coins or other artifacts from ancient
presence. It then makes three attacks: one with its civilizations or empires that they have outlasted.
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Eggs and Life Cycle
one target. Hit: 17 (2d10 + 6) piercing damage An egg, once laid, takes about one year to incubate. Black
plus 4 (1d8) acid damage. Dragon eggs are laid in clutches of five to ten, and roughly
Claw. Melee Weapon Attack: +11 to hit, reach 5ft., half of them hatch under good conditions. A Black Dragon
one target. *Hit: 13 (2d6 + 6) slashing damage. normally does not live past 2200 years.
Tail. Melee Weapon Attack: +11 to hit, reach 15
feet, one target. Hit: 15 (2d8 + 6) bludgeoning Environmental Diffusion
damage When a dead Black Dragon experiences Environmental
Frightful Presence. Each creature of the dragon's Diffusion, the magical energies that were a part of its living
choice that is within 120 feet of the dragon and body disperse into the environment. The result is abnormal
aware of it must succeed on a DC 16 Wisdom humidity and foul soil. Few plants grow there, and those that
saving throw or become frightened for 1 minute. A do are poisonous. If water pools over the grave of the dragon,
creature can repeat the saving throw at the end of it becomes acidic and hurts to touch. This water loses that
each of its turns, ending the effect on itself on a property when taken.
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.
Physical Traits
Acid Breath (Recharge 5-6). The dragon exhales acid
A Black Dragons horns actually serve no offensive purpose;
in a 60-foot line that is 5 feet wide. Each creature they are purely defensive, to protect the dragon's head. Its
in that line must make a DC 18 Dexterity saving eyes are sunken, furthering the skull-like appearance, but
throw, taking 54 (12d8) acid damage on a failed underwater the dragon's eyes bulge almost comically,
save, or half as much damage on a successful one. allowing it improved depth perception and awareness in even
the murkiest of bogs. Its phalanges are webbed, but the
webbing is more prominent on the back paws than on the
front. They can absorb water through their skin like some
other amphibians, but they must surface to breathe air for a
few hours at least once or twice a week. They have a strong,
acidic scent.
BLACK DRAGONS
60
Old Black Dragon Tail. Melee Weapon Attack: +12 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 250 (20d12 + 120) must succeed on a DC 16 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
24 (+7) 14 (+2) 22 (+6) 15 (+2) 13 (+1) 17 (+3) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +11, Wis +7, Cha +9 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Skills Perception +14, Stealth +7 70-foot line that is 5 feet wide. Each creature in that
Damage Immunities Acid line must make a DC 18 Dexterity saving throw, taking
Senses blindsight 60 ft., darkvision 120 ft., passive 58 (13d8) acid damage on a failed save, or half as
Perception 24 much damage on a successful one.
Languages Common, Draconic
Challenge 17 (18,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Amphibious. The dragon can breathe air and water. from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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 Tail Attack. The dragon makes a tail attack.
with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., wings. Each creature within 10 feet of the dragon must
one target. Hit: 18 (2d10 + 7) piercing damage plus 5 succeed on a DC 20 Dexterity saving throw or take 14
(1d10) acid damage. (2d6 + 7) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one The dragon can then fly up to half its flying speed.
target. Hit: 14 (2d6 + 7) slashing damage.
BLACK DRAGONS
61
Elder Black Dragon Tail. Melee Weapon Attack: +13 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 21 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 300 (24d12 + 144) must succeed on a DC 18 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
25 (+7) 14 (+2) 23 (+6) 15 (+2) 13 (+1) 18 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +8, Con +12, Wis +8, Cha +10 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Skills Perception +14, Stealth +8 80-foot line that is 10 feet wide. Each creature in that
Damage Immunities Acid line must make a DC 18 Dexterity saving throw, taking
Senses blindsight 60 ft., darkvision 120 ft., passive 63 (14d8) acid damage on a failed save, or half as
Perception 24 much damage on a successful one.
Languages Common, Draconic
Challenge 19 (22,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Amphibious. The dragon can breathe air and water. from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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 Tail Attack. The dragon makes a tail attack.
with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., wings. Each creature within 10 feet of the dragon must
one target. Hit: 18 (2d10 + 7) piercing damage plus 7 succeed on a DC 21 Dexterity saving throw or take 14
(2d6) acid damage. (2d6 + 7) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., The dragon can then fly up to half its flying speed.
one target. Hit: 14 (2d6 + 7) slashing damage.
BLACK DRAGONS
62
Ancient Black Dragon Tail. Melee Weapon Attack: +15 to hit, reach 15 feet,
one target. Hit: 17 (2d8 + 8) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 22 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 367 (21d20 + 147) must succeed on a DC 19 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +9, Con +14, Wis +9, Cha +11 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Skills Perception +16, Stealth +9 90-foot line that is 10 feet wide. Each creature in that
Damage Immunities Acid line must make a DC 22 Dexterity saving throw, taking
Senses blindsight 60 ft., darkvision 120 ft., passive 67 (15d8) acid damage on a failed save, or half as
Perception 26 much damage on a successful one.
Languages Common, Draconic
Challenge 21 (33,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Amphibious. The dragon can breathe air and water. from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the dragon fails a saving
another creature's turn. The dragon regains spent
throw, it can choose to succeed instead.
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 Tail Attack. The dragon makes a tail attack.
with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., wings. Each creature within 10 feet of the dragon must
one target. Hit: 19 (2d10 + 8) piercing damage plus 7 succeed on a DC 23 Dexterity saving throw or take 15
(2d6) acid damage. (2d6 + 8) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +15 to hit, reach 5ft., one The dragon can then fly up to half its flying speed.
target. Hit: 15 (2d6 + 8) slashing damage.
BLACK DRAGONS
63
Wyrm Black Dragon Tail. Melee Weapon Attack: +16 to hit, reach 15 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 23 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 444 (24d20 + 192) must succeed on a DC 20 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
28 (+9) 14 (+2) 26 (+8) 17 (+3) 15 (+2) 19 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +9, Con +16, Wis +10, Cha +12 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Skills Perception +17, Stealth +10 95-foot line that is 10 feet wide. Each creature in that
Damage Immunities Acid line must make a DC 23 Dexterity saving throw, taking
Senses blindsight 60 ft., darkvision 120 ft., passive 72 (16d8) acid damage on a failed save, or half as
Perception 27 much damage on a successful one.
Languages Common, Draconic
Challenge 23 (50,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Amphibious. The dragon can breathe air and water. from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the dragon fails a saving
another creature's turn. The dragon regains spent
throw, it can choose to succeed instead.
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 Tail Attack. The dragon makes a tail attack.
with its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., wings. Each creature within 10 feet of the dragon must
one target. Hit: 20 (2d10 + 9) piercing damage plus 7 succeed on a DC 24 Dexterity saving throw or take 16
(2d6) acid damage. (2d6 + 9) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +16 to hit, reach 5ft., one The dragon can then fly up to half its flying speed.
target. Hit: 16 (2d6 + 9) slashing damage.
BLACK DRAGONS
64
Great Wyrm Black Claw. Melee Weapon Attack: +17 to hit, reach 5ft., one
target. Hit: 16 (2d6 + 9) slashing damage.
Dragon Tail. Melee Weapon Attack: +17 to hit, reach 15 feet,
gargantuan dragon, chaotic evil one target. Hit: 18 (2d8 + 9) bludgeoning damage
Armor Class 24 (natural armor) Frightful Presence. Each creature of the dragon's choice
Hit Points 518 (28d20 + 224) that is within 120 feet of the dragon and aware of it
Speed 40 ft., fly 80 ft., swim 40 ft. must succeed on a DC 21 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
STR DEX CON INT WIS CHA the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
29 (+9) 14 (+2) 27 (+8) 18 (+4) 15 (+2) 20 (+5)
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +9, Con +17, Wis +11, Cha +12
Skills Perception +16, Stealth +9 Acid Breath (Recharge 5-6). The dragon exhales acid in a
Damage Immunities Acid 90-foot line that is 10 feet wide. Each creature in that
Senses blindsight 60 ft., darkvision 120 ft., passive line must make a DC 24 Dexterity saving throw, taking
Perception 26 76 (17d8) acid damage on a failed save, or half as
Languages Common, Draconic much damage on a successful one.
Challenge 24 (62,000 XP)
Legendary Actions
Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 20 (2d10 + 9) piercing damage plus 7 wings. Each creature within 10 feet of the dragon must
(2d6) acid damage. succeed on a DC 25 Dexterity saving throw or take 16
(2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLACK DRAGONS
65
Blue Dragons Very Young Blue
Of all the chromatic dragons, Blue Dragons (also called
storm dragons) are the most vain and arrogant. They love
weilding their tremendous power and ruling over humanoids
Dragon
medium dragon, lawful evil
or creatures alike, but not for practical means or results; they
only want to prove that they can do so. Blue Dragons are one Armor Class 17 (natural armor)
of the few dragons that can forgive insult, but if one dares to Hit Points 82 (11d8 + 33)
insinuate that the dragon is weak or inferior, they had better Speed 35 ft., burrow 20 ft., fly 70 ft.
brace themselves for the torrential wrath that is the Blue
Dragon's. They are particularly territorial and will attack any STR DEX CON INT WIS CHA
and all intruders without question before even giving them a
chance to explain themselves. 18 (+4) 10 (+0) 16 (+3) 13 (+1) 11 (+0) 15 (+2)
However, if given the proper respect it believes it deserves,
Blue Dragons can also be reasonable. They have been known Saving Throws Dex +3, Con +5, Wis +3, Cha +5
to be peaceful neighbors with humanoid kingdoms or even Skills Perception +5, Stealth +2
other chromatic dragons, simply because the other party Damage Immunities Lightning
respects the Blue Dragon's pride and territorial conditions. Senses blindsight 10 ft., darkvision 60 ft., passive
They may even take an opportunity to employ humanoids, as Perception 15
they love the display of power, and the feeling of Languages Draconic
accomplishment without having to do anything. Challenge 5 (1,800 XP)
Actions
Blue Dragon Wyrmling Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit: 9 (1d10 + 4) piercing damage plus
small dragon, lawful evil
4 (1d8) lightning damage.
Armor Class 17 (natural armor) Lightning Breath (Recharge 5-6). The dragon exhales
Hit Points 52 (8d8 + 16) lightning in a 40-foot line that is 5 feet wide. Each
Speed 30 ft., burrow 15 ft., fly 60 ft. creature in that line must make a DC 13 Dexterity
saving throw, taking 33 (6d10) lightning damage
on a failed save, or half as much damage on a
STR DEX CON INT WIS CHA
successful one
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Diet
Skills Perception +4, Stealth +2
Damage Immunities Lightning Blue Dragons prefer large prey such as cattle. They like
Senses blindsight 10 ft., darkvision 60 ft., passive having only a few very large meals as opposed to several
Perception 14 small ones. They do not purposefully hunt sentient life, as
Languages Draconic Black Dragons do, but if a Blue Dragon is hungry and has the
Challenge 3 (700 XP) opportunity, he will not pass it up. For whatever reason, they
like their meat fresh and slightly charred, but not cooked
Actions through. In other words: freshly killed with lightning.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 8 (1d10 + 3) piercing damage plus Tactics
3 (1d6) lightning damage. Blues consider combat a long-term engagement that can take
Lightning Breath (Recharge 5-6). The dragon exhales several minutes or hours, depending on the strength of the
lightning in a 30-foot line that is 5 feet wide. Each adversary. Of all dragons, they are the most likely to attack
creature in that line must make a DC 12 Dexterity opponents bigger and stronger than themselves for their
saving throw, taking 22 (4d10) acid damage on a pride's sake. Because of this, they prefer long-range attacks
failed save, or half as much damage on a successful while flying during battle. They will unleash barrages of
one lightning for hours without coming down.
BLUE DRAGONS
66
Young Blue Dragon Juvenile Blue Dragon
medium dragon, lawful evil large dragon, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 16 (+3) 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Dex +3, Con +6, Wis +4, Cha +6 Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +7, Stealth +3 Skills Perception +9, Stealth +4
Damage Immunities Lightning Damage Immunities Lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17 Perception 19
Languages Draconic Languages Common, Draconic
Challenge 6 (2,300 XP) Challenge 9 (5,000 XP)
Actions Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., Multiattack The dragon makes three attacks: one
one target. Hit: 13 (1d10 + 8) piercing damage with its bite and two with its claws.
plus 5 (1d10) lightning damage.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
Lightning Breath (Recharge 5-6). The dragon exhales one target. Hit: 16 (2d10 + 5) piercing damage
lightning in a 50-foot line that is 5 feet wide. Each plus 5 (1d10) lightning damage.
creature in that line must make a DC 14 Dexterity Claw. Melee Weapon Attack: +9 to hit, reach 5ft.,
saving throw, taking 44 (8d10) lightning damage one target. Hit: 12 (2d6 + 5) slashing damage.
on a failed save, or half as much damage on a
successful one Lightning Breath (Recharge 5-6). The dragon exhales
lightning in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity
saving throw, taking 55 (10d10) lightning damage
Terrain and Habitat on a failed save, or half as much damage on a
Blue Dragons like to live anywhere stormy, but especially successful one.
along the ocean or particularly stormy isles. They may also
live along thunderous mountain ridges or seaside cliffs, or
even a rainforest. If a Blue Dragon cannot find such a place, it Lairs
may settle wherever it is; that is, anyplace except arctic Blue Dragons like to make their lairs at the tops of peaks
terrain. However, in the dragon's eyes, these lairs are always where they can survey their territory and be one with a storm
temporary, because a Blue Dragon longs to hear thunder and as it rolls through. They favor enormous stone ruins or caves
fly through clouds strewn with lightning. in the sides of mountains, cliffs, or hills. If they can help it,
they prefer ruins the most, which probably has something to
do with their pride again. If for some reason they cannot lair
at the peak or near it, they still make their lairs accessible
only by flight, so would-be intruders must suffer through
painstaking, and sometimes impossible, climbs.
Favored Treasure
Blue Dragons like treasure that is as pretty to look at as it is
valuable. Particularly they love gems, especially blue ones,
but they also have a love for art and jewelry. Rarely a blue
dragon has actually left some treasure behind because the
dragon felt that it was unattractive, and therefore would
detract from the greatness of the hoard and, by extension, of
the dragon itself.
BLUE DRAGONS
67
Young Adult Blue Actions
Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
large dragon, chaotic evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one
Hit Points 178 (17d10 + 85) target. Hit: 17 (2d10 + 6) piercing damage plus 5
Speed 40 ft., burrow 20 ft., fly 80 ft. (1d10) lightning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (2d6 + 6) slashing damage.
22 (+6) 10 (+0) 20 (+5) 15 (+2) 13 (+1) 17 (+3) Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Saving Throws Dex +4, Con +9, Wis +5, Cha +7 must succeed on a DC 15 Wisdom saving throw or
Skills Perception +10, Stealth +4 become frightened for 1 minute. A creature can repeat
Damage Immunities Lightning the saving throw at the end of each of its turns, ending
Senses blindsight 30 ft., darkvision 120 ft., passive the effect on itself on a success. If a creature's saving
Perception 20 throw is successful or the effect ends for it, the
Languages Common, Draconic creature is immune to the dragon's Frightful Presence
Challenge 10 (5,900 XP) for the next 24 hours.
Lightning Breath (Recharge 5-6). The dragon exhales
lightning in a 70-foot line that is 5 feet wide. Each
creature in that line must make a DC 17 Dexterity
saving throw, taking 60 (11d10) lightning damage on a
failed save, or half as much damage on a successful
one.
Adult Blue Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic evil
must succeed on a DC 18 Wisdom saving throw or
Armor Class 18 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 199 (19d10 + 95) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
23 (+6) 10 (+0) 21 (+5) 15 (+2) 13 (+1) 18 (+4) Lightning Breath (Recharge 5-6). The dragon exhales
lightning in a 70-foot line that is 5 feet wide. Each
Saving Throws Dex +4, Con +10, Wis +6, Cha +8 creature in that line must make a DC 18 Dexterity
Skills Perception +11, Stealth +4 saving throw, taking 60 (11d10) lightning damage on a
Damage Immunities Lightning failed save, or half as much damage on a successful
Senses blindsight 30 ft., darkvision 120 ft., passive one.
Perception 21
Languages Common, Draconic Legendary Actions
Challenge 13 (10,000 XP) The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Actions option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary 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: +11 to hit, reach 10ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 5 Tail Attack. The dragon makes a tail attack.
(1d10) lightning damage. Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 13 (2d6 + 6) slashing damage. succeed on a DC 19 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
Tail. Melee Weapon Attack: +11 to hit, reach 10 feet, The dragon can then fly up to half its flying speed.
one target. Hit: 15 (2d8 + 6) bludgeoning damage
BLUE DRAGONS
68
Mature Adult Blue Tail. Melee Weapon Attack: +12 to hit, reach 10 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage
Dragon Frightful Presence. Each creature of the dragon's choice
huge dragon, chaotic evil that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or
Armor Class 19 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 225 (18d12 + 108) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
Lightning Breath (Recharge 5-6). The dragon exhales
lightning in a 90-foot line that is 5 feet wide. Each
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 creature in that line must make a DC 19 Dexterity
Skills Perception +12, Stealth +5 saving throw, taking 66 (12d10) lightning damage on a
Damage Immunities Lightning failed save, or half as much damage on a successful
Senses blindsight 60 ft., darkvision 120 ft., passive one.
Perception 22
Languages Common, Draconic Legendary Actions
Challenge 16 (15,000 XP)
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 18 (2d10 + 7) piercing damage plus 5 wings. Each creature within 10 feet of the dragon must
(1d10) lightning damage. succeed on a DC 20 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one The dragon can then fly up to half its flying speed.
target. Hit: 14 (2d6 + 7) slashing damage.
BLUE DRAGONS
69
Old Blue Dragon Tail. Melee Weapon Attack: +13 to hit, reach 10 feet,
one target. Hit: 17 (2d8 + 8) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 310 (23d12 + 161) must succeed on a DC 19 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
26 (+8) 10 (+0) 24 (+7) 17 (+3) 15 (+2) 19 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +12, Wis +8, Cha +10 Lightning Breath (Recharge 5-6). The dragon exhales
Skills Perception +14, Stealth +5 lightning in a 100-foot line that is 5 feet wide. Each
Damage Immunities Lightning creature in that line must make a DC 20 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 71 (13d10) lightning damage on a
Perception 24 failed save, or half as much damage on a successful
Languages Common, Draconic one.
Challenge 19 (22,000 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
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 19 (2d10 + 8) piercing damage plus 7
Wing Attack (Costs 2 Actions). The dragon beats its
(2d6) lightning damage.
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one succeed on a DC 21 Dexterity saving throw or take 15
target. Hit: 15 (2d6 + 8) slashing damage. (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLUE DRAGONS
70
Life Cycle and Eggs Physical Characteristics
Blue dragon eggs need to incubate for about fifteen months The scales of a Blue Dragon are more reflective than those of
in their nest before hatching. A typical clutch consists of two the other chromatic dragons. They cannot be usedd as
to four eggs, and under good conditions all of them will mirrors, but when in blue or dark environments (such as the
hatch. The oldest known Blue Dragons have reached 2,300 sky during the day or night, respectively), their scales take on
years before passing. the associated color and allow them to blend in. The
enormous prominent horn on its nose, in addition to being an
Environmental Diffusion effective bashing weapon, is practically used in conjunction
with its brow as a rain funnel to keep precipitation out of its
A Blue dragon that undergoes Environmental Diffusion eyes. This gives it enhanced vision during storms. They might
creates a permanent storm in the vicinity, even underground. smell of ozone, but the smell is easily masked by wind or
The severity of the storm may rise or fall, but the storm itself inclement weather.
never dies completely, regardless of the weather happening
around or outside of it.
Elder Blue Dragon Tail. Melee Weapon Attack: +14 to hit, reach 10 feet,
one target. Hit: 17 (2d8 + 8) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 21 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 391 (29d12 + 203) must succeed on a DC 20 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
27 (+8) 10 (+0) 25 (+7) 17 (+3) 15 (+2) 20 (+5) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +13, Wis +9, Cha +11 Lightning Breath (Recharge 5-6). The dragon exhales
Skills Perception +15, Stealth +6 lightning in a 110-foot line that is 10 feet wide. Each
Damage Immunities Lightning creature in that line must make a DC 21 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 77 (14d10) lightning damage on a
Perception 25 failed save, or half as much damage on a successful
Languages Common, Draconic one.
Challenge 21 (33,000 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
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 19 (2d10 + 8) piercing damage plus 9
(2d8) lightning damage. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +14 to hit, reach 5ft., one succeed on a DC 22 Dexterity saving throw or take 15
target. Hit: 15 (2d6 + 8) slashing damage. (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLUE DRAGONS
71
Ancient Blue Dragon Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 22 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 481 (26d20 + 208) must succeed on a DC 20 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 Lightning Breath (Recharge 5-6). The dragon exhales
Skills Perception +17, Stealth +7 lightning in a 120-foot line that is 10 feet wide. Each
Damage Immunities Lightning creature in that line must make a DC 23 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 88 (16d10) lightning damage on a
Perception 27 failed save, or half as much damage on a successful
Languages Common, Draconic one.
Challenge 23 (50,000 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
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 20 (2d10 + 9) piercing damage plus 11
Wing Attack (Costs 2 Actions). The dragon beats its
(2d10) lightning damage.
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., succeed on a DC 24 Dexterity saving throw or take 16
one target. Hit: 16 (2d6 + 9) slashing damage. (2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLUE DRAGONS
72
Wyrm Blue Dragon Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
one target. Hit: 19 (2d8 + 10) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 23 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 555 (30d20 + 240) must succeed on a DC 21 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
30 (+10) 10 (+0) 28 (+8) 19 (+4) 17 (+3) 21 (+5) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +17, Wis +11, Cha +13 Lightning Breath (Recharge 5-6). The dragon exhales
Skills Perception +18, Stealth +7 lightning in a 125-foot line that is 10 feet wide. Each
Damage Immunities Lightning creature in that line must make a DC 24 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 93 (17d10) lightning damage on a
Perception 28 failed save, or half as much damage on a successful
Languages Common, Draconic one.
Challenge 24 (62,000 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
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 21 (2d10 + 10) piercing damage plus 11
(2d10) lightning damage. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., succeed on a DC 25 Dexterity saving throw or take 16
one target. Hit: 17 (2d6 + 10) slashing damage. (2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BLUE DRAGONS
73
Great Wyrm Blue Dragon Tail. Melee Weapon Attack: +18 to hit, reach 20 feet,
one target. Hit: 19 (2d8 + 10) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 24 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 585 (30d20 + 270) must succeed on a DC 22 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
31 (+10) 10 (+0) 29 (+9) 20 (+5) 17 (+3) 22 (+6) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +18, Wis +12, Cha +13 Lightning Breath (Recharge 5-6). The dragon exhales
Skills Perception +19, Stealth +7 lightning in a 130-foot line that is 10 feet wide. Each
Damage Immunities Lightning creature in that line must make a DC 23 Dexterity
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw, taking 99 (18d10) lightning damage on a
Perception 29 failed save, or half as much damage on a successful
Languages Common, Draconic one.
Challenge 26 (90,000 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
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack The dragon can use its Frightful Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 21 (2d10 + 10) piercing damage plus 11
Wing Attack (Costs 2 Actions). The dragon beats its
(2d10) lightning damage.
wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., succeed on a DC 26 Dexterity saving throw or take 17
one target. Hit: 17 (2d6 + 10) slashing damage. (2d6 + 10) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying
speed.
BLUE DRAGONS
74
Green Dragons Very Young Green
Green Dragons are conniving, deceitful creatures. As a Green
Wyrm once put it, "Hunting for dinner is no fun. Getting your
dinner to offer itself to you? That is fun." Green Dragons view
Dragon
medium dragon, lawful evil
all creatures as lesser, and therfore as either prey or pawn;
more often than naught, a Green Dragon will corrupt Armor Class 17 (natural armor)
politicians, whether through threat or bribery, in a Hit Points 71 (11d8 + 22)
neighboring town to gain power by proxy, just for the fun of it. Speed 35 ft., fly 70 ft., swim 35 ft.
Even so, Greens will negotiate to live peacefully with their
neighbors, but one should be very wary when entering into STR DEX CON INT WIS CHA
any contract with a Green, as nothing makes one's heart sing
with joy quite like finding a loophole and exploiting it. 16 (+3) 12 (+1) 14 (+2) 15 (+2) 11 (+0) 13 (+1)
Diet Saving Throws Dex +3, Con +4, Wis +2, Cha +3
Skills Perception +5, Stealth +3
Greens prefer sentient mammalians, with a particular taste Damage Immunities Poison
for elves, but such prey is rare, so they usually subsist on Condition Immunities Poisoned
forest life such as deer, bears, and wolves. Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15
Languages Draconic
Green Dragon Challenge 3 (700 XP)
GREEN DRAGONS
75
Young Green Dragon Juvenile Green Dragon
medium dragon, lawful evil large dragon, lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 15 (+2) 11 (+0) 14 (+2) 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
Saving Throws Dex +3, Con +5, Wis +3, Cha +4 Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Perception +6, Stealth +3 Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Poison Damage Immunities Poison
Condition Immunities Poisoned Condition Immunities Poisoned
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16 Perception 17
Languages Draconic Languages Common, Draconic
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe air and water. Amphibious. The dragon can breathe air and water.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., Multiattack The dragon makes three attacks: one
one target. Hit: 12 (2d8 + 3) piercing damage plus with its bite and two with its claws.
5 (1d10) poison damage.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft.,
Poison Breath (Recharge 5-6). The dragon exhales one target. Hit: 15 (2d10 + 4) piercing damage
poisonous gas in a 25-foot cone. Each creature in plus 7 (2d6) poison damage.
that area must make a DC 13 Constitution saving Claw. Melee Weapon Attack: +7 to hit, reach 5 feet,
throw, taking 35 (10d6) poison damage on a failed one target. Hit: 11 (2d6 + 4) slashing damage.
save, or half as much damage on a successful one.
Poison Breath (Recharge 5-6). The dragon exhales
poisonous gas in a 30-foot cone. Each creature in
that area must make a DC 14 Constitution saving
Terrain and Habitat throw, taking 42 (12d6) poison damage on a failed
Green Dragons prefer temperate or cold forests to wet save, or half as much damage on a successful one.
jungles or nonforested areas, but they will take the latter in
the absence of the former. They particularly love old forests
with large trees. Eggs and Life Cycle
The eggs of a green dragon need to incubate for about a year
Lairs before hatching. They are laid in clutches of three to five, and
If they can find one, Green Dragons prefer caves in forested usually two to four of those hatch under good conditions. A
hills and cliffsides. Some have been known to topple Green Dragon can live to be as old as 2,250.
enormous trees into piles and lair inside of these makeshift
huts, and still others have set up residence in enormous trees Environmental Diffusion
touched by fae magic. When a Green Dragon undergoes Environmental Diffusion,
the area becomes overgrown with dense, enormous,
Favored Treasure beautiful, and deadly plant life, which can range from bushes
Green Dragons love any treasure that required a lot of work and flowers to enormous trees, but all of it is poisonous.
to be put into it, such as a large sculpture or a magic sword. These areas are often connected to fae.
They keep coins and gems around as a part of their hoard,
which they sometimes use (sparingly, as they hate parting
with any bit of their hoard) to bribe or coerce minions into
doing things that will ultimately bring them greater wealth,
power, or amusement.
Of course, a green dragon's absolute favorite treasure is the
creatures that it has under its command.
GREEN DRAGONS
76
Young Adult Green Actions
Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
large dragon, lawful evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit Points 161 (17d10 + 68) target. Hit: 16 (2d10 + 5) piercing damage plus 7
Speed 40 ft., swim 40 ft., fly 80 ft. (2d6) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 feet,
STR DEX CON INT WIS CHA one target. Hit: 12 (2d6 +5) slashing damage.
20 (+5) 12 (+1) 18 (+4) 17 (+3) 13 (+1) 15 (+2) Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Saving Throws Dex +4, Con +7, Wis +5, Cha +6 must succeed on a DC 14 Wisdom saving throw or
Skills Deception +6, Perception +8, Stealth +4 become frightened for 1 minute. A creature can repeat
Damage Immunities Poison the saving throw at the end of each of its turns, ending
Condition Immunities Poisoned the effect on itself on a success. If a creature's saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw is successful or the effect ends for it, the
perception 18 creature is immune to the dragon's Frightful Presence
Languages Common, Draconic for the next 24 hours.
Challenge 10 (5,900 XP) Poison Breath (Recharge 5-6). The dragon exhales
poisonous gas in a 40-foot cone. Each creature in that
Amphibious. The dragon can breathe air and water. area must make a DC 15 Constitution saving throw,
taking 45 (13d6) poison damage on a failed save, or
half as much damage on a successful one.
Adult Green Dragon Tail. Melee Weapon Attack: +9 to hit, reach 10 feet, one
target. Hit: 14 (2d8 +5) bludgeoning damage
huge dragon, lawful evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 18 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 180 (19d10 + 76) must succeed on a DC 15 Wisdom saving throw or
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
21 (+5) 12 (+1) 19 (+4) 17 (+3) 13 (+1) 16 (+3) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +5, Con +8, Wis +6, Cha +7 Poison Breath (Recharge 5-6). The dragon exhales
Skills Deception +7, Perception +10, Stealth +5 poisonous gas in a 50-foot cone. Each creature in that
Damage Immunities Poison area must make a DC 16 Constitution saving throw,
Condition Immunities Poisoned taking 49 (14d6) poison damage on a failed save, or
Senses blindsight 30 ft., darkvision 120 ft., passive half as much damage on a successful one.
Perception 20
Languages Common, Draconic Legendary Actions
Challenge 13 (10,000 XP)
The dragon can take 3 legendary actions, choosing
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
Actions legendary actions at the start of its turn
Multiattack The dragon can use its Frightful Presence. It Detect. The dragon makes a Wisdom (Perception)
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: +9 to hit, reach 10ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 7 Wing Attack (Costs 2 Actions). The dragon beats its
(2d6) poison damage. wings. Each creature within 10 feet of the dragon must
succeed on a DC 18 Dexterity saving throw or take 12
Claw. Melee Weapon Attack: +9 to hit, reach 5 feet, (2d6 + 5) bludgeoning damage and be knocked prone.
one target. Hit: 12 (2d6 + 5) slashing damage. The dragon can then fly up to half its flying speed.
GREEN DRAGONS
77
Mature Adult Green Claw. Melee Weapon Attack: +11 to hit, reach 5 feet,
one target. Hit: 13 (2d6 + 6) slashing damage.
Dragon Tail. Melee Weapon Attack: +11 to hit, reach 15 feet,
huge dragon, lawful evil one target. Hit: 15 (2d8 +6) bludgeoning damage
Armor Class 19 (natural armor) Frightful Presence. Each creature of the dragon's choice
Hit Points 207 (18d12 + 90) that is within 120 feet of the dragon and aware of it
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +12, Poison Breath (Recharge 5-6). The dragon exhales
Persuasion +8, Stealth +6 poisonous gas in a 60-foot cone. Each creature in that
Damage Immunities Poison area must make a DC 18 Constitution saving throw,
Condition Immunities Poisoned taking 56 (16d6) poison damage on a failed save, or
Senses blindsight 60 ft., darkvision 120 ft., passive half as much damage on a successful one.
Perception 22
Languages Common, Draconic Legendary Actions
Challenge 15 (13,000 XP) The dragon can take 3 legendary actions, choosing
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 Resistance (3/Day). If the dragon fails a saving legendary actions at the start of its turn
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two Wing Attack (Costs 2 Actions). The dragon beats its
with its claws. wings. Each creature within 10 feet of the dragon must
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one succeed on a DC 19 Dexterity saving throw or take 13
target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6 + 6) bludgeoning damage and be knocked prone.
(2d6) poison damage. The dragon can then fly up to half its flying speed.
GREEN DRAGONS
78
Old Green Dragon Claw. Melee Weapon Attack: +12 to hit, reach 5 feet,
one target. Hit: 14 (2d6 + 7) slashing damage.
huge dragon, lawful evil
Tail. Melee Weapon Attack: +12 to hit, reach 15 feet,
Armor Class 20 (natural armor) one target. Hit: 16 (2d8 +7) bludgeoning damage
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft., swim 40 ft. 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 17 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
24 (+7) 12 (+1) 22 (+6) 19 (+4) 15 (+2) 17 (+3) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 creature is immune to the dragon's Frightful Presence
Skills Deception +9, Insight +8, Perception +14, for the next 24 hours.
Persuasion +9, Stealth +6
Poison Breath (Recharge 5-6). The dragon exhales
Damage Immunities Poison
poisonous gas in a 70-foot cone. Each creature in that
Condition Immunities Poisoned
area must make a DC 19 Constitution saving throw,
Senses blindsight 60 ft., darkvision 120 ft., passive
taking 63 (18d6) poison damage on a failed save, or
Perception 24
half as much damage on a successful one.
Languages Common, Draconic
Challenge 18 (20,000 XP)
Legendary Actions
Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 18 (2d10 + 7) piercing damage plus 9 wings. Each creature within 10 feet of the dragon must
(2d8) poison damage. succeed on a DC 20 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
GREEN DRAGONS
79
Elder Green Dragon Claw. Melee Weapon Attack: +13 to hit, reach 5 feet,
one target. Hit: 14 (2d6 + 7) slashing damage.
huge dragon, lawful evil
Tail. Melee Weapon Attack: +13 to hit, reach 15 feet,
Armor Class 20 (natural armor) one target. Hit: 16 (2d8 +7) bludgeoning damage
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 80 ft., swim 40 ft. 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 18 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
25 (+7) 12 (+1) 23 (+6) 19 (+4) 15 (+2) 18 (+4) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +7, Con +12, Wis +9, Cha +10 creature is immune to the dragon's Frightful Presence
Skills Deception +10, Insight +9, Perception +15, for the next 24 hours.
Persuasion +10, Stealth +7
Damage Immunities Poison Poison Breath (Recharge 5-6). The dragon exhales
Condition Immunities Poisoned poisonous gas in a 80-foot cone. Each creature in that
Senses blindsight 60 ft., darkvision 120 ft., passive area must make a DC 20 Constitution saving throw,
Perception 25 taking 70 (20d6) poison damage on a failed save, or
Languages Common, Draconic half as much damage on a successful one.
Challenge 20 (25,000 XP)
Legendary Actions
Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one
wings. Each creature within 10 feet of the dragon must
target. Hit: 18 (2d10 + 7) piercing damage plus 9
succeed on a DC 21 Dexterity saving throw or take 14
(2d8) poison damage.
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
GREEN DRAGONS
80
Ancient Green Dragon Legendary Actions
gargantuan dragon, lawful evil
The dragon can take 3 legendary actions, choosing
Armor Class 21 (natural armor) from the options below. Only one legendary action
Hit Points 385 (22d20 + 154) option can be used at a time and only at the end of
Speed 40 ft., fly 80 ft., swim 40 ft. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
STR DEX CON INT WIS CHA Detect. The dragon makes a Wisdom (Perception)
check.
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Tail Attack. The dragon makes a tail attack.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Wing Attack (Costs 2 Actions). The dragon beats its
Skills Deception +11, Insight +10, Perception +17, wings. Each creature within 15 feet of the dragon
Persuasion +11, Stealth +8 must succeed on a DC 21 Dexterity saving throw
Damage Immunities Poison or take 15 (2d6 + 8) bludgeoning damage and be
Condition Immunities Poisoned knocked prone. The dragon can then fly up to half
Senses blindsight 60 ft., darkvision 120 ft., passive its flying speed.
Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
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 15ft.,
one target. Hit: 19 (2d10 + 8) piercing damage
plus 9 (2d8) poison damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10
feet, one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20
feet, 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.
Poison Breath (Recharge 5-6). The dragon exhales
poisonous gas in a 90-foot cone. Each creature in
that area must make a DC 22 Constitution saving
throw, taking 77 (22d6) poison damage on a failed
save, or half as much damage on a successful one.
GREEN DRAGONS
81
Wyrm Green Dragon Claw. Melee Weapon Attack: +16 to hit, reach 10 feet,
one target. Hit: 16 (2d6 + 9) slashing damage.
gargantuan dragon, lawful evil
Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
Armor Class 22 (natural armor) one target. Hit: 18 (2d8 + 9) bludgeoning damage
Hit Points 462 (25d20 + 200)
Speed 40 ft., fly 80 ft., swim 40 ft. 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 20 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
28 (+9) 12 (+1) 26 (+8) 21 (+5) 17 (+3) 19 (+4) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +8, Con +16, Wis +11, Cha +11 creature is immune to the dragon's Frightful Presence
Skills Deception +12, Insight +11, Perception +18, for the next 24 hours.
Persuasion +12, Stealth +8
Damage Immunities Poison Poison Breath (Recharge 5-6). The dragon exhales
Condition Immunities Poisoned poisonous gas in a 90-foot cone. Each creature in that
Senses blindsight 60 ft., darkvision 120 ft., passive area must make a DC 23 Constitution saving throw,
Perception 28 taking 84 (24d6) poison damage on a failed save, or
Languages Common, Draconic half as much damage on a successful one.
Challenge 23 (50,000 XP)
Legendary Actions
Amphibious. The dragon can breathe air and water. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another 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. Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one
wings. Each creature within 15 feet of the dragon must
target. Hit: 20 (2d10 + 9) piercing damage plus 9
succeed on a DC 22 Dexterity saving throw or take 16
(2d8) poison damage.
(2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
GREEN DRAGONS
82
Great Wyrm Green Claw. Melee Weapon Attack: +17 to hit, reach 10 feet,
one target. Hit: 16 (2d6 + 9) slashing damage.
Dragon Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
gargantuan dragon, lawful evil one target. Hit: 18 (2d8 + 9) bludgeoning damage
Armor Class 23 (natural armor) Frightful Presence. Each creature of the dragon's choice
Hit Points 555 (30d20 + 240) that is within 120 feet of the dragon and aware of it
Speed 40 ft., fly 80 ft., swim 40 ft. must succeed on a DC 21 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
STR DEX CON INT WIS CHA the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
29 (+9) 12 (+1) 27 (+8) 22 (+6) 17 (+3) 20 (+5)
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +8, Con +17, Wis +12, Cha +12
Skills Deception +13, Insight +12, Perception +19, Poison Breath (Recharge 5-6). The dragon exhales
Persuasion +13, Stealth +8 poisonous gas in a 90-foot cone. Each creature in that
Damage Immunities Poison area must make a DC 24 Constitution saving throw,
Condition Immunities Poisoned taking 91 (26d6) poison damage on a failed save, or
Senses blindsight 60 ft., darkvision 120 ft., passive half as much damage on a successful one.
Perception 29
Languages Common, Draconic Legendary Actions
Challenge 25 (75,000 XP) The dragon can take 3 legendary actions, choosing
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 Resistance (3/Day). If the dragon fails a saving legendary actions at the start of its turn
throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception)
Actions check.
Multiattack The dragon can use its Frightful Presence. It Tail Attack. The dragon makes a tail attack.
then makes three attacks: one with its bite and two Wing Attack (Costs 2 Actions). The dragon beats its
with its claws. wings. Each creature within 15 feet of the dragon must
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one succeed on a DC 23 Dexterity saving throw or take 16
target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d6 + 9) bludgeoning damage and be knocked prone.
(2d8) poison damage. The dragon can then fly up to half its flying speed.
GREEN DRAGONS
83
Red Dragons Very Young Red Dragon
Though all dragons are greedy, Red Dragons take that greed large dragon, chaotic evil
to the next level. No amount of treasure is enough for a Red
Dragon, and they believe that treasure is for the strongest to Armor Class 17 (natural armor)
take, which most of the time happens to be them. Red Hit Points 104 (11d10 + 44)
Dragons epitomize the iconic image of a fire-breathing Speed 35 ft., fly 70 ft., climb 35 ft.
dragon, and they themselves believe that they are the
pinnacle of draconic, and therefore of all, creation.
They never forgive, and punish even the smallest of sins STR DEX CON INT WIS CHA
with death: crossing territory boundaries, taking a single coin 20 (+5) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 15 (+2)
from a hoard, or because they think you look ugly. Never
insult a Red Dragon. Blues may be forgiving, but a Red Saving Throws Dex +2, Con +6, Wis +2, Cha +6
Dragon will never forget, and if you manage to somehow Skills Perception +5, Stealth +2
escape the inferno that is its wrath, it will go on a rampage Damage Immunities Fire
and demolish everything it sees. Senses blindsight 10 ft., darkvision 60 ft., passive
Reds are cunning strategists, however, and not mindlessly Perception 15
violent. A Red will develop tactics beforehand for every Languages Draconic
imaginable scenario. Even so, they know when they are Challenge 5 (1,800 XP)
outmatched and, though it hurts their pride to do so, they will
back down from a fight they know they cannot win. Actions
Any humanoid settlements on the borders of a Red
Dragons territory can stave its wrath by offering vast sums of Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (1d10 + 5) piercing damage
wealth or young adults, upon which it feasts. Whereas plus 4 (1d8) fire damage.
Greens control through deception and intrigue, Reds control
through demanding power and slaughtering all who do not Fire Breath (Recharge 5-6). The dragon exhales fire
obey. in a 20-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 34
(10d6) fire damage on a failed save, or half as much
damage on a successful one.
Red Dragon Wyrmling
medium dragon, chaotic evil
RED DRAGONS
84
Juvenile Red Dragon
large dragon, chaotic evil
Young Red Dragon
large dragon, chaotic evil Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85)
Armor Class 17 (natural armor) Speed 40 ft., fly 80 ft., climb 40 ft.
Hit Points 147 (14d10 + 70)
Speed 35 ft., fly 70 ft., climb 35 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
21 (+5) 10 (+0) 20 (+5) 13 (+1) 11 (+0) 16 (+3) Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +8, Stealth +4
Saving Throws Dex +3, Con +8, Wis +3, Cha +7 Damage Immunities Fire
Skills Perception +6, Stealth +3 Senses blindsight 30 ft., darkvision 120 ft., passive
Damage Immunities Fire Perception 18
Senses blindsight 10 ft., darkvision 60 ft., passive Languages Common, Draconic
Perception 16 Challenge 10 (5,900 XP)
Languages Draconic
Challenge 7 (2,900 XP)
Actions
Multiattack The dragon makes three attacks: one
Actions with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft.,
one target. Hit: 12 (2d6 + 5) piercing damage plus Bite. Melee Weapon Attack: +10 to hit, reach 10ft.,
3 (1d6) fire damage. one target. Hit: 17 (2d10 + 6) piercing damage
plus 3 (1d6) fire damage.
Fire Breath (Recharge 5-6). The dragon exhales fire
in a 25-foot cone. Each creature in that area must Claw. Melee Weapon Attack: +10 to hit, reach 5
make a DC 15 Dexterity saving throw, taking 44 feet, one target. Hit: 13 (2d6 + 6) slashing damage.
(13d6) fire damage on a failed save, or half as much Fire Breath (Recharge 5-6). The dragon exhales fire
damage on a successful one. in a 30-foot cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 56
(16d6) fire damage on a failed save, or half as much
damage on a successful one.
Young Adult Red Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
huge dragon, chaotic evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
Hit Points 200 (16d12 + 96) target. Hit: 18 (2d10 + 7) piercing damage plus 5
Speed 40 ft., fly 80 ft., climb 40 ft. (1d10) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 feet,
STR DEX CON INT WIS CHA one target. Hit: 14 (2d6 + 7) slashing damage.
24 (+7) 10 (+0) 22 (+6) 15 (+2) 11 (+0) 19 (+4) Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Saving Throws Dex +4, Con +10, Wis +5, Cha +9 must succeed on a DC 17 Wisdom saving throw or
Skills Perception +9, Stealth +4 become frightened for 1 minute. A creature can repeat
Damage Immunities Fire the saving throw at the end of each of its turns, ending
Senses blindsight 30 ft., darkvision 120 ft., passive the effect on itself on a success. If a creature's saving
Perception 18 throw is successful or the effect ends for it, the
Languages Common, Draconic creature is immune to the dragon's Frightful Presence
Challenge 12 (8,400 XP) for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a
Actions 40-foot cone. Each creature in that area must make a
DC 18 Dexterity saving throw, taking 59 (17d6) fire
damage on a failed save, or half as much damage on a
successful one.
RED DRAGONS
85
Terrain and Habitat
A Red Dragon prefers, above all other choices, to live
someplace elevated with a hot climate, such as a volcano or a
sulfurous geyser, but it would be quite happy to lair anywhere
high, where it can survey its territory. This includes mountain
peaks, rocky badlands, and desert mesas. Reds loathe cold
and will avoid arctic climates if they can, but will sometimes
make their homes atop snowcapped peaks for the elevation.
Lairs
Red Dragons like cavernous caves or cave complexes deep
below the earth. These rarely occur naturally, so usually a
Red Dragon will overtake someplace built by another race, or
enslave creatures to build or modify a lair for it.
Favored Treasure
No pattern of favored treasure has emerged among Reds,
only this: they covet everything in their hoard, everything in
every other dragon's hoard, and anything that anyone owns
that might be of any value. They are by far the greediest of
dragons (which is saying something) and do not care what
form their treasure takes, so long as they have it.
Adult Red Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic evil
must succeed on a DC 18 Wisdom saving throw or
Armor Class 18 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 225 (18d12 + 108) the saving throw at the end of each of its turns, ending
Speed 40 ft., fly 80 ft., climb 40 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
25 (+7) 10 (+0) 23 (+6) 15 (+2) 11 (+0) 20 (+5) Fire Breath (Recharge 5-6). The dragon exhales fire in a
50-foot cone. Each creature in that area must make a
Saving Throws Dex +5, Con +11, Wis +6, Cha +10 DC 19 Dexterity saving throw, taking 59 (17d6) fire
Skills Perception +11, Stealth +5 damage on a failed save, or half as much damage on a
Damage Immunities Fire successful one.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 21 Legendary Actions
Languages Common, Draconic The dragon can take 3 legendary actions, choosing
Challenge 15 (13,000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Multiattack The dragon 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
target. Hit: 18 (2d10 + 7) piercing damage plus 6 Tail Attack. The dragon makes a tail attack.
(1d12) fire damage. Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +12 to hit, reach 5 feet, wings. Each creature within 10 feet of the dragon must
one target. Hit: 14 (2d6 + 7) slashing damage. succeed on a DC 19 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
Tail. Melee Weapon Attack: +12 to hit, reach 15 feet, The dragon can then fly up to half its flying speed.
one target. Hit: 16 (2d8 +7) bludgeoning damage
RED DRAGONS
86
Mature Adult Red Tail. Melee Weapon Attack: +14 to hit, reach 15 feet,
one target. Hit: 17 (2d8 +8) bludgeoning damage
Dragon Frightful Presence. Each creature of the dragon's choice
huge dragon, chaotic evil that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or
Armor Class 19 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 256 (19d12 + 133) the saving throw at the end of each of its turns, ending
Speed 40 ft., fly 80 ft., climb 40 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
Fire Breath (Recharge 5-6). The dragon exhales fire in a
60-foot cone. Each creature in that area must make a
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 DC 21 Dexterity saving throw, taking 63 (18d6) fire
Skills Perception +13, Stealth +6 damage on a failed save, or half as much damage on a
Damage Immunities Fire successful one.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23 Legendary Actions
Languages Common, Draconic
Challenge 17 (18,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving
another creature's turn. The dragon regains spent
throw, it can choose to succeed instead.
legendary actions at the start of its turn
Actions Detect. The dragon makes a Wisdom (Perception)
check.
Multiattack. The dragon can use its Frightful presence.
It then makes three attacks: one with its bite and two Tail Attack. The dragon makes a tail attack.
with its claws. Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 19 (2d10 + 8) piercing damage plus 7 succeed on a DC 19 Dexterity saving throw or take 15
(2d6) fire damage. (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet,
one target. Hit: 15 (2d6 + 8) slashing damage.
RED DRAGONS
88
Elder Red Dragon Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
one target. Hit: 18 (2d8 +9) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 21 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 444 (24d20 + 192) must succeed on a DC 20 Wisdom saving throw or
Speed 40 ft., fly 80 ft., climb 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
29 (+9) 10 (+0) 27 (+8) 17 (+3) 13 (+1) 22 (+6) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +15, Wis +8, Cha +12 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Skills Perception +15, Stealth +6 80-foot cone. Each creature in that area must make a
Damage Immunities Fire DC 23 Dexterity saving throw, taking 83 (24d6) fire
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 25 successful one.
Languages Common, Draconic
Challenge 22 (41,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
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: +16 to hit, reach 15ft., one
target. Hit: 20 (2d10 + 9) piercing damage plus 11 Wing Attack (Costs 2 Actions). The dragon beats its
(2d10) fire damage. wings. Each creature within 15 feet of the dragon must
succeed on a DC 21 Dexterity saving throw or take 16
Claw. Melee Weapon Attack: +16 to hit, reach 10 feet, (2d6 + 9) bludgeoning damage and be knocked prone.
one target. Hit: 16 (2d6 + 9) slashing damage. The dragon can then fly up to half its flying speed.
RED DRAGONS
89
Ancient Red Dragon Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
one target. Hit: 19 (2d8 + 10) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 22 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 546 (28d20 + 252) must succeed on a DC 21 Wisdom saving throw or
Speed 40 ft., fly 80 ft., climb 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Skills Perception +16, Stealth +7 90-foot cone. Each creature in that area must make a
Damage Immunities Fire DC 24 Dexterity saving throw, taking 91 (26d6) fire
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 26 successful one.
Languages Common, Draconic
Challenge 24 (62,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
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: +17 to hit, reach 15ft., one
Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 21 (2d10 + 10) piercing damage plus 14
wings. Each creature within 15 feet of the dragon must
(4d6) fire damage.
succeed on a DC 25 Dexterity saving throw or take 17
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, (2d6 + 10) bludgeoning damage and be knocked
one target. Hit: 17 (2d6 + 10) slashing damage. prone. The dragon can then fly up to half its flying
speed.
RED DRAGONS
90
Wyrm Red Dragon Tail. Melee Weapon Attack: +18 to hit, reach 20 feet,
one target. Hit: 19 (2d8 + 10) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 23 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 594 (29d20 + 290) must succeed on a DC 22 Wisdom saving throw or
Speed 40 ft., fly 80 ft., climb 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
31 (+10) 10 (+0) 30 (+10) 19 (+4) 15 (+2) 23 (+6) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +17, Wis +10, Cha +14 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Skills Perception +17, Stealth +7 95-foot cone. Each creature in that area must make a
Damage Immunities Fire DC 25 Dexterity saving throw, taking 101 (29d6) fire
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
Perception 27 successful one.
Languages Common, Draconic
Challenge 25 (75,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
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: +18 to hit, reach 15ft., one
target. Hit: 21 (2d10 + 10) piercing damage plus 17 Wing Attack (Costs 2 Actions). The dragon beats its
(5d6) fire damage. wings. Each creature within 15 feet of the dragon must
succeed on a DC 26 Dexterity saving throw or take 17
Claw. Melee Weapon Attack: +18 to hit, reach 10 feet, (2d6 + 10) bludgeoning damage and be knocked
one target. Hit: 17 (2d6 + 10) slashing damage. prone. The dragon can then fly up to half its flying
speed.
RED DRAGONS
91
Great Wyrm Red Dragon Tail. Melee Weapon Attack: +19 to hit, reach 25 feet,
one target. Hit: 20 (2d8 +11) bludgeoning damage.
colossal dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 24 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 635 (31d20 + 310) must succeed on a DC 23 Wisdom saving throw or
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
32 (+11) 10 (+0) 31 (+10) 20 (+5) 15 (+2) 24 (+7) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +18, Wis +11, Cha +14 Fire Breath (Recharge 5-6). The dragon exhales fire in a
Skills Perception +18, Stealth +7 100-foot cone. Each creature in that area must make a
Damage Immunities Fire DC 26 Dexterity saving throw, taking 105 (30d6) fire
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a failed save, or half as much damage on a
perception 28 successful one.
Languages Common, Draconic
Challenge 27 (105,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a saving from the options below. Only one legendary action
throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
Multiattack The dragon can use its Frightful Presence. It Detect. The dragon makes a Wisdom (Perception)
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: +19 to hit, reach 20 ft.,
Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 22 (2d10 + 11) piercing damage plus
wings. Each creature within 20 feet of the dragon must
18 (4d8) fire damage.
succeed on a DC 27 Dexterity saving throw or take 18
Claw. Melee Weapon Attack: +19 to hit, reach 15 feet, (2d6 + 11) bludgeoning damage and be knocked
one target. Hit: 18 (2d6 +11) slashing damage. prone. The dragon can then fly up to half its flying
speed.
RED DRAGONS
92
White Dragons Very Young White
Among Chromatic Dragons, White Dragons have the
reputation for being the stupidest or most animalistic. They
do not deserve it. They are more bestial than their cousins, to
Dragon
small dragon, chaotic evil
be sure, but they are just as intelligent. They simply prefer not
to scheme or rely on intellect. They live on their strength and Armor Class 16 (natural armor)
on their instincts. They also have obscenely long memories, Hit Points 65 (10d8 + 20)
and have been known to hold grudges for hundreds of years. Speed 35 ft., burrow 15 ft., fly 70 ft., swim 35 ft.
Wyrmling Actions
tiny dragon, chaotic evil Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d12 + 2) piercing damage plus
Armor Class 16 (natural armor) 3 (1d6) cold damage.
Hit Points 32 (5d8 + 10)
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft. Cold Breath (Recharge 5-6). The dragon exhales an
icy blast of hail in a 20-foot cone. Each creature in
that area must make a DC 13 Constitution saving
STR DEX CON INT WIS CHA throw, taking 31 (7d8) cold damage on a failed
14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0) save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 6 (-2) 10 (+0) 12 (+1) 18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1)
Saving Throws Dex +2, Con +6, Wis +2, Cha +3 Saving Throws Dex +3, Con +7, Wis +3, Cha +4
Skills Perception +5, Stealth +2 Skills Perception +6, Stealth +3
Damage Immunities Cold Damage Immunities Cold
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15 Perception 16
Languages Draconic Languages Common, Draconic
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Actions Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Additionally, difficult terrain composed of ice or
one target. Hit: 10 (2d6 + 3) piercing damage plus snow doesn't cost it extra moment.
4 (1d8) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales an Actions
icy blast of hail in a 25-foot cone. Each creature in Multiattack The dragon makes three attacks: one
that area must make a DC 14 Constitution saving with its bite and two with its claws.
throw, taking 40 (9d8) cold damage on a failed
save, or half as much damage on a successful one. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage
plus 4 (1d8) cold damage.
Terrain and Habitat Claw. Melee Weapon Attack: +7 to hit, reach 5 feet,
one target. Hit: 11 (2d6 +4) slashing damage.
Whites love the cold and prefer to live in frozen mountains,
tundra, or glacial plains in year-round snow and ice. However, Cold Breath (Recharge 5-6). The dragon exhales an
some of them are not so fortunate, and must live where they icy blast of hail in a 30-foot cone. Each creature in
that area must make a DC 15 Constitution saving
can. Some have been known to lair in mountains or forests, throw, taking 45 (10d8) cold damage on a failed
but this can be dangerous for them because they often come save, or half as much damage on a successful one.
into conflict with other dragons in these areas. They tend to
avoid these conflicts because 1) dragons of other varieties are
generally stronger than whites of the same age, and 2) whites
hate expending energy if it does not end in them getting prey.
WHITE DRAGONS
94
Young Adult White Actions
Dragon Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
large dragon, chaotic evil
with its claws.
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit Points 152 (16d10 + 64) target. Hit: 15 (2d10 + 4) piercing damage plus 4
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. (1d8) cold damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 feet,
STR DEX CON INT WIS CHA one target. Hit: 11 (2d6 +4) slashing damage.
19 (+4) 10 (+0) 19 (+4) 7 (-2) 11 (+0) 12 (+1) Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Saving Throws Dex +4, Con +8, Wis +4, Cha +4 must succeed on a DC 12 Wisdom saving throw or
Skills Perception +7, Stealth +3 become frightened for 1 minute. A creature can repeat
Damage Immunities Cold the saving throw at the end of each of its turns, ending
Senses blindsight 30 ft., darkvision 120 ft., passive the effect on itself on a success. If a creature's saving
Perception 17 throw is successful or the effect ends for it, the
Languages Common, Draconic creature is immune to the dragon's Frightful Presence
Challenge 8 (3,900 XP) for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy
Ice Walk. The dragon can move across and climb icy blast of hail in a 40-foot cone. Each creature in that
surfaces without needing to make an ability check. area must make a DC 16 Constitution saving throw,
Additionally, difficult terrain composed of ice or snow taking 49 (11d8) cold damage on a failed save, or half
doesn't cost it extra moment. as much damage on a successful one.
Adult White Dragon Tail. Melee Weapon Attack: +9 to hit, reach 15 feet, one
target. Hit: 14 (2d8 +5) bludgeoning damage
large dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 17 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 178 (17d10 + 85) must succeed on a DC 13 Wisdom saving throw or
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
20 (+5) 10 (+0) 20 (+5) 7 (-2) 11 (+0) 12 (+1) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +4, Con +10, Wis +5, Cha +5 Cold Breath (Recharge 5-6). The dragon exhales an icy
Skills Perception +9, Stealth +4 blast of hail in a 50-foot cone. Each creature in that
Damage Immunities Cold area must make a DC 17 Constitution saving throw,
Senses blindsight 30 ft., darkvision 120 ft., passive taking 49 (11d8) cold damage on a failed save, or half
Perception 19 as much damage on a successful one.
Languages Common, Draconic
Challenge 11 (7,200 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Ice Walk. The dragon can move across and climb icy from the options below. Only one legendary action
surfaces without needing to make an ability check. option can be used at a time and only at the end of
Additionally, difficult terrain composed of ice or snow another creature's turn. The dragon regains spent
doesn't cost it extra moment. legendary actions at the start of its turn
WHITE DRAGONS
96
Old White Dragon Claw. Melee Weapon Attack: +12 to hit, reach 5 feet,
one target. Hit: 13 (2d6 + 6) slashing damage
huge dragon, chaotic evil
Tail. Melee Weapon Attack: +12 to hit, reach 15 feet,
Armor Class 19 (natural armor) one target. Hit: 15 (2d8 + 6) bludgeoning damage
Hit Points 250 (20d12 + 120)
Speed 40 ft., fly 80 ft. 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 15 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
23 (+6) 10 (+0) 23 (+6) 9 (-1) 12 (+1) 12 (+1) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +5, Con +12, Wis +6, Cha +6 creature is immune to the dragon's Frightful Presence
Skills Perception +11, Stealth +5 for the next 24 hours.
Damage Immunities Cold
Senses blindsight 60 ft., darkvision 120 ft., passive Cold Breath (Recharge 5-6). The dragon exhales an icy
perception 21 blast in a 70-foot cone. Each creature in that area must
Languages Common, Draconic make a DC 20 Constitution saving throw, taking 58
Challenge 16 (15,000 XP) (13d8) cold damage on a failed save, or half as much
damage on a successful one
Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Legendary Actions
Additionally, difficult terrain composed of ice or snow The dragon can take 3 legendary actions, choosing
doesn't cost it extra moment. from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
WHITE DRAGONS
97
Elder White Dragon Claw. Melee Weapon Attack: +13 to hit, reach 5 feet,
one target. Hit: 14 (2d6 + 7) slashing damage.
huge dragon, chaotic evil
Tail. Melee Weapon Attack: +13 to hit, reach 15 feet,
Armor Class 19 (natural armor) one target. Hit: 16 (2d8 +7) bludgeoning damage
Hit Points 283 (21d12 + 175)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. 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
the saving throw at the end of each of its turns, ending
24 (+7) 10 (+0) 24 (+7) 9 (-1) 12 (+1) 13 (+1) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +5, Con +13, Wis +6, Cha +7 creature is immune to the dragon's Frightful Presence
Skills Perception +12, Stealth +5 for the next 24 hours.
Damage Immunities Cold
Senses blindsight 60 ft., darkvision 120 ft., passive Cold Breath (Recharge 5-6). The dragon exhales an icy
Perception 22 blast of hail in a 80-foot cone. Each creature in that
Languages Common, Draconic area must make a DC 21 Constitution saving throw,
Challenge 18 (20,000 XP) taking 67 (15d8) cold damage on a failed save, or half
as much damage on a successful one.
Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Legendary Actions
Additionally, difficult terrain composed of ice or snow The dragon can take 3 legendary actions, choosing
doesn't cost it extra moment. from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
WHITE DRAGONS
98
Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
snow doesn't cost it extra moment.
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: +14 to hit, reach 10 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage
plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5
feet, one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15
feet, 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 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.
Cold Breath (Recharge 5-6). The dragon exhales an
icy blast of hail in a 90-foot cone. Each creature in
that area must make a DC 22 Constitution saving
throw, taking 72 (16d8) cold damage on a failed
Ancient White Dragon save, or half as much damage on a successful one.
huge dragon, chaotic evil
Legendary Actions
Armor Class 20 (natural armor) The dragon can take 3 legendary actions, choosing
Hit Points 333 (18d20 + 144) from the options below. Only one legendary action
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA
Detect. The dragon makes a Wisdom (Perception)
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) check.
Saving Throws Dex +6, Con +14, Wis +7, Cha +8 Tail Attack. The dragon makes a tail attack.
Skills Perception +13, Stealth +6 Wing Attack (Costs 2 Actions). The dragon beats its
Damage Immunities Cold wings. Each creature within 10 feet of the dragon
Senses blindsight 60 ft., darkvision 120 ft., passive must succeed on a DC 22 Dexterity saving throw
Perception 23 or take 15 (2d6 + 8) bludgeoning damage and be
Languages Common, Draconic knocked prone. The dragon can then fly up to half
Challenge 20 (25,000 XP) its flying speed.
WHITE DRAGONS
99
Wyrm White Dragon Claw. Melee Weapon Attack: +15 to hit, reach 10 feet,
one target. Hit: 15 (2d6 + 8) slashing damage.
gargantuan dragon, chaotic evil
Tail. Melee Weapon Attack: +15 to hit, reach 20 feet,
Armor Class 21 (natural armor) one target. Hit: 17 (2d8 + 8) bludgeoning damage
Hit Points 407 (22d20 + 176)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. 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 17 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
27 (+8) 10 (+0) 27 (+8) 11 (+0) 13 (+1) 14 (+2) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Dex +6, Con +15, Wis +8, Cha +8 creature is immune to the dragon's Frightful Presence
Skills Perception +14, Stealth +6 for the next 24 hours.
Damage Immunities Cold
Senses blindsight 60 ft., darkvision 120 ft., passive Cold Breath (Recharge 5-6). The dragon exhales an icy
Perception 24 blast of hail in a 95-foot cone. Each creature in that
Languages Common, Draconic area must make a DC 23 Constitution saving throw,
Challenge 21 (33,000 XP) taking 72 (16d8) cold damage on a failed save, or half
as much damage on a successful one.
Ice Walk. The dragon can move across and climb icy
surfaces without needing to make an ability check.
Legendary Actions
Additionally, difficult terrain composed of ice or snow The dragon can take 3 legendary actions, choosing
doesn't cost it extra moment. from the options below. Only one legendary action
option can be used at a time and only at the end of
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
WHITE DRAGONS
100
Great Wyrm White Claw. Melee Weapon Attack: +16 to hit, reach 10 feet,
one target. Hit: 16 (2d6 + 9) slashing damage.
Dragon Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
gargantuan dragon, chaotic evil one target. Hit: 18 (2d8 + 9) bludgeoning damage
Armor Class 22 (natural armor) Frightful Presence. Each creature of the dragon's choice
Hit Points 487 (25d20 + 225) that is within 120 feet of the dragon and aware of it
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. must succeed on a DC 18 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
STR DEX CON INT WIS CHA the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
28 (+9) 10 (+0) 28 (+9) 12 (+1) 13 (+1) 15 (+2)
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +16, Wis +8, Cha +8
Skills Perception +15, Stealth +6 Cold Breath (Recharge 5-6). The dragon exhales an icy
Damage Immunities Cold blast of hail in a 100-foot cone. Each creature in that
Senses blindsight 60 ft., darkvision 120 ft., passive area must make a DC 24 Constitution saving throw,
Perception 25 taking 72 (16d8) cold damage on a failed save, or half
Languages Common, Draconic as much damage on a successful one.
Challenge 23 (50,000 XP)
Legendary Actions
Ice Walk. The dragon can move across and climb icy The dragon can take 3 legendary actions, choosing
surfaces without needing to make an ability check. from the options below. Only one legendary action
Additionally, difficult terrain composed of ice or snow option can be used at a time and only at the end of
doesn't cost it extra moment. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. Detect. The dragon makes a Wisdom (Perception)
check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack The dragon can use its Frightful Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 15 feet of the dragon must
with its claws. succeed on a DC 24 Dexterity saving throw or take 16
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., (2d6 + 9) bludgeoning damage and be knocked prone.
one target. Hit: 20 (2d10 + 9) piercing damage plus The dragon can then fly up to half its flying speed.
11 (2d10) cold damage.
WHITE DRAGONS
101
New Chromatic Dragons
T
he following dragon types are not "true"
chromatic dragons, in that they are in no way
related to Tiamat. They were created by other Very Young Brown
gods or through other means, but the Dragon
chromatic title still found them because of
their evil or self-serving natures, and because small dragon, chaotic evil
of the lack of a better descriptor. Armor Class 17 (natural armor)
Brown, Gray, and Purple dragons are a bit rarer than true Hit Points 75 (10d8 + 30)
chromatics, because true chromatics view them as sad Speed 30 ft., burrow 30 ft., fly 60 ft.
imitations of their perfection and kill them on sight. These
chromatics are outcasts in the already hostile and lonely
dragon world. STR DEX CON INT WIS CHA
However, as a result of this, these dragons may be more 16 (+3) 13 (+1) 16 (+3) 11 (+0) 11 (+0) 10 (+0)
willing to foster friendships with humanoids or other
creatures. Saving Throws Dex +3, Con +4, Wis +2, Cha +2
Skills Perception +4, Stealth +3
Senses blindsight 10 ft., darkvision 60 ft.,
Brown Dragon tremorsense 10 ft., passive Perception 14
Languages Draconic
Wyrmling Challenge 3 (700 XP)
small dragon, chaotic evil
Sand Walk. The dragon can move across sand
Armor Class 17 (natural armor) without needing to make an ability check.
Hit Points 45 (7d8 + 14) Additionallly, difficult terrain composed of sand
Speed 30 ft., burrow 30 ft., fly 60 ft. doesn't cost it extra movement.
Saving Throws Dex +3, Con +2, Wis +2, Cha +2 Sand Breath (Recharge 5-6). The dragon exhales
Skills Perception +4, Stealth +3 blinding hot sand in a 20-foot cone. Each creature
Senses blindsight 10 ft., darkvision 60 ft., in that area must make a DC 13 Constitution saving
tremorsense 10 ft., passive Perception 14 throw. On a failed save, the creature is blinded for
Languages Draconic one turn and takes 33 (6d10) piercing damage. On
Challenge 2 (450 XP) a successful save, the creature is not blinded and
takes half damage.
Sand Walk. The dragon can move across sand
without needing to make an ability check.
Additionallly, difficult terrain composed of sand
doesn't cost it extra movement. Brown Dragons
Brown Dragons require a lot of effort on the part of a would-
Actions be vanquisher because Brown Dragons take special effort to
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., make as little effort as possible. That is, they are cautious and
one target. Hit: 7 (1d10 + 2) piercing damage. will always make the choice that will get them the most profit
for the least amount of work and danger.
Sand Breath (Recharge 5-6). The dragon exhales However, Brown Dragons eventually grow tired of a strict
blinding hot sand in a 15-foot cone. Each creature diet of buffalo or like beasts because they love nothing more
in that area must make a DC 12 Constitution saving than good cuisine. A Brown Dragon will take increasing risks
throw. On a failed save, the creature is blinded for to obtain exotic or favorite foods. A Brown Dragon's ultimate
one turn and takes 22 (4d10) piercing damage. On happiness comes from eating well with new tastes and
a successful save, the creature is not blinded and
takes half damage.
spices.
Terrain and Habitat
Brown Dragons are especially suited to desert environments,
where humanoid societies will leave them alone. They love
the heat, and the sand is especially easy for them to burrow
through. They are rarely found in any other environments.
BROWN DRAGONS
102
Life Cycle
Brown Dragon eggs incubate for about 9 months, and are Juvenile Brown Dragon
lain in clutches of 5 or 6. Half of them usually hatch. The medium dragon, chaotic evil
oldest can live to be about 2,000 years old.
When a Brown Dragon dies of old age, the dry air and sand Armor Class 18 (natural armor)
of its lair may mummify it. Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 30 ft., fly 80 ft.
Environmental Diffusion
When a Brown Dragon undergoes environmental diffusion, it STR DEX CON INT WIS CHA
creates an area of quicksand. (A trapped character must 19 (+4) 13 (+1) 19 (+4) 12 (+1) 11 (+0) 13 (+1)
succeed on an Athletics or Acrobatics check to free
themselves, DC equal to the dragon's challenge rating). Saving Throws Dex +4, Con +7, Wis +3, Cha +4
Skills Perception +6, Stealth +4
Senses blindsight 30 ft., darkvision 120 ft.,
Young Brown Dragon tremorsense 30 ft., passive Perception 16
Languages Common, Draconic
medium dragon, chaotic evil Challenge 7 (2,900 XP)
Armor Class 17 (natural armor)
Sand Walk. The dragon can move across sand
Hit Points 112 (15d8 + 45)
without needing to make an ability check.
Speed 35 ft., burrow 35 ft., fly 70 ft.
Additionallly, difficult terrain composed of sand
doesn't cost it extra movement.
STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 17 (+3) 11 (+0) 11 (+0) 11 (+0)
Actions
Multiattack. The dragon makes three attacks: one
Saving Throws Dex +3, Con +5, Wis +2, Cha +3 with its bite and two with its claws.
Skills Perception +5, Stealth +3 Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
Senses blindsight 10 ft., darkvision 60 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
tremorsense 10 ft., passive Perception 15
Languages Draconic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Challenge 5 (1,800 XP) one target. Hit: 11 (2d6 + 4) slashing damage.
Sand Breath (Recharge 5-6). The dragon exhales
Sand Walk. The dragon can move across sand blinding hot sand in a 30-foot cone. Each creature
without needing to make an ability check. in that area must make a DC 15 Constitution saving
Additionallly, difficult terrain composed of sand throw. On a failed save, the creature is blinded for
doesn't cost it extra movement. one turn and takes 49 (9d10) piercing damage. On
a successful save, the creature is not blinded and
Actions takes half damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) piercing damage.
They often keep a sizeable store of salt, oregano, thyme,
Sand Breath (Recharge 5-6). The dragon exhales and a variety of other spices according to the dragon's taste.
blinding hot sand in a 25-foot cone. Each creature The treasure they keep often takes the form of cutlery and
in that area must make a DC 14 Constitution saving crockery in all of its forms, but they appreciate all forms of
throw. On a failed save, the creature is blinded for
one turn and takes 44 (8d10) piercing damage. On
treasure: coins, artwork, rare lore books, etc.
a successful save, the creature is not blinded and
takes half damage. Tactics
During combat, Brown Dragons prefer to stay out of sight by
burrowing underground and locating enemies using their
Lairs tremorsense. When they burst from the ground and reveal
themselves, they will try to frighten their foes with a sudden
Brown Dragons prefer lairs under the surface, such as old impressive display of power. More powerful adults or
ruins overcome with sand or caverns of sandstone. They may ancients will use their sandstorm as part of this display, as it
also inhabit large ruins on the surface, like an old tomb. gives the dragon cover and disorients its foes.
Usually the chambers of its lair are cut off from each other by Occasionally, a Brown Dragon will take a bite out of a
walls of earth or shifting sand. These pose no problem for the particularly scrumptious-looking enemy, especially if it is
dragon, who tunnels through them as needed. something the dragon has not tried before. The dragon will
then comment loudly during combat on the taste of said
Favored Treasure morsel, and may drag the unfortunate creature underground
Browns covet good food just as much as any other treasure. where it can finish its meal in safety.
BROWN DRAGONS
103
Young Adult Brown Actions
Dragon Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with its bite and two
large dragon, chaotic evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit Points 178 (17d10 + 85) target. Hit: 16 (2d10 + 5) piercing damage.
Speed 40 ft., burrow 30 ft., fly 80 ft.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the dragon's choice
20 (+5) 13 (+1) 20 (+5) 13 (+1) 11 (+0) 13 (+1) that is within 120 feet of the dragon and aware of it
must succeed on a DC 14 Wisdom saving throw or
Saving Throws Dex +4, Con +8, Wis +4, Cha +5 become frightened for 1 minute. A creature can repeat
Skills Perception +8, Stealth +4 the saving throw at the end of each of its turns, ending
Senses blindsight 30 ft., darkvision 120 ft., the effect on itself on a success. If a creature's saving
tremorsense 30 ft., passive Perception 18 throw is successful or the effect ends for it, the
Languages Common, Draconic creature is immune to the dragon's Frightful Presence
Challenge 9 (5,000 XP) for the next 24 hours.
Sand Breath (Recharge 5-6). The dragon exhales blinding
Sand Walk. The dragon can move across sand without hot sand in a 40-foot cone. Each creature in that area
needing to make an ability check. Additionallly, difficult must make a DC 16 Constitution saving throw. On a
terrain composed of sand doesn't cost it extra failed save, the creature is blinded for one turn and
movement. takes 54 (10d10) piercing damage. On a successful
save, the creature is not blinded and takes half damage.
Adult Brown Dragon Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
large dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 18 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 199 (19d10 + 95) must succeed on a DC 15 Wisdom saving throw or
Speed 40 ft., burrow 30 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
21 (+5) 13 (+1) 21 (+5) 13 (+1) 11 (+0) 14 (+2) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +5, Con +9, Wis +5, Cha +6 Sand Breath (Recharge 5-6). The dragon exhales blinding
Skills Perception +9, Stealth +5 hot sand in a 50-foot cone. Each creature in that area
Senses blindsight 30 ft., darkvision 120 ft., must make a DC 15 Constitution saving throw. On a
tremorsense 30 ft., passive Perception 19 failed save, the creature is blinded for one turn and
Languages Common, Draconic takes 54 (10d10) piercing damage. On a successful
Challenge 12 (8,400 XP) save, the creature is not blinded and takes half damage.
Sand Walk. The dragon can move across sand without Legendary Actions
needing to make an ability check. Additionallly, difficult The dragon can take 3 legendary actions, choosing
terrain composed of sand doesn't cost it extra from the options below. Only one legendary action
movement. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
Multiattack. The dragon makes three attacks: one with Detect. The dragon makes a Wisdom (Perception)
its bite and two with its claws. check.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 16 (2d10 + 5) piercing damage.
Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 12 (2d6 + 5) slashing damage. succeed on a DC 18 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.
BROWN DRAGONS
104
Lair Actions The dragon can choose a point it can see within 120 feet
of it. The ground quakes in that area. All creatures
On initiative count 20 (losing initiative ties), the dragon takes standing on the ground within 20 feet of the point must
a lair action to cause one of the following effects; the dragon make a DC 15 Strength Saving Throw or be knocked
can't use the same effect two rounds in a row: prone.
Part of the ceiling collapses above one creature that the Regional Effects
dragon can see within 120 feet of it. The creature must
succeed on a DC 15 Dexterity saving throw or take 10 The region containing a legendary brown dragon's lair is
(3d6) bludgeoning damage and be knocked prone and warped by the dragon's magic, which creates one or more of
buried. The buried target is restrained and unable to the following effects:
breathe or stand up. A creature can take an action to make Sandstorms rage within 6 miles of the lair.
a DC 10 Strength check, ending the buried state on a Quicksand (see "Wilderness Hazards" in chapter 5 of the
success. Dungeon Master's Guide) spontaneously forms within 1
A cloud of sand swirls about in a 20-foot-radius sphere mile of the lair.
centred on a point the dragon can see within 120 feet of it. Amber brought within 1 mile of the lair glows slightly and
The cloud spreads around corners. Each creature in the feels warm to the touch.
cloud must succeed on a DC 15 Constitution saving throw
or be blinded for 1 minute. A creature can repeat the If the dragon dies, these effects fade over the course of
saving throw at the end of each of its turns, ending the 1d10 days. Any quicksand remains where it is.
effect on itself on a success.
Mature Adult Brown Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 16 Wisdom saving throw or
huge dragon, chaotic evil become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 19 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 225 (18d12 + 108) throw is successful or the effect ends for it, the
Speed 40 ft., burrow 40 ft., fly 80 ft. creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Sand Breath (Recharge 5-6). The dragon exhales blinding
STR DEX CON INT WIS CHA
hot sand in a 60-foot cone. Each creature in that area
23 (+6) 13 (+1) 23 (+6) 14 (+2) 13 (+1) 15 (+2) must make a DC 19 Constitution saving throw. On a
failed save, the creature is blinded for one turn and
Saving Throws Dex +6, Con +11, Wis +6, Cha +7 takes 60 (11d10) piercing damage. On a successful
Skills Perception +11, Stealth +6 save, the creature is not blinded and takes half damage.
Senses blindsight 60 ft., darkvision 120 ft., Sandstorm 3/Day. The dragon creates a thick sandstorm
tremorsense 60 ft., passive Perception 21 40 feet wide centered on itself. All creatures in that
Languages Common, Draconic area must make a DC 19 Dexterity Saving Throw or
Challenge 14 (11,500 XP) take 22 (4d10) piercing damage, or half damage on a
successful save. All creatures in the sandstorm, except
Legendary Resistance (3/Day). If the dragon fails a saving for the dragon, are blinded until the sandstorm
throw, it can choose to succeed instead. subsides or until they exit the sandstorm. Creatures
looking into the sandstorm cannot see through it. The
Sand Walk. The dragon can move across sand without sandstorm subsides at the end of the dragon's next
needing to make an ability check. Additionallly, difficult turn.
terrain composed of sand doesn't cost it extra
movement. Legendary Actions
Actions The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. The dragon can use its Frightful Presence. option can be used at a time and only at the end of
It then makes three attacks: one with its bite and two another creature's turn. The dragon regains spent
with its claws. legendary actions at the start of its turn
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 17 (2d10 + 6) piercing damage. check.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 13 (2d6 + 6) slashing damage.
Wing Attack (Costs 2 Actions). The dragon beats its
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 15 (2d8 + 6) bludgeoning damage. 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.
BROWN DRAGONS
105
Old Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic evil
must succeed on a DC 17 Wisdom saving throw or
Armor Class 20 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 283 (21d12 + 147) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
24 (+7) 13 (+1) 24 (+7) 15 (+2) 13 (+1) 15 (+2) Sand Breath (Recharge 5-6). The dragon exhales blinding
hot sand in a 70-foot cone. Each creature in that area
Saving Throws Dex +6, Con +11, Wis +6, Cha +7 must make a DC 20 Constitution saving throw. On a
Skills Perception +11, Stealth +6 failed save, the creature is blinded for one turn and
Senses blindsight 60 ft., darkvision 120 ft., takes 65 (12d10) piercing damage. On a successful
tremorsense 60 ft., passive Perception 21 save, the creature is not blinded and takes half damage.
Languages Common, Draconic Sandstorm 3/Day. The dragon creates a thick sandstorm
Challenge 17 (18,000 XP) 40 feet wide centered on itself. All creatures in that
area must make a DC 20 Dexterity Saving Throw or
Legendary Resistance (3/Day). If the dragon fails a saving take 22 (4d10) piercing damage, or half damage on a
throw, it can choose to succeed instead. successful save. All creatures in the sandstorm, except
for the dragon, are blinded until the sandstorm
Sand Walk. The dragon can move across sand without subsides or until they exit the sandstorm. Creatures
needing to make an ability check. Additionallly, difficult looking into the sandstorm cannot see through it. The
terrain composed of sand doesn't cost it extra sandstorm subsides at the end of the dragon's next
movement. turn.
BROWN DRAGONS
106
Elder Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic evil
must succeed on a DC 18 Wisdom saving throw or
Armor Class 21 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 337 (25d12 + 175) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
25 (+7) 13 (+1) 25 (+7) 15 (+2) 13 (+1) 16 (+3) Sand Breath (Recharge 5-6). The dragon exhales blinding
hot sand in a 80-foot cone. Each creature in that area
Saving Throws Dex +6, Con +11, Wis +6, Cha +7 must make a DC 21 Constitution saving throw. On a
Skills Perception +11, Stealth +6 failed save, the creature is blinded for one turn and
Senses blindsight 60 ft., darkvision 120 ft., takes 65 (12d10) piercing damage. On a successful
tremorsense 60 ft., passive Perception 21 save, the creature is not blinded and takes half damage.
Languages Common, Draconic Sandstorm 3/Day. The dragon creates a thick sandstorm
Challenge 19 (22,000 XP) 40 feet wide centered on itself. All creatures in that
area must make a DC 21 Dexterity Saving Throw or
Legendary Resistance (3/Day). If the dragon fails a saving take 22 (4d10) piercing damage, or half damage on a
throw, it can choose to succeed instead. successful save. All creatures in the sandstorm, except
for the dragon, are blinded until the sandstorm
Sand Walk. The dragon can move across sand without subsides or until they exit the sandstorm. Creatures
needing to make an ability check. Additionallly, difficult looking into the sandstorm cannot see through it. The
terrain composed of sand doesn't cost it extra sandstorm subsides at the end of the dragon's next
movement. turn.
BROWN DRAGONS
107
Ancient Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic evil
must succeed on a DC 19 Wisdom saving throw or
Armor Class 22 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 407 (22d20 + 176) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
27 (+8) 13 (+1) 27 (+8) 16 (+3) 15 (+2) 17 (+3) Sand Breath (Recharge 5-6). The dragon exhales blinding
hot sand in a 90-foot cone. Each creature in that area
Saving Throws Dex +8, Con +15, Wis +9, Cha +10 must make a DC 23 Constitution saving throw. On a
Skills Perception +16, Stealth +8 failed save, the creature is blinded for one turn and
Senses blindsight 60 ft., darkvision 120 ft., takes 71 (13d10) piercing damage. On a successful
tremorsense 60 ft., passive Perception 26 save, the creature is not blinded and takes half damage.
Languages Common, Draconic Sandstorm 3/Day. The dragon creates a thick sandstorm
Challenge 21 (33,000 XP) 40 feet wide centered on itself. All creatures in that
area must make a DC 23 Dexterity Saving Throw or
Legendary Resistance (3/Day). If the dragon fails a saving take 33 (6d10) piercing damage, or half damage on a
throw, it can choose to succeed instead. successful save. All creatures in the sandstorm, except
for the dragon, are blinded until the sandstorm
Sand Walk. The dragon can move across sand without subsides or until they exit the sandstorm. Creatures
needing to make an ability check. Additionallly, difficult looking into the sandstorm cannot see through it. The
terrain composed of sand doesn't cost it extra sandstorm subsides at the end of the dragon's next
movement. turn.
BROWN DRAGONS
108
Wyrm Brown Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
gargantuan dragon, chaotic evil
must succeed on a DC 20 Wisdom saving throw or
Armor Class 23 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 487 (25d20 + 225) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
28 (+9) 13 (+1) 28 (+9) 17 (+3) 15 (+2) 17 (+3) Sand Breath (Recharge 5-6). The dragon exhales blinding
hot sand in a 95-foot cone. Each creature in that area
Saving Throws Dex +8, Con +15, Wis +9, Cha +10 must make a DC 24 Constitution saving throw. On a
Skills Perception +16, Stealth +8 failed save, the creature is blinded for one turn and
Senses blindsight 60 ft., darkvision 120 ft., takes 77 (14d10) piercing damage. On a successful
tremorsense 60 ft., passive Perception 26 save, the creature is not blinded and takes half damage.
Languages Common, Draconic Sandstorm 3/Day. The dragon creates a thick sandstorm
Challenge 22 (41,000 XP) 50 feet wide centered on itself. All creatures in that
area must make a DC 24 Dexterity Saving Throw or
Legendary Resistance (3/Day). If the dragon fails a saving take 33 (6d10) piercing damage, or half damage on a
throw, it can choose to succeed instead. successful save. All creatures in the sandstorm, except
for the dragon, are blinded until the sandstorm
Sand Walk. The dragon can move across sand without subsides or until they exit the sandstorm. Creatures
needing to make an ability check. Additionallly, difficult looking into the sandstorm cannot see through it. The
terrain composed of sand doesn't cost it extra sandstorm subsides at the end of the dragon's next
movement. turn.
BROWN DRAGONS
109
Great Wyrm Brown Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 21 Wisdom saving throw or
gargantuan dragon, chaotic evil become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 24 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 526 (27d20 + 243) throw is successful or the effect ends for it, the
Speed 40 ft., burrow 40 ft., fly 80 ft. creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Sand Breath (Recharge 5-6). The dragon exhales blinding
STR DEX CON INT WIS CHA
hot sand in a 100-foot cone. Each creature in that area
29 (+9) 13 (+1) 29 (+9) 17 (+3) 15 (+2) 18 (+4) must make a DC 25 Constitution saving throw. On a
failed save, the creature is blinded for one turn and
Saving Throws Dex +8, Con +15, Wis +9, Cha +10 takes 82 (15d10) piercing damage. On a successful
Skills Perception +16, Stealth +8 save, the creature is not blinded and takes half damage.
Senses blindsight 60 ft., darkvision 120 ft., Sandstorm 3/Day. The dragon creates a thick sandstorm
tremorsense 60 ft., passive Perception 26 60 feet wide centered on itself. All creatures in that
Languages Common, Draconic area must make a DC 25 Dexterity Saving Throw or
Challenge 24 (62,000 XP) take 33 (6d10) piercing damage, or half damage on a
successful save. All creatures in the sandstorm, except
Legendary Resistance (3/Day). If the dragon fails a saving for the dragon, are blinded until the sandstorm
throw, it can choose to succeed instead. subsides or until they exit the sandstorm. Creatures
looking into the sandstorm cannot see through it. The
Sand Walk. The dragon can move across sand without sandstorm subsides at the end of the dragon's next
needing to make an ability check. Additionallly, difficult turn.
terrain composed of sand doesn't cost it extra
movement. Legendary Actions
Actions The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack. The dragon can use its Frightful Presence. option can be used at a time and only at the end of
It then makes three attacks: one with its bite and two another creature's turn. The dragon regains spent
with its claws. legendary actions at the start of its turn
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 20 (2d10 + 9) piercing damage. check.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., Tail Attack. The dragon makes a tail attack.
one target. Hit: 16 (2d6 + 9) slashing damage.
Wing Attack (Costs 2 Actions). The dragon beats its
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one wings. Each creature within 15 feet of the dragon must
target. Hit: 18 (2d8 + 9) bludgeoning damage. succeed on a DC 25 Dexterity saving throw or take 16
(2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BROWN DRAGONS
110
Gray Dragons Very Young Gray
Gray Dragons, also known as fang dragons, are unique in
many ways, but the one thing that sets them apart from every
other dragon is that they don't have a breath weapon. Instead,
Dragon
small dragon, lawful neutral
their fangs secrete dangerous venom that drains the very life
force out of any creature unfortunate enough to get caught Armor Class 17 (natural armor)
between its jaws. Hit Points 71 (11d8 + 22)
Speed 35 ft., climb 30 ft., fly 65 ft.
GRAY DRAGONS
111
Young Gray Dragon Juvenile Gray Dragon
medium dragon, chaotic neutral large dragon, chaotic neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 9 (-1) 13 (+1) 9 (-1) 18 (+4) 10 (+0) 17 (+3) 10 (+0) 14 (+2) 10 (+0)
Saving Throws Con +4, Wis +3, Cha +1 Saving Throws Con +6, Wis +5, Cha +3
Skills Perception +3, Stealth +2 Skills Perception +5, Stealth +3
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 13 Perception 15
Languages Draconic Languages Common, Draconic
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)
Sharp Claws. The dragon's melee attacks deal an Sharp Claws. The dragon's melee attacks deal an
extra die of damage (included in attacks). extra die of damage (included in attacks).
Actions Actions
Multiattack. The dragon makes two attacks: one Multiattack. The dragon makes three attacks: one
with its bite and one with its claws. with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 14 (2d10 + 3) piercing damage. one target. Hit: 20 (3d10 + 4) piercing damage.
The target must also succeed on a DC 14 The target must also succeed on a DC 15
Constitution saving throw or have its Constitution Constitution saving throw or have its Constitution
score reduced by 1d4. This reduction lasts until the score reduced by 1d4. This reduction lasts until the
target finishes a long rest. A creature whose target finishes a long rest. A creature whose
Constitution is reduced to 0 dies. Constitution is reduced to 0 dies.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. one target. Hit: 14 (3d6 + 4) slashing damage.
GRAY DRAGONS
112
Terrain and Habitat That said, they tend to prefer natural treasures, rough and
unworked, especially gemstones. For this reason, many mines
Gray dragons prefer temperate mountains; they don't like have come under the rule or attack of a gray dragon.
snow and heat, especially if the air is humid. They may also
settle in rocky lowlands or other arid, rocky places. The sheen Combat
of their scales, which is usually some shade of gray or The deadly claws, teeth, and venom of these dragons make
occasionally mottled brown, lends itself to camouflage in them brawlers. They are masters of physical combat and
these areas. know how to make every part of their body lethal. They stay
Lairs on the wing, rending their foes with strafing attacks. If their
prey flies or if they are forced to the ground, they tend to flee
These dragons prefer to hunt far from their main lair, so they to closed-off areas where manueverability is limited so the
pick somewhere secluded and hard to reach. Often they will dragon can back its prey into a corner and tear it to shreds.
have a large boulder or some other obstacle at the lair's Against other dragons, they try to get as close as possible as
entrance that they can push into place when they leave, to quickly as possible, as their lack of a breath weapon puts
keep unwanted visitors out while they are away. They are them at a serious disadvantage.
otherwise not picky about decoration or other contents of the Against groups, a dragon may try to grapple a single
lair, as long as there is a place for a hoard. creature and carry it away to deal with it separately, or find a
If the dragon leaves on an extended hunting trip, it usually chokepoint where it can deal with threats one or two at a
establishes a secondary lair in the new area. In this way, a time. Alternatively, it will attempt to grapple a creature in its
gray dragon can have several lairs scattered for miles around jaws and attempt to kill it with its venom.
its main lair.
Diet
Favored Treasure Gray dragons prefer any sort of fresh meat, but especially
For not being true chromatics, gray dragons are among the that of intelligent creatures. It may be the hunt involved with
greediest of their kind. They don't discriminate when it comes these creatures that makes them preferable, as the hunt is
to treasure. If it's valuable, they want it. more exhilerating or more difficult, but every gray dragon
declines this and claims that it is indeed the taste that makes
the difference.
Adult Gray Dragon Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
large dragon, chaotic neutral
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one
Armor Class 18 (natural armor) target. Hit: 18 (3d8 + 5) bludgeoning damage.
Hit Points 180 (19d10 + 76)
Speed 40 ft., climb 40 ft., fly 80 ft. 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 13 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
20 (+5) 10 (+0) 19 (+4) 11 (+0) 15 (+2) 11 (+0) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Con +8, Wis +6, Cha +4 creature is immune to the dragon's Frightful Presence
Skills Perception +6, Stealth +4 for the next 24 hours.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16 Legendary Actions
Languages Common, Draconic
The dragon can take 3 legendary actions, choosing
Challenge 11 (7,200 XP)
from the options below. Only one legendary action
option can be used at a time and only at the end of
Sharp Claws. The dragon's melee attacks deal an extra another creature's turn. The dragon regains spent
die of damage (included in attacks). legendary actions at the start of its turn
GRAY DRAGONS
113
Lair Actions The dragon targets a single creature with its gaze. That
creature must succeed on a Wisdom saving throw (DC =
On initiative count 20 (losing initiative ties), the dragon takes Frightful Presence) or be frightened of the dragon until
a lair action to cause one of the following effects; the dragon initiative count 20 on the next round.
can't use the same effect two rounds in a row:
The dragon chooses a 10-foot-square area on the ground Regional Effects
that it can see within 120 feet of it. The ground in that The region containing a legendary gray dragon's lair is
area turns into 3-foot-deep mud. Each creature on the warped by the dragon's magic, which creates one or more of
ground in that area when the mud appears must succeed the following effects:
on a DC 15 Dexterity saving throw or sink into the mud
and become restrained. A creature can take an action to Creatures within 1 mile of the lair often feel as if they are
attempt a DC 15 Strength check, freeing itself or another somehow walking slower, as if through mud.
creature within its reach and ending the restrained The weather for 6 miles around the lair remains
condition on a success. Moving 1 foot in the mud costs 2 temperate, with little or no wind and mild temperatures.
feet of movement. On initiative count 20 on the next Menacing faces can occasionally be seen in the clouds
round, the mud hardens, and the Strength DC to work within 1 mile of the lair.
free increases to 20.
The dragon chooses a point on the ground that it can see If the dragon dies, these effects fade over the course of
within 120 feet of it. Stone spikes sprout from the ground 1d10 days.
in a 20-foot radius centered on that point. The effect is
otherwise identical to the spike growth spell and lasts
until the dragon uses this lair action again or until the
dragon dies.
Mature Adult Gray Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 22 (3d10 + 6) piercing damage. The
Dragon target must also succeed on a DC 19 Constitution
huge dragon, chaotic neutral saving throw or have its Constitution score reduced by
1d8. This reduction lasts until the target finishes a long
Armor Class 19 (natural armor) rest. A creature whose Constitution is reduced to 0
Hit Points 207 (18d12 + 90) dies.
Speed 40 ft., climb 40 ft., fly 80 ft. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
target. Hit: 19 (3d8 + 6) bludgeoning damage.
22 (+6) 10 (+0) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Frightful Presence. Each creature of the dragon's choice
Saving Throws Con +10, Wis +8, Cha +6 that is within 120 feet of the dragon and aware of it
Skills Perception +8, Stealth +5 must succeed on a DC 14 Wisdom saving throw or
Senses blindsight 60 ft., darkvision 120 ft., passive become frightened for 1 minute. A creature can repeat
Perception 18 the saving throw at the end of each of its turns, ending
Languages Common, Draconic the effect on itself on a success. If a creature's saving
Challenge 15 (13,000 XP) throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead.
Legendary Actions
Sharp Claws. The dragon's melee attacks deal an extra The dragon can take 3 legendary actions, choosing
die of damage (included in attacks). from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack. The dragon can use its Frightul Presence. It legendary actions at the start of its turn
then makes three attacks: one with its bite and two
Detect. The dragon makes a Wisdom (Perception)
with its claws.
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 16
(3d6 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
GRAY DRAGONS
114
Old Gray Dragon Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 16 (3d6 + 6) slashing damage.
huge dragon, chaotic neutral
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
Armor Class 20 (natural armor) target. Hit: 19 (3d8 + 6) bludgeoning damage.
Hit Points 250 (20d12 + 120)
Speed 40 ft., climb 40 ft., fly 80 ft. 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 15 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
23 (+6) 10 (+0) 22 (+6) 13 (+1) 17 (+3) 12 (+1) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Con +12, Wis +9, Cha +7 creature is immune to the dragon's Frightful Presence
Skills Perception +9, Stealth +6 for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 19 Legendary Actions
Languages Common, Draconic
Challenge 17 (18,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
Sharp Claws. The dragon's melee attacks deal an extra Detect. The dragon makes a Wisdom (Perception)
die of damage (included in attacks). check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon can use its Frightul Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 10 feet of the dragon must
with its claws. succeed on a DC 20 Dexterity saving throw or take 16
(3d6 + 6) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., The dragon can then fly up to half its flying speed.
one target. Hit: 22 (3d10 + 6) piercing damage. The
target must also succeed on a DC 20 Constitution
saving throw or have its Constitution score reduced by
1d8. This reduction lasts until the target finishes a long
rest. A creature whose Constitution is reduced to 0
dies.
IRON DRAGONS
116
Ancient Gray Dragon Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 18 (3d6 + 8) slashing damage.
huge dragon, chaotic neutral
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
Armor Class 22 (natural armor) target. Hit: 21 (3d8 + 8) bludgeoning damage.
Hit Points 332 (19d20 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft. 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
the saving throw at the end of each of its turns, ending
26 (+8) 10 (+0) 25 (+7) 14 (+2) 18 (+4) 14 (+2) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Con +13, Wis +10, Cha +8 creature is immune to the dragon's Frightful Presence
Skills Perception +10, Stealth +6 for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 20 Legendary Actions
Languages Common, Draconic
Challenge 20 (25,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
Sharp Claws. The dragon's melee attacks deal an extra Detect. The dragon makes a Wisdom (Perception)
die of damage (included in attacks). check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon can use its Frightul Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 15 feet of the dragon must
with its claws. succeed on a DC 22 Dexterity saving throw or take 18
(3d6 + 8) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., The dragon can then fly up to half its flying speed.
one target. Hit: 24 (3d10 + 8) piercing damage. The
target must also succeed on a DC 23 Constitution
saving throw or have its Constitution score reduced by
2d4. This reduction lasts until the target finishes a long
rest. A creature whose Constitution is reduced to 0
dies.
GRAY DRAGONS
117
Wyrm Gray Dragon Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
one target. Hit: 18 (3d6 + 8) slashing damage.
gargantuan dragon, chaotic neutral
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
Armor Class 23 (natural armor) target. Hit: 21 (3d8 + 8) bludgeoning damage.
Hit Points 370 (20d20 + 160)
Speed 40 ft., climb 40 ft., fly 80 ft. 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 17 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
27 (+8) 10 (+0) 26 (+8) 15 (+2) 18 (+4) 14 (+2) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Con +15, Wis +11, Cha +9 creature is immune to the dragon's Frightful Presence
Skills Perception +11, Stealth +7 for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 21 Legendary Actions
Languages Common, Draconic
Challenge 21 (33,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
Sharp Claws. The dragon's melee attacks deal an extra Detect. The dragon makes a Wisdom (Perception)
die of damage (included in attacks). check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon can use its Frightul Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 15 feet of the dragon must
with its claws. succeed on a DC 23 Dexterity saving throw or take 18
(3d6 + 8) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., The dragon can then fly up to half its flying speed.
one target. Hit: 24 (3d10 + 8) piercing damage. The
target must also succeed on a DC 24 Constitution
saving throw or have its Constitution score reduced by
2d6. This reduction lasts until the target finishes a long
rest. A creature whose Constitution is reduced to 0
dies.
GRAY DRAGONS
118
Great Wyrm Gray Dragon Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
one target. Hit: 19 (3d6 + 9) slashing damage.
gargantuan dragon, chaotic neutral
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
Armor Class 24 (natural armor) target. Hit: 22 (3d8 + 9) bludgeoning damage.
Hit Points 407 (22d20 + 176)
Speed 40 ft., climb 40 ft., fly 80 ft. 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 17 Wisdom saving throw or
STR DEX CON INT WIS CHA become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
28 (+9) 10 (+0) 27 (+8) 15 (+2) 19 (+4) 15 (+2) the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
Saving Throws Con +15, Wis +11, Cha +9 creature is immune to the dragon's Frightful Presence
Skills Perception +11, Stealth +7 for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 21 Legendary Actions
Languages Common, Draconic
Challenge 22 (41,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving another creature's turn. The dragon regains spent
throw, it can choose to succeed instead. legendary actions at the start of its turn
Sharp Claws. The dragon's melee attacks deal an extra Detect. The dragon makes a Wisdom (Perception)
die of damage (included in attacks). check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon can use its Frightul Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 15 feet of the dragon must
with its claws. succeed on a DC 24 Dexterity saving throw or take 19
(3d6 + 9) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., The dragon can then fly up to half its flying speed.
one target. Hit: 25 (3d10 + 9) piercing damage. The
target must also succeed on a DC 25 Constitution
saving throw or have its Constitution score reduced by
2d6. This reduction lasts until the target finishes a long
rest. A creature whose Constitution is reduced to 0
dies.
GRAY DRAGONS
119
Purple Dragons Very Young Purple
Purple Dragons are exceptionally rare among dragonkind
because they reside only deep beneath the earth and in the
delves of the Underdark. This has also given them the name
Dragon
medium dragon, chaotic evil
of "Deep Dragons." Most surface-dwellers are ignorant or
skeptical of their existence; anyone lucky (or unlucky) enough Armor Class 17 (natural armor)
to see one usually passes it off as a Black Dragon that has Hit Points 71 (11d8 + 22)
made its lair far underground; in the dark, who's to say Speed 35 ft., climb 35 ft., fly 70 ft.
whether the scales are purple or black?
The Deep Dragons have a love for lies and manipulation STR DEX CON INT WIS CHA
rivaling even that of the Greens. Its very gaze has the ability
to dominate a person into doing the will of the dragon. It 16 (+3) 12 (+1) 14 (+2) 14 (+2) 11 (+0) 13 (+1)
might manipulate for a number of reasons: to explore a
cavern or ruin, to form "allies" and bodyguards, or simply for Saving Throws Dex +3, Con +4, Wis +2, Cha +3
fun. Skills Deception +3, Perception +5, Stealth +3
However, their love to explore trumps even their desire to Damage Immunities Psychic
manipulate (which is perhaps why the Greens are the more Senses blindsight 15 ft., darkvision 60 ft., passive
talented manipulators). Nothing warms the cold heart of a Perception 15
Deep Dragon like exploring deep caverns in the dark where Languages Draconic
no foot has trod before. Challenge 3 (700 XP)
Actions Tactics
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Green dragons are more talented manipulators to be sure,
one target. Hit: 7 (1d10 + 2) piercing damage. but purples are the more talented dominators. A purple
dragon prefers to attack from ambush, and even in these
Psychic Breath (Recharge 5-6). The dragon exhales a situations, prefers to send in its minions first. When the
psychic shockwave in a 15-foot cone. Each creature dragon does come out of hiding, it immediately attempts to
in that area must make a DC 11 Constitution saving dominate (or otherwise persuade) as many of its foes as
throw, taking 10 (3d6) psychic damage on a failed possible before unleashing its fury of psychic attacks.
save, or half as much damage on a successful one.
Also on a failed save, the target takes 7 (2d6)
damage at the beginning of each of its turns and is
stunned until it succeeds the saving throw, which it
can attempt at the end of each of its turns.
PURPLE DRAGONS
120
Young Purple Dragon Juvenile Purple Dragon
medium dragon, chaotic evil large dragon, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 19 (+4) 12 (+1) 17 (+3) 14 (+2) 13 (+1) 14 (+2)
Saving Throws Dex +3, Con +5, Wis +3, Cha +4 Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +3, Perception +6, Stealth +3 Skills Deception +4, Perception +7, Stealth +4
Damage Immunities Psychic Damage Immunities Psychic
Senses blindsight 20 ft., darkvision 90 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16 Perception 17
Languages Draconic Languages Common, Draconic
Challenge 5 (1,800 XP) Challenge 8 (3,900 XP)
Sunlight Hypersensitivity. If the dragon begins its Sunlight Hypersensitivity. If the dragon begins its
turn in direct sunlight, it can perform only one turn in direct sunlight, it can perform only one
action. If it ends its turn in sunlight, it also takes 26 action. If it ends its turn in sunlight, it also takes 34
radiant damage. radiant damage.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Multiattack. The dragon makes three attacks: one
one target. Hit: 12 (2d8 + 3) piercing damage. with its bite and two with its claws.
Psychic Breath (Recharge 5-6). The dragon exhales a Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
psychic shockwave in a 25-foot cone. Each creature one target. Hit: 15 (2d10 + 4) piercing damage.
in that area must make a DC 13 Constitution saving Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
throw, taking 24 (7d6) psychic damage on a failed one target. Hit: 11 (2d6 + 4) slashing damage.
save, or half as much damage on a successful one.
Also on a failed save, the target takes 10 (3d6) Psychic Breath (Recharge 5-6). The dragon exhales a
damage at the beginning of each of its turns and is psychic shockwave in a 30-foot cone. Each creature
stunned until it succeeds the saving throw, which it in that area must make a DC 14 Constitution saving
can attempt at the end of each of its turns. throw, taking 31 (9d6) psychic damage on a failed
save, or half as much damage on a successful one.
Also on a failed save, the target takes 14 (4d6)
damage at the beginning of each of its turns and is
Terrain and Habitat stunned until it succeeds the saving throw, which it
Purple Dragons love the deep darkness of the Underdark. can attempt at the end of each of its turns.
They are rarely (if ever) seen above ground because direct
sunlight harms them, and then make their homes deep
beneath the surface where they are safe from the sun's rays. Lairs
Some have been known to make their homes in the The lair of a Purple Dragon is labyrinthine. It takes a special
Shadowfell, for the same reasons. They also prefer the kind of explorer to keep from getting lost in one, but the
Underdark because, in their eyes, the surface is a boring dragon always remembers every nook and cranny. Many
place with nowhere to go or explore; the endless tunnels of passages are dead ends that lead to traps.
the Underdark always go ever deeper, begging generations of The love of a Purple Dragon for exploration is such that
Purple Dragons to delve and explore their depths. one may leave its lair for extended amounts of time before
returning. Many will dominate or beguile servants to guard
Eggs and Life Cycle their hoards, and older dragons may learn spells or seek out
The eggs of a Purple Dragon need to incubate for about artifacts (such as scrolls or like rituals) that allow them to
seventeen months before hatching. A typical clutch consists quickly return to their lairs, should the need arise.
of about six eggs, and half of them usually hatch. Purple
Dragons (forgoing unfortunate death in battle) normally live Diet
well over 2,000 years old; rumor has it that some have Deep Dragons love food they can catch in underground seas
reached even 3,000. and rivers. They will eat blind fish in enormous quantities,
but love the occasional kua-toa. Aboleths are a special
delicacy.
PURPLE DRAGONS
121
Young Adult Purple Actions
Dragon Multiattack. The dragon can use its Frightful Presence,
and then makes three attacks: one with its bite and two
large dragon, chaotic evil
with its claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Hit Points 161 (17d10 + 68) target. Hit: 16 (2d10 + 5) piercing damage.
Speed 40 ft., climb 40 ft., fly 80 ft.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the dragon's choice
20 (+5) 12 (+1) 18 (+4) 15 (+2) 13 (+1) 14 (+2) that is within 120 feet of the dragon and aware of it
must succeed on a DC 14 Wisdom saving throw or
Saving Throws Dex +4, Con +7, Wis +5, Cha +6 become frightened for 1 minute. A creature can repeat
Skills Deception +5, Perception +8, Stealth +4 the saving throw at the end of each of its turns, ending
Damage Immunities Psychic the effect on itself on a success. If a creature's saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw is successful or the effect ends for it, the
Perception 18 creature is immune to the dragon's Frightful Presence
Languages Common, Draconic for the next 24 hours.
Challenge 10 (5,900 XP) Psychic Breath (Recharge 5-6). The dragon exhales a
psychic shockwave in a 40-foot cone. Each creature in
Sunlight Hypersensitivity. If the dragon begins its turn in that area must make a DC 15 Constitution saving
direct sunlight, it can perform only one action. If it throw, taking 35 (10d6) psychic damage on a failed
ends its turn in sunlight, it also takes 40 radiant save, or half as much damage on a successful one. Also
damage. on a failed save, the target takes 14 (4d6) damage at
the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
the end of each of its turns.
Adult Purple Dragon Tail. Melee Weapon Attack: +9 to hit, reach 15 feet, one
target. Hit: 14 (2d8 + 5) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 18 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 180 (19d10 + 76) must succeed on a DC 15 Wisdom saving throw or
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
21 (+5) 12 (+1) 19 (+4) 15 (+2) 13 (+1) 15 (+2) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +5, Con +8, Wis +6, Cha +7 Psychic Breath (Recharge 5-6). The dragon exhales a
Skills Deception +6, Perception +10, Stealth +5 psychic shockwave in a 50-foot cone. Each creature in
Damage Immunities Psychic that area must make a DC 16 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw, taking 38 (11d6) psychic damage on a failed
Perception 20 save, or half as much damage on a successful one. Also
Languages Common, Draconic on a failed save, the target takes 14 (4d6) damage at
Challenge 13 (10,000 XP) the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
Sunlight Hypersensitivity. If the dragon begins its turn in the end of each of its turns.
direct sunlight, it can perform only one action. If it
ends its turn in sunlight, it also takes 45 radiant Legendary Actions
damage. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Actions option can be used at a time and only at the end of
Multiattack. The dragon can use its Frightful Presence, another creature's turn. The dragon regains spent
and then makes three attacks: one with its bite and two legendary actions at the start of its turn.
with its claws. Detect. The dragon makes a Wisdom (Perception)
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one check.
target. Hit: 16 (2d10 + 5) piercing damage. Tail Attack. The dragon makes a tail attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
PURPLE DRAGONS
target. Hit: 12 (2d6 + 5) slashing damage.
122
Environmental Diffusion Physical Characteristics
When a Purple Dragon undergoes environmental diffusion, Purple Dragons are lithe and sleek, with slender bodies,
the surrounding area is covered in small mushrooms. The limbs, and heads, and narrow wings. This is to allow them to
area is also cursed such that any creature that tries to rest slip through caverns that might ordinarily not allow a
there is afflicted by nightmares and horrid thoughts, and creature of their size to fit through.
must succeed on a Wisdom Saving Throw (DC = Frightful
Presence) to gain the benefit of a full rest. Favored Treasure
A Purple Dragon, like all dragons, covets all kinds of
Combat treasure, but has a special love for maps and cartographic
Purple Dragons will lie in wait for hours, watching their tools, especially those enchanted with magic. They also prize
enemies until they learn something that will give them an items that allow them to withstand higher temperatures,
advantage. In combat, it will try to Dominate as many foes as which they encounter as they delve into the Underdark.
possible to sow chaos and fear, but it will try to stay in the
periphery of the cavern so as not to get surrounded, and to
make a swift escape if need be.
Mature Adult Purple Tail. Melee Weapon Attack: +11 to hit, reach 15 feet,
one target. Hit: 15 (2d8 + 6) bludgeoning damage
Dragon Frightful Presence. Each creature of the dragon's choice
huge dragon, chaotic evil that is within 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throw or
Armor Class 19 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 207 (18d12 + 90) the saving throw at the end of each of its turns, ending
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
23 (+6) 12 (+1) 21 (+5) 16 (+3) 15 (+2) 16 (+3) Psychic Breath (Recharge 5-6). The dragon exhales a
psychic shockwave in a 60-foot cone. Each creature in
Saving Throws Dex +6, Con +10, Wis +7, Cha +8 that area must make a DC 18 Constitution saving
Skills Deception +7, Perception +12, Stealth +6 throw, taking 42 (12d6) psychic damage on a failed
Damage Immunities Psychic save, or half as much damage on a successful one. Also
Senses blindsight 30 ft., darkvision 120 ft., passive on a failed save, the target takes 14 (4d6) damage at
Perception 22 the beginning of each of its turns and is stunned until
Languages Common, Draconic it succeeds the saving throw, which it can attempt at
Challenge 15 (13,000 XP) the end of each of its turns.
PURPLE DRAGONS
123
Lair Actions Regional Effects
On initiative count 20 (losing initiative ties), the dragon takes The region containing a legendary purple dragon's lair is
a lair action to cause one of the following effects; the dragon warped by the dragon's magic, which creates one or more of
can't use the same effect two rounds in a row: the following effects:
The dragon moves up to half of its movement speed Any creature that attempts to take a long rest within 1
without triggering opportunity attacks. mile of the lair is afflicted with nightmares, and feels as
A tremor shakes the lair in a 60-foot radius around the though something is always watching them. If the
dragon. Each creature other than the dragon on the creature fails a Wisdom Saving Throw (DC = Frightful
ground in that area must succeed on a DC 15 Dexterity Presence), they only gain the benefits of a short rest.
saving throw or be knocked prone. Within 6 miles of the lair, navigation becomes more
A cloud of darkness with a 30-foot radius originates from difficult in the labyrinthine tunnels. All creatures without
a point of the dragon's choosing that the dragon can see. It proficiency in the Survival skill have disadvantage on
functions as if cast with the Darkness spell. Navigation Checks.
Rocky fissures within 1 mile of the dragon's lair form
portals to the Shadowfell, allowing creatures from that
plane to dwell nearby.
If the dragon dies, these effects fade over the course of
1d10 days.
Old Purple Dragon Tail. Melee Weapon Attack: +12 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 262 (21d12 + 126) must succeed on a DC 16 Wisdom saving throw or
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
25 (+7) 12 (+1) 23 (+6) 17 (+3) 15 (+2) 16 (+3) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 Psychic Breath (Recharge 5-6). The dragon exhales a
Skills Deception +7, Perception +13, Stealth +6 psychic shockwave in a 70-foot cone. Each creature in
Damage Immunities Psychic that area must make a DC 18 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw, taking 45 (13d6) psychic damage on a failed
Perception 23 save, or half as much damage on a successful one. Also
Languages Common, Draconic on a failed save, the target takes 17 (5d6) damage at
Challenge 18 (20,000 XP) the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
Legendary Resistance (3/Day). If the dragon fails a saving the end of each of its turns.
throw, it can choose to succeed instead.
Legendary Actions
Sunlight Hypersensitivity. If the dragon begins its turn in
direct sunlight, it can perform only one action. If it The dragon can take 3 legendary actions, choosing
ends its turn in sunlight, it also takes 66 radiant from the options below. Only one legendary action
damage. 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)
and 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: +12 to hit, reach 10 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 18 (2d10 + 7) piercing damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one succeed on a DC 20 Dexterity saving throw or take 14
target. Hit: 14 (2d6 + 7) slashing damage. (2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
PURPLE DRAGONS
124
Elder Purple Dragon Tail. Melee Weapon Attack: +13 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage
huge dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 312 (25d12 + 150) must succeed on a DC 18 Wisdom saving throw or
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
26 (+8) 12 (+1) 24 (+7) 17 (+3) 15 (+2) 17 (+3) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +7, Con +12, Wis +9, Cha +10 Psychic Breath (Recharge 5-6). The dragon exhales a
Skills Deception +8, Perception +15, Stealth +7 psychic shockwave in a 80-foot cone. Each creature in
Damage Immunities Psychic that area must make a DC 20 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw, taking 49 (14d6) psychic damage on a failed
Perception 25 save, or half as much damage on a successful one. Also
Languages Common, Draconic on a failed save, the target takes 21 (6d6) damage at
Challenge 20 (25,000 XP) the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
Legendary Resistance (3/Day). If the dragon fails a saving the end of each of its turns.
throw, it can choose to succeed instead.
Legendary Actions
Sunlight Hypersensitivity. If the dragon begins its turn in
direct sunlight, it can perform only one action. If it The dragon can take 3 legendary actions, choosing
ends its turn in sunlight, it also takes 78 radiant from the options below. Only one legendary action
damage. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence, Detect. The dragon makes a Wisdom (Perception)
and 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 10 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 18 (2d10 + 7) piercing damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one succeed on a DC 21 Dexterity saving throw or take 14
target. Hit: 14 (2d6 + 7) slashing damage. (2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
PURPLE DRAGONS
125
Ancient Purple Dragon Tail. Melee Weapon Attack: +15 to hit, reach 20 feet,
one target. Hit: 17 (2d8 + 8) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 21 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 385 (22d20 + 154) must succeed on a DC 19 Wisdom saving throw or
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
27 (+8) 12 (+1) 25 (+7) 18 (+4) 17 (+3) 18 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Psychic Breath (Recharge 5-6). The dragon exhales a
Skills Deception +9, Perception +17, Stealth +8 psychic shockwave in a 90-foot cone. Each creature in
Damage Immunities Psychic that area must make a DC 22 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw, taking 52 (15d6) psychic damage on a failed
Perception 27 save, or half as much damage on a successful one. Also
Languages Common, Draconic on a failed save, the target takes 24 (7d6) damage at
Challenge 22 (41,000 XP) the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
Legendary Resistance (3/Day). If the dragon fails a saving the end of each of its turns.
throw, it can choose to succeed instead.
Legendary Actions
Sunlight Hypersensitivity. If the dragon begins its turn in
The dragon can take 3 legendary actions, choosing
direct sunlight, it can perform only one action. If it
from the options below. Only one legendary action
ends its turn in sunlight, it also takes 97 radiant
option can be used at a time and only at the end of
damage.
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)
and 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: +15 to hit, reach 15 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 19 (2d10 + 8) piercing damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., succeed on a DC 23 Dexterity saving throw or take 15
one target. Hit: 15 (2d6 + 8) slashing damage. (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
PURPLE DRAGONS
126
Wyrm Purple Dragon Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage
gargantuan dragon, chaotic evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 22 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 462 (25d20 + 200) must succeed on a DC 20 Wisdom saving throw or
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
28 (+9) 12 (+1) 26 (+8) 19 (+4) 17 (+3) 18 (+4) creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 Psychic Breath (Recharge 5-6). The dragon exhales a
Skills Deception +10, Perception +17, Stealth +8 psychic shockwave in a 95-foot cone. Each creature in
Damage Immunities Psychic that area must make a DC 23 Constitution saving
Senses blindsight 30 ft., darkvision 120 ft., passive throw, taking 56 (16d6) psychic damage on a failed
Perception 27 save, or half as much damage on a successful one. Also
Languages Common, Draconic on a failed save, the target takes 28 (8d6) damage at
Challenge 23 (50,000 XP) the beginning of each of its turns and is stunned until
it succeeds the saving throw, which it can attempt at
Legendary Resistance (3/Day). If the dragon fails a saving the end of each of its turns.
throw, it can choose to succeed instead.
Legendary Actions
Sunlight Hypersensitivity. If the dragon begins its turn in
direct sunlight, it can perform only one action. If it The dragon can take 3 legendary actions, choosing
ends its turn in sunlight, it also takes 115 radiant from the options below. Only one legendary action
damage. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence, Detect. The dragon makes a Wisdom (Perception)
and 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: +16 to hit, reach 15 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 20 (2d10 + 9) piercing damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., succeed on a DC 24 Dexterity saving throw or take 16
one target. Hit: 16 (2d6 + 9) slashing damage. (2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
PURPLE DRAGONS
127
Great Wyrm Purple Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage
Dragon Frightful Presence. Each creature of the dragon's choice
gargantuan dragon, chaotic evil that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or
Armor Class 23 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 518 (28d20 + 224) the saving throw at the end of each of its turns, ending
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
29 (+9) 12 (+1) 27 (+8) 20 (+5) 17 (+3) 19 (+4)
Psychic Breath (Recharge 5-6). The dragon exhales a
psychic shockwave in a 100-foot cone. Each creature
Saving Throws Dex +8, Con +14, Wis +10, Cha +11 in that area must make a DC 24 Constitution saving
Skills Deception +11, Perception +17, Stealth +8 throw, taking 59 (17d6) psychic damage on a failed
Damage Immunities Psychic save, or half as much damage on a successful one. Also
Senses blindsight 30 ft., darkvision 120 ft., passive on a failed save, the target takes 31 (9d6) damage at
Perception 27 the beginning of each of its turns and is stunned until
Languages Common, Draconic it succeeds the saving throw, which it can attempt at
Challenge 25 (75,000 XP) the end of each of its turns.
PURPLE DRAGONS
128
Metallic Dragons
M
etallic Dragons, unlike Chromatics, do Metallic Wyrmlings are incredibly curious and, though they
not hunt humanoids for food or normally stay with their parents for many years, will travel
pleasure. While Chromatics embody outside of their parents' territories looking for extended
the destruction and bestial nature of family members or trying to explore. They may approach
dragons, Metallics embody the humanoids, looking for companionship or just because they
dominion aspects of the species. They are curious. By the time they are young, they leave their
see themselves as wise teachers or parents because of their innate desire for independence, and
great leaders. This can manifest itself in a multitude of ways, to obtain a lair and a hoard. They try find a lair that will suit
depending on the dragon. A metallic may see itself as a them for the rest of their lives, and because of the exploration
champion of a human kingdom, or as a "helpful" lord over a they did as a wyrmling, they usually have no trouble finding
struggling civilization. In any case, metallics are most likely to one.
be involved with humanity in some fashion. Wyrmlings that are born without parents often have no
All dragons regardless of type are grotesquely full of trouble surviving, as they are quite large and powerful, even
themselves, and Metallics are no exception. They believe that as wyrmlings.
humans should be singing praises simply to be speaking to Adult Metallic Dragons strongly feel the urge to mate. By
them. this time they have an established lair and hoard, and they
Metallics also act without thought to societal begin planning the rest of their lives in terms of a greater
repurcussions, or repercussions in general, unless said purpose, or relationships with other dragons and with
repercussions somehow harm it, its heirs, or its hoard. As far humanoids.
as they are concerned, they are above everything, and act as Elder and Ancient Metallic Dragons have outgrown young
they want. dragon tendencies and are extremely patient and (usually)
They also think a lot about every decision they make. As a wise. They sit on a veritable mountain of treasure and have
Brass Wyrm once put it, "Anything worth doing is worth spawned many heirs. They delight in sharing their colossal
contemplating." wealth of knowledge (but not treasure) with young dragons
Though most metallic dragons are good, that does not searching for a mentor (as long as the potential teachee
mean it won't react violently to insult. A dragon's ego is very brings a proper gift or offering). Some Elders may adopt
big, and so is its temper. Insult its name, sting its pride, or abondoned eggs, and such wyrmlings grow to be vastly
scorn its aid, and it will unleash a fury every bit as destructive powerful under their tutelage.
as a Chromatic Dragon's. Metallics can forgive territory Wyrms are so immensely powerful that it becomes more
infringements, but after the second or third time, they may viable to simply bow to its whims rather than to try and slay
start to lose patience. A poacher killing a wyrmling may it. A Wyrm has mastered all that it wished to master and now
result in its parent razing the countryside. focuses on building a legacy after it has passed on, whatever
form that might take.
Mating When a Metallic Dragon enters twilight, it has completed
More often than chromatic dragons, metallic dragons will its legacy, and listened as that legacy fell into legend. A
mate for love. They rarely pursue families or love at young Metallic Dragon knows it is dying at this stage of its life, and
ages, but if such dalliances happen, the eggs will likely be it prepares for it. Dragons deal with their hoard in a
raised by a family member of one of the young dragons, or multitude of ways, but most Metallic Dragons will bequeath it
very rarely a nondragon. Adults with established lairs will feel to a promising heir, a kingdom they helped raise, or disperse
the drive to create families. While one parent guards the nest, it among its remaining family. Others may just eat it.
the other will hunt for food; unlike chromatics, both metallic Very few Metallic Dragons desire to go out fighting, like
parents will care for their young, and may stay together until Chromatic Dragons do, but those that do seek out a rival to
the offspring are young dragons. battle. The majority put their personal matters in order and
The lawful-aligned dragons are likely to find one mate and then find a quiet place to allow themselves to pass on,
mate for life, though they will live in seperate lairs when not because unlike Chromatic Dragons, Metallics can choose the
raising young together. Chaotic-aligned dragons are more time and place of their departure.
likely to have several mates, some of them at the same time Metallics have the option, at death, of becoming a guardian.
(but they will only ever raise a family with one mate at a time). Should a Metallic choose this path, it will consume nearly all
Elder Dragons do not have children as often as Adults do, of its hoard (at least 150,000 gps worth), find a suitable place,
but this is the last stage of life in which a female remains and then die. All that needs to happen for the ritual to occur
fertile, so she may try to raise at least one or two more is that the dragon wills it to happen. As the dragon's spirit
clutches of young before reaching the Ancient stage. leaves, its body melds to the earth, becoming hills, a lake, or
some other formation. Such places are hallowed to other
metallic dragons and are popular places for laying eggs and
Life Cycle raising young. It is said that young dragons can communicate
Wyrmlings are taught of lineage, territories, hoards, and their with the guardian dragon under the right circumstances.
superior place in the long before they hatch, so that by the At death, something called Environmental Diffusion may
time they do, they already understand the aforementioned occur. This effect differes for each dragon and will be given in
subjects. the description for each.
METALLIC DRAGONS
129
Motive
Metallics share much of the motives as Chromatics:
Independence, food, a lair, and treasure. However, Metallics Making a Twilight Dragon
also occasionally have the insatiable urge to seek out and Some DM's may desire to have a dragon in the
destroy Chromatic Dragons, and this has a reputation for Twilight stage of life in their campaigns. These
getting them into trouble. Older dragons typically are able to dragons are rare. Remember than Twilight dragons
suppress this urge better than young or adult dragons can. get weaker as they age rather than stronger, so use
Familial lines are very important to metallics, and they will either the Wyrm statistics or the Ancient statistics
keep contact with extended family members over centuries. for the appropriate color of dragon. In addition,
Part of this may be due to the fact that if one of them gives in give the dragon some depth by using one of the
following modifiers, or making up your own:
to the urge to hunt Chromatics, the others won't be far
behind. reduce its Perception bonus as its senses decay
the dragon may have difficulty recharging its
The Hoard breath weapon or spells; make breath only
recharge on 6 rather than 5-6, or only once per
The Hoard is, among all dragons, their single greatest encounter.
motivator, and the reason that they do anything. Metallics the dragon may not be strong enough to
know that they possess this weakness, but they do not sustain flight for long periods of time
suppress it; at the same time it does not keep them from
living full and meaningful lives. Details on individual dragon
hoards will be given with the dragon types.
Interaction with Others
Interaction with Chromatic Dragons: Metallic Dragons
have the instinctive urge to attack all Chromatic Dragons on
sight. This urge runs deep within them and they will often
run into fights that are too big for them to handle, whereas
Chromatic dragons are more selective about their battles. If
the Chromatic Dragon is obviously too large and powerful,
the Metallic Dragon will seek out allies and come back to
attempt to neutralize the threat.
Interaction with Creatures: All dragons, upon seeing a
new creature or person, immediately size them up and
wonder how much of a fight they would give. This cannot be
suppressed, no matter the age or wisdom of the dragon. An
adventurer could try to hide martial prowess, confusing,
infuriating, or intriguing the Metallic Dragon. The dragon
may initiate combat (though it only means to spar, not injure)
or startle the creature just to see how strong it is.
Interaction with Other Metallics: On the occasion that
two metallics oppose one another, they will assess each other
and the younger will give way to the older. If they are fighting
for control over something, such as territory or a mate, they
will engage in a contest of knowledge. Sometimes they may
enter a form of ritual combat, which trumps all negotiations;
the winner, though dragons have been known to die, is the
dragon that draws first blood.
To dragons that infringe on territorial boundaries,
forgiveness is usually given, but sometimes a stronger dragon
may decide to use it as an excuse to teach a weaker dragon a Communicating with a Guardian
lesson. At the DM's disgression, player characters may be
Metallics meeting each other in the wild is rare, but on able to communicate with a Guardian Metallic
such occasions they will respectfully give each other space, Dragon under the right circumstances. Perhaps
while acknowledging the other's presence. To have they have befriended a dragon to talk to it for
something so important as to draw a dragon away from its them. Perhaps one of the PC's is a particularly
hoard is special indeed. powerful Paladin seeking the advice of a Gold
Interactions with Humanoids: Metallics see value in Guardian.
fostering relationships with humanoids. They see potential. Young Dragons can commune with the
Usually they put on a friendly face, but occasionally they will Guardian's spirit monthly, because of the spirit's
reveal their draconic majesty because humanoids respond willingness to pass on wisdom. Elders and Ancients
well to fear. Shapeshifting dragons will forge friendships can do so only once a year.
while in human form.
METALLIC DRAGONS
130
New Metallic Age Categories
This section includes a stat block for all twelve age categories
for each of the five original metallic dragon types, in
alphabetical order. Additional information about each dragon Very Young Brass
is also given, but can be found in the 5e Monster Manual. Dragon
The "Wyrmling," "Young," "Adult," and "Ancient" age
categories from the Monster Manual are the same (though small dragon, chaotic good
Young is listed as "Juvenile," and Adult is listed as "Mature Armor Class 16 (natural armor)
Adult"), and are included for convenience. Hit Points 45 (7d8 + 14)
Speed 35 ft., burrow 15 ft., fly 65 ft.
Brass Dragons
Though one of the weakest varieties of the Metallic Dragons, STR DEX CON INT WIS CHA
Brass Dragons are by no means weak. They may agree to 16 (+3) 10 (+0) 14 (+2) 11 (+0) 11 (+0) 13 (+1)
serve as cohorts, bodyguards, or guardians, for anyone of
high enough honor willing to add to the dragon's hoard. Saving Throws Dex +3, Con +5, Wis +3, Cha +4
Skills Perception +6, Stealth +3
Damage Immunities Fire
Brass Dragon Wyrmling Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 16
tiny dragon, chaotic good Languages Draconic
Challenge 2 (450 XP)
Armor Class 16 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft., burrow 15 ft., fly 60 ft. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
STR DEX CON INT WIS CHA one target. Hit: 9 (1d12 + 3) piercing damage.
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1) Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Saving Throws Dex +2, Con +3, Wis +2, Cha +3 Fire Breath. The dragon exhales fire in a 25-foot
Skills Perception +4, Stealth +2 line that is 5 feet wide. Each creature in that line
Damage Immunities Fire must make a DC 12 Dexterity saving throw,
Senses blindsight 10 ft., darkvision 60 ft., passive taking 21 (6d6) fire damage on a failed save, or
Perception 14 half as much damage on a successful one.
Languages Draconic
Challenge 1 (200 XP) Sleep Breath. The dragon exhales sleep gas in a
20-foot cone. Each creature in that area must
make a DC 12 Constitution saving throw or fall
Actions unconscious for 2 minutes. This effect ends for a
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., creature if the creature takes damage or
one target. Hit: 7 (1d10 + 2) piercing damage. someone uses an action to wake it.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Fire Breath. The dragon exhales fire in a 20-foot Brass Dragons are also very social and make many
line that is 5 feet wide. Each creature in that line acquaintances from sphinxes to djinni to gnolls. Some may
must make a DC 11 Dexterity saving throw, rule over clans of lesser creatures, such as lizardmen or
taking 14 (4d6) fire damage on a failed save, or humans.
half as much damage on a successful one. Something must also be said about their appetite for good
Sleep Breath. The dragon exhales sleep gas in a conversation. Brass Dragons love a good conversation and
15-foot cone. Each creature in that area must are more likely to be friendly the more talkative the other
make a DC 11 Constitution saving throw or fall party is. In fact, so talkative are Brass Dragons that Metallic
unconscious for one minute. This effect ends for Dragons, even other Brasses, can only take them in small
a creature if the creature takes damage or doses.
someone uses an action to wake it.
Terrain and Habitat
Because of their love for dry heat, Brass Dragons gravitate
toward deserts and savannahs or like areas.
BRASS DRAGONS
131
Lairs
A Brass Dragon will usuallly lair in a cave on top of a mesa, Juvenile Brass Dragon
or in the side of a desert canyon. Brass Dragons prefer their medium dragon, chaotic good
cave entrance to face east so they can enjo the morning sun.
A large barren slope typically leads up to the lair, to give the Armor Class 17 (natural armor)
dragon plenty of time to notice and deal with any visitors. Hit Points 110 (13d10 + 39)
Speed 40 ft., burrow 20 ft., fly 80 ft.
Favored Treasure
Brass Dragons are especially fond of handcrafted items from STR DEX CON INT WIS CHA
materials such as wood, stone, or bone, but they value all 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
precious items. They particularly like woven items such as
fabrics. Saving Throws Dex +5, Con +8, Wis +5, Cha +7
Skills Perception +10, Persuasion + 7, Stealth +5
Damage Immunities Fire
Young Brass Dragon Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 20
medium dragon, chaotic good Languages Common, Draconic
Challenge 6 (2,300 XP)
Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 35 ft., burrow 15 ft., fly 70 ft. Actions
Multiattack The dragon makes three attacks: one
with its bite and two with its claws.
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 11 (+0) 11 (+0) 14 (+2) Bite. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 15 (2d10 + 4) piercing damage.
Saving Throws Dex +4, Con +7, Wis +4, Cha +5 Claw. Melee Weapon Attack: +9 to hit, reach 5 feet,
Skills Perception +8, Stealth +4 one target. Hit: 11 (2d6 + 4) slashing damage.
Damage Immunities Fire Breath Weapon (Recharge 5-6). The dragon uses one
Senses blindsight 10 ft., darkvision 60 ft., passive of the following breath weapons.
Perception 18
Languages Draconic Fire Breath. The dragon exhales fire in a 40-foot
Challenge 4 (1,100 XP) line that is 5 feet wide. Each creature in that line
must make a DC 14 Dexterity saving throw,
taking 42 (12d6) fire damage on a failed save, or
Actions half as much damage on a successful one.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 10 (2d6 + 3) piercing damage. Sleep Breath. The dragon exhales sleep gas in a
30 foot cone. Each creature in that area must
Breath Weapon (Recharge 5-6). The dragon uses one make a DC 14 Constitution saving throw or fall
of the following breath weapons. unconscious for 5 minutes. This effect ends for a
creature if the creature takes damage or
Fire Breath. The dragon exhales fire in a 30-foot someone uses an action to wake it.
line that is 5 feet wide. Each creature in that line
must make a DC 13 Dexterity saving throw,
taking 28 (8d6) fire damage on a failed save, or
half as much damage on a successful one.
Sleep Breath. The dragon exhales sleep gas in a
Tactics
25 foot cone. Each creature in that area must Brass Dragons are by no means cruel or vengeful, and if the
make a DC 13 Constitution saving throw or fall other party retreats, they will often allow it to escape (unless
unconscious for 3 minutes. This effect ends for a it is food). They are not likely to initiate combat either, even
creature if the creature takes damage or when they take offense; where other dragons would attack at
someone uses an action to wake it. the slightest provocation, Brass Dragons simply stop talking
and leave. If a particularly stupid individual continues to
press the dragon, they deserve whatever fate the dragon
brings to them.
Diet While fighting, a Brass Dragon stays in the air, shooting
blasts of fire from its maw. Once the enemy is scattered, it
Brass Dragons hunt while flying, and eat large mammals singles out the most dangerous foe and lands to attack it.
such as sheep, antelope, and mountain goats, but will never Before its enemies can regroup, it will take to the air again to
eat sentient creatures. However, it may try to barter for the repeat the process.
mount of any passersby because horses are good eating.
As they are well adapted to the desert environment, they
can survive on very little water.
BRASS DRAGONS
132
Young Adult Brass Claw. Melee Weapon Attack: +10 to hit, reach 5 feet,
one target. Hit: 12 (2d6 + 5) slashing damage.
Dragon Frightful Presence. Each creature of the dragon's choice
large dragon, chaotic good that is within 120 feet of the dragon and aware of it
must succeed on a DC 14 Wisdom saving throw or
Armor Class 17 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 133 (14d10 + 56) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
20 (+5) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 15 (+2)
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Saving Throws Dex +5, Con +8, Wis +5, Cha +7
Skills Perception +10, Persuasion + 7, Stealth +5 Fire Breath. The dragon exhales fire in a 45-foot line
Damage Immunities Fire that is 5 feet wide. Each creature in that line must
Senses blindsight 30 ft., darkvision 120 ft., passive make a DC 15 Dexterity saving throw, taking 45
Perception 20 (13d6) fire damage on a failed save, or half as much
Languages Common, Draconic damage on a successful one.
Challenge 8 (3,900 XP) Sleep Breath. The dragon exhales sleep gas in a 40
foot cone. Each creature in that area must make a
Actions DC 15 Constitution saving throw or fall unconscious
for 6 minutes. This effect ends for a creature if the
Multiattack The dragon can use its Frightful Presence. It
creature takes damage or someone uses an action to
then makes three attacks: one with its bite and two
wake it.
with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
BRASS DRAGONS
133
Adult Brass Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
large dragon, chaotic good
must succeed on a DC 15 Wisdom saving throw or
Armor Class 17 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 152 (16d10 + 64) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
21 (+5) 10 (+0) 19 (+4) 13 (+1) 11 (+0) 16 (+3) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Saving Throws Dex +5, Con +9, Wis +5, Cha +7 Fire Breath. The dragon exhales fire in a 50-foot line
Skills Perception +10, Persuasion +7, Stealth +5 that is 5 feet wide. Each creature in that area must
Damage Immunities Fire make a DC 16 Constitution saving throw, taking 45
Senses blindsight 30 ft., darkvision 120 ft., passive (12d6) fire damage on a failed save, or half as much
perception 20 damage on a successful one.
Languages Common, Draconic
Challenge 11 (7,200 XP) Sleep Breath. The dragon exhales sleep gas in a 50-
foot cone. Each creature in that area must succeed
on a DC 16 Constitution saving throw or fall
Actions unconscious for 8 minutes. This effect ends for a
Multiattack The dragon can use its Frightful Presence. It creature if the creature takes damage or someone
then makes three attacks: one with its bite and two uses an action to wake it.
with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Legendary Actions
one target. Hit: 16 (2d10 + 5) piercing damage The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +11 to hit, reach 5 feet, from the options below. Only one legendary action
one target. Hit: 12 (2d6 +5) slashing damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +11 to hit, reach 15 feet, legendary actions at the start of its turn.
one target. Hit: 14 (2d8 +5) bludgeoning damage
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 18 Dexterity saving throw or take 12
(2d6 + 5) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BRASS DRAGONS
134
Mature Adult Brass Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 16 Wisdom saving throw or
huge dragon, chaotic good become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 18 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 172 (15d12 + 75) throw is successful or the effect ends for it, the
Speed 40 ft., burrow 30 ft., fly 80 ft. creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of
STR DEX CON INT WIS CHA
the following breath weapons:
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3) Fire Breath. The dragon exhales fire in a 60-foot line
that is 5 feet wide. Each creature in that area must
Saving Throws Dex +5, Con +10, Wis +6, Cha +8 make a DC 18 Constitution saving throw, taking 49
Skills History +7, Perception +11, Persuasion +8, (13d6) fire damage on a failed save, or half as much
Stealth +5 damage on a successful one.
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Sleep Breath. The dragon exhales sleep gas in a 60-
perception 21 foot cone. Each creature in that area must succeed
Languages Common, Draconic on a DC 18 Constitution saving throw or fall
Challenge 13 (10,000 XP) unconscious for 10 minutes. This effect ends for a
creature if the creature takes damage or someone
Legendary Resistance (3/Day). If the dragon fails a saving uses an action to wake it.
throw, it can choose to succeed instead.
Legendary Actions
Actions The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Multiattack The dragon can use its Frightful Presence. It option can be used at a time and only at the end of
then makes three attacks: one with its bite and two another creature's turn. The dragon regains spent
with its claws. legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage Detect. The dragon makes a Wisdom (Perception)
Claw. Melee Weapon Attack: +11 to hit, reach 5 feet, check.
one target. Hit: 13 (2d6 + 6) slashing damage
Tail Attack. The dragon makes a tail attack.
Tail. Melee Weapon Attack: +11 to hit, reach 15 feet, Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 15 (2d8 + 6) bludgeoning damage 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.
BRASS DRAGONS
135
Old Brass Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic good
must succeed on a DC 17 Wisdom saving throw or
Armor Class 19 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 225 (18d12 + 108) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 30 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
24 (+7) 10 (+0) 22 (+6) 15 (+2) 13 (+1) 17 (+3) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Saving Throws Dex +5, Con +11, Wis +6, Cha +8 Fire Breath. The dragon exhales fire in a 70-foot line
Skills History +7, Perception +12, Persuasion +9, that is 5 feet wide. Each creature in that area must
Stealth +5 make a DC 19 Constitution saving throw, taking 53
Damage Immunities Fire (14d6) fire damage on a failed save, or half as much
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a successful one.
perception 22
Languages Common, Draconic Sleep Breath. The dragon exhales sleep gas in a 70-
Challenge 16 (15,000 XP) foot cone. Each creature in that area must succeed
on a DC 19 Constitution saving throw or fall
Legendary Resistance (3/Day). If the dragon fails a saving unconscious for 10 minutes. This effect ends for a
throw, it can choose to succeed instead. creature if the creature takes damage or someone
uses an action to wake it.
Actions Legendary Actions
Multiattack The dragon can use its Frightful Presence. It The dragon can take 3 legendary actions, choosing
then makes three attacks: one with its bite and two from the options below. Only one legendary action
with its claws. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
legendary actions at the start of its turn.
one target. Hit: 18 (2d10 + 7) piercing damage
Claw. Melee Weapon Attack: +12 to hit, reach 5 feet,
one target. Hit: 14 (2d6 + 7) slashing damage Detect. The dragon makes a Wisdom (Perception)
check.
Tail. Melee Weapon Attack: +12 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage 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 20 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BRASS DRAGONS
136
Elder Brass Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
huge dragon, chaotic good
must succeed on a DC 17 Wisdom saving throw or
Armor Class 19 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 262 (21d12 + 126) the saving throw at the end of each of its turns, ending
Speed 40 ft., burrow 35 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA for the next 24 hours.
25 (+7) 10 (+0) 23 (+6) 15 (+2) 13 (+1) 18 (+4) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Saving Throws Dex +5, Con +12, Wis +7, Cha +9 Fire Breath. The dragon exhales fire in a 80-foot line
Skills History +8, Perception +13, Persuasion +9, that is 10 feet wide. Each creature in that area must
Stealth +5 make a DC 20 Constitution saving throw, taking 49
Damage Immunities Fire (13d6) fire damage on a failed save, or half as much
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a successful one.
perception 23
Languages Common, Draconic Sleep Breath. The dragon exhales sleep gas in a 80-
Challenge 18 (20,000 XP) foot cone. Each creature in that area must succeed
on a DC 20 Constitution saving throw or fall
Legendary Resistance (3/Day). If the dragon fails a saving unconscious for 10 minutes. This effect ends for a
throw, it can choose to succeed instead. creature if the creature takes damage or someone
uses an action to wake it.
Actions Legendary Actions
Multiattack The dragon can use its Frightful Presence. It The dragon can take 3 legendary actions, choosing
then makes three attacks: one with its bite and two from the options below. Only one legendary action
with its claws. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
legendary actions at the start of its turn.
one target. Hit: 18 (2d10 + 7) piercing damage
Claw. Melee Weapon Attack: +13 to hit, reach 5 feet,
Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 14 (2d6 + 7) slashing damage
check.
Tail. Melee Weapon Attack: +13 to hit, reach 15 feet,
one target. Hit: 16 (2d8 + 7) bludgeoning damage 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 21 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
BRASS DRAGONS
137
Ancient Brass Dragon Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
huge dragon, chaotic good
Fire Breath. The dragon exhales fire in a 90-foot line
Armor Class 20 (natural armor) that is 10 feet wide. Each creature in that area must
Hit Points 297 (17d20 + 119) make a DC 21 Constitution saving throw, taking 56
Speed 40 ft., burrow 40 ft., fly 80 ft. (16d6) fire damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA Sleep Breath. The dragon exhales sleep gas in a 90-
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4) foot cone. Each creature in that area must succeed
on a DC 21 Constitution saving throw or fall
unconscious for 10 minutes. This effect ends for a
Saving Throws Dex +6, Con +13, Wis +8, Cha +10 creature if the creature takes damage or someone
Skills History +9, Perception +14, Persuasion +10, uses an action to wake it.
Stealth +6
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
perception 24 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 20 (25,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It replaced by those ofthe new form, except any class
then makes three attacks: one with its bite and two features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
Legendary Actions
one target. Hit: 19 (2d10 + 8) piercing damage The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, option can be used at a time and only at the end of
one target. Hit: 15 (2d6 + 8) slashing damage another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, legendary actions at the start of its turn.
one target. Hit: 17 (2d8 + 8) bludgeoning damage
Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 22 Dexterity saving throw or take 15
throw is successful or the effect ends for it, the (2d6 + 8) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
BRASS DRAGONS
138
Wyrm Brass Dragon Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
gargantuan dragon, chaotic good
Fire Breath. The dragon exhales fire in a 95-foot line
Armor Class 21 (natural armor) that is 10 feet wide. Each creature in that area must
Hit Points 370 (20d20 + 160) make a DC 22 Constitution saving throw, taking 59
Speed 40 ft., burrow 40 ft., fly 80 ft. (17d6) fire damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA Sleep Breath. The dragon exhales sleep gas in a 95-
28 (+9) 10 (+0) 26 (+8) 17 (+3) 15 (+2) 19 (+4) foot cone. Each creature in that area must succeed
on a DC 22 Constitution saving throw or fall
unconscious for 13 minutes. This effect ends for a
Saving Throws Dex +6, Con +14, Wis +9, Cha +10 creature if the creature takes damage or someone
Skills History +9, Perception +15, Persuasion +11, uses an action to wake it.
Stealth +6
Damage Immunities Fire
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
perception 25 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 21 (33,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It replaced by those ofthe new form, except any class
then makes three attacks: one with its bite and two features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
Legendary Actions
one target. Hit: 20 (2d10 + 9) piercing damage The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Claw. Melee Weapon Attack: +15 to hit, reach 10 feet, option can be used at a time and only at the end of
one target. Hit: 16 (2d6 + 9) slashing damage another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +15 to hit, reach 20 feet, legendary actions at the start of its turn.
one target. Hit: 18 (2d8 + 9) bludgeoning damage
Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 23 Dexterity saving throw or take 16
throw is successful or the effect ends for it, the (2d6 + 9) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours. BRASS DRAGONS
139
Great Wyrm Brass Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons:
Dragon Fire Breath. The dragon exhales fire in a 100-foot line
gargantuan dragon, chaotic good that is 10 feet wide. Each creature in that area must
make a DC 23 Constitution saving throw, taking 63
Armor Class 22 (natural armor) (18d6) fire damage on a failed save, or half as much
Hit Points 444 (24d20 + 192) damage on a successful one.
Speed 40 ft., burrow 40 ft., fly 80 ft.
Sleep Breath. The dragon exhales sleep gas in a 100-
foot cone. Each creature in that area must succeed
STR DEX CON INT WIS CHA on a DC 23 Constitution saving throw or fall
29 (+9) 10 (+0) 27 (+8) 18 (+4) 15 (+2) 20 (+5) unconscious for 15 minutes. This effect ends for a
creature if the creature takes damage or someone
uses an action to wake it.
Saving Throws Dex +6, Con +15, Wis +10, Cha +11
Skills History +9, Perception +14, Persuasion +10,
Stealth +6 Change Shape. The dragon magically polymorphs into
Damage Immunities Fire a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
perception 24 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 23 (50,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
replaced by those ofthe new form, except any class
Actions features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two Legendary Actions
with its claws.
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 20 (2d10 + 9) piercing damage option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, another creature's turn. The dragon regains spent
one target. Hit: 16 (2d6 + 9) slashing damage legendary actions at the start of its turn.
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 18 (2d8 + 9) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 20 Wisdom saving throw or wings. Each creature within 10 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 22 Dexterity saving throw or take 16
the saving throw at the end of each of its turns, ending (2d6 + 9) bludgeoning damage and be knocked prone.
the effect on itself on a success. If a creature's saving The dragon can then fly up to half its flying speed.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
BRASS DRAGONS
140
Bronze Dragons Very Young Bronze
Bronze dragons are honorable champions of order. All of
them dispose of all chaos and enforce justice within their
territory, but for some this is not enough; these more
Dragon
medium dragon, lawful good
ambitious dragons widen their scope to countries, sometimes
entire continents. This sometimes means that a Bronze Armor Class 17 (natural armor)
Dragon will act as a tyrant ruler because the ends justify the Hit Points 67 (9d8 + 27)
means. They are unmoving in this respect, which can cause Speed 30 ft., fly 70 ft., swim 35 ft.
them to come into conflict with creatures who actually share
a lot of the same beliefs. STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 13 (+1) 11 (+0) 15 (+2)
Bronze Dragon Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Wyrmling Skills Perception +5, Stealth +2
Damage Immunities Lightning
small dragon, lawful good
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15
Armor Class 17 (natural armor)
Languages Draconic
Hit Points 32 (5d8 + 10)
Challenge 3 (700 XP)
Speed 30 ft., fly 60 ft., swim 30 ft.
Amphibious. The dragon can breathe both air and
STR DEX CON INT WIS CHA water.
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
Actions
Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
Skills Perception +4, Stealth +2 one target. Hit: 10 (1d12 + 4) piercing damage.
Damage Immunities Lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Breath Weapon (Recharge 5-6). The dragon uses one
Perception 14 of the following breath weapons.
Languages Draconic Lightning Breath. The dragon exhales lightning in
Challenge 2 (450 XP) a 45-foot line that is 5 feet wide. Each creature in
that line must make a DC 13 Dexterity saving
Amphibious. The dragon can breathe both air and throw, taking 21 (6d6) lightning damage on a
water. failed save, or half as much damage on a
successful one.
Actions Repulsion Breath. The dragon exhales repulsion
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., energy in a 20-foot cone. Each creature in that
one target. Hit: 8 (1d10 + 3) piercing damage. area must make a DC 13 Strength saving throw.
On a failed save, the creature is pushed 30 feet
Breath Weapon (Recharge 5-6). The dragon uses one away from the dragon.
of the following breath weapons.
Lightning Breath. The dragon exhales lightning in
a 40-foot line that is 5 feet wide. Each creature in
that line must make a DC 12 Dexterity saving Terrain and Habitat
throw, taking 14 (4d6) lightning damage on a
failed save, or half as much damage on a Bronze dragons love the coast and live near the sea.
successful one. Sometimes they find a suitable place underwater such as a
shipwreck or kelp bed. Very rarely, a Bronze Dragon may try
Repulsion Breath. The dragon exhales repulsion to live in fresh water, but this only lasts as long as there is
energy in a 30-foot cone. Each creature in that
area must make a DC 12 Strength saving throw.
food enough to sustain it. Inland salt lakes are feasible places
On a failed save, the creature is pushed 30 feet
to find a Bronze Dragon, given that the lake is large enough.
away from the dragon.
BRONZE DRAGONS
141
Young Bronze Dragon Juvenile Bronze
medium dragon, lawful good
Dragon
Armor Class 17 (natural armor) large dragon, lawful good
Hit Points 102 (12d8 + 48)
Speed 35 ft., fly 70 ft., swim 35 ft. Armor Class 18 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 16 (+3) STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Dex +2, Con +6, Wis +3, Cha +5
Skills Perception +6, Stealth +2
Damage Immunities Lightning Saving Throws Dex +3, Con +7, Wis +4, Cha +6
Senses blindsight 10 ft., darkvision 60 ft., passive Skills Insight +4, Perception +7, Stealth +3
Perception 16 Damage Immunities Lightning
Languages Draconic Senses blindsight 30 ft., darkvision 120 ft., passive
Challenge 5 (1,800 XP) Perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP)
Amphibious. The dragon can breathe both air and
water.
Amphibious. The dragon can breathe both air and
water.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., Actions
one target. Hit: 11 (2d6 + 4) piercing damage.
Multiattack The dragon makes three attacks: one
Breath Weapon (Recharge 5-6). The dragon uses one with its bite and two with its claws.
of the following breath weapons.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Lightning Breath. The dragon exhales lightning in one target. Hit: 16 (2d10 + 5) piercing damage.
a 50-foot line that is 5 feet wide. Each creature in
that line must make a DC 14 Dexterity saving Claw. Melee Weapon Attack: +8 to hit, reach 5 feet,
throw, taking 28 (8d6) lightning damage on a one target. Hit: 12 (2d6 + 5) slashing damage
failed save, or half as much damage on a Breath Weapon (Recharge 5-6). The dragon uses one
successful one. of the following breath weapons.
Repulsion Breath. The dragon exhales repulsion Lightning Breath. The dragon exhales lightning in
energy in a 25-foot cone. Each creature in that a 60-foot line that is 5 feet wide. Each creature in
area must make a DC 14 Strength saving throw. that line must make a DC 15 Dexterity saving
On a failed save, the creature is pushed 35 feet throw, taking 55 (10d10) lightning damage on a
away from the dragon. failed save, or half as much damage on a
successful one.
Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that
Lairs area must make a DC 15 Strength saving throw.
On a failed save, the creature is pushed 40 feet
Most of the time, a Bronze Dragon's lair is accessible by away from the dragon.
water, with the entrance hidden by waves. Within, the dragon
may have laid traps such as slides, deadfalls, or shifting
tunnels. A Bronze Dragon also makes sure that it has an
escape route, usually a chimney-like vertical tunnel just large
enough for it to fly through. Oddly enough, these tunnels are Diet
often so overgrown and well-hidden that they are actually Bronzes love seafood of all varieties, but especially shark.
harder to find than the main entrance. They do not eat sentient creatures aside from Sahuagin, who
taste remarkably like shark.
Favored Treasure
A Bronze Dragon collects whatever it can loot from
shipwrecks or underwater ruins. Because most metals
corrode in salt water, a hoard usually consists of ceramics,
gems, and other long-lasting durable valuables.
BRONZE DRAGONS
142
Young Adult Bronze Adult Bronze Dragon
huge dragon, lawful good
Dragon
large dragon, lawful good Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Armor Class 18 (natural armor) Speed 40 ft., fly 80 ft., swim 40 ft.
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 15 (+2) 13 (+1) 18 (+4)
STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 20 (+5) 15 (+2) 13 (+1) 17 (+3) Saving Throws Dex +4, Con +9, Wis +6, Cha +8
Skills Insight +6, Perception +10, Stealth +4
Saving Throws Dex +3, Con +8, Wis +5, Cha +7 Damage Immunities Lightning
Skills Insight +5, Perception +8, Stealth +3 Senses blindsight 30 ft., darkvision 120 ft., passive
Damage Immunities Lightning Perception 20
Senses blindsight 30 ft., darkvision 120 ft., passive Languages Common, Draconic
Perception 18 Challenge 13 (10,000 XP)
Languages Common, Draconic
Challenge 10 (5,900 XP) Amphibious. The dragon can breathe both air and
water.
Amphibious. The dragon can breathe both air and
water. Actions
Multiattack The dragon makes three attacks: one
Actions with its bite and two with its claws.
Multiattack The dragon can use its Frightful
Presence. It then makes three attacks: one with its Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
bite and two with its claws. one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
feet, one target. Hit: 13 (2d6 + 6) slashing damage
one target. Hit: 17 (2d10 + 6) piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15
Claw. Melee Weapon Attack: +9 to hit, reach 5 feet,
feet, one target. Hit: 15 (2d8 + 6) bludgeoning
one target. Hit: 13 (2d6 + 6) slashing damage
damage
Frightful Presence. Each creature of the dragon's Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 15 Wisdom aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours. dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
of the following breath weapons.
Lightning Breath. The dragon exhales lightning in
Lightning Breath. The dragon exhales lightning in
a 70-foot line that is 5 feet wide. Each creature in
a 80-foot line that is 5 feet wide. Each creature in
that line must make a DC 16 Dexterity saving
that line must make a DC 17 Dexterity saving
throw, taking 60 (11d10) lightning damage on a
throw, taking 60 (11d10) lightning damage on a
failed save, or half as much damage on a
failed save, or half as much damage on a
successful one.
successful one.
Repulsion Breath. The dragon exhales repulsion Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that energy in a 30-foot cone. Each creature in that
area must make a DC 16 Strength saving throw. area must make a DC 17 Strength saving throw.
On a failed save, the creature is pushed 45 feet On a failed save, the creature is pushed 50 feet
away from the dragon. away from the dragon.
BRONZE DRAGONS
143
(Adult Bronze Dragon cont.) (Mature Adult Bronze Dragon cont.)
Frightful Presence. Each creature of the dragon's
Legendary Actions choice that is within 120 feet of the dragon and
The dragon can take 3 legendary actions, choosing aware of it must succeed on a DC 17 Wisdom
from the options below. Only one legendary action saving throw or become frightened for 1 minute. A
option can be used at a time and only at the end of creature can repeat the saving throw at the end of
another creature's turn. The dragon regains spent each of its turns, ending the effect on itself on a
legendary actions at the start of its turn success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
Detect. The dragon makes a Wisdom (Perception) dragon's Frightful Presence for the next 24 hours.
check. Breath Weapon (Recharge 5-6). The dragon uses one
Tail Attack. The dragon makes a tail attack. of the following breath weapons.
Wing Attack (Costs 2 Actions). The dragon beats its Lightning Breath. The dragon exhales lightning in
wings. Each creature within 10 feet of the dragon a 90-foot line that is 5 feet wide. Each creature in
must succeed on a DC 19 Dexterity saving throw that line must make a DC 19 Dexterity saving
or take 13 (2d6 + 6) bludgeoning damage and be throw, taking 66 (12d10) lightning damage on a
knocked prone. The dragon can then fly up to half failed save, or half as much damage on a
its flying speed. successful one.
Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that
area must make a DC 19 Strength saving throw.
On a failed save, the creature is pushed 60 feet
Mature Adult Bronze away from the dragon.
Dragon Change Shape. The dragon magically polymorphs
huge dragon, lawful good
into a humanoid or beast that has a challenge rating
Armor Class 19 (natural armor) no higher than its own, or back into its true form. It
Hit Points 212 (17d12 + 102) reverts to its true form if it dies. Any equipment it
Speed 40 ft., fly 80 ft., swim 40 ft. 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,
STR DEX CON INT WIS CHA ability to speak, proficiencies, Legendary
Resistance, lair actions, and Intelligence, Wisdom,
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 those of the new form, except any class features or
Skills Insight +7, Perception +12, Stealth +5 legendary actions of that form.
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Actions
Perception 22
Languages Common, Draconic The dragon can take 3 legendary actions, choosing
Challenge 15 (13,000 XP) from the options below. Only one legendary action
option can be used at a time and only at the end of
Amphibious. The dragon can breathe both air and another creature's turn. The dragon regains spent
water. legendary actions at the start of its turn
Detect. The dragon makes a Wisdom (Perception)
Legendary Resistance (3/Day). If the dragon fails a
check.
saving throw, it can choose to succeed instead.
Tail Attack. The dragon makes a tail attack.
Actions Wing Attack (Costs 2 Actions). The dragon beats its
Multiattack The dragon can use its Frightful wings. Each creature within 15 feet of the dragon
Presence. It then makes three attacks: one with its must succeed on a DC 20 Dexterity saving throw
bite and two with its claws. or take 14 (2d6 + 7) bludgeoning damage and be
knocked prone. The dragon can then fly up to half
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., its flying speed.
one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5
feet, one target. Hit: 14 (2d6 + 7) slashing damage
Tail. Melee Weapon Attack: +12 to hit, reach 15
feet, one target. Hit: 16 (2d8 + 7) bludgeoning
damage
BRONZE DRAGONS
144
Old Bronze Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, lawful good
Lightning Breath. The dragon exhales lightning in a
Armor Class 20 (natural armor) 100-foot line that is 10 feet wide. Each creature in
Hit Points 283 (21d12 + 147) that line must make a DC 20 Dexterity saving throw,
Speed 40 ft., fly 80 ft., swim 40 ft. taking 71 (13d10) lightning damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Repulsion Breath. The dragon exhales repulsion
26 (+8) 10 (+0) 24 (+7) 17 (+3) 15 (+2) 19 (+4) energy in a 30-foot cone. Each creature in that area
must make a DC 20 Strength saving throw. On a
failed save, the creature is pushed 60 feet away from
Saving Throws Dex +5, Con +12, Wis +8, Cha +10 the dragon.
Skills Insight +8, Perception +13, Stealth +5
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 23 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 18 (20,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Amphibious. The dragon can breathe both air and water. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class
features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws. Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 19 (2d10 + 8) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +13 to hit, reach 5 feet, another creature's turn. The dragon regains spent
one target. Hit: 15 (2d6 + 8) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +13 to hit, reach 15 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 17 (2d8 + 8) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 21 Dexterity saving throw or take 15
the effect on itself on a success. If a creature's saving (2d6 + 8) bludgeoning damage and be knocked prone.
throw is successful or the effect ends for it, the The dragon can then fly up to half its flying speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours. BRONZE DRAGONS
145
Elder Bronze Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, lawful good
Lightning Breath. The dragon exhales lightning in a
Armor Class 21 (natural armor) 110-foot line that is 10 feet wide. Each creature in
Hit Points 364 (27d12 + 189) that line must make a DC 21 Dexterity saving throw,
Speed 40 ft., fly 80 ft., swim 40 ft. taking 82 (15d10) lightning damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Repulsion Breath. The dragon exhales repulsion
27 (+8) 10 (+0) 25 (+7) 17 (+3) 15 (+2) 20 (+5) energy in a 30-foot cone. Each creature in that area
must make a DC 21 Strength saving throw. On a
failed save, the creature is pushed 50 feet away from
Saving Throws Dex +6, Con +13, Wis +9, Cha +11 the dragon.
Skills Insight +9, Perception +15, Stealth +6
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 25 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 20 (25,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Amphibious. The dragon can breathe both air and water. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class
features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws. Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 19 (2d10 + 8) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, another creature's turn. The dragon regains spent
one target. Hit: 15 (2d6 + 8) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 17 (2d8 + 8) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 22 Dexterity saving throw or take 15
the effect on itself on a success. If a creature's saving (2d6 + 8) bludgeoning damage and be knocked prone.
throw is successful or the effect ends for it, the The dragon can then fly up to half its flying speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
BRONZE DRAGONS
146
Ancient Bronze Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
gargantuan dragon, lawful good
Lightning Breath. The dragon exhales lightning in a
Armor Class 22 (natural armor) 120-foot line that is 10 feet wide. Each creature in
Hit Points 444 (24d20 + 192) that line must make a DC 23 Dexterity saving throw,
Speed 40 ft., fly 80 ft., swim 40 ft. taking 88 (16d10) lightning damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Repulsion Breath. The dragon exhales repulsion
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) energy in a 30-foot cone. Each creature in that area
must make a DC 23 Strength saving throw. On a
failed save, the creature is pushed 60 feet away from
Saving Throws Dex +7, Con +15, Wis +10, Cha +12 the dragon.
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 27 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 22 (41,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Amphibious. The dragon can breathe both air and water. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class
features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws. Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., from the options below. Only one legendary action
one target. Hit: 20 (2d10 + 9) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +16 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 16 (2d6 + 9) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +16 to hit, reach 20 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 18 (2d8 + 9) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 24 Dexterity saving throw or take 16
the effect on itself on a success. If a creature's saving (2d6 + 9) bludgeoning damage and be knocked prone.
throw is successful or the effect ends for it, the The dragon can then fly up to half its flying speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours. BRONZE DRAGONS
147
Wyrm Bronze Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
gargantuan dragon, lawful good
Lightning Breath. The dragon exhales lightning in a
Armor Class 23 (natural armor) 120-foot line that is 10 feet wide. Each creature in
Hit Points 507 (26d20 + 234) that line must make a DC 24 Dexterity saving throw,
Speed 40 ft., fly 80 ft., swim 40 ft. taking 99 (18d10) lightning damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Repulsion Breath. The dragon exhales repulsion
30 (+10) 10 (+0) 28 (+9) 19 (+4) 17 (+3) 21 (+5) energy in a 30-foot cone. Each creature in that area
must make a DC 24 Strength saving throw. On a
failed save, the creature is pushed 60 feet away from
Saving Throws Dex +7, Con +16, Wis +11, Cha +12 the dragon.
Skills Insight +10, Perception +18, Stealth +7
Damage Immunities Lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 28 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 23 (50,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Amphibious. The dragon can breathe both air and water. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class
features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws. Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., from the options below. Only one legendary action
one target. Hit: 21 (2d10 + 10) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 17 (2d6 + 10) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 19 (2d8 + 10) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 25 Dexterity saving throw or take 17
the effect on itself on a success. If a creature's saving (2d6 + 10) bludgeoning damage and be knocked
throw is successful or the effect ends for it, the prone. The dragon can then fly up to half its flying
creature is immune to the dragon's Frightful Presence speed.
for the next 24 hours.
BRONZE DRAGONS
148
Great Wyrm Bronze Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Lightning Breath. The dragon exhales lightning in a
gargantuan dragon, lawful good 120-foot line that is 10 feet wide. Each creature in
that line must make a DC 25 Dexterity saving throw,
Armor Class 24 (natural armor) taking 104 (19d10) lightning damage on a failed
Hit Points 554 (24d20 + 192) save, or half as much damage on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Repulsion Breath. The dragon exhales repulsion
energy in a 30-foot cone. Each creature in that area
STR DEX CON INT WIS CHA must make a DC 25 Strength saving throw. On a
31 (+10) 10 (+0) 29 (+9) 20 (+5) 17 (+3) 22 (+6) failed save, the creature is pushed 60 feet away from
the dragon.
Saving Throws Dex +7, Con +17, Wis +12, Cha +13
Skills Insight +10, Perception +19, Stealth +7 Change Shape. The dragon magically polymorphs into
Damage Immunities Lightning a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 29 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 25 (75,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Amphibious. The dragon can breathe both air and water. proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Legendary Resistance (3/Day). If the dragon fails a saving this action. Its statistics and capabilities are otherwise
throw, it can choose to succeed instead. replaced by those of the new form, except any class
features or legendary actions of that form.
Actions
Multiattack The dragon can use its Frightful Presence. It Legendary Actions
then makes three attacks: one with its bite and two The dragon can take 3 legendary actions, choosing
with its claws. from the options below. Only one legendary action
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., option can be used at a time and only at the end of
one target. Hit: 21 (2d10 + 10) piercing damage. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Claw. Melee Weapon Attack: +18 to hit, reach 10 feet,
one target. Hit: 17 (2d6 + 10) slashing damage Detect. The dragon makes a Wisdom (Perception)
check.
Tail. Melee Weapon Attack: +18 to hit, reach 20 feet,
one target. Hit: 19 (2d8 + 10) bludgeoning damage Tail Attack. The dragon makes a tail attack.
Frightful Presence. Each creature of the dragon's choice Wing Attack (Costs 2 Actions). The dragon beats its
that is within 120 feet of the dragon and aware of it wings. Each creature within 15 feet of the dragon must
must succeed on a DC 22 Wisdom saving throw or succeed on a DC 26 Dexterity saving throw or take 16
become frightened for 1 minute. A creature can repeat (2d6 + 9) bludgeoning damage and be knocked prone.
the saving throw at the end of each of its turns, ending The dragon can then fly up to half its flying speed.
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.
BRONZE DRAGONS
149
Copper Dragons Very Young Copper
Known for their quick wit, love of practical jokes, and
charismatic charm, Copper Dragons delight in deception and
jest as long as they are not the victim. Because of this, they do
Dragon
small dragon, chaotic good
not like stupid or unintelligent monsters because such
monsters cannot appreciate their wit; instead they like to Armor Class 16 (natural armor)
spend their time with humans or, more especially, fae Hit Points 58 (9d8 + 18)
creatures such as centaurs and satyrs, who more appreciate Speed 30 ft., climb 30 ft., fly 60 ft.
the dragons' cleverness. They are the most covetous of the
Metallic Dragons and the most taken by their draconic need STR DEX CON INT WIS CHA
to hoard treasure.
16 (+3) 12 (+1) 14 (+2) 15 (+2) 11 (+0) 13 (+1)
Copper Dragon Saving Throws Dex +3, Con +4, Wis +2, Cha +3
Skills Perception +5, Stealth +3
Wyrmling Damage Immunities acid
Senses blindsight 10 ft., darkvision 60 ft., passive
tiny dragon, chaotic good Perception 15
Languages Draconic
Armor Class 16 (natural armor) Challenge 2 (450 XP)
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft., fly 60 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 9 (1d12 + 3) piercing damage.
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Saving Throws Dex +3, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +3 Acid Breath. The dragon exhales acid in a 25-foot
Damage Immunities acid line that is 5 feet wide. Each creature in that line
Senses blindsight 10 ft., darkvision 60 ft., passive must make a DC 12 Dexterity saving throw,
Perception 14 taking 27 (6d8) acid damage on a failed save, or
Languages Draconic half as much damage on a successful one.
Challenge 1 (200 XP)
Slowing Breath. The dragon exhales gas in a 20-
foot cone. Each creature in that area must
Actions succeed on a DC 12 Constitution saving throw.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., On a failed save, the creature can't use reactions,
one target. Hit: 7 (1d10 + 2) piercing damage. its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature
Breath Weapon (Recharge 5-6). The dragon uses one can use either an action or a bonus action on its
of the following breath weapons. turn, but not both. These effects last for 1
Acid Breath. The dragon exhales acid in a 20-foot minute. The creature can repeat the saving throw
line that is 5 feet wide. Each creature in that line at the end of each of its turns, ending the effect
must make a DC 11 Dexterity saving throw, on itself with a successful save.
taking 18 (4d8) acid damage on a failed save, or
half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 15- Despite its love for jokes and jests, a Copper Dragon will
foot cone. Each creature in that area must get offended if the jokes are targeted towards it or if a
succeed on a DC 11 Constitution saving throw.
On a failed save, the creature can't use reactions,
creature does not enjoy its jokes. To stay on a Copper
its speed is halved, and it can't make more than
Dragon's good side, one must learn to appreciate its humor.
one attack on its turn. In addition, the creature
can use either an action or a bonus action on its Terrain and Habitat
turn, but not both. These effects last for 1 Copper Dragons love temperate hills and rocky climbs. They
minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect
are exceptionally nimble and love terrain that allows them to
on itself with a successful save.
exploit this. Coppers are also the dragons most likely to live
near humanoid settlements in the ruins of fortresses or
towers, or even occasionally underneath the city if they can
convince the city's leaders.
COPPER DRAGONS
150
Lairs
Copper dragons prefer humanoid-made structures if they can Juvenile Copper
find one, such as an outlying fortress or a deep dungeon. Dragon
They may hire humanoids to build a lair for them, or they
may overtake one that they desire. Often their lairs will medium dragon, chaotic good
emulate their deceptive or jesting behavior, including mazes Armor Class 17 (natural armor)
of twisting tunnels or enchantments that make visitors forget Hit Points 119 (14d10 + 42)
where they are. Speed 40 ft., climb 40 ft., fly 80 ft.
Armor Class 16 (natural armor) Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Hit Points 90 (12d8 + 36) Skills Deception +5, Perception +7, Stealth +4
Speed 35 ft., climb 35 ft., fly 70 ft. Damage Immunities acid
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 17
STR DEX CON INT WIS CHA Languages Common, Draconic
17 (+3) 12 (+1) 16 (+3) 15 (+2) 11 (+0) 14 (+2) Challenge 7 (2,900 XP)
Saving Throws Dex +3, Con +5, Wis +3, Cha +4 Actions
Skills Perception +6, Stealth +3 Multiattack The dragon makes three attacks: one
Damage Immunities acid with its bite and two with its claws.
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 16 Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Languages Draconic one target. Hit: 15 (2d10 + 4) piercing damage.
Challenge 4 (1,100 XP)
Claw. Melee Weapon Attack: +7 to hit, reach 5 feet,
one target. Hit: 11 (2d6 + 4) slashing damage
Actions Breath Weapon (Recharge 5-6). The dragon uses one
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., of the following breath weapons.
one target. Hit: 10 (2d6 + 3) piercing damage.
Acid Breath. The dragon exhales acid in a 40-foot
Breath Weapon (Recharge 5-6). The dragon uses one line that is 5 feet wide. Each creature in that line
of the following breath weapons. must make a DC 14 Dexterity saving throw,
taking 40 (9d8) acid damage on a failed save, or
Acid Breath. The dragon exhales acid in a 30-foot half as much damage on a successful one.
line that is 5 feet wide. Each creature in that line
must make a DC 13 Dexterity saving throw, Slowing Breath. The dragon exhales gas in a 30-
taking 36 (8d8) acid damage on a failed save, or foot cone. Each creature in that area must
half as much damage on a successful one. succeed on a DC 14 Constitution saving throw.
On a failed save, the creature can't use reactions,
Slowing Breath. The dragon exhales gas in a 25- its speed is halved, and it can't make more than
foot cone. Each creature in that area must one attack on its turn. In addition, the creature
succeed on a DC 13 Constitution saving throw. can use either an action or a bonus action on its
On a failed save, the creature can't use reactions, turn, but not both. These effects last for 1
its speed is halved, and it can't make more than minute. The creature can repeat the saving throw
one attack on its turn. In addition, the creature at the end of each of its turns, ending the effect
can use either an action or a bonus action on its on itself with a successful save.
turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect
on itself with a successful save.
Diet
In the wild, a Copper will live on small game and fowls. If a
Copper lives close enough to humanoid settlements, it will
Favored Treasure acquire a taste for human food, especially wine.
Copper Dragons value fine art, especially finely worked metal
jewelry, but they prefer treasures of the earth including metal
and gemstones. Their favorite treasure, however, is that of
companionship with a creature who appreciates the dragon's
humor.
COPPER DRAGONS
151
Tactics
Young Adult Copper Copper Dragons tend to favor hit-n-run tactics by repeatedly
flying overhead, unleashing their acid over groups of enemies,
Dragon and whipping around terrain (such as trees or rocky bluffs) to
large dragon, chaotic good avoid ranged attacks. They are extremely manueverable and
utilize this in the extreme by diving to attack an opponent
Armor Class 17 (natural armor) before darting away on the wing. They much prefer to take a
Hit Points 142 (15d10 + 60) single opportunity attack than a full multiattack from any
Speed 40 ft., climb 40 ft., fly 80 ft. creature.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 17 (+3) 13 (+1) 15 (+2)
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: +8 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 feet,
one target. Hit: 12 (2d6 + 5) slashing 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 14 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 Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Acid Breath. The dragon exhales acid in a 45-foot
line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw,
taking 45 (10d8) acid damage on a failed save,
or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 40-
foot cone. Each creature in that area must
succeed on a DC 15 Constitution saving throw.
On a failed save, the creature can't use reactions,
its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature
can use either an action or a bonus action on its
turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect
on itself with a successful save.
COPPER DRAGONS
152
Adult Copper Dragon
large dragon, chaotic good
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: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 feet,
one target. Hit: 12 (2d6 + 5) slashing damage
Tail. Melee Weapon Attack: +9 to hit, reach 15 feet,
one target. Hit: 14 (2d8 + 5) 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 15 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 Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Acid Breath. The dragon exhales acid in a 50-foot
line that is 5 feet wide. Each creature in that line
must make a DC 16 Dexterity saving throw,
taking 45 (10d8) acid damage on a failed save,
or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 50-
foot cone. Each creature in that area must
succeed on a DC 16 Constitution saving throw.
On a failed save, the creature can't use reactions,
its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature
can use either an action or a bonus action on its
turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw
at the end of each of its turns, ending the effect
on itself with a successful save.
COPPER DRAGONS
153
(Adult Copper Dragon cont.) Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
Legendary Actions aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A
The dragon can take 3 legendary actions, choosing creature can repeat the saving throw at the end of
from the options below. Only one legendary action each of its turns, ending the effect on itself on a
option can be used at a time and only at the end of success. If a creature's saving throw is successful or
another creature's turn. The dragon regains spent the effect ends for it, the creature is immune to the
legendary actions at the start of its turn dragon's Frightful Presence for the next 24 hours.
Detect. The dragon makes a Wisdom (Perception) Breath Weapon (Recharge 5-6). The dragon uses one
check. of the following breath weapons.
Tail Attack. The dragon makes a tail attack. Acid Breath. The dragon exhales acid in a 60-foot
Wing Attack (Costs 2 Actions). The dragon beats its line that is 5 feet wide. Each creature in that line
wings. Each creature within 10 feet of the dragon must make a DC 18 Dexterity saving throw,
must succeed on a DC 18 Dexterity saving throw taking 54 (12d8) acid damage on a failed save,
or take 12 (2d6 + 5) bludgeoning damage and be or half as much damage on a successful one.
knocked prone. The dragon can then fly up to half Slowing Breath. The dragon exhales gas in a 60-
its flying speed. foot cone. Each creature in that area must
succeed on a DC 18 Constitution saving throw.
On a failed save, the creature can't use reactions,
its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature
Mature Adult Copper can use either an action or a bonus action on its
turn, but not both. These effects last for 1
Dragon minute. The creature can repeat the saving throw
huge dragon, chaotic good at the end of each of its turns, ending the effect
on itself with a successful save.
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., climb 40 ft., fly 80 ft. Legendary Actions
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
STR DEX CON INT WIS CHA option can be used at a time and only at the end of
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Detect. The dragon makes a Wisdom (Perception)
Skills Deception +8, Perception +12, Stealth +6 check.
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Tail Attack. The dragon makes a tail attack.
Perception 22 Wing Attack (Costs 2 Actions). The dragon beats its
Languages Common, Draconic wings. Each creature within 10 feet of the dragon
Challenge 14 (11,500 XP) must succeed on a DC 19 Dexterity saving throw
or take 13 (2d6 + 6) bludgeoning damage and be
Legendary Resistance (3/Day). If the dragon fails a knocked prone. The dragon can then fly up to half
saving throw, it can choose to succeed instead. its flying speed.
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 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5
feet, one target. Hit: 13 (2d6 + 6) slashing damage
Tail. Melee Weapon Attack: +11 to hit, reach 15
feet, one target. Hit: 15 (2d8 + 6) bludgeoning
damage
COPPER DRAGONS
154
Slowing Breath. The dragon exhales gas in a 70-
foot cone. Each creature in that area must
succeed on a DC 19 Constitution saving throw.
On a failed save, the creature can't use reactions,
its speed is halved, and it can't make more than
one attack on its turn. In addition, the creature
Old Copper Dragon can use either an action or a bonus action on its
huge dragon, chaotic good turn, but not both. These effects last for 1
minute. The creature can repeat the saving throw
Armor Class 19 (natural armor) at the end of each of its turns, ending the effect
Hit Points 237 (19d12 + 114) on itself with a successful save.
Speed 40 ft., climb 40 ft., fly 80 ft.
Legendary Actions
The dragon can take 3 legendary actions, choosing
STR DEX CON INT WIS CHA
from the options below. Only one legendary action
24 (+7) 12 (+1) 22 (+6) 19 (+4) 15 (+2) 17 (+3) option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Saving Throws Dex +6, Con +11, Wis +8, Cha +9 legendary actions at the start of its turn
Skills Deception +9, Perception +13, Stealth +6
Detect. The dragon makes a Wisdom (Perception)
Damage Immunities acid
check.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23 Tail Attack. The dragon makes a tail attack.
Languages Common, Draconic Wing Attack (Costs 2 Actions). The dragon beats its
Challenge 17 (18,000 XP) wings. Each creature within 10 feet of the dragon
must succeed on a DC 20 Dexterity saving throw
Legendary Resistance (3/Day). If the dragon fails a or take 14 (2d6 + 7) bludgeoning damage and be
saving throw, it can choose to succeed instead. knocked prone. The dragon can then fly up to half
its flying speed.
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: +12 to hit, reach 10 ft.,
one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5
feet, one target. Hit: 14 (2d6 + 7) slashing damage
Tail. Melee Weapon Attack: +12 to hit, reach 15
feet, one target. Hit: 16 (2d8 + 7) 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 17 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 Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Acid Breath. The dragon exhales acid in a 70-foot
line that is 5 feet wide. Each creature in that line
must make a DC 19 Dexterity saving throw,
taking 58 (13d8) acid damage on a failed save,
or half as much damage on a successful one.
COPPER DRAGONS
155
Elder Copper Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, chaotic good
Acid Breath. The dragon exhales acid in a 80-foot line
Armor Class 20 (natural armor) that is 10 feet wide. Each creature in that line must
Hit Points 287 (23d12 + 138) make a DC 20 Dexterity saving throw, taking 58
Speed 40 ft., climb 40 ft., fly 80 ft. (13d8) acid damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA Slowing Breath. The dragon exhales gas in a 80-foot
25 (+7) 12 (+1) 23 (+6) 19 (+4) 15 (+2) 18 (+4) cone. Each creature in that area must succeed on a
DC 20 Constitution saving throw. On a failed save,
the creature can't use reactions, its speed is halved,
Saving Throws Dex +7, Con +12, Wis +9, Cha +10 and it can't make more than one attack on its turn. In
Skills Deception +10, Perception +15, Stealth +7 addition, the creature can use either an action or a
Damage Immunities acid bonus action on its turn, but not both. These effects
Senses blindsight 60 ft., darkvision 120 ft., passive last for 1 minute. The creature can repeat the saving
Perception 25 throw at the end of each of its turns, ending the
Languages Common, Draconic effect on itself with a successful save.
Challenge 19 (22,000 XP)
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., Legendary Actions
one target. Hit: 20 (2d10 + 9) piercing damage.
The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +17 to hit, reach 5 feet, from the options below. Only one legendary action
one target. Hit: 16 (2d6 + 9) slashing damage option can be used at a time and only at the end of
Tail. Melee Weapon Attack: +17 to hit, reach 15 feet, another creature's turn. The dragon regains spent
one target. Hit: 18 (2d8 + 9) bludgeoning damage legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 21 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 10 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 23 Dexterity saving throw or take 15
creature is immune to the dragon's Frightful Presence (2d6 + 8) bludgeoning damage and be knocked prone.
for the next 24 hours. The dragon can then fly up to half its flying speed.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
COPPER DRAGONS
159
Gold Dragons Very Young Gold
Gold dragons are generally regarded as the strongest of all
dragons, possibly barring some dragons from other planes.
They often feel the need to watch over humanoids as wise
Dragon
large dragon, lawful good
teachers or counselors, or sometimes to rule over their
civilizations because they know how things need to be run. Armor Class 17 (natural armor)
Golds are just as arrogant, if not more so, than other dragons. Hit Points 95 (10d10 + 40)
Even when ruling over creatures or guiding them, a gold Speed 35 ft., fly 70 ft., swim 35 ft.
dragon can be dismissive of the worries of a lesser creature,
and often forgets how fragile humanoids are in comparison. STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 15 (+2) 11 (+0) 16 (+3)
Gold Dragon Wyrmling Saving Throws Dex +4, Con +7, Wis +3, Cha +6
medium dragon, lawful good Skills Perception +6, Stealth +4
Damage Immunities fire
Armor Class 17 (natural armor) Senses blindsight 10 ft., darkvision 60 ft., passive
Hit Points 60 (8d8 + 24) Perception 16
Speed 30 ft., fly 60 ft., swim 30 ft. Languages Draconic
Challenge 4 (1,100 XP)
STR DEX CON INT WIS CHA
Amphibious. The dragon can breathe both air and
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3) water.
Saving Throws Dex +4, Con +6, Wis +2, Cha +5 Actions
Skills Perception +4, Stealth +4
Damage Immunities fire Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses blindsight 10 ft., darkvision 60 ft., passive one target. Hit: 11 (1d12 + 5) piercing damage.
Perception 14 Breath Weapon (Recharge 5-6). The dragon uses one
Languages Draconic of the following breath weapons.
Challenge 3 (700 XP)
Fire Breath. The dragon exhales fire in a 20-foot
Amphibious. The dragon can breathe both air and cone. Each creature in that area must make a DC
water. 14 Dexterity saving throw, taking 33 (6d10) fire
damage on a failed save, or half as much damage
on a successful one.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Weakening Breath. The dragon exhales gas in a
one target. Hit: 9 (1d10 + 4) piercing damage. 20-foot cone. Each creature in that area must
succeed on a DC 14 Strength saving throw or
Breath Weapon (Recharge 5-6). The dragon uses one have disadvantage on Strength-based attack rolls,
of the following breath weapons. Strength checks, and Strength saving throws for
Fire Breath. The dragon exhales fire in a 15-foot 1 minute. A creature can repeat the saving throw
cone. Each creature in that area must make a DC at the end of each of its turns, ending the effect
13 Dexterity saving throw, taking 22 (4d10) fire on itself on a success.
damage on a failed save, or half as much damage
on a successful one.
Weakening Breath. The dragon exhales gas in a
15-foot cone. Each creature in that area must
Terrain and Habitat
succeed on a DC 13 Strength saving throw or Gold Dragons tend to favor rolling hills and plains, but they
have disadvantage on Strength-based attack rolls, are not limited to those options in the slightest. They also
Strength checks, and Strength saving throws for make their homes among craggy mountains, in deep caves,
1 minute. A creature can repeat the saving throw or rarely within a humanoid society.
at the end of each of its turns, ending the effect
on itself on a success.
Lairs
Golds like their lairs to be as majestic as they are. They will
not settle for just any dank old cave, and if they do, they will
change it to fit their view.
GOLD DRAGONS
160
Young Gold Dragon Actions
large dragon, lawful good Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60) Breath Weapon (Recharge 5-6). The dragon uses one of
Speed 35 ft., fly 70 ft., swim 35 ft. the following breath weapons.
Fire Breath. The dragon exhales fire in a 25-foot cone.
STR DEX CON INT WIS CHA Each creature in that area must make a DC 15
Dexterity saving throw, taking 44 (8d10) fire
21 (+5) 14 (+2) 20 (+5) 15 (+2) 11 (+0) 17 (+3) damage on a failed save, or half as much damage on
a successful one.
Saving Throws Dex +5, Con +8, Wis +4, Cha +8
Skills Perception +7, Stealth +5 Weakening Breath. The dragon exhales gas in a 25-
Damage Immunities fire foot cone. Each creature in that area must succeed
Senses blindsight 10 ft., darkvision 60 ft., passive on a DC 15 Strength saving throw or have
Perception 17 disadvantage on Strength-based attack rolls,
Languages Draconic Strength checks, and Strength saving throws for 1
Challenge 6 (2,300 XP) minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself
Amphibious. The dragon can breathe both air and water. on a success.
GOLD DRAGONS
161
Juvenile Gold Dragon Young Adult Gold
large dragon, lawful good
Dragon
Armor Class 18 (natural armor) huge dragon, lawful good
Hit Points 178 (17d10 + 85)
Speed 40 ft., fly 80 ft., swim 40 ft. Armor Class 18 (natural armor)
Hit Points 200 (16d12 + 96)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5) STR DEX CON INT WIS CHA
24 (+7) 14 (+2) 22 (+6) 16 (+3) 13 (+1) 20 (+5)
Saving Throws Dex +6, Con +9, Wis +5, Cha +9
Skills Insight +5, Perception +9, Persuasion +9,
Stealth +6 Saving Throws Dex +6, Con +10, Wis +6, Cha +10
Damage Immunities fire Skills Insight +6, Perception +11, Persuasion +10,
Senses blindsight 30 ft., darkvision 120 ft., passive Stealth +6
Perception 19 Damage Immunities fire
Languages Common, Draconic Senses blindsight 30 ft., darkvision 120 ft., passive
Challenge 10 (5,900 XP) Perception 21
Languages Common, Draconic
Challenge 12 (8,400 XP)
Amphibious. The dragon can breathe both air and
water.
Amphibious. The dragon can breathe both air and
water.
Actions
Multiattack The dragon makes three attacks: one Actions
with its bite and two with its claws.
Multiattack The dragon can use its Frightful
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., presence. It then makes three attacks: one with its
one target. Hit: 17 (2d10 + 6) piercing damage. bite and two with its claws.
Claw. Melee Weapon Attack: +10 to hit, reach 5 Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
feet, one target. Hit: 13 (2d6 + 6) slashing damage one target. Hit: 18 (2d10 + 7) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one Claw. Melee Weapon Attack: +11 to hit, reach 5
of the following breath weapons. feet, one target. Hit: 14 (2d6 + 7) slashing damage
Fire Breath. The dragon exhales fire in a 30-foot Frightful Presence. Each creature of the dragon's
cone. Each creature in that area must make a DC choice that is within 120 feet of the dragon and
17 Dexterity saving throw, taking 55 (10d10) aware of it must succeed on a DC 19 Wisdom
fire damage on a failed save, or half as much saving throw or become frightened for 1 minute. A
damage on a successful one. creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
Weakening Breath. The dragon exhales gas in a
success. If a creature's saving throw is successful or
30-foot cone. Each creature in that area must
the effect ends for it, the creature is immune to the
succeed on a DC 17 Strength saving throw or
dragon's Frightful Presence for the next 24 hours.
have disadvantage on Strength-based attack rolls,
Strength checks, and Strength saving throws for Breath Weapon (Recharge 5-6). The dragon uses one
1 minute. A creature can repeat the saving throw of the following breath weapons.
at the end of each of its turns, ending the effect Fire Breath. The dragon exhales fire in a 40-foot
on itself on a success. cone. Each creature in that area must make a DC
18 Dexterity saving throw, taking 60 (11d10)
fire damage on a failed save, or half as much
damage on a successful one.
Favored Treasure Weakening Breath. The dragon exhales gas in a
Golds prefer all manner of magic items, but treasure of all 40-foot cone. Each creature in that area must
kinds fills their hoards. They also enjoy collections of succeed on a DC 18 Strength saving throw or
admirable art or raw ore. Many also pursue knowledge, so it have disadvantage on Strength-based attack rolls,
isn't uncommon to find books or scrolls on history in the Strength checks, and Strength saving throws for
hoard of a Gold Dragon. 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.
GOLD DRAGONS
162
Adult Gold Dragon (Adult Gold Dragon cont.)
huge dragon, lawful good
Legendary Actions
Armor Class 18 (natural armor) The dragon can take 3 legendary actions, choosing
Hit Points 225 (18d12 + 108) from the options below. Only one legendary action
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 23 (+6) 16 (+3) 13 (+1) 21 (+5) Detect. The dragon makes a Wisdom (Perception)
check.
Saving Throws Dex +7, Con +11, Wis +7, Cha +11 Tail Attack. The dragon makes a tail attack.
Skills Insight +7, Perception +12, Persuasion +11, Wing Attack (Costs 2 Actions). The dragon beats its
Stealth +7 wings. Each creature within 10 feet of the dragon
Damage Immunities fire must succeed on a DC 21 Dexterity saving throw
Senses blindsight 30 ft., darkvision 120 ft., passive or take 14 (2d6 + 7) bludgeoning damage and be
Perception 22 knocked prone. The dragon can then fly up to half
Languages Common, Draconic its flying speed.
Challenge 15 (13,000 XP)
GOLD DRAGONS
163
Diet
(Mature Adult Gold Dragon cont.) Golds like to hunt large game and will deliberately hunt and
kill large dangerous monsters, thereby fulfilling both their
Frightful Presence. Each creature of the dragon's good nature and need to eat in one effort.
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 21 Wisdom
saving throw or become frightened for 1 minute. A Tactics
creature can repeat the saving throw at the end of A Gold Dragon in combat tries its hardest to control the flow
each of its turns, ending the effect on itself on a of battle. It usually opens combat by unleashing a torrent of
success. If a creature's saving throw is successful or flame, and then pouncing on the weakest creature to frighten
the effect ends for it, the creature is immune to the the others and to thin their ranks. If the dragon realizes it is
dragon's Frightful Presence for the next 24 hours. no longer in control of the fight, it may retreat so that it can
Breath Weapon (Recharge 5-6). The dragon uses one regroup before deciding whether to counterattack.
of the following breath weapons.
Fire Breath. The dragon exhales fire in a 60-foot
cone. Each creature in that area must make a DC
21 Dexterity saving throw, taking 66 (12d10)
fire damage on a failed save, or half as much
damage on a successful one.
Weakening Breath. The dragon exhales gas in a
60-foot cone. Each creature in that area must
succeed on a DC 21 Strength saving throw or
have disadvantage on Strength-based attack rolls,
Strength checks, and Strength saving throws 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.
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 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.
GOLD DRAGONS
164
Old Gold Dragon Fire Breath. The dragon exhales fire in a 70-foot cone.
Each creature in that area must make a DC 22
gargantuan dragon, lawful good
Dexterity saving throw, taking 66 (12d10) fire
Armor Class 20 (natural armor) damage on a failed save, or half as much damage on
Hit Points 351 (19d20 + 152) a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft. Weakening Breath. The dragon exhales gas in a 70-
foot cone. Each creature in that area must succeed
STR DEX CON INT WIS CHA on a DC 22 Strength saving throw or have
disadvantage on Strength-based attack rolls,
28 (+9) 14 (+2) 26 (+8) 17 (+3) 15 (+2) 24 (+7) Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the
Saving Throws Dex +8, Con +14, Wis +9, Cha +14 end of each of its turns, ending the effect on itself
Skills Insight +8, Perception +15, Persuasion +14, on a success.
Stealth +8
Damage Immunities fire Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 25 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 20 (25,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Amphibious. The dragon can breathe both air and water. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Legendary Resistance (3/Day). If the dragon fails a saving Intelligence, Wisdom, and Charisma scores, as well as
throw, it can choose to succeed instead. this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Actions features or legendary actions of that form.
Multiattack The dragon makes three attacks: one with
its bite and two with its claws. Legendary Actions
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 20 (2d10 + 9) piercing damage. from the options below. Only one legendary action
option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +15 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 16 (2d6 + 9) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +15 to hit, reach 20 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage Detect. The dragon makes a Wisdom (Perception)
check.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 22 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 23 Dexterity saving throw or take 16
the effect on itself on a success. If a creature's saving (2d6 + 9) bludgeoning damage and be knocked prone.
throw is successful or the effect ends for it, the The dragon can then fly up to half its flying speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
GOLD DRAGONS
165
Elder Gold Dragon Fire Breath. The dragon exhales fire in a 80-foot cone.
Each creature in that area must make a DC 23
gargantuan dragon, lawful good
Dexterity saving throw, taking 71 (13d10) fire
Armor Class 21 (natural armor) damage on a failed save, or half as much damage on
Hit Points 444 (24d20 + 192) a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft. Weakening Breath. The dragon exhales gas in a 80-
foot cone. Each creature in that area must succeed
STR DEX CON INT WIS CHA on a DC 23 Strength saving throw or have
disadvantage on Strength-based attack rolls,
29 (+9) 14 (+2) 27 (+8) 17 (+3) 15 (+2) 25 (+7) Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the
Saving Throws Dex +8, Con +15, Wis +9, Cha +15 end of each of its turns, ending the effect on itself
Skills Insight +9, Perception +16, Persuasion +15, on a success.
Stealth +8
Damage Immunities fire Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 26 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 22 (41,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Amphibious. The dragon can breathe both air and water. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Legendary Resistance (3/Day). If the dragon fails a saving Intelligence, Wisdom, and Charisma scores, as well as
throw, it can choose to succeed instead. this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Actions features or legendary actions of that form.
Multiattack The dragon makes three attacks: one with
its bite and two with its claws. Legendary Actions
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 20 (2d10 + 9) piercing damage. from the options below. Only one legendary action
option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +16 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 16 (2d6 + 9) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +16 to hit, reach 20 feet,
one target. Hit: 18 (2d8 + 9) bludgeoning damage Detect. The dragon makes a Wisdom (Perception)
check.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 23 Wisdom saving throw or Wing Attack (Costs 2 Actions). The dragon beats its
become frightened for 1 minute. A creature can repeat wings. Each creature within 15 feet of the dragon must
the saving throw at the end of each of its turns, ending succeed on a DC 24 Dexterity saving throw or take 16
the effect on itself on a success. If a creature's saving (2d6 + 9) bludgeoning damage and be knocked prone.
throw is successful or the effect ends for it, the The dragon can then fly up to half its flying speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
GOLD DRAGONS
166
Ancient Gold Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
gargantuan dragon, lawful good
Fire Breath. The dragon exhales fire in a 90-foot cone.
Armor Class 22 (natural armor) Each creature in that area must make a DC 24
Hit Points 546 (28d20 + 252) Dexterity saving throw, taking 71 (13d10) fire
Speed 40 ft., fly 80 ft., swim 40 ft. damage on a failed save, or half as much damage on
a successful one.
STR DEX CON INT WIS CHA Weakening Breath. The dragon exhales gas in a 90-
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9) foot cone. Each creature in that area must succeed
on a DC 24 Strength saving throw or have
disadvantage on Strength-based attack rolls,
Saving Throws Dex +9, Con +16, Wis +10, Cha +16 Strength checks, and Strength saving throws for 1
Skills Insight +10, Perception +17, Persuasion +16, minute. A creature can repeat the saving throw at the
Stealth +9 end of each of its turns, ending the effect on itself
Damage Immunities fire on a success.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 27
Languages Common, Draconic Change Shape. The dragon magically polymorphs into
Challenge 24 (62,000 XP) a humanoid or beast that has a challenge rating no
higher than its own, or back into its true form. It reverts
Amphibious. The dragon can breathe both air and water. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Actions Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Multiattack The dragon makes three attacks: one with replaced by those of the new form, except any class
its bite and two with its claws. features or legendary actions of that form.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
one target. Hit: 21 (2d10 + 10) piercing damage. Legendary Actions
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 17 (2d6 + 10) slashing damage from the options below. Only one legendary action
option can be used at a time and only at the end of
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
another creature's turn. The dragon regains spent
one target. Hit: 19 (2d8 + 10) bludgeoning damage
legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Detect. The dragon makes a Wisdom (Perception)
must succeed on a DC 24 Wisdom saving throw or check.
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving Wing Attack (Costs 2 Actions). The dragon beats its
throw is successful or the effect ends for it, the wings. Each creature within 15 feet of the dragon must
creature is immune to the dragon's Frightful Presence succeed on a DC 25 Dexterity saving throw or take 17
for the next 24 hours. (2d6 + 10) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying
speed.
GOLD DRAGONS
167
Wyrm Gold Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
colossal dragon, lawful good
Fire Breath. The dragon exhales fire in a 95-foot cone.
Armor Class 23 (natural armor) Each creature in that area must make a DC 25
Hit Points 594 (29d20 + 290) Dexterity saving throw, taking 77 (14d10) fire
Speed 40 ft., fly 80 ft., swim 40 ft. damage on a failed save, or half as much damage on
a successful one.
STR DEX CON INT WIS CHA Weakening Breath. The dragon exhales gas in a 95-
31 (+10) 14 (+2) 30 (+10) 19 (+4) 17 (+3) 28 (+9) foot cone. Each creature in that area must succeed
on a DC 25 Strength saving throw or have
disadvantage on Strength-based attack rolls,
Saving Throws Dex +9, Con +17, Wis +11, Cha +16 Strength checks, and Strength saving throws for 1
Skills Insight +10, Perception +18, Persuasion +16, minute. A creature can repeat the saving throw at the
Stealth +9 end of each of its turns, ending the effect on itself
Damage Immunities fire on a success.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 28
Languages Common, Draconic Change Shape. The dragon magically polymorphs into
Challenge 25 (75,000 XP) a humanoid or beast that has a challenge rating no
higher than its own, or back into its true form. It reverts
Amphibious. The dragon can breathe both air and water. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Actions Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Multiattack The dragon makes three attacks: one with replaced by those of the new form, except any class
its bite and two with its claws. features or legendary actions of that form.
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft.,
one target. Hit: 21 (2d10 + 10) piercing damage. Legendary Actions
Claw. Melee Weapon Attack: +18 to hit, reach 15 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 17 (2d6 + 10) slashing damage from the options below. Only one legendary action
option can be used at a time and only at the end of
Tail. Melee Weapon Attack: +18 to hit, reach 25 feet,
another creature's turn. The dragon regains spent
one target. Hit: 19 (2d8 + 10) bludgeoning damage
legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Detect. The dragon makes a Wisdom (Perception)
must succeed on a DC 25 Wisdom saving throw or check.
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving Wing Attack (Costs 2 Actions). The dragon beats its
throw is successful or the effect ends for it, the wings. Each creature within 15 feet of the dragon must
creature is immune to the dragon's Frightful Presence succeed on a DC 26 Dexterity saving throw or take 17
for the next 24 hours. (2d6 + 10) bludgeoning damage and be knocked
prone. The dragon can then fly up to half its flying
speed.
GOLD DRAGONS
168
GOLD DRAGONS
169
Great Wyrm Gold Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Fire Breath. The dragon exhales fire in a 90-foot cone.
colossal dragon, lawful good Each creature in that area must make a DC 26
Dexterity saving throw, taking 82 (15d10) fire
Armor Class 24 (natural armor) damage on a failed save, or half as much damage on
Hit Points 635 (31d20 + 310) a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Weakening Breath. The dragon exhales gas in a 90-
foot cone. Each creature in that area must succeed
STR DEX CON INT WIS CHA on a DC 26 Strength saving throw or have
32 (+11) 14 (+2) 31 (+10) 19 (+4) 17 (+3) 29 (+9) disadvantage on Strength-based attack rolls,
Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the
Saving Throws Dex +9, Con +18, Wis +12, Cha +17
end of each of its turns, ending the effect on itself
Skills Insight +10, Perception +19, Persuasion +17,
on a success.
Stealth +9
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 29 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 27 (105,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Amphibious. The dragon can breathe both air and water. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form, except any class
Multiattack The dragon makes three attacks: one with features or legendary actions of that form.
its bite and two with its claws.
Legendary Actions
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft.,
one target. Hit: 22 (2d10 + 11) piercing damage. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Claw. Melee Weapon Attack: +19 to hit, reach 15 feet, option can be used at a time and only at the end of
one target. Hit: 18 (2d6 + 11) slashing damage another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +19 to hit, reach 25 feet, legendary actions at the start of its turn
one target. Hit: 20 (2d8 + 11) bludgeoning damage Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 26 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 20 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 27 Dexterity saving throw or take 18
throw is successful or the effect ends for it, the (2d6 + 11) bludgeoning damage and be knocked
creature is immune to the dragon's Frightful Presence prone. The dragon can then fly up to half its flying
for the next 24 hours. speed.
GOLD DRAGONS
170
Silver Dragons Very Young Silver
Silver Dragons embody all that is noble and honorable. To
them, honor lies above everything else, and they will keep
their word, even if it means coming to blows with a creature
Dragon
medium dragon, lawful good
of their alignment. They are fierce champions of good causes,
though they will not usually seek out and destroy evil as Armor Class 17 (natural armor)
Bronze and Gold Dragons will. Hit Points 76 (9d8 + 36)
Speed 30 ft., fly 60 ft.
Terrain and Habitat
Silvers love to find lost relics of human civilization, such as STR DEX CON INT WIS CHA
old fortresses on the borders of the unknown, and make them 20 (+5) 10 (+0) 18 (+4) 13 (+1) 11 (+0) 15 (+2)
their own. The oldest Silvers have been known to make their
own fortresses in the clouds among mountain peaks. They try Saving Throws Dex +2, Con +6, Wis +2, Cha +5
to get their lair as close to the sky as they possibly can. Skills Perception +5, Stealth +2
Damage Immunities cold
Senses blindsight 10 ft., darkvision 60 ft., passive
Silver Dragon Perception 15
Languages Draconic
Wyrmling Challenge 3 (700 XP)
small dragon, lawful good
Actions
Armor Class 17 (natural armor)
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit Points 45 (6d8 + 18)
one target. Hit: 11 (1d12 + 5) piercing damage.
Speed 30 ft., fly 60 ft.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
STR DEX CON INT WIS CHA
Cold Breath. The dragon exhales an icy blast in a
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2) 20-foot cone. Each creature in that area must
make a DC 14 Constitution saving throw, taking
Saving Throws Dex +2, Con +5, Wis +2, Cha +4 27 (6d8) cold damage on a failed save, or half as
Skills Perception +4, Stealth +2 much damage on a successful one.
Damage Immunities cold
Senses blindsight 10 ft., darkvision 60 ft., passive Paralyzing Breath. The dragon exhales paralyzing
Perception 14 gas in a 20-foot cone. Each creature in that area
Languages Draconic must succeed on a DC 14 Constitution saving
Challenge 2 (450 XP) throw or be paralyzed 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.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one Lairs
of the following breath weapons.
A Silver Dragon's lair will be bristling with all manner of
Cold Breath. The dragon exhales an icy blast in a traps and spells to keep out intruders, as Silvers spend most
15-foot cone. Each creature in that area must of their time away from their lairs, exploring the boundaries
make a DC 13 Constitution saving throw, taking of the world. Because they spend so much time away, their
18 (4d8) cold damage on a failed save, or half as lairs will be in very high inaccessible or impossibly hard-to-
much damage on a successful one. reach places.
Paralyzing Breath. The dragon exhales paralyzing
gas in a 15-foot cone. Each creature in that area Favored Treasure
must succeed on a DC 13 Constitution saving
throw or be paralyzed for 1 minute. A creature
Silver Dragons love well-crafted treasures, such as finely cut
can repeat the saving throw at the end of each of
gems or jewelry of fine workmanship.
its turns, ending the effect on itself on a success.
Diet
Silver Dragons hunt wild game such as deer or mountain
goat. They prefer to hunt on the wing, but they are clumsy in
the air; they make up for this by diving with precise accuracy
and power. Silver Dragons never eat sentient prey.
SILVER DRAGONS
171
Young Silver Dragon Juvenile Silver Dragon
medium dragon, lawful good large dragon, lawful good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 20 (+5) 13 (+1) 11 (+0) 16 (+3) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Saving Throws Dex +3, Con +8, Wis +3, Cha +7 Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Perception +6, Stealth +3 Skills Arcana +6, History +6, Perception +8, Stealth
Damage Immunities cold +4
Senses blindsight 10 ft., darkvision 60 ft., passive Damage Immunities cold
Perception 16 Senses blindsight 30 ft., darkvision 120 ft., passive
Languages Draconic Perception 18
Challenge 5 (1,800 XP) Languages Common, Draconic
Challenge 9 (5,000 XP)
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Actions
one target. Hit: 12 (2d6 + 5) piercing damage. Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Cold Breath. The dragon exhales an icy blast in a
25-foot cone. Each creature in that area must Claw. Melee Weapon Attack: +10 to hit, reach 5
make a DC 15 Constitution saving throw, taking feet, one target. Hit: 13 (2d6 + 6) slashing damage
36 (8d8) cold damage on a failed save, or half as Breath Weapon (Recharge 5-6). The dragon uses one
much damage on a successful one. of the following breath weapons.
Paralyzing Breath. The dragon exhales paralyzing Cold Breath. The dragon exhales an icy blast in a
gas in a 25-foot cone. Each creature in that area 30-foot cone. Each creature in that area must
must succeed on a DC 15 Constitution saving make a DC 17 Constitution saving throw, taking
throw or be paralyzed for 1 minute. A creature 54 (12d8) cold damage on a failed save, or half
can repeat the saving throw at the end of each of as much damage on a successful one.
its turns, ending the effect on itself on a success.
Paralyzing Breath. The dragon exhales paralyzing
gas in a 30-foot cone. Each creature in that area
must succeed on a DC 17 Constitution saving
throw or be paralyzed for 1 minute. A creature
Tactics can repeat the saving throw at the end of each of
During combat, a Silver Dragon can always be found on the its turns, ending the effect on itself on a success.
front lines of combat. Despite its powerful icy breath, it
prefers to fight in close quarters, slashing, biting, and
pummeling any enemies that get too close.
SILVER DRAGONS
172
Young Adult Silver Adult Silver Dragon
huge dragon, lawful good
Dragon
large dragon, lawful good Armor Class 18 (natural armor)
Hit Points 218 (19d10 + 114)
Armor Class 18 (natural armor) Speed 40 ft., fly 80 ft.
Hit Points 195 (17d10 + 102)
Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 15 (+2) 11 (+0) 20 (+5)
STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 22 (+6) 15 (+2) 11 (+0) 19 (+4) Saving Throws Dex +4, Con +11, Wis +5, Cha +9
Skills Arcana +7, History +7, Perception +10,
Saving Throws Dex +4, Con +10, Wis +4, Cha +8 Stealth +4
Skills Arcana +6, History +6, Perception +9, Stealth Damage Immunities cold
+4 Senses blindsight 30 ft., darkvision 120 ft., passive
Damage Immunities cold Perception 20
Senses blindsight 30 ft., darkvision 120 ft., passive Languages Common, Draconic
Perception 19 Challenge 14 (11,500 XP)
Languages Common, Draconic
Challenge 11 (7,200 XP)
Actions
Multiattack The dragon can use its Frightful
Actions Presence. It then makes three attacks: one with its
Multiattack The dragon can use its Frightful bite and two with its claws.
Presence. It then makes three attacks: one with its
bite and two with its claws. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 18 (2d10 + 7) piercing damage.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Claw. Melee Weapon Attack: +12 to hit, reach 5
one target. Hit: 18 (2d10 + 7) piercing damage. feet, one target. Hit: 14 (2d6 + 7) slashing damage
Claw. Melee Weapon Attack: +11 to hit, reach 5
Tail. Melee Weapon Attack: +12 to hit, reach 15
feet, one target. Hit: 14 (2d6 + 7) slashing damage
feet, one target. Hit: 16 (2d8 + 7) bludgeoning
Frightful Presence. Each creature of the dragon's damage
choice that is within 120 feet of the dragon and
Frightful Presence. Each creature of the dragon's
aware of it must succeed on a DC 16 Wisdom
choice that is within 120 feet of the dragon and
saving throw or become frightened for 1 minute. A
aware of it must succeed on a DC 17 Wisdom
creature can repeat the saving throw at the end of
saving throw or become frightened for 1 minute. A
each of its turns, ending the effect on itself on a
creature can repeat the saving throw at the end of
success. If a creature's saving throw is successful or
each of its turns, ending the effect on itself on a
the effect ends for it, the creature is immune to the
success. If a creature's saving throw is successful or
dragon's Frightful Presence for the next 24 hours.
the effect ends for it, the creature is immune to the
Breath Weapon (Recharge 5-6). The dragon uses one dragon's Frightful Presence for the next 24 hours.
of the following breath weapons. Breath Weapon (Recharge 5-6). The dragon uses one
Cold Breath. The dragon exhales an icy blast in a of the following breath weapons.
40-foot cone. Each creature in that area must
Cold Breath. The dragon exhales an icy blast in a
make a DC 18 Constitution saving throw, taking
50-foot cone. Each creature in that area must
54 (12d8) cold damage on a failed save, or half
make a DC 19 Constitution saving throw, taking
as much damage on a successful one.
58 (13d8) cold damage on a failed save, or half
Paralyzing Breath. The dragon exhales paralyzing as much damage on a successful one.
gas in a 40-foot cone. Each creature in that area
Paralyzing Breath. The dragon exhales paralyzing
must succeed on a DC 18 Constitution saving
gas in a 50-foot cone. Each creature in that area
throw or be paralyzed for 1 minute. A creature
must succeed on a DC 19 Constitution saving
can repeat the saving throw at the end of each of
throw or be paralyzed for 1 minute. A creature
its turns, ending the effect on itself on a success.
can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
SILVER DRAGONS
173
(Adult Silver Dragon cont.) (Mature Adult Silver Dragon cont.)
Frightful Presence. Each creature of the dragon's
Legendary Actions choice that is within 120 feet of the dragon and
The dragon can take 3 legendary actions, choosing aware of it must succeed on a DC 18 Wisdom
from the options below. Only one legendary action saving throw or become frightened for 1 minute. A
option can be used at a time and only at the end of creature can repeat the saving throw at the end of
another creature's turn. The dragon regains spent each of its turns, ending the effect on itself on a
legendary actions at the start of its turn success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
Detect. The dragon makes a Wisdom (Perception) dragon's Frightful Presence for the next 24 hours.
check.
Breath Weapon (Recharge 5-6). The dragon uses one
Tail Attack. The dragon makes a tail attack. of the following breath weapons.
Wing Attack (Costs 2 Actions). The dragon beats its Cold Breath. The dragon exhales an icy blast in a
wings. Each creature within 10 feet of the dragon 60-foot cone. Each creature in that area must
must succeed on a DC 20 Dexterity saving throw make a DC 20 Constitution saving throw, taking
or take 14 (2d6 + 7) bludgeoning damage and be 58 (13d8) cold damage on a failed save, or half
knocked prone. The dragon can then fly up to half as much damage on a successful one.
its flying speed.
Paralyzing Breath. The dragon exhales paralyzing
gas in a 60-foot cone. Each creature in that area
must succeed on a DC 20 Constitution saving
throw or be paralyzed for 1 minute. A creature
Mature Adult Silver can repeat the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Dragon
huge dragon, lawful good Change Shape. The dragon magically polymorphs
into a humanoid or beast that has a challenge rating
Armor Class 19 (natural armor) no higher than its own, or back into its true form. It
Hit Points 243 (18d12 + 126) reverts to its true form if it dies. Any equipment it
Speed 40 ft., fly 80 ft. 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,
STR DEX CON INT WIS CHA ability to speak, proficiencies, Legendary
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) Resistance, lair actions, and Intelligence, Wisdom,
and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
Saving Throws Dex +5, Con +12, Wis +6, Cha +10 those of the new form, except any class features or
Skills Arcana +8, History +8, Perception +11, legendary actions of that form.
Stealth +5
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Legendary Actions
Perception 21 The dragon can take 3 legendary actions, choosing
Languages Common, Draconic from the options below. Only one legendary action
Challenge 16 (15,000 XP) option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
Multiattack The dragon can use its Frightful Detect. The dragon makes a Wisdom (Perception)
Presence. It then makes three attacks: one with its check.
bite and two with its claws. Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 19 (2d10 + 8) piercing damage. wings. Each creature within 10 feet of the dragon
Claw. Melee Weapon Attack: +13 to hit, reach 5 must succeed on a DC 21 Dexterity saving throw
feet, one target. Hit: 15 (2d6 + 8) slashing damage or take 15 (2d6 + 8) bludgeoning damage and be
knocked prone. The dragon can then fly up to half
Tail. Melee Weapon Attack: +13 to hit, reach 15 its flying speed.
feet, one target. Hit: 17 (2d8 + 8) bludgeoning
damage
SILVER DRAGONS
174
Old Silver Dragon Cold Breath. The dragon exhales an icy blast in a 70-
foot cone. Each creature in that area must make a
huge dragon, lawful good
DC 21 Constitution saving throw, taking 63 (14d8)
Armor Class 20 (natural armor) cold damage on a failed save, or half as much
Hit Points 333 (23d12 + 184) damage on a successful one.
Speed 40 ft., fly 80 ft. Paralyzing Breath. The dragon exhales paralyzing gas
in a 70-foot cone. Each creature in that area must
STR DEX CON INT WIS CHA succeed on a DC 21 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
28 (+9) 10 (+0) 26 (+8) 17 (+3) 13 (+1) 21 (+5) saving throw at the end of each of its turns, ending
the effect on itself on a success.
Saving Throws Dex +5, Con +13, Wis +7, Cha +11
Skills Arcana +9, History +9, Perception +12, Stealth Change Shape. The dragon magically polymorphs into
+5 a humanoid or beast that has a challenge rating no
Damage Immunities cold higher than its own, or back into its true form. It reverts
Senses blindsight 60 ft., darkvision 120 ft., passive to its true form if it dies. Any equipment it is wearing
Perception 22 or carrying is absorbed or borne by the new form (the
Languages Common, Draconic dragon's choice). In a new form, the dragon retains its
Challenge 19 (22,000 XP) alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Actions Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It
replaced by those of the new form, except any class
then makes three attacks: one with its bite and two
features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., Legendary Actions
one target. Hit: 20 (2d10 + 9) piercing damage.
The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, from the options below. Only one legendary action
one target. Hit: 16 (2d6 + 9) slashing damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet,
legendary actions at the start of its turn
one target. Hit: 18 (2d8 + 9) bludgeoning damage
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 19 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 10 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 22 Dexterity saving throw or take 16
creature is immune to the dragon's Frightful Presence (2d6 + 9) bludgeoning damage and be knocked prone.
for the next 24 hours. The dragon can then fly up to half its flying speed.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
SILVER DRAGONS
175
Elder Silver Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, lawful good
Cold Breath. The dragon exhales an icy blast in a 80-
Armor Class 21 (natural armor) foot cone. Each creature in that area must make a
Hit Points 420 (29d12 + 232) DC 22 Constitution saving throw, taking 63 (14d8)
Speed 40 ft., fly 80 ft. cold damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA Paralyzing Breath. The dragon exhales paralyzing gas
29 (+9) 10 (+0) 27 (+8) 17 (+3) 13 (+1) 22 (+6) in a 80-foot cone. Each creature in that area must
succeed on a DC 22 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
Saving Throws Dex +6, Con +14, Wis +8, Cha +12 saving throw at the end of each of its turns, ending
Skills Arcana +10, History +10, Perception +14, Stealth the effect on itself on a success.
+6
Damage Immunities cold
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 24 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 21 (33,000 XP) 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
Actions alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon can use its Frightful Presence. It proficiencies, Legendary Resistance, lair actions, and
then makes three attacks: one with its bite and two Intelligence, Wisdom, and Charisma scores, as well as
with its claws. this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., features or legendary actions of that form.
one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 feet, Legendary Actions
one target. Hit: 16 (2d6 + 9) slashing damage
The dragon can take 3 legendary actions, choosing
Tail. Melee Weapon Attack: +15 to hit, reach 15 feet, from the options below. Only one legendary action
one target. Hit: 18 (2d8 + 9) bludgeoning damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Frightful Presence. Each creature of the dragon's choice
legendary actions at the start of its turn
that is within 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throw or Detect. The dragon makes a Wisdom (Perception)
become frightened for 1 minute. A creature can repeat check.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving Tail Attack. The dragon makes a tail attack.
throw is successful or the effect ends for it, the Wing Attack (Costs 2 Actions). The dragon beats its
creature is immune to the dragon's Frightful Presence wings. Each creature within 10 feet of the dragon must
for the next 24 hours. 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.
SILVER DRAGONS
176
Ancient Silver Dragon Cold Breath. The dragon exhales an icy blast in a 90-
foot cone. Each creature in that area must make a
gargantuan dragon, lawful good
DC 24 Constitution saving throw, taking 67 (15d8)
Armor Class 22 (natural armor) cold damage on a failed save, or half as much
Hit Points 487 (25d20 + 225) damage on a successful one.
Speed 40 ft., fly 80 ft. Paralyzing Breath. The dragon exhales paralyzing gas
in a 90-foot cone. Each creature in that area must
STR DEX CON INT WIS CHA succeed on a DC 24 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
30 (+10) 10 (+0) 29 (+9) 18 (+4) 13 (+1) 23 (+6) saving throw at the end of each of its turns, ending
the effect on itself on a success.
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Arcana +11, History +11, Perception +16, Stealth Change Shape. The dragon magically polymorphs into
+7 a humanoid or beast that has a challenge rating no
Damage Immunities cold higher than its own, or back into its true form. It reverts
Senses blindsight 60 ft., darkvision 120 ft., passive to its true form if it dies. Any equipment it is wearing
Perception 26 or carrying is absorbed or borne by the new form (the
Languages Common, Draconic dragon's choice). In a new form, the dragon retains its
Challenge 23 (50,000 XP) alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Actions Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It
replaced by those of the new form, except any class
then makes three attacks: one with its bite and two
features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., Legendary Actions
one target. Hit: 21 (2d10 + 10) piercing damage.
The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, from the options below. Only one legendary action
one target. Hit: 17 (2d6 + 10) slashing damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
legendary actions at the start of its turn
one target. Hit: 19 (2d8 + 10) bludgeoning damage
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 21 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 15 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 25 Dexterity saving throw or take 17
creature is immune to the dragon's Frightful Presence (2d6 + 10) bludgeoning damage and be knocked
for the next 24 hours. prone. The dragon can then fly up to half its flying
speed.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
SILVER DRAGONS
177
Wyrm Silver Dragon Cold Breath. The dragon exhales an icy blast in a 95-
foot cone. Each creature in that area must make a
gargantuan dragon, lawful good
DC 25 Constitution saving throw, taking 71 (16d8)
Armor Class 23 (natural armor) cold damage on a failed save, or half as much
Hit Points 553 (26d20 + 260) damage on a successful one.
Speed 40 ft., fly 80 ft. Paralyzing Breath. The dragon exhales paralyzing gas
in a 95-foot cone. Each creature in that area must
STR DEX CON INT WIS CHA succeed on a DC 25 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
30 (+10) 10 (+0) 30 (+10) 19 (+4) 13 (+1) 23 (+6) saving throw at the end of each of its turns, ending
the effect on itself on a success.
Saving Throws Dex +7, Con +17, Wis +10, Cha +13
Skills Arcana +11, History +11, Perception +17, Stealth Change Shape. The dragon magically polymorphs into
+7 a humanoid or beast that has a challenge rating no
Damage Immunities cold higher than its own, or back into its true form. It reverts
Senses blindsight 60 ft., darkvision 120 ft., passive to its true form if it dies. Any equipment it is wearing
Perception 27 or carrying is absorbed or borne by the new form (the
Languages Common, Draconic dragon's choice). In a new form, the dragon retains its
Challenge 24 (62,000 XP) alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Actions Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It
replaced by those of the new form, except any class
then makes three attacks: one with its bite and two
features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., Legendary Actions
one target. Hit: 21 (2d10 + 10) piercing damage. The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, from the options below. Only one legendary action
one target. Hit: 17 (2d6 + 10) slashing damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet,
legendary actions at the start of its turn
one target. Hit: 19 (2d8 + 10) bludgeoning damage
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 22 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 15 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 26 Dexterity saving throw or take 17
creature is immune to the dragon's Frightful Presence (2d6 + 10) bludgeoning damage and be knocked
for the next 24 hours. prone. The dragon can then fly up to half its flying
speed.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
SILVER DRAGONS
178
Great Wyrm Silver Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Cold Breath. The dragon exhales an icy blast in a 100-
colossal dragon, lawful good foot cone. Each creature in that area must make a
DC 26 Constitution saving throw, taking 76 (17d8)
Armor Class 24 (natural armor) cold damage on a failed save, or half as much
Hit Points 594 (29d20 + 290) damage on a successful one.
Speed 40 ft., fly 80 ft.
Paralyzing Breath. The dragon exhales paralyzing gas
in a 100-foot cone. Each creature in that area must
STR DEX CON INT WIS CHA succeed on a DC 26 Constitution saving throw or be
30 (+10) 10 (+0) 31 (+10) 19 (+4) 13 (+1) 24 (+7) paralyzed 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.
Saving Throws Dex +7, Con +18, Wis +10, Cha +14
Skills Arcana +12, History +12, Perception +18, Stealth
+7 Change Shape. The dragon magically polymorphs into
Damage Immunities cold a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 28 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 26 (90,000 XP) 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
Actions Intelligence, Wisdom, and Charisma scores, as well as
Multiattack The dragon can use its Frightful Presence. It this action. Its statistics and capabilities are otherwise
then makes three attacks: one with its bite and two replaced by those of the new form, except any class
with its claws. features or legendary actions of that form.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft.,
one target. Hit: 22 (2d10 + 11) piercing damage. Legendary Actions
Claw. Melee Weapon Attack: +17 to hit, reach 15 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 18 (2d6 + 11) slashing damage from the options below. Only one legendary action
option can be used at a time and only at the end of
Tail. Melee Weapon Attack: +17 to hit, reach 25 feet, another creature's turn. The dragon regains spent
one target. Hit: 20 (2d8 + 11) bludgeoning damage legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 23 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 20 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 27 Dexterity saving throw or take 18
creature is immune to the dragon's Frightful Presence (2d6 + 11) bludgeoning damage and be knocked
for the next 24 hours. prone. The dragon can then fly up to half its flying
speed. SILVER DRAGONS
179
New Metallic Dragons
T
his section contains metallic dragons not
included in the 5th Edition rules. These
dragons are linked in some way to Bahamut, Very Young Adamantine
which gives them their good alignment, but are Dragon
rarer than the original five metallic dragons for
several different reasons. medium dragon, chaotic good
Adamantine, Iron, and Mithral dragons share the same Armor Class 17 (natural armor)
general motives and needs as the other metallic dragons Hit Points 75 (10d8 + 30)
(though for Mithral dragons this manifests in different ways). Speed 35 ft., fly 70 ft.
Additional information is given within each dragon type's
description. STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 13 (+1)
Adamantine Dragon Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Wyrmling Skills Perception +2, Stealth +2
Damage Immunities thunder
small dragon, chaotic good
Senses blindsight 10 ft., darkvision 60 ft., passive
Armor Class 17 (natural armor) Perception 12
Hit Points 37 (5d8 + 15) Languages Draconic
Speed 30 ft., fly 60 ft. Challenge 4 (450 XP)
Actions
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
17 (+3) 10 (+0) 16 (+3) 11 (+0) 11 (+0) 13 (+1) one target. Hit: 9 (1d10 + 4) piercing damage.
Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Breath Weapon (Recharge 5-6). The dragon uses one
Skills Perception +2, Stealth +2 of the following breath weapons.
Damage Immunities thunder Thunder Breath. The dragon exhales sonic energy
Senses blindsight 10 ft., darkvision 60 ft., passive in a 20-foot cone. Each creature in that area
Perception 12 must make a DC 13 Constitution saving throw,
Languages Draconic taking 24 (7d6) thunder damage on a failed save,
Challenge 2 (450 XP) or half as much damage on a successful one.
Dispelling Breath. The dragon exhales magical
Actions energy in a 20-foot cone. All magical effects and
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., spells of 1st level or lower in that area end
one target. Hit: 8 (1d10 + 3) piercing damage. immediately. For spells of higher level, the
dragon can attempt a Charisma check (DC 10 +
Breath Weapon (Recharge 5-6). The dragon uses one the spell's level), ending the spell on a success.
of the following breath weapons.
Thunder Breath. The dragon exhales sonic energy
in a 15-foot cone. Each creature in that area
must make a DC 12 Constitution saving throw,
taking 14 (4d6) thunder damage on a failed save, Adamantine Dragons
or half as much damage on a successful one. Most people and creatures go their whole lives without
Dispelling Breath. The dragon exhales magical knowing that Adamantine dragons exist, because these
energy in a 15-foot cone. All magical effects and dragons rarely come out of their Underdark homes. Their
spells of 1st level or lower in that area end short tempers and brutish demeanors often give others the
immediately. For spells of higher level, the impression that they are stupid and easily angered, but
dragon can attempt a Charisma check (DC 10 + nothing could be further from the truth. Though not the
the spell's level), ending the spell on a success. brightest of dragons, they are far smarter than one might
think.
Within their dark domains, adamantine dragons treat their
territories as personal kingdoms, and all creatures within as
their subjects. A dragon always demands obedience and
respect of its "subjects," but also takes its lordship seriously,
taking care to protect and ensure the safety of its (obedient)
"subjects" at all times.
ADAMANTINE DRAGONS
180
Young Adamantine Juvenile Adamantine
Dragon Dragon
medium dragon, chaotic good large dragon, chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 19 (+4) 12 (+1) 11 (+0) 14 (+2) 21 (+5) 10 (+0) 20 (+5) 13 (+1) 12 (+1) 15 (+2)
Saving Throws Dex +2, Con +4, Wis +2, Cha +4 Saving Throws Dex +3, Con +7, Wis +4, Cha +6
Skills Perception +2, Stealth +2 Skills Insight +4, Intimidation +5, Perception +4,
Damage Immunities thunder Stealth +3
Senses blindsight 10 ft., darkvision 60 ft., passive Damage Immunities thunder
Perception 12 Senses blindsight 30 ft., darkvision 120 ft., passive
Languages Draconic Perception 14
Challenge 6 (450 XP) Languages Common, Draconic
Challenge 8 (3,900 XP)
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
Actions
one target. Hit: 9 (1d10 + 4) piercing damage. Multiattack The dragon makes three attacks: one
with its bite and two with its claws.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage.
Thunder Breath. The dragon exhales sonic energy
in a 25-foot cone. Each creature in that area Claw. Melee Weapon Attack: +8 to hit, reach 5 feet,
must make a DC 14 Constitution saving throw, one target. Hit: 12 (2d6 + 5) slashing damage
taking 35 (10d6) thunder damage on a failed Breath Weapon (Recharge 5-6). The dragon uses one
save, or half as much damage on a successful of the following breath weapons.
one.
Thunder Breath. The dragon exhales sonic energy
Dispelling Breath. The dragon exhales magical in a 30-foot cone. Each creature in that area
energy in a 25-foot cone. All magical effects and must make a DC 15 Constitution saving throw,
spells of 2nd level or lower in that area end taking 42 (12d6) thunder damage on a failed
immediately. For spells of higher level, the save, or half as much damage on a successful
dragon can attempt a Charisma check (DC 10 + one.
the spell's level), ending the spell on a success.
Dispelling Breath. The dragon exhales magical
energy in a 30-foot cone. All magical effects and
spells of 3rd level or lower in that area end
immediately. For spells of higher level, the
Adamantine dragons are a dark, metallic color, with scales dragon can attempt a Charisma check (DC 10 +
that ruffle like feathers when it is angered or hunting. the spell's level), ending the spell on a success.
Creatures that have never seen a true black dragon often call
adamantine dragons "black dragons" (which can lead to quite
a bit of confusion when interacting with surface dwellers).
Their heads and snouts are sleek, with a large beak that
resembles that of a snapping turtle's. A row of spines begins Terrain and Habitat
at the base of the dragon's head and trails all the way to the If an adamantine dragon cannot find a suitable place to live in
tip of its tail, which ends in a spade-like blade. the Underdark (or if it is entirely inaccessible), it will settle for
Occasionally, one can hear the disembodied roar or earth- a rocky mountain range, as long as it can find a lair with
shaking rumble that denotes an aftershock caused by an large, deep caves and ledges large enough to support its bulky
adamantine dragon's breath weapon. Though they are body.
solitary creatures, these dragons use their breath weapons to Within the Underdark, they often come into conflict with
communicate over long distances in tones lower than most purple dragons, as they prefer the same sort of terrain.
creatures can hear. Adventurers in the Underdark often think Purple dragons avoid direct confrontation because
they are becoming prey to a terrible threat, rather than adamantine dragons are bigger and stronger; this results in
hearing a benign message sent between Underdark dragons. long wars of attrition or in the purple dragon attempting to
dominate powerful allies to help defeat their rivals.
ADAMANTINE DRAGONS
181
Young Adult Adamantine Claw. Melee Weapon Attack: +9 to hit, reach 5 feet,
one target. Hit: 13 (2d6 + 6) slashing damage
Dragon Frightful Presence. Each creature of the dragon's choice
large dragon, chaotic good that is within 120 feet of the dragon and aware of it
must succeed on a DC 15 Wisdom saving throw or
Armor Class 18 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 178 (17d10 + 85) the saving throw at the end of each of its turns, ending
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
22 (+6) 10 (+0) 21 (+5) 14 (+2) 12 (+1) 15 (+2)
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Saving Throws Dex +3, Con +8, Wis +5, Cha +7
Skills Insight +4, Intimidation +5, Perception +4, Thunder Breath. The dragon exhales sonic energy in a
Stealth +3 40-foot cone. Each creature in that area must make a
Damage Immunities thunder DC 16 Constitution saving throw, taking 49 (14d6)
Senses blindsight 30 ft., darkvision 120 ft., passive thunder damage on a failed save, or half as much
Perception 14 damage on a successful one.
Languages Common, Draconic Dispelling Breath. The dragon exhales magical energy
Challenge 10 (5,900 XP) in a 40-foot cone. All magical effects and spells of
3rd level or lower in that area end immediately. For
Actions spells of higher level, the dragon can attempt a
Charisma check (DC 10 + the spell's level), ending
Multiattack The dragon can use its Frightful Presence. It
the spell on a success.
then makes three attacks: one with its bite and two
with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 17 (2d10 + 6) piercing damage.
ADAMANTINE DRAGONS
182
Lairs
Adult Adamantine Within their lairs, adamantine dragons prefer twisting
tunnels and great caverns far from the light of day. They also
Dragon prefer high ledges or other caverns on the cliffs and walls of
huge dragon, lawful good their lair.
Armor Class 18 (natural armor) Favored Treasure
Hit Points 207 (18d10 + 108)
Speed 40 ft., fly 80 ft., swim 40 ft. Adamantine dragons favor treasure that reminds them of
their home, especially natural unworked ores and gemstones.
Their most coveted lairs are those within silver, mithral, or
STR DEX CON INT WIS CHA adamantine mines, especially those with visible veins of ore.
23 (+6) 10 (+0) 22 (+6) 14 (+2) 12 (+1) 16 (+3)
Diet
Saving Throws Dex +4, Con +9, Wis +6, Cha +8 Large game isn't usually accessible underground, so these
Skills Insight +5, Intimidation +7, Perception +5, dragons eat lots of smaller prey. They particularly enjoy giant
Stealth +4 spiders and other giant insects. They do not hunt sentient
Damage Immunities thunder
Senses blindsight 30 ft., darkvision 120 ft., passive
prey, but they will eat it if there are no other options; even
Perception 15
then they don't like the taste or texture. They will never eat
Languages Common, Draconic good-aligned prey or their "subjects," unless starvation is the
Challenge 13 (10,000 XP) only other option.
Actions Tactics
Multiattack The dragon makes three attacks: one
Adamantine dragons are used to fighting in close quarters
with its bite and two with its claws. where their isn't much room to fly, so this is how they usually
prefer to fight. They always know the terrain of their territory
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., very well and use it to their advantage: utilizing chokepoints,
one target. Hit: 17 (2d10 + 6) piercing damage. flying over obstacles that will hurt/impede their foes, or
Claw. Melee Weapon Attack: +10 to hit, reach 5 executing an ambush.
feet, one target. Hit: 13 (2d6 + 6) slashing damage
Tail. Melee Weapon Attack: +10 to hit, reach 15
Lair Actions
feet, one target. Hit: 15 (2d8 + 6) bludgeoning On initiative count 20 (losing initiative ties), the dragon takes
damage a lair action to cause one of the following effects; the dragon
Frightful Presence. Each creature of the dragon's can't use the same effect two rounds in a row:
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom
The dragon unleashes a mighty roar. All creatures within
saving throw or become frightened for 1 minute. A
60 feet of the dragon that can hear must succeed on a DC
creature can repeat the saving throw at the end of 15 Constitution saving throw or take 7 (2d6) thunder
each of its turns, ending the effect on itself on a damage and be deafened until the end of their next turn.
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. (Adult Adamantine Dragon cont.)
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons. Legendary Actions
Thunder Breath. The dragon exhales sonic energy The dragon can take 3 legendary actions, choosing
in a 50-foot cone. Each creature in that area from the options below. Only one legendary action
must make a DC 17 Constitution saving throw, option can be used at a time and only at the end of
taking 52 (15d6) thunder damage on a failed another creature's turn. The dragon regains spent
save, or half as much damage on a successful legendary actions at the start of its turn
one.
Detect. The dragon makes a Wisdom (Perception)
Dispelling Breath. The dragon exhales magical check.
energy in a 50-foot cone. All magical effects and
spells of 4th level or lower in that area end Tail Attack. The dragon makes a tail attack.
immediately. For spells of higher level, the Wing Attack (Costs 2 Actions). The dragon beats its
dragon can attempt a Charisma check (DC 10 + wings. Each creature within 10 feet of the dragon
the spell's level), ending the spell on a success. 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.
ADAMANTINE DRAGONS
183
A tremor shakes the lair in a 60-foot radius around the
dragon. Each creature other than the dragon on the
ground in that area must succeed on a DC 15 Dexterity (Mature Adult Adamantine Dragon cont.)
saving throw or be knocked prone. Tail. Melee Weapon Attack: +12 to hit, reach 15
A cloud of darkness with a 30-foot radius originates from feet, one target. Hit: 16 (2d8 + 7) bludgeoning
a point of the dragon's choosing that the dragon can see. It damage
functions as if cast with the Darkness spell. Frightful Presence. Each creature of the dragon's
Regional Effects choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 17 Wisdom
The region containing a legendary purple dragon's lair is saving throw or become frightened for 1 minute. A
warped by the dragon's magic, which creates one or more of creature can repeat the saving throw at the end of
the following effects: each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or
Within 1 mile of the lair, the dragon's presence magically the effect ends for it, the creature is immune to the
creates silver, mithral, and adamantine ore veins, and dragon's Frightful Presence for the next 24 hours.
makes them more common. Breath Weapon (Recharge 5-6). The dragon uses one
Within 6 miles of the lair, benign tremors occur frequently. of the following breath weapons.
Adamantine objects that weigh 5 pounds or more are
warm to the touch, when brought within 6 miles of the Thunder Breath. The dragon exhales sonic energy
lair. in a 60-foot cone. Each creature in that area
must make a DC 19 Constitution saving throw,
If the dragon dies, these effects fade over the course of taking 56 (16d6) thunder damage on a failed
1d10 days. save, or half as much damage on a successful
one.
Dispelling Breath. The dragon exhales magical
Mature Adult energy in a 60-foot cone. All magical effects and
spells of 4th level or lower in that area end
Adamantine Dragon immediately. For spells of higher level, the
dragon can attempt a Charisma check (DC 10 +
huge dragon, chaotic good
the spell's level), ending the spell on a success.
Armor Class 19 (natural armor)
Hit Points 243 (18d12 + 102) Change Shape. The dragon magically polymorphs
Speed 40 ft., fly 80 ft., swim 40 ft. 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
STR DEX CON INT WIS CHA is wearing or carrying is absorbed or borne by the
25 (+7) 10 (+0) 24 (+7) 15 (+2) 13 (+2) 17 (+3) new form (the dragon's choice). In a new form, the
dragon retains its alignment, hit points, Hit Dice,
Saving Throws Dex +5, Con +11, Wis +7, Cha +9 ability to speak, proficiencies, Legendary
Skills Insight +7, Intimidation +8, Perception +7, Resistance, lair actions, and Intelligence, Wisdom,
Stealth +5 and Charisma scores, as well as this action. Its
Damage Immunities thunder statistics and capabilities are otherwise replaced by
Senses blindsight 60 ft., darkvision 120 ft., passive those of the new form, except any class features or
Perception 17 legendary actions of that form.
Languages Common, Draconic
Challenge 15 (13,000 XP) Legendary Actions
The dragon can take 3 legendary actions, choosing
Legendary Resistance (3/Day). If the dragon fails a from the options below. Only one legendary action
saving throw, it can choose to succeed instead. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn
Multiattack The dragon can use its Frightful Detect. The dragon makes a Wisdom (Perception)
Presence. It then makes three attacks: one with its check.
bite and two with its claws.
Tail Attack. The dragon makes a tail attack.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., Wing Attack (Costs 2 Actions). The dragon beats its
one target. Hit: 18 (2d10 + 7) piercing damage. wings. Each creature within 15 feet of the dragon
Claw. Melee Weapon Attack: +12 to hit, reach 5 must succeed on a DC 20 Dexterity saving throw
feet, one target. Hit: 14 (2d6 + 7) slashing damage or take 14 (2d6 + 7) bludgeoning damage and be
knocked prone. The dragon can then fly up to half
its flying speed.
ADAMANTINE DRAGONS
184
Old Adamantine Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, chaotic good
Thunder Breath. The dragon exhales sonic energy in a
Armor Class 20 (natural armor) 70-foot cone. Each creature in that area must make a
Hit Points 297 (22d12 + 154) DC 20 Constitution saving throw, taking 63 (18d6)
Speed 40 ft., fly 80 ft., swim 40 ft. thunder damage on a failed save, or half as much
damage on a successful one.
STR DEX CON INT WIS CHA Dispelling Breath. The dragon exhales magical energy
26 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+2) 17 (+3) in a 70-foot cone. All magical effects and spells of
4th level or lower in that area end immediately. For
spells of higher level, the dragon can attempt a
Saving Throws Dex +5, Con +12, Wis +8, Cha +10 Charisma check (DC 10 + the spell's level), ending
Skills Insight +7, Intimidation +8, Perception +7, the spell on a success.
Stealth +5
Damage Immunities thunder
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 17 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 18 (20,000 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
Multiattack The dragon can use its Frightful Presence. It replaced by those of the new form, except any class
then makes three attacks: one with its bite and two features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
Legendary Actions
one target. Hit: 19 (2d10 + 8) piercing damage. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Claw. Melee Weapon Attack: +13 to hit, reach 5 feet, option can be used at a time and only at the end of
one target. Hit: 15 (2d6 + 8) slashing damage another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +13 to hit, reach 15 feet, legendary actions at the start of its turn
one target. Hit: 17 (2d8 + 8) bludgeoning damage
Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 15 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 21 Dexterity saving throw or take 15
throw is successful or the effect ends for it, the (2d6 + 8) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
ADAMANTINE DRAGONS
185
Elder Adamantine Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Thunder Breath. The dragon exhales sonic energy in a
huge dragon, chaotic good 80-foot cone. Each creature in that area must make a
DC 21 Constitution saving throw, taking 70 (20d6)
Armor Class 21 (natural armor) thunder damage on a failed save, or half as much
Hit Points 406 (28d12 + 224) damage on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Dispelling Breath. The dragon exhales magical energy
in a 80-foot cone. All magical effects and spells of
STR DEX CON INT WIS CHA 4th level or lower in that area end immediately. For
27 (+8) 10 (+0) 26 (+8) 16 (+3) 13 (+2) 18 (+4) spells of higher level, the dragon can attempt a
Charisma check (DC 10 + the spell's level), ending
the spell on a success.
Saving Throws Dex +6, Con +13, Wis +9, Cha +11
Skills Insight +8, Intimidation +10, Perception +8,
Stealth +6 Change Shape. The dragon magically polymorphs into
Damage Immunities thunder a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 18 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 20 (25,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. 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
Actions features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 19 (2d10 + 8) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, another creature's turn. The dragon regains spent
one target. Hit: 15 (2d6 + 8) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 17 (2d8 + 8) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 19 Wisdom saving throw or wings. Each creature within 15 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 22 Dexterity saving throw or take 15
the saving throw at the end of each of its turns, ending (2d6 + 8) bludgeoning damage and be knocked prone.
the effect on itself on a success. If a creature's saving The dragon can then fly up to half its flying speed.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
ADAMANTINE DRAGONS
186
Ancient Adamantine Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Thunder Breath. The dragon exhales sonic energy in a
gargantuan dragon, chaotic good 90-foot cone. Each creature in that area must make a
DC 23 Constitution saving throw, taking 77 (22d6)
Armor Class 22 (natural armor) thunder damage on a failed save, or half as much
Hit Points 468 (24d20 + 216) damage on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Dispelling Breath. The dragon exhales magical energy
in a 90-foot cone. All magical effects and spells of
STR DEX CON INT WIS CHA 5th level or lower in that area end immediately. For
29 (+9) 10 (+0) 28 (+9) 17 (+3) 16 (+3) 19 (+4) spells of higher level, the dragon can attempt a
Charisma check (DC 10 + the spell's level), ending
the spell on a success.
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Insight +10, Intimidation +11, Perception +10,
Stealth +7 Change Shape. The dragon magically polymorphs into
Damage Immunities thunder a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 20 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 22 (41,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. 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
Actions features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., from the options below. Only one legendary action
one target. Hit: 20 (2d10 + 9) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +16 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 16 (2d6 + 9) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +16 to hit, reach 20 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 18 (2d8 + 9) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 20 Wisdom saving throw or wings. Each creature within 15 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 24 Dexterity saving throw or take 16
the saving throw at the end of each of its turns, ending (2d6 + 9) bludgeoning damage and be knocked prone.
the effect on itself on a success. If a creature's saving The dragon can then fly up to half its flying speed.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
ADAMANTINE DRAGONS
187
Wyrm Adamantine Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Thunder Breath. The dragon exhales sonic energy in a
gargantuan dragon, chaotic good 100-foot cone. Each creature in that area must make
a DC 24 Constitution saving throw, taking 84
Armor Class 23 (natural armor) (24d6) thunder damage on a failed save, or half as
Hit Points 546 (28d20 + 252) much damage on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Dispelling Breath. The dragon exhales magical energy
in a 100-foot cone. All magical effects and spells of
STR DEX CON INT WIS CHA 5th level or lower in that area end immediately. For
30 (+10) 10 (+0) 29 (+9) 18 (+4) 17 (+3) 19 (+4) spells of higher level, the dragon can attempt a
Charisma check (DC 10 + the spell's level), ending
the spell on a success.
Saving Throws Dex +7, Con +16, Wis +11, Cha +12
Skills Insight +10, Intimidation +11, Perception +10,
Stealth +7 Change Shape. The dragon magically polymorphs into
Damage Immunities thunder a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 20 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 23 (50,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. 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
Actions features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., from the options below. Only one legendary action
one target. Hit: 21 (2d10 + 10) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 17 (2d6 + 10) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 19 (2d8 + 10) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 21 Wisdom saving throw or wings. Each creature within 15 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 25 Dexterity saving throw or take 16
the saving throw at the end of each of its turns, ending (2d6 + 9) bludgeoning damage and be knocked prone.
the effect on itself on a success. If a creature's saving The dragon can then fly up to half its flying speed.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
ADAMANTINE DRAGONS
188
Great Wyrm Adamantine Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Thunder Breath. The dragon exhales sonic energy in a
gargantuan dragon, chaotic good 100-foot cone. Each creature in that area must make
a DC 25 Constitution saving throw, taking 91
Armor Class 24 (natural armor) (26d6) thunder damage on a failed save, or half as
Hit Points 615 (30d20 + 300) much damage on a successful one.
Speed 40 ft., fly 80 ft., swim 40 ft.
Dispelling Breath. The dragon exhales magical energy
in a 100-foot cone. All magical effects and spells of
STR DEX CON INT WIS CHA 5th level or lower in that area end immediately. For
31 (+10) 10 (+0) 30 (+10) 19 (+4) 18 (+4) 20 (+5) spells of higher level, the dragon can attempt a
Charisma check (DC 10 + the spell's level), ending
the spell on a success.
Saving Throws Dex +7, Con +17, Wis +12, Cha +13
Skills Insight +10, Intimidation +12, Perception +11,
Stealth +7 Change Shape. The dragon magically polymorphs into
Damage Immunities thunder a humanoid or beast that has a challenge rating no
Senses blindsight 60 ft., darkvision 120 ft., passive higher than its own, or back into its true form. It reverts
Perception 21 to its true form if it dies. Any equipment it is wearing
Languages Common, Draconic or carrying is absorbed or borne by the new form (the
Challenge 25 (75,000 XP) dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Legendary Resistance (3/Day). If the dragon fails a saving proficiencies, Legendary Resistance, lair actions, and
throw, it can choose to succeed instead. 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
Actions features or legendary actions of that form.
Multiattack The dragon can use its Frightful Presence. It
then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., from the options below. Only one legendary action
one target. Hit: 21 (2d10 + 10) piercing damage. option can be used at a time and only at the end of
Claw. Melee Weapon Attack: +18 to hit, reach 10 feet, another creature's turn. The dragon regains spent
one target. Hit: 17 (2d6 + 10) slashing damage legendary actions at the start of its turn
Tail. Melee Weapon Attack: +18 to hit, reach 20 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 19 (2d8 + 10) bludgeoning damage check.
Frightful Presence. Each creature of the dragon's choice Tail Attack. The dragon makes a tail attack.
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 22 Wisdom saving throw or wings. Each creature within 15 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 26 Dexterity saving throw or take 17
the saving throw at the end of each of its turns, ending (2d6 + 10) bludgeoning damage and be knocked
the effect on itself on a success. If a creature's saving prone. The dragon can then fly up to half its flying
throw is successful or the effect ends for it, the speed.
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
ADAMANTINE DRAGONS
189
Iron Dragons Very Young Iron
Iron Dragons are good natured, but most forget this because
they are often brutish, short-tempered, and pessimistic.
Most are driven by their need to be respected, and for some
Dragon
small dragon, neutral good
this translates to ruling through fear. They prefer their own
company, like other dragons, but older Iron Dragons such as Armor Class 17 (natural armor)
Elders and Ancients may have minions keep up their lairs or Hit Points 65 (10d8 + 20)
guard their hoards. Such minions are usually frightened into Speed 35 ft., climb 30 ft., fly 65 ft.
service or charmed with the dragon's charm breath.
They are not as bright as other dragons and therefore are STR DEX CON INT WIS CHA
relatively easy to trick or manipulate (when compared to
other dragons) through bribery or flattery, but if an Iron 16 (+3) 12 (+1) 16 (+3) 9 (-1) 11 (+0) 12 (+1)
Dragon finds out it has been manipulated, it always reacts
viciously and violently. Saving Throws Dex +3, Con +5, Wis +2, Cha +3
However, if you are honest and up-front about your Skills Perception +5, Stealth +3
intentions, younger iron dragons can make excellent Damage Immunities lightning
mercenaries and stalwart allies. Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 15
Languages Draconic
Challenge 2 (450 XP)
Iron Dragon Wyrmling
tiny dragon, neutral good Actions
Armor Class 17 (natural armor) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit Points 32 (5d8 + 10) one target. Hit: 9 (1d12 + 3) piercing damage.
Speed 30 ft., climb 30 ft., fly 60 ft.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
STR DEX CON INT WIS CHA Lightning Breath. The dragon exhales a blast of
15 (+2) 12 (+1) 15 (+2) 9 (-1) 11 (+0) 12 (+1) lightning in a 20-foot cone. Each creature in that
area must make a DC 13 Dexterity saving throw,
taking 27 (6d8) lightning damage on a failed
Saving Throws Dex +3, Con +4, Wis +2, Cha +3 save, or half as much damage on a successful
Skills Perception +4, Stealth +3 one.
Damage Immunities lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Charming Breath. The dragon exhales gas in a 20-
Perception 14 foot cone. Each creature in that area must
Languages Draconic succeed on a DC 13 Constitution saving throw
Challenge 1 (200 XP) or be charmed by the dragon for 1 minute. Each
time the dragon or the dragon's companions do
Actions anything harmful to the creature, it can repeat
the saving throw, ending the effect on itself on a
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., success.
one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The dragon uses one
of the following breath weapons.
Lightning Breath. The dragon exhales a blast of
Iron Dragons normally do not care for their Metallic cousins
lightning in a 15-foot cone. Each creature in that
of other varieties, and the others generally return the favor.
area must make a DC 12 Dexterity saving throw, Though they share the Metallic hatred of the Chromatic
taking 18 (4d8) lightning damage on a failed Dragons, Irons are the most likely to tolerate sharing a
save, or half as much damage on a successful border with a Chromatic Dragon. That is, unless the dragon
one. is Green. Iron and Green dragons do not tolerate each other,
as they usually inhabit similar areas, and the Greens
Charming Breath. The dragon exhales gas in a 15- especially infuriate Irons because the more dimwitted Irons
foot cone. Each creature in that area must are easily outsmarted by the conniving Greens.
succeed on a DC 12 Constitution saving throw Iron dragons are solitary (aside from possible minions) and
or be charmed by the dragon for 1 minute. Each
time the dragon or the dragon's companions do
will not seek out other creatures, aside from other Iron
anything harmful to the creature, it can repeat
Dragons when they feel the need to mate. They follow the
the saving throw, ending the effect on itself on a mating rituals traditionally followed by Metallic Dragons,
success. raising their young as a couple, but they rarely mate for life.
IRON DRAGONS
190
Young Iron Dragon Juvenile Iron Dragon
medium dragon, neutral good medium dragon, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 13 (+1) 19 (+4) 12 (+1) 19 (+4) 10 (+0) 13 (+1) 15 (+2)
Saving Throws Dex +3, Con +6, Wis +3, Cha +4 Saving Throws Dex +4, Con +7, Wis +4, Cha +5
Skills Perception +6, Stealth +4 Skills Intimidation +5, Perception +7, Stealth +4
Damage Immunities lightning Damage Immunities lightning
Senses blindsight 10 ft., darkvision 60 ft., passive Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 16 Perception 17
Languages Draconic Languages Draconic
Challenge 4 (1,100 XP) Challenge 7 (2,900 XP)
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., Multiattack. The dragon makes three attacks: one
one target. Hit: 10 (2d6 + 3) piercing damage. with its bite and two with its claws.
Breath Weapon (Recharge 5-6). The dragon uses one Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
of the following breath weapons. one target. Hit: 15 (2d10 + 4) piercing damage.
Lightning Breath. The dragon exhales a blast of Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
lightning in a 25-foot cone. Each creature in that one target. Hit: 11 (2d6 + 4) slashing damage.
area must make a DC 14 Dexterity saving throw, Breath Weapon (Recharge 5-6). The dragon uses one
taking 36 (8d8) lightning damage on a failed of the following breath weapons.
save, or half as much damage on a successful
one. Lightning Breath. The dragon exhales a blast of
lightning in a 30-foot cone. Each creature in that
Charming Breath. The dragon exhales gas in a 25- area must make a DC 15 Dexterity saving throw,
foot cone. Each creature in that area must taking 40 (9d8) lightning damage on a failed
succeed on a DC 14 Constitution saving throw save, or half as much damage on a successful
or be charmed by the dragon for 1 minute. Each one.
time the dragon or the dragon's companions do
anything harmful to the creature, it can repeat Charming Breath. The dragon exhales gas in a 30-
the saving throw, ending the effect on itself on a foot cone. Each creature in that area must
success. succeed on a DC 15 Constitution saving throw
or be charmed by the dragon for 1 minute. Each
time the dragon or the dragon's companions do
anything harmful to the creature, it can repeat
the saving throw, ending the effect on itself on a
Terrain and Habitat success.
Iron Dragons like places with plenty of cover large enough to
hide a large predator; their favorite environments are rocky
hills or dense forests.
They take particular care in hiding their lairs, which have a Favored Treasure
reputation for being among of the most difficult dragon lairs Iron Dragons prefer martial treasures like armor and
to find. If the dragon cannot find a totally inaccessible place weapons, especially ones won from would-be challengers.
(like a cavern reachable only by flight) they will settle for the They take these as trophies and as marks of their battle
most difficult terrain and cover they can find. Common places prowess. Aside from that, they love the look and feel of silver
to find Iron Dragon lairs include overgrown forest ravines or and gold coins.
briar-choked gulches.
Lairs
An Iron Dragon's lair usually consists of several large
chambers with many entrances and exits. Something hides
the lair's main entrance, such as overgrown foliage or a large
rock that the dragon can push out of the way.
IRON DRAGONS
191
Tactics The dragon chooses a point on the ground that it can see
within 120 feet of it. Stone spikes sprout from the ground
Iron Dragons always strike from ambush. If engaging in their in a 20-foot radius centered on that point. The effect is
lair, they will distract enemies with carefully positioned traps otherwise identical to the spike growth spell and lasts
(or minions if they have any), and then attack when their until the dragon uses this lair action again or until the
enemies are distracted. If they do not believe they will win a dragon dies.
fight, they have no qualms with fleeing to saving their own The dragon chooses a point on the ground that it can see
hide. within 120 feet of it. It then creates a bright crack of
If they have minions, Iron Dragons most often "coerce" lightning on that point. Every creature within 20 feet of
goblins, hobgoblins, or minotaurs to work for them, with the lightning must make a DC 20 Constitution saving
promises of loot. However, an Iron Dragon may go back on a throw or be blinded until initiative count 20 on the next
deal or leave its "friends" to die if it can save itself. round.
The dragon creates a cloud of fog as if casting the fog
Diet cloud spell. The fog lasts until initiative count 20 on the
Iron Dragons prefer midsized game such as deer and boar. next round.
Most will eat sentient creatures if the opportunity presents Regional Effects
itself, but only if they are evil or obviously malicious. They
especially prefer smaller humanoids that are less able to The region containing a legendary iron dragon's lair is
protect themselves, such as goblins or kobolds. Iron dragons warped by the dragon's magic, which creates one or more of
keep from eating good creatures, but occasionally one of the following effects:
them may build a lair along a busy road so it can ambush Thunderstorms are common within 6 miles of the lair.
unsuspecting passersby. Creatures that cannot normally speak Draconic have the
ability to do so within one mile of the lair.
Lair Actions Reptiles are unusually active within one mile of the lair.
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:
Young Adult Iron Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.
Dragon Frightful Presence. Each creature of the dragon's choice
large dragon, neutral good that is within 120 feet of the dragon and aware of it
must succeed on a DC 14 Wisdom saving throw or
Armor Class 18 (natural armor) become frightened for 1 minute. A creature can repeat
Hit Points 147 (14d10 + 70) the saving throw at the end of each of its turns, ending
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA
for the next 24 hours.
20 (+5) 12 (+1) 20 (+5) 10 (+0) 13 (+1) 15 (+2)
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Saving Throws Dex +4, Con +8, Wis +5, Cha +6
Skills Intimidation +6, Perception +8, Stealth +4 Lightning Breath. The dragon exhales a blast of
Damage Immunities lightning lightning in a 40-foot cone. Each creature in that
Senses blindsight 30 ft., darkvision 120 ft., passive area must make a DC 16 Dexterity saving throw,
Perception 17 taking 40 (9d8) lightning damage on a failed save, or
Languages Draconic half as much damage on a successful one.
Challenge 9 (5,000 XP) Charming Breath. The dragon exhales gas in a 40-foot
cone. Each creature in that area must succeed on a
Actions DC 16 Constitution saving throw or be charmed by
the dragon for 1 minute. Each time the dragon or the
Multiattack. The dragon makes three attacks: one with
dragon's companions do anything harmful to the
its bite and two with its claws.
creature, it can repeat the saving throw, ending the
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one effect on itself on a success.
target. Hit: 15 (2d10 + 4) piercing damage.
IRON DRAGONS
192
Adult Iron Dragon the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
large dragon, neutral good
creature is immune to the dragon's Frightful Presence
Armor Class 18 (natural armor) for the next 24 hours.
Hit Points 178 (17d10 + 85) Breath Weapon (Recharge 5-6). The dragon uses one of
Speed 40 ft., climb 40 ft., fly 80 ft. the following breath weapons.
Lightning Breath. The dragon exhales a blast of
STR DEX CON INT WIS CHA lightning in a 50-foot cone. Each creature in that
area must make a DC 17 Dexterity saving throw,
21 (+5) 12 (+1) 21 (+5) 11 (+0) 13 (+1) 16 (+3) taking 45 (10d8) lightning damage on a failed save,
or half as much damage on a successful one.
Saving Throws Dex +5, Con +9, Wis +6, Cha +7
Skills Intimidation +7, Perception +10, Stealth +5 Charming Breath. The dragon exhales gas in a 50-foot
Damage Immunities lightning cone. Each creature in that area must succeed on a
Senses blindsight 30 ft., darkvision 120 ft., passive DC 17 Constitution saving throw or be charmed by
Perception 17 the dragon for 1 minute. Each time the dragon or the
Languages Draconic dragon's companions do anything harmful to the
Challenge 12 (8,400 XP) creature, it can repeat the saving throw, ending the
effect on itself on a success.
Actions
Multiattack. The dragon makes three attacks: one with Legendary Actions
its bite and two with its claws. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one option can be used at a time and only at the end of
target. Hit: 15 (2d10 + 4) piercing damage. another creature's turn. The dragon regains spent
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one legendary actions at the start of its turn
target. Hit: 11 (2d6 + 4) slashing damage.
Detect. The dragon makes a Wisdom (Perception)
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one check.
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Tail Attack. The dragon makes a tail attack.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Wing Attack (Costs 2 Actions). The dragon beats its
must succeed on a DC 15 Wisdom saving throw or wings. Each creature within 10 feet of the dragon must
become frightened for 1 minute. A creature can repeat succeed on a DC 19 Dexterity saving throw or take 12
the saving throw at the end of each of its turns, ending (2d6 + 5) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flyingIRON
speed.
DRAGONS
193
Mature Adult Iron Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Dragon Lightning Breath. The dragon exhales a blast of
huge dragon, neutral good lightning in a 60-foot cone. Each creature in that
area must make a DC 19 Dexterity saving throw,
Armor Class 19 (natural armor) taking 54 (12d8) lightning damage on a failed save,
Hit Points 212 (17d12 + 102) or half as much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft.
Charming Breath. The dragon exhales gas in a 60-foot
cone. Each creature in that area must succeed on a
STR DEX CON INT WIS CHA DC 19 Constitution saving throw or be charmed by
23 (+6) 12 (+1) 23 (+6) 12 (+1) 15 (+2) 17 (+3) the dragon for 1 minute. Each time the dragon or the
dragon's companions do anything harmful to the
creature, it can repeat the saving throw, ending the
Saving Throws Dex +6, Con +11, Wis +7, Cha +8
effect on itself on a success.
Skills Intimidation +8, Perception +12, Stealth +6
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Change Shape. The dragon magically polymorphs into
Perception 22 a humanoid or beast that has a challenge rating no
Languages Common, Draconic higher than its own, or back into its true form. It reverts
Challenge 14 (11,500 XP) to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Legendary Resistance (3/Day). If the dragon fails a saving dragon's choice). In a new form, the dragon retains its
throw, it can choose to succeed instead. alignment, hit points, Hit Dice, ability to speak,
proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
Multiattack. The dragon can use its Frightful Presence. replaced by those of the new form, except any class
It then makes three attacks: one with its bite and two features or legendary actions of that form.
with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., Legendary Actions
one target. Hit: 17 (2d10 + 6) piercing damage. The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one from the options below. Only one legendary action
target. Hit: 13 (2d6 + 6) slashing damage. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one legendary actions at the start of its turn
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 19 Dexterity saving throw or take 13
throw is successful or the effect ends for it, the (2d6 + 6) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
IRON DRAGONS
194
Old Iron Dragon Lightning Breath. The dragon exhales a blast of
lightning in a 70-foot cone. Each creature in that
huge dragon, neutral good
area must make a DC 20 Dexterity saving throw,
Armor Class 20 (natural armor) taking 58 (13d8) lightning damage on a failed save,
Hit Points 270 (20d12 + 140) or half as much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft. Charming Breath. The dragon exhales gas in a 70-foot
cone. Each creature in that area must succeed on a
STR DEX CON INT WIS CHA DC 20 Constitution saving throw or be charmed by
the dragon for 1 minute. Each time the dragon or the
24 (+7) 12 (+1) 24 (+7) 12 (+1) 15 (+2) 17 (+3) dragon's companions do anything harmful to the
creature, it can repeat the saving throw, ending the
Saving Throws Dex +6, Con +12, Wis +8, Cha +9 effect on itself on a success.
Skills Intimidation +9, Perception +13, Stealth +6
Damage Immunities lightning Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 23 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 17 (18,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Legendary Resistance (3/Day). If the dragon fails a saving alignment, hit points, Hit Dice, ability to speak,
throw, it can choose to succeed instead. proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Multiattack. The dragon can use its Frightful Presence. features or legendary actions of that form.
It then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 18 (2d10 + 7) piercing damage. from the options below. Only one legendary action
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one option can be used at a time and only at the end of
target. Hit: 14 (2d6 + 7) slashing damage. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 16 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 20 Dexterity saving throw or take 17
throw is successful or the effect ends for it, the (2d6 + 7) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
IRON DRAGONS
195
Elder Iron Dragon Lightning Breath. The dragon exhales a blast of
lightning in a 80-foot cone. Each creature in that
huge dragon, neutral good
area must make a DC 21 Dexterity saving throw,
Armor Class 21 (natural armor) taking 58 (13d8) lightning damage on a failed save,
Hit Points 324 (24d12 + 168) or half as much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft. Charming Breath. The dragon exhales gas in a 80-foot
cone. Each creature in that area must succeed on a
STR DEX CON INT WIS CHA DC 21 Constitution saving throw or be charmed by
the dragon for 1 minute. Each time the dragon or the
25 (+7) 12 (+1) 25 (+7) 13 (+1) 15 (+2) 18 (+4) dragon's companions do anything harmful to the
creature, it can repeat the saving throw, ending the
Saving Throws Dex +7, Con +14, Wis +9, Cha +10 effect on itself on a success.
Skills Intimidation +10, Perception +15, Stealth +7
Damage Immunities lightning Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 25 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 19 (22,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Legendary Resistance (3/Day). If the dragon fails a saving alignment, hit points, Hit Dice, ability to speak,
throw, it can choose to succeed instead. proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Multiattack. The dragon can use its Frightful Presence. features or legendary actions of that form.
It then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 18 (2d10 + 7) piercing damage. from the options below. Only one legendary action
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one option can be used at a time and only at the end of
target. Hit: 14 (2d6 + 7) slashing damage. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 21 Dexterity saving throw or take 14
throw is successful or the effect ends for it, the (2d6 + 7) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
IRON DRAGONS
196
Ancient Iron Dragon Lightning Breath. The dragon exhales a blast of
lightning in a 90-foot cone. Each creature in that
huge dragon, neutral good
area must make a DC 23 Dexterity saving throw,
Armor Class 22 (natural armor) taking 63 (14d8) lightning damage on a failed save,
Hit Points 388 (21d20 + 168) or half as much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft. Charming Breath. The dragon exhales gas in a 90-foot
cone. Each creature in that area must succeed on a
STR DEX CON INT WIS CHA DC 23 Constitution saving throw or be charmed by
the dragon for 1 minute. Each time the dragon or the
27 (+8) 12 (+1) 27 (+8) 14 (+2) 17 (+3) 18 (+4) dragon's companions do anything harmful to the
creature, it can repeat the saving throw, ending the
Saving Throws Dex +8, Con +15, Wis +10, Cha +11 effect on itself on a success.
Skills Intimidation +11, Perception +17, Stealth +8
Damage Immunities lightning Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 27 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 21 (33,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Legendary Resistance (3/Day). If the dragon fails a saving alignment, hit points, Hit Dice, ability to speak,
throw, it can choose to succeed instead. proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Multiattack. The dragon can use its Frightful Presence. features or legendary actions of that form.
It then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 19 (2d10 + 8) piercing damage. from the options below. Only one legendary action
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one option can be used at a time and only at the end of
target. Hit: 15 (2d6 + 8) slashing damage. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 10 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 23 Dexterity saving throw or take 15
throw is successful or the effect ends for it, the (2d6 + 8) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
IRON DRAGONS
197
Wyrm Iron Dragon Lightning Breath. The dragon exhales a blast of
lightning in a 95-foot cone. Each creature in that
gargantuan dragon, neutral good
area must make a DC 24 Dexterity saving throw,
Armor Class 23 (natural armor) taking 67 (15d8) lightning damage on a failed save,
Hit Points 468 (24d20 + 216) or half as much damage on a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft. Charming Breath. The dragon exhales gas in a 95-foot
cone. Each creature in that area must succeed on a
STR DEX CON INT WIS CHA DC 24 Constitution saving throw or be charmed by
the dragon for 1 minute. Each time the dragon or the
28 (+9) 12 (+1) 28 (+9) 15 (+2) 17 (+3) 18 (+4) dragon's companions do anything harmful to the
creature, it can repeat the saving throw, ending the
Saving Throws Dex +8, Con +15, Wis +10, Cha +11 effect on itself on a success.
Skills Intimidation +12, Perception +18, Stealth +8
Damage Immunities lightning Change Shape. The dragon magically polymorphs into
Senses blindsight 60 ft., darkvision 120 ft., passive a humanoid or beast that has a challenge rating no
Perception 28 higher than its own, or back into its true form. It reverts
Languages Common, Draconic to its true form if it dies. Any equipment it is wearing
Challenge 22 (41,000 XP) or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Legendary Resistance (3/Day). If the dragon fails a saving alignment, hit points, Hit Dice, ability to speak,
throw, it can choose to succeed instead. proficiencies, Legendary Resistance, lair actions, and
Intelligence, Wisdom, and Charisma scores, as well as
Actions this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Multiattack. The dragon can use its Frightful Presence. features or legendary actions of that form.
It then makes three attacks: one with its bite and two
with its claws.
Legendary Actions
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., The dragon can take 3 legendary actions, choosing
one target. Hit: 20 (2d10 + 9) piercing damage. from the options below. Only one legendary action
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., option can be used at a time and only at the end of
one target. Hit: 16 (2d6 + 9) slashing damage. another creature's turn. The dragon regains spent
legendary actions at the start of its turn
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
target. Hit: 18 (2d8 + 9) bludgeoning damage. Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 20 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Wing Attack (Costs 2 Actions). The dragon beats its
the saving throw at the end of each of its turns, ending wings. Each creature within 15 feet of the dragon must
the effect on itself on a success. If a creature's saving succeed on a DC 24 Dexterity saving throw or take 16
throw is successful or the effect ends for it, the (2d6 + 9) bludgeoning damage and be knocked prone.
creature is immune to the dragon's Frightful Presence The dragon can then fly up to half its flying speed.
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
IRON DRAGONS
198
Great Wyrm Iron Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
gargantuan dragon, lawful neutral
Lightning Breath. The dragon exhales a blast of
Armor Class 24 (natural armor) lightning in a 100-foot cone. Each creature in that
Hit Points 546 (28d20 + 252) area must make a DC 25 Dexterity saving throw,
Speed 40 ft., climb 40 ft., fly 80 ft. taking 76 (17d8) lightning damage on a failed save,
or half as much damage on a successful one.
STR DEX CON INT WIS CHA Charming Breath. The dragon exhales gas in a 100-
29 (+9) 12 (+1) 29 (+9) 15 (+2) 17 (+3) 19 (+4) foot cone. Each creature in that area must succeed
on a DC 25 Constitution saving throw or be charmed
by the dragon for 1 minute. Each time the dragon or
Saving Throws Dex +8, Con +17, Wis +12, Cha +11 the dragon's companions do anything harmful to the
Skills Intimidation +13, Perception +19, Stealth +8 creature, it can repeat the saving throw, ending the
Damage Immunities fire effect on itself on a success.
Damage Resistances lightning
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 29 Change Shape. The dragon magically polymorphs into
Languages Common, Draconic a humanoid or beast that has a challenge rating no
Challenge 24 (62,000 XP) higher than its own, or back into its true form. It reverts
to its true form if it dies. Any equipment it is wearing
Legendary Resistance (3/Day). If the dragon fails a saving or carrying is absorbed or borne by the new form (the
throw, it can choose to succeed instead. 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
Actions Intelligence, Wisdom, and Charisma scores, as well as
Multiattack. The dragon can use its Frightful Presence. this action. Its statistics and capabilities are otherwise
It then makes three attacks: one with its bite and two replaced by those of the new form, except any class
with its claws. features or legendary actions of that form.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
one target. Hit: 20 (2d10 + 9) piercing damage.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 16 (2d6 + 9) slashing damage. option can be used at a time and only at the end of
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one another creature's turn. The dragon regains spent
target. Hit: 18 (2d8 + 9) bludgeoning damage. legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Wing Attack (Costs 2 Actions). The dragon beats its
the effect on itself on a success. If a creature's saving wings. Each creature within 15 feet of the dragon must
throw is successful or the effect ends for it, the succeed on a DC 23 Dexterity saving throw or take 16
creature is immune to the dragon's Frightful Presence (2d6 + 9) bludgeoning damage and be knocked prone.
for the next 24 hours. The dragon can then fly up to half its flying speed.
IRON DRAGONS
199
driven them there. This always has something to do with the
Mithral Dragons cause to which the dragon has devoted itself, and it usually
Mithral dragons are the most powerful of the metallic disappears as soon as its purpose is finished. Ancient mithral
dragons (though golds are loath to acknowledge the mithrals' dragons are said to guard religious sites of primeval origin on
superiority). They have an uncanny ability to sense the future, the material plane. No one knows the contents of these sites,
and often experience visions of events that are to come; often and no one has had the courage to find out.
these visions come as a result of their studying and Most often, a mithral dragon will devote itself to Bahamut
pondering, as they usually offer their services to deities, and offer its services to him, but other more unorthodox (they
religious causes, or other great endeavours. prefer the term "enlightened") dragons will devote
As natives of the Astral Sea, mithral dragons are rarely themselves to Io, the god from which Bahamut and Tiamat
seen on the Material Plane, unless something specific has were created. These dragons can be more unpredictable, and
their alignments can shift toward neutral or even evil.
MITHRAL DRAGONS
200
Young Mithral Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
large dragon, lawful good
Radiant Breath. The dragon exhales a beam of radiant
Armor Class 17 (natural armor) energy in a 50-foot line that is 5 feet wide. Each
Hit Points 147 (14d10 + 70) creature in that area must make a DC 15 Dexterity
Speed 35 ft., fly 70 ft. saving throw, taking 45 (7d12) radiant damage on a
failed save, or half as much damage on a successful
one.
STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 21 (+5) 16 (+3) 15 (+2) 18 (+4) Time Stop Breath. The dragon exhales magical energy
in a 25-foot cone. Each creature in that area must
make a DC 15 Wisdom saving throw. On a failed
Saving Throws Dex +5, Con +8, Wis +5, Cha +7 save, a creature becomes frozen in time for 1d4
Skills Perception +8, Stealth +5 rounds. While frozen in time, the creature is
Damage Immunities radiant incapacitated, can't move or speak, and is unaware of
Senses blindsight 10 ft., darkvision 60 ft., passive its surroundings. Attack rolls against the creature
Perception 18 have advantage, and any melee weapon attack that
Languages Common, Draconic would hit is automatically a critical hit. The creature
Challenge 7 (2,900 XP) also automatically fails all Strength and Dexterity
saving throws. The effect ends early if the creature is
Actions moved or takes damage, or if the dragon is killed.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) piercing damage.
Juvenile Mithral Dragon Claw. Melee Weapon Attack: +10 to hit, reach 5 feet,
one target. Hit: 13 (2d6 + 6) slashing damage
huge dragon, lawful good
Teleport. The dragon magically teleports, along with any
Armor Class 18 (natural armor) equipment it is wearing or carrying, up to 60 feet to an
Hit Points 195 (17d10 + 102) unoccupied space it can see.
Speed 40 ft., fly 80 ft.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
STR DEX CON INT WIS CHA Radiant Breath. The dragon exhales a beam of radiant
23 (+6) 14 (+2) 23 (+6) 17 (+3) 16 (+3) 20 (+5) energy in a 60-foot line that is 5 feet wide. Each
creature in that area must make a DC 17 Dexterity
Saving Throws Dex +6, Con +10, Wis +7, Cha +9 saving throw, taking 58 (9d12) radiant damage on a
Skills History +7, Insight +7, Perception +11, failed save, or half as much damage on a successful
Persuasion +9, Religion +7, Stealth +6 one.
Damage Immunities radiant Time Stop Breath. The dragon exhales magical energy
Senses blindsight 30 ft., darkvision 120 ft., passive in a 30-foot cone. Each creature in that area must
Perception 21 make a DC 17 Wisdom saving throw. On a failed
Languages Celestial, Common, Draconic save, a creature becomes frozen in time for 1d4
Challenge 11 (7,200 XP) rounds. While frozen in time, the creature is
incapacitated, can't move or speak, and is unaware of
Actions its surroundings. Attack rolls against the creature
have advantage, and any melee weapon attack that
Multiattack The dragon makes three attacks: one with would hit is automatically a critical hit. The creature
its bite and two with its claws. also automatically fails all Strength and Dexterity
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., saving throws. The effect ends early if the creature is
one target. Hit: 17 (2d10 + 6) piercing damage. moved or takes damage, or if the dragon is killed.
MITHRAL DRAGONS
201
Because of their extraplanar origin, mithral dragons are manticore table manners. But the manticore won't burn you
immortal. They age as a normal dragon, but they cannot die to a crisp with its breath weapon.
of old age and they never reach the Twilight stage of a normal On the Material Plane, mithral dragons don't favor any
dragon's development. As a result, mithrals can be particular terrain. That said, if a mithral dragon does make a
encountered that are tens of thousands of years old. lair on the Material Plane, it will try to find a place where it
Mithral dragons only speak when they believe what they can attune to the will of deity, which usually happens best in
have to say is of vast importance. Even when they do speak, abandoned temples or other important religious areas. If one
they don't think that tiny mortal minds can comprehend the of these areas cannot be found, the dragon may settle for a
vastness of their calling or the importance of their mission mine where it can attempt to read gemstone deposits, and
(no matter what their mission happens to be), so their speech there glean glimpses of future events.
tends to be condescending, though not in an overtly insulting
way.
Frozen in Time
Terrain and Lairs A mithral dragon's secondary breath weapon
freezes its opponents in time, almost as if with a
Mithral dragons prefer their home plane, living in the time stop spell. While a creature is thus affected, it
domains of deities. While in these places, they maintain their suffers these conditions:
loyalty to any deities they serve, no matter whose domain
they happen to live in. If an "enlightened" mithral dragon can the creature is incapacitated, can't move or
do so, it will try to find places that retain a remnant of Io's speak, and is unaware of its surroundings
influence so that it can attune to the dead god's will and exact attack rolls against the creature have advantage
it. Mithral dragons will lie in wait for centuries or millenia any melee weapon attack that would hit the
creature is automatically a critical hit
waiting to hear the call of a deity or cause to which they are the creature automatically fails all Strength and
willing to pledge themselves; when the call comes, the Dexterity saving throws
dragon responds with exactness and determination. Trying to
talk a mithral dragon out of its cause is like trying to teach a
Young Adult Mithral Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 19 Wisdom saving throw or
huge dragon, lawful good become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 18 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 216 (16d12 + 112) throw is successful or the effect ends for it, the
Speed 40 ft., fly 80 ft. creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of
STR DEX CON INT WIS CHA
the following breath weapons.
24 (+7) 14 (+2) 24 (+7) 18 (+4) 16 (+3) 20 (+5)
Radiant Breath. The dragon exhales a beam of radiant
energy in a 70-foot line that is 5 feet wide. Each
Saving Throws Dex +7, Con +12, Wis +8, Cha +10 creature in that area must make a DC 18 Dexterity
Skills History +9, Insight +8, Perception +13, saving throw, taking 65 (10d12) radiant damage on
Persuasion +10, Religion +9, Stealth +7 a failed save, or half as much damage on a successful
Damage Immunities radiant one.
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 23 Time Stop Breath. The dragon exhales magical energy
Languages Celestial, Common, Draconic in a 40-foot cone. Each creature in that area must
Challenge 13 (10,000 XP) make a DC 18 Wisdom saving throw. On a failed
save, a creature becomes frozen in time for 1d4
rounds. While frozen in time, the creature is
Actions incapacitated, can't move or speak, and is unaware of
Multiattack The dragon can use its Frightful presence. It its surroundings. Attack rolls against the creature
then makes three attacks: one with its bite and two have advantage, and any melee weapon attack that
with its claws. would hit is automatically a critical hit. The creature
also automatically fails all Strength and Dexterity
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., saving throws. The effect ends early if the creature is
one target. Hit: 18 (2d10 + 7) piercing damage. moved or takes damage, or if the dragon is killed.
Claw. Melee Weapon Attack: +11 to hit, reach 5 feet,
one target. Hit: 14 (2d6 + 7) slashing damage
Teleport. The dragon magically teleports, along with any
equipment it is wearing or carrying, up to 70 feet to an
unoccupied space it can see.
MITHRAL DRAGONS
202
Physical Characteristics Favored Treasure
A mithral dragon's scales are snow white when it first Mithral dragons only take treasure that furthers their goals.
hatches, and darken to silver as it ages; older dragons retain Therefore, it won't have a traditional dragon hoard unless
some snowy color in the form of intricate white striations that having a vast sum of wealth somehow helps it to achieve
follow their musculature. Their scales glow faintly. whatever it is trying to achieve.
The long spikes on a mithral dragon's head appear to form
a sort of crown, and smaller spines work their way down its
neck, across its back, and all the way down its tail. These Diet
spikes stand on end whenever the dragon is excited, and Because they are originally from the Astral Sea where
especially when it is angered. hunting can be extraordinarily difficult, mithral dragons have
Mithral dragons are extremely muscular, and their scales developed such that they require very little food. They are
follow the lines of their musculature, which makes the omnivorous, and often have servants tend gardens and/or
muscles pop even further. flocks for them rather than hunt, because this gives the
An older mithral dragon's wings sometimes appear to be dragon more time to stay within its lair and ponder on its
made of raw radiant energy rather than flesh. visions.
Adult Mithral Dragon Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
huge dragon, lawful good
Radiant Breath. The dragon exhales a beam of radiant
Armor Class 18 (natural armor) energy in an 80-foot line that is 5 feet wide. Each
Hit Points 243 (18d12 + 126) creature in that area must make a DC 19 Dexterity
Speed 40 ft., fly 80 ft., swim 40 ft. saving throw, taking 71 (11d12) radiant damage on
a failed save, or half as much damage on a successful
one.
STR DEX CON INT WIS CHA
25 (+7) 14 (+2) 25 (+7) 18 (+4) 17 (+3) 22 (+6) Time Stop Breath. The dragon exhales magical energy
in a 50-foot cone. Each creature in that area must
make a DC 19 Wisdom saving throw. On a failed
Saving Throws Dex +7, Con +12, Wis +8, Cha +11 save, a creature becomes frozen in time for 1d4
Skills History +9, Insight +8, Perception +13, rounds. While frozen in time, the creature is
Persuasion +11, Religion +9, Stealth +7 incapacitated, can't move or speak, and is unaware of
Damage Immunities radiant its surroundings. Attack rolls against the creature
Senses blindsight 30 ft., darkvision 120 ft., passive have advantage, and any melee weapon attack that
Perception 23 would hit is automatically a critical hit. The creature
Languages Celestial, Common, Draconic also automatically fails all Strength and Dexterity
Challenge 16 (15,000 XP) saving throws. The effect ends early if the creature is
moved or takes damage, or if the dragon is killed.
Actions
Multiattack The dragon makes three attacks: one with Legendary Actions
its bite and two with its claws.
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., from the options below. Only one legendary action
one target. Hit: 18 (2d10 + 7) piercing damage. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Claw. Melee Weapon Attack: +12 to hit, reach 5 feet, legendary actions at the start of its turn
one target. Hit: 14 (2d6 + 7) slashing damage
Tail. Melee Weapon Attack: +12 to hit, reach 15 feet, Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 16 (2d8 + 7) bludgeoning damage check.
Teleport. The dragon magically teleports, along with any Tail Attack. The dragon makes a tail attack.
equipment it is wearing or carrying, up to 80 feet to an Teleport (Costs 2 Actions). The dragon uses its Teleport
unoccupied space it can see. action.
Frightful Presence. Each creature of the dragon's choice Wing Attack (Costs 2 Actions). The dragon beats its
that is within 120 feet of the dragon and aware of it wings. Each creature within 10 feet of the dragon must
must succeed on a DC 20 Wisdom saving throw or succeed on a DC 21 Dexterity saving throw or take 14
become frightened for 1 minute. A creature can repeat (2d6 + 7) bludgeoning damage and be knocked prone.
the saving throw at the end of each of its turns, ending The dragon can then fly up to half its flying speed.
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.
MITHRAL DRAGONS
203
Tactics If the dragon does fight, it will choose an area with lots of
obstructions and difficult terrain, so that it can most
Mithral dragons only fight when and where they want to. If a effectively utilize its teleportation ability. It uses its foresight
dragon doesn't isn't looking for a fight and is attacked, it will to determine the most powerful foes and target them first,
attempt to halt its attackers with its Time Stop Breath and using its Time Stop Breath or teleportation to get into
flee. That is, unless its attackers are directly trying to oppose advantageous positions. A mithral dragon then prefers to
the dragon's goals or its cause, in which case the dragon spread its attacks across all of its foes, rather than focus
counterattacks fiercely and without mercy. However, even in down a single one, (especially if the dragon has the
these situations, the dragon will only attack if it is Dimension Strike dragon feat.)
advantageous for it to do so.
Mature Adult Mithral Radiant Breath. The dragon exhales a beam of radiant
energy in a 90-foot line that is 5 feet wide. Each
Dragon creature in that area must make a DC 21 Dexterity
gargantuan dragon, lawful good saving throw, taking 78 (12d12) radiant damage on
a failed save, or half as much damage on a successful
Armor Class 19 (natural armor) one.
Hit Points 275 (19d12 + 152)
Speed 40 ft., fly 80 ft., swim 40 ft. Time Stop Breath. The dragon exhales magical energy
in a 60-foot cone. Each creature in that area must
make a DC 21 Wisdom saving throw. On a failed
STR DEX CON INT WIS CHA save, a creature becomes frozen in time for 1d6
rounds. While frozen in time, the creature is
27 (+8) 14 (+2) 27 (+8) 19 (+4) 18 (+4) 24 (+7) incapacitated, can't move or speak, and is unaware of
its surroundings. Attack rolls against the creature
Saving Throws Dex +8, Con +14, Wis +10, Cha +13 have advantage, and any melee weapon attack that
Skills History +10, Insight +10, Perception +16, would hit is automatically a critical hit. The creature
Persuasion +13, Religion +10, Stealth +8 also automatically fails all Strength and Dexterity
Damage Immunities radiant saving throws. The effect ends early if the creature is
Senses blindsight 60 ft., darkvision 120 ft., passive moved or takes damage, or if the dragon is killed.
Perception 26
Languages Celestial, Common, Draconic, and one other
Change Shape. The dragon magically polymorphs into
language
a humanoid or beast that has a challenge rating no
Challenge 18 (20,000 XP)
higher than its own, or back into its true form. It reverts
to its true form if it dies. Any equipment it is wearing
Legendary Resistance (3/Day). If the dragon fails a saving or carrying is absorbed or borne by the new form (the
throw, it can choose to succeed instead. dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Actions proficiencies, Legendary Resistance, lair actions, and
Multiattack The dragon makes three attacks: one with Intelligence, Wisdom, and Charisma scores, as well as
its bite and two with its claws. this action. Its statistics and capabilities are otherwise
replaced by those of the new form, except any class
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., features or legendary actions of that form.
one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 feet, Legendary Actions
one target. Hit: 15 (2d6 + 8) slashing damage The dragon can take 3 legendary actions, choosing
Tail. Melee Weapon Attack: +14 to hit, reach 15 feet, from the options below. Only one legendary action
one target. Hit: 17 (2d8 + 8) bludgeoning damage option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Teleport. The dragon magically teleports, along with any legendary actions at the start of its turn
equipment it is wearing or carrying, up to 90 feet to an
unoccupied space it can see. Detect. The dragon makes a Wisdom (Perception)
check.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Tail Attack. The dragon makes a tail attack.
must succeed on a DC 21 Wisdom saving throw or Teleport (Costs 2 Actions). The dragon uses its Teleport
become frightened for 1 minute. A creature can repeat action.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving Wing Attack (Costs 2 Actions). The dragon beats its
throw is successful or the effect ends for it, the wings. Each creature within 10 feet of the dragon must
creature is immune to the dragon's Frightful Presence succeed on a DC 22 Dexterity saving throw or take 15
for the next 24 hours. (2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
MITHRAL DRAGONS
204
Lair Actions The dragon glimpses the future, so it has advantage on
attack rolls, ability checks, and saving throws until
On initiative count 20 (losing initiative ties), the dragon takes initiative count 20 on the next round.
a lair action to cause one of the following effects; the dragon The dragon's scales reflect an intense otherworldly light in
can't use the same effect two rounds in a row: a 20-foot radius around it. Each creature in that area must
The dragon can choose up to 6 creatures that it can see succeed on a DC 15 Constitution saving throw or be
that are within 30 feet of it. Those creatures must succeed blinded for 1 minute. An affected creature can repeat the
on a DC 15 Dexterity saving throw or be struck by beams saving throw at the end of each of its turns, ending the
of radiance and take (5) 1d10 radiant damage. effect on itself on a success.
Old Mithral Dragon Radiant Breath. The dragon exhales a beam of radiant
energy in a 100-foot line that is 5 feet wide. Each
gargantuan dragon, lawful good
creature in that area must make a DC 22 Dexterity
Armor Class 20 (natural armor) saving throw, taking 84 (13d12) radiant damage on
Hit Points 370 (19d20 + 171) a failed save, or half as much damage on a successful
Speed 40 ft., fly 80 ft. one.
Time Stop Breath. The dragon exhales magical energy
STR DEX CON INT WIS CHA in a 70-foot cone. Each creature in that area must
make a DC 22 Wisdom saving throw. On a failed
28 (+9) 14 (+2) 28 (+9) 19 (+4) 18 (+4) 24 (+7) save, a creature becomes frozen in time for 1d6
rounds. While frozen in time, the creature is
Saving Throws Dex +9, Con +16, Wis +11, Cha +14 incapacitated, can't move or speak, and is unaware of
Skills History +11, Insight +11, Perception +18, its surroundings. Attack rolls against the creature
Persuasion +14, Religion +11, Stealth +9 have advantage, and any melee weapon attack that
Damage Immunities radiant would hit is automatically a critical hit. The creature
Senses blindsight 60 ft., darkvision 120 ft., passive also automatically fails all Strength and Dexterity
Perception 28 saving throws. The effect ends early if the creature is
Languages Celestial, Common, Draconic, and one other moved or takes damage, or if the dragon is killed.
language
Challenge 21 (33,000 XP) Change Shape. The dragon magically polymorphs into
a humanoid or beast that has a challenge rating no
Legendary Resistance (3/Day). If the dragon fails a saving higher than its own, or back into its true form. It reverts
throw, it can choose to succeed instead. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Actions dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon makes three attacks: one with proficiencies, Legendary Resistance, lair actions, and
its bite and two with its claws. Intelligence, Wisdom, and Charisma scores, as well as
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., this action. Its statistics and capabilities are otherwise
one target. Hit: 20 (2d10 + 9) piercing damage. replaced by those of the new form, except any class
features or legendary actions of that form.
Claw. Melee Weapon Attack: +15 to hit, reach 10 feet,
one target. Hit: 16 (2d6 + 9) slashing damage
Legendary Actions
Tail. Melee Weapon Attack: +15 to hit, reach 20 feet,
The dragon can take 3 legendary actions, choosing
one target. Hit: 18 (2d8 + 9) bludgeoning damage
from the options below. Only one legendary action
Teleport. The dragon magically teleports, along with any option can be used at a time and only at the end of
equipment it is wearing or carrying, up to 100 feet to another creature's turn. The dragon regains spent
an unoccupied space it can see. legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 22 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Teleport (Costs 2 Actions). The dragon uses its Teleport
the effect on itself on a success. If a creature's saving action.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its
for the next 24 hours. wings. Each creature within 15 feet of the dragon must
succeed on a DC 23 Dexterity saving throw or take 16
Breath Weapon (Recharge 5-6). The dragon uses one of (2d6 + 9) bludgeoning damage and be knocked prone.
the following breath weapons. The dragon can then fly up to half its flying speed.
MITHRAL DRAGONS
205
Regional Effects Within 1 mile of the lair, beasts with 4 Intelligence or less
and that are not hostile to the dragon become the dragon's
The region containing a legendary iron dragon's lair is zealous guards and spies. They alert the dragon to threats,
warped by the dragon's magic, which creates one or more of and defend the dragon with their lives.
the following effects: Whenever a creature with at least 5 Intelligence finishes a
The area for 6 miles around the dragon's lair turns into a long rest within 1 mile of the lair, it must make a DC 20
lush paradise, even if it lives in a place where plants don't Wisdom saving throw. On a success, it involuntarily
normally grow. glimpses the future in the form of a short vision.
When the dragon dies, these effects fade over the course of
1d10 days. Plants remain where they have grown, unless they
don't normally grow in that terrain.
Elder Mithral Dragon Radiant Breath. The dragon exhales a beam of radiant
energy in a 110-foot line that is 5 feet wide. Each
gargantuan dragon, lawful good
creature in that area must make a DC 23 Dexterity
Armor Class 21 (natural armor) saving throw, taking 91 (14d12) radiant damage on
Hit Points 487 (25d20 + 225) a failed save, or half as much damage on a successful
Speed 40 ft., fly 80 ft. one.
Time Stop Breath. The dragon exhales magical energy
STR DEX CON INT WIS CHA in a 80-foot cone. Each creature in that area must
make a DC 23 Wisdom saving throw. On a failed
29 (+9) 14 (+2) 29 (+9) 19 (+4) 19 (+4) 26 (+8) save, a creature becomes frozen in time for 1d6
rounds. While frozen in time, the creature is
Saving Throws Dex +9, Con +16, Wis +11, Cha +15 incapacitated, can't move or speak, and is unaware of
Skills History +11, Insight +11, Perception +18, its surroundings. Attack rolls against the creature
Persuasion +15, Religion +11, Stealth +9 have advantage, and any melee weapon attack that
Damage Immunities radiant would hit is automatically a critical hit. The creature
Senses blindsight 60 ft., darkvision 120 ft., passive also automatically fails all Strength and Dexterity
Perception 28 saving throws. The effect ends early if the creature is
Languages Celestial, Common, Draconic, and one other moved or takes damage, or if the dragon is killed.
language
Challenge 23 (50,000 XP) Change Shape. The dragon magically polymorphs into
a humanoid or beast that has a challenge rating no
Legendary Resistance (3/Day). If the dragon fails a saving higher than its own, or back into its true form. It reverts
throw, it can choose to succeed instead. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Actions dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon makes three attacks: one with proficiencies, Legendary Resistance, lair actions, and
its bite and two with its claws. Intelligence, Wisdom, and Charisma scores, as well as
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., this action. Its statistics and capabilities are otherwise
one target. Hit: 20 (2d10 + 9) piercing damage. replaced by those of the new form, except any class
features or legendary actions of that form.
Claw. Melee Weapon Attack: +16 to hit, reach 10 feet,
one target. Hit: 16 (2d6 + 9) slashing damage
Legendary Actions
Tail. Melee Weapon Attack: +16 to hit, reach 20 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 18 (2d8 + 9) bludgeoning damage from the options below. Only one legendary action
Teleport. The dragon magically teleports, along with any option can be used at a time and only at the end of
equipment it is wearing or carrying, up to 110 feet to another creature's turn. The dragon regains spent
an unoccupied space it can see. legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 23 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Teleport (Costs 2 Actions). The dragon uses its Teleport
the effect on itself on a success. If a creature's saving action.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its
for the next 24 hours. wings. Each creature within 15 feet of the dragon must
succeed on a DC 24 Dexterity saving throw or take 16
Breath Weapon (Recharge 5-6). The dragon uses one of (2d6 + 9) bludgeoning damage and be knocked prone.
the following breath weapons. The dragon can then fly up to half its flying speed.
MITHRAL DRAGONS
206
Ancient Mithral Dragon Radiant Breath. The dragon exhales a beam of radiant
energy in a 120-foot line that is 5 feet wide. Each
colossal dragon, lawful good
creature in that area must make a DC 25 Dexterity
Armor Class 22 (natural armor) saving throw, taking 97 (15d12) radiant damage on
Hit Points 574 (28d20 + 280) a failed save, or half as much damage on a successful
Speed 40 ft., fly 80 ft. one.
Time Stop Breath. The dragon exhales magical energy
STR DEX CON INT WIS CHA in a 90-foot cone. Each creature in that area must
make a DC 25 Wisdom saving throw. On a failed
30 (+10) 14 (+2) 30 (+10) 20 (+5) 20 (+5) 28 (+9) save, a creature becomes frozen in time for 1d8
rounds. While frozen in time, the creature is
Saving Throws Dex +10, Con +18, Wis +13, Cha +17 incapacitated, can't move or speak, and is unaware of
Skills History +13, Insight +13, Perception +21, its surroundings. Attack rolls against the creature
Persuasion +17, Religion +13, Stealth +10 have advantage, and any melee weapon attack that
Damage Immunities radiant would hit is automatically a critical hit. The creature
Senses blindsight 60 ft., darkvision 120 ft., passive also automatically fails all Strength and Dexterity
Perception 31 saving throws. The effect ends early if the creature is
Languages Celestial, Common, Draconic, and two other moved or takes damage, or if the dragon is killed.
languages
Challenge 25 (75,000 XP) Change Shape. The dragon magically polymorphs into
a humanoid or beast that has a challenge rating no
Legendary Resistance (3/Day). If the dragon fails a saving higher than its own, or back into its true form. It reverts
throw, it can choose to succeed instead. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Actions dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon makes three attacks: one with proficiencies, Legendary Resistance, lair actions, and
its bite and two with its claws. Intelligence, Wisdom, and Charisma scores, as well as
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., this action. Its statistics and capabilities are otherwise
one target. Hit: 21 (2d10 + 10) piercing damage. replaced by those of the new form, except any class
features or legendary actions of that form.
Claw. Melee Weapon Attack: +17 to hit, reach 10 feet,
one target. Hit: 17 (2d6 + 10) slashing damage
Legendary Actions
Tail. Melee Weapon Attack: +17 to hit, reach 20 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 19 (2d8 + 10) bludgeoning damage from the options below. Only one legendary action
Teleport. The dragon magically teleports, along with any option can be used at a time and only at the end of
equipment it is wearing or carrying, up to 120 feet to another creature's turn. The dragon regains spent
an unoccupied space it can see. legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 24 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Teleport (Costs 2 Actions). The dragon uses its Teleport
the effect on itself on a success. If a creature's saving action.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its
for the next 24 hours. wings. Each creature within 15 feet of the dragon must
succeed on a DC 25 Dexterity saving throw or take 17
Breath Weapon (Recharge 5-6). The dragon uses one of (2d6 + 10) bludgeoning damage and be knocked
the following breath weapons. prone. The dragon can then fly up to half its flying
speed.
MITHRAL DRAGONS
207
Wyrm Mithral Dragon Radiant Breath. The dragon exhales a beam of radiant
energy in a 120-foot line that is 5 feet wide. Each
colossal dragon, lawful good
creature in that area must make a DC 26 Dexterity
Armor Class 23 (natural armor) saving throw, taking 104 (16d12) radiant damage on
Hit Points 615 (30d20 + 300) a failed save, or half as much damage on a successful
Speed 40 ft., fly 80 ft. one.
Time Stop Breath. The dragon exhales magical energy
STR DEX CON INT WIS CHA in a 90-foot cone. Each creature in that area must
make a DC 26 Wisdom saving throw. On a failed
31 (+10) 14 (+2) 31 (+10) 21 (+5) 20 (+5) 28 (+9) save, a creature becomes frozen in time for 1d8
rounds. While frozen in time, the creature is
Saving Throws Dex +10, Con +18, Wis +13, Cha +17 incapacitated, can't move or speak, and is unaware of
Skills History +13, Insight +13, Perception +21, its surroundings. Attack rolls against the creature
Persuasion +17, Religion +13, Stealth +10 have advantage, and any melee weapon attack that
Damage Immunities radiant would hit is automatically a critical hit. The creature
Senses blindsight 60 ft., darkvision 120 ft., passive also automatically fails all Strength and Dexterity
Perception 31 saving throws. The effect ends early if the creature is
Languages Celestial, Common, Draconic, and three moved or takes damage, or if the dragon is killed.
other languages
Challenge 26 (90,000 XP) Change Shape. The dragon magically polymorphs into
a humanoid or beast that has a challenge rating no
Legendary Resistance (3/Day). If the dragon fails a saving higher than its own, or back into its true form. It reverts
throw, it can choose to succeed instead. to its true form if it dies. Any equipment it is wearing
or carrying is absorbed or borne by the new form (the
Actions dragon's choice). In a new form, the dragon retains its
alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon makes three attacks: one with proficiencies, Legendary Resistance, lair actions, and
its bite and two with its claws. Intelligence, Wisdom, and Charisma scores, as well as
Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., this action. Its statistics and capabilities are otherwise
one target. Hit: 21 (2d10 + 10) piercing damage. replaced by those of the new form, except any class
features or legendary actions of that form.
Claw. Melee Weapon Attack: +18 to hit, reach 15 feet,
one target. Hit: 17 (2d6 + 10) slashing damage
Legendary Actions
Tail. Melee Weapon Attack: +18 to hit, reach 25 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 19 (2d8 + 10) bludgeoning damage from the options below. Only one legendary action
Teleport. The dragon magically teleports, along with any option can be used at a time and only at the end of
equipment it is wearing or carrying, up to 120 feet to another creature's turn. The dragon regains spent
an unoccupied space it can see. legendary actions at the start of its turn
Frightful Presence. Each creature of the dragon's choice Detect. The dragon makes a Wisdom (Perception)
that is within 120 feet of the dragon and aware of it check.
must succeed on a DC 25 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat Tail Attack. The dragon makes a tail attack.
the saving throw at the end of each of its turns, ending Teleport (Costs 2 Actions). The dragon uses its Teleport
the effect on itself on a success. If a creature's saving action.
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence Wing Attack (Costs 2 Actions). The dragon beats its
for the next 24 hours. wings. Each creature within 15 feet of the dragon must
succeed on a DC 26 Dexterity saving throw or take 17
Breath Weapon (Recharge 5-6). The dragon uses one of (2d6 + 10) bludgeoning damage and be knocked
the following breath weapons. prone. The dragon can then fly up to half its flying
speed.
MITHRAL DRAGONS
208
Great Wyrm Mithral Radiant Breath. The dragon exhales a beam of radiant
energy in a 120-foot line that is 5 feet wide. Each
Dragon creature in that area must make a DC 27 Dexterity
colossal dragon, lawful good saving throw, taking 110 (17d12) radiant damage on
a failed save, or half as much damage on a successful
Armor Class 24 (natural armor) one.
Hit Points 677 (32d20 + 341)
Speed 40 ft., fly 80 ft. Time Stop Breath. The dragon exhales magical energy
in a 90-foot cone. Each creature in that area must
make a DC 27 Wisdom saving throw. On a failed
STR DEX CON INT WIS CHA save, a creature becomes frozen in time for 1d8
rounds. While frozen in time, the creature is
32 (+11) 14 (+2) 32 (+11) 22 (+6) 21 (+5) 29 (+9) incapacitated, can't move or speak, and is unaware of
its surroundings. Attack rolls against the creature
Saving Throws Dex +10, Con +19, Wis +13, Cha +17 have advantage, and any melee weapon attack that
Skills History +14, Insight +13, Perception +21, would hit is automatically a critical hit. The creature
Persuasion +17, Religion +14, Stealth +10 also automatically fails all Strength and Dexterity
Damage Immunities radiant saving throws. The effect ends early if the creature is
Senses blindsight 60 ft., darkvision 120 ft., passive moved or takes damage, or if the dragon is killed.
Perception 31
Languages All languages
Challenge 28 (120,000 XP) 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
Legendary Resistance (3/Day). If the dragon fails a saving to its true form if it dies. Any equipment it is wearing
throw, it can choose to succeed instead. or carrying is absorbed or borne by the new form (the
dragon's choice). In a new form, the dragon retains its
Actions alignment, hit points, Hit Dice, ability to speak,
Multiattack The dragon makes three attacks: one with proficiencies, Legendary Resistance, lair actions, and
its bite and two with its claws. Intelligence, Wisdom, and Charisma scores, as well as
this action. Its statistics and capabilities are otherwise
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., replaced by those of the new form, except any class
one target. Hit: 22 (2d10 + 11) piercing damage. features or legendary actions of that form.
Claw. Melee Weapon Attack: +19 to hit, reach 15 feet,
one target. Hit: 18 (2d6 + 11) slashing damage Legendary Actions
Tail. Melee Weapon Attack: +19 to hit, reach 25 feet, The dragon can take 3 legendary actions, choosing
one target. Hit: 20 (2d8 + 11) bludgeoning damage from the options below. Only one legendary action
option can be used at a time and only at the end of
Teleport. The dragon magically teleports, along with any another creature's turn. The dragon regains spent
equipment it is wearing or carrying, up to 120 feet to legendary actions at the start of its turn
an unoccupied space it can see.
Detect. The dragon makes a Wisdom (Perception)
Frightful Presence. Each creature of the dragon's choice check.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 26 Wisdom saving throw or Tail Attack. The dragon makes a tail attack.
become frightened for 1 minute. A creature can repeat Teleport (Costs 2 Actions). The dragon uses its Teleport
the saving throw at the end of each of its turns, ending action.
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the Wing Attack (Costs 2 Actions). The dragon beats its
creature is immune to the dragon's Frightful Presence wings. Each creature within 20 feet of the dragon must
for the next 24 hours. succeed on a DC 27 Dexterity saving throw or take 18
(2d6 + 11) bludgeoning damage and be knocked
Breath Weapon (Recharge 5-6). The dragon uses one of prone. The dragon can then fly up to half its flying
the following breath weapons. speed.
MITHRAL DRAGONS
209
Breath Weapon. A dragon's breath weapon gains 2 damage
Advanced Dragons dice for every virtual age category that the dragon gains.
There are many ways to make even Great Wyrms stronger Ability Scores. The dragon's Strength and Constitution
than they already are. Most dragons peak at the Great Wyrm scores increase by 1 for every age category that the dragon
stage, but truly legendary dragons can ascend to unparalleled gains. The dragon's Charisma score increases by 1 for every
heights of power using these rules for Advanced Dragons. two age categories.
Presented here are ways to improve a dragon's hit dice, Dragon Feats. An advanced dragon can choose feats from
damage, versatility, and overall difficulty. the list of Dragon Feats. A dragon does not have to be a Great
Age Category. For every 3 hit dice that the dragon gains Wyrm in order to take Dragon Feats. A dragon can choose a
above its Great Wyrm stage, it gains a "virtual age category." number of feats up to the numeric equivalent of its age
Thusly, a White Great Wyrm with 28 hit dice has an effective category, up to a maximum of 12.
age category of 13. Damage. Normally, weapon damage scales as a creature
When increasing hit dice, remember to add the dragon's gets larger (see the Dungeon Master's Guide, page 278). For
constitution modifier times the number of hit dice. If you are whatever reason (probably to keep the CR lower), this is
adding hit dice in increments of 3, add: 31 (3d20) + (3 x the untrue of dragons. With this rule, dragons no longer suffer
dragon's Constitution modifier). this disadvantage.
Size. A dragon who doesn't reach the Colossal size Use the following table to determine how much damage a
category can reach it by attaining virtual age categories. dragon's natural weapons do at each size category.
Black, brass, copper, and white dragons must attain two Remember to add the dragon's Strength modifier to the
virtual age categories to become Colossal, while blue, bronze, damage.
and green dragons must attain one virtual age category to A dragon is assumed to deal the attack's base damage up
become Colossal. After any dragon becomes Colossal, it must through the Medium size category.
attain two more virtual age categories before becoming This particular rule has a massive effect on the dragon's
Colossal+. damage per round, and hence its Challenge Rating. Be wary
Colossal+ Size. Dragons of this size are titanic. This does of increasing its damage to such high amounts, unless you
not affect the dragon's space, but increases the dragon's reach are absolutely sure that your players can handle it.
and damage (if using the modified damage rules below). Dragon Natural Weapon Damage
Melee weapon attacks have their range increased by 5 feet, Size Category Bite Claw/Wing Tail
and the dragon's breath weapon range increases by 10 feet.
The dragon gains the "Colossal" Dragon Feat, which doesn't Medium 1d10 1d6 1d8
count against the number of feats it can take (see the optional Large 2d10 2d6 2d8
Dragon Feats rule below).
Armor Class. A dragon's armor class increases by 1 for Huge 3d10 3d6 3d8
every two virtual age categories that it gains, to a maximum Gargantuan 4d10 4d6 4d8
of 26. Colossal 5d10 5d6 5d8
Colossal+ 6d10 6d6 6d8
ADVANCED DRAGONS
210
Dragon Feats Universal Dragon Feats
Some dragons, whether through pacts, training, or bloodline, These feats can be taken by a true dragon of any type.
are stronger than others. These extra strengths and abilities
are represented by Dragon Feats. Dragons can have a Alert
multitude of additional traits, actions, or legendary actions; The dragon gains +5 to initiative rolls, cannot be surprised
the feat list given below is universal and can be given to a while it is conscious, and creatures do not gain advantage on
dragon of any color. Additional feats specific to the dragon's attack rolls by being hidden from the dragon.
color are given in lists hereafter.
A dragon can choose a number of Dragon Feats up to the Arcane Immunity
numeric equiavalent of its age category, to a maximum of 12.
So a Wyrmling can choose only 1 Dragon Feat, while a Great The dragon is immune to magic sleep effects, and to the
Wyrm can choose up to 12 Dragon Feats. Actions, Reactions, paralyzed and petrified conditions.
and Legendary Actions included with traits do not count
against this number. Armor Training
These abilities add personality and flavor to each dragon to Prerequisites: Str 14 (light), Str 17 (medium), Str 20 (heavy)
make each encounter unique. Feel free to mix and match, but The dragon gains proficiency with light armor. If it already
remember to adjust the Challenge Rating accordingly. If has proficiency with light armor, it gains proficiency with
creating a lower level dragon, modify damage dice medium armor. If it already has proficiency with medium
accordingly. armor, it gains proficiency with heavy armor.
These feats are also meant to add difficulty to a dragon This feat can be taken up to three times.
encounter, especially by countering the abilities and feats of
Player Characters; remember that it isn't very fun as a player Aura of Despair
to have all of your abilities compromised by an ability that the
monster has. Some dragons may choose particularly deadly Prerequisite: Terrifying Presence.
combinations, such as Tough combined with Hard Scales The dragon exudes such a terrifying aura that creatures
and Mundane Weapon Resistance; Rend paired with near it lose their will to fight in battle. Any creature that fails
Sweeping Claws; or Mobile with Swift and Strafing. its saving throw against the dragon's Frightful Presence takes
In order to take one of these feats, a creature must be a a -2 penalty to all saving throws for the rest of the encounter.
true dragon.
If a feat has prerequisites, the dragon must fulfill all of Brute
those prerequisites before it can take that feat. Prerequisite: Strength 18.
The dragon deals an extra die of damage whenever it hits
with a melee weapon attack.
Change Shape
Prerequisite: must not already have the Change Shape action
option.
The dragon shapeshifts according to the Change Shape
ability possessed by Metallic Dragons. Chromatic dragons
rarely have this ability mastered in the way that Metallic
Dragons do, and so only have one or two alternate forms. For
example, a Blue Dragon may possess the ability to shapeshift
into a Storm Giant. They rarely take the form of humanoids
(especially Reds) because they see themselves as the
pinnacle of perfection. However, a Green or Purple dragon
may find practical use for a humanoid form.
Charge
If the dragon takes the Dash action, it can make a melee
attack as a bonus action. If the dragon travels at least 10 feet
toward the target before making the attack, and the attack
hits, it can choose to either gain a +5 to the attack's damage
roll, or knock the target prone and push it 5 feet in any
direction it chooses.
DRAGON FEATS
211
Colossal Dive Attack
Prerequisite: must be Ancient or older; must be Gargantuan Prerequisite: size Large or larger.
or Colossal. If the dragon is flying and dives at least 30 feet straight
The dragon's size is Colossal, and its space is a 30 to 40 toward a target and then hits it with a melee weapon attack,
foot square. It has advantage on Strength checks against the attack deals an extra 4 (1d8) damage to the target, for
Huge or smaller creatures. Medium or smaller creatures can every size the dragon is above Medium. If the dragon is Huge
enter the dragon's space and vice versa, and the dragon gains or larger, the target must succeed on a Strength Saving
the Stomp reaction, the modified Bite action, and the Throw (DC equal to DC of Wing Attack) or be knocked prone.
Swallow action. The dragon can make a Swallow attack
instead of a bite attack as part of its Multiattack. Empowered Bite
Bite. (Range, damage, and targets equal to original values.) Prerequisite: must be a Metallic dragon.
If the target is a creature, the dragon can choose to grapple it The dragon's bite attacks also deal extra damage of the
(escape DC = 8 + the dragon's proficiency bonus + the same type as the dragon's breath weapon. The damage varies
dragon's Strength modifier). Until this grapple ends, the by the dragon's age, as given in the table.
target is restrained, and the dragon can't bite another target.
Stomp. The dragon can make a claw attack against a Elemental Bite Damage
creature that ends its turn in the dragon’s space. Dragon's Age Damage
Swallow. The dragon makes one bite attack against a Wyrmling d6
Medium or smaller creature it is grappling. If the attack hits,
the target takes the bite's damage, the target is swallowed, Very Young d6
and the grapple ends. While swallowed, the creature is Young d8
blinded and restrained, it has total cover against attacks and
other effects outside the dragon, and it takes 28 (8d6) acid Juvenile d10
damage, and 28 (8d6) damage (of the same type as the Young Adult d10
dragon's Breath Weapon) at the start of each of the dragon's Adult d12
turns.
If the dragon takes 40 damage or more on a single turn Mature Adult 2d6
from a creature inside it, the dragon must succeed on a DC Old 2d8
20 Constitution saving throw at the end of that turn or
regurgitate all swallowed creatures, which fall prone in a Elder 2d10
space within 10 feet of the dragon. If the dragon dies, a Ancient 4d6
swallowed creature is no longer restrained by it and can Wyrm 5d6
escape from the corpse by using 30 feet of movement, exiting
prone. Great Wyrm 4d8
Crush
Prerequisite: size Large or larger.
The dragon gains the Crush action option:
Crush. The dragon throws itself at an enemy creature and
lands centered on that creature's space. All creatures within
the dragon's new space must make a Dexterity saving throw
(DC equal to Wing Attack). The target makes this throw with
disadvantage. On a successful save, a creature is pushed
safely to the nearest unoccupied space. On a failed save, the
creature takes 6 (1d12) plus 6 (1d12) bludgeoning damage
for every size category the dragon is above Medium (plus
Strength modifier), and the creature is restrained by the
dragon, and both are considered prone. If the dragon starts
its turn on top of a creature restrained in this way, the
creature takes the same damage. At the end of its turns, any
restrained creature can attempt to escape as if trying to
escape a grapple. The restrained condition ends when the
dragon ends the prone condition.
Damage Absorption
Prerequisite: must be Ancient or older.
Whenever the dragon would take damage of the same type
as its breath weapon, it takes no damage and instead regains
a number of hit points equal to the amount of damage dealt.
DRAGON FEATS
212
Endurance Hover
Prerequisite: Tough. The dragon can fly, remaining stationary in the air, without
The first time the dragon is reduced to 0 hit points as a expending movement to move forward. Additionally, if the
result of taking damage, it is reduced to 1 hit point instead, dragon is subjected to an effect that would reduce its flying
unless the damage was from a critical hit. speed to 0, the dragon does not fall and instead hovers in the
The dragon can use this ability once per day. air. If the dragon is subjected to an effect that would
otherwise cause it to fall, the dragon falls at 60 feet per round
Epic Intillect and lands on its feet without taking damage from falling.
The dragon gains proficiency with Intelligence saving throws. Improved Spellcasting
Epic Reflexes Prerequisite: Innate Spellcasting, Intelligence 15.
The highest level spell that the dragon can cast increases
Prerequisite: proficiency in Dexterity saving throws. by one.
The dragon doubles its proficiency bonus on Dexterity
saving throws. Indomitable Will
Epic Strength Prerequisite: Epic Will (Green dragons ignore this
requirement).
The dragon gains proficiency with Strength saving throws. The dragon is immune to being charmed or dominated.
Epic Will Infernal Blood
Prerequisite: proficiency in Wisdom saving throws. Prerequisite: must be a dragon of evil alignment, and had
The dragon doubles its proficiency bonus on Wisdom extensive experience with devils.
saving throws. The dragon has been touched by the hand of devils in some
way, perhaps by being exposed to their magic for long periods
Flyby of time, by being trapped within the Nine Hells, or even by
Prerequisite: Mobile. forging a pact with an archdevil. As a result, the dragon gains
The dragon doesn't provoke opportunity attacks when it resistance to fire, cold, and poison damage, and has
flies out of an enemy's reach. advantage on saving throws to resist becoming poisoned.
DRAGON FEATS
213
Spells vary according to Dragon Type; general spells are Bronze Dragons: control water, shape water, speak with
provided here: absorb elements, comprehend languages, animals, thunderclap, water walk, call Lightning,
detect magic, detect thoughts, dispel magic, elemental bane, create/destroy water, detect thoughts, fog cloud, lightning
elemental weapon, enhance ability, freedom of movement, bolt, tidal wave, zone of truth, control weather, tsunami.
locate creature, locate object, nondetection, protection from Copper Dragons: charm person, command, erupting
energy, scrying, see invisibility, true seeing. earth, glibness, major image, maximilian's earthen grasp,
Preferred spells by dragon type are given here: tasha's hideous laughter, transmute rock, silent image,
Black Dragons: acid splash, chill touch, darkness, plant suggestion, bones of the earth, flesh to stone, mass
growth, vampiric touch, insect plague, melf's acid arrow, suggestion, wall of stone.
stinking cloud, circle of death, contagion, cloudkill, finger of Gold Dragons: bless, daylight, guidance, light, resistance,
death, harm. spare the dying, arcane eye, beacon of hope, geas, heat metal,
Blue Dragons: lightning bolt, minor illusion, shocking heroism, sanctuary, foresight, heal, sunburst.
grasp, thunderclap, call lightning, major image, silent image, Silver Dragons: control winds, frostbite, feather fall, fog
hallucinatory terrain, project image, mirage arcane, storm of cloud, legend lore, moonbeam, scrying, sleet storm, control
vengeance, storm sphere, control weather. weather, reverse gravity.
Green Dragons: friends, poison spray, suggestion, thorn Adamantine Dragons: thunderclap, mold earth,
whip, charm person, cloudkill, command, dominate beast, thunderwave, darkness, earthbind, heat metal, maximilian's
dominate person, entangle, glibness, mass suggestion, plant earthen grasp, thunderstep, stoneskin, destructive wave.
growth, dominate monster, wall of thorns. Iron Dragons: charm person, create bonfire, enthrall,
Red Dragons: control flames, create bonfire, firebolt, thunderclap, dominate beast, suggestion, thunderwave,
locate object, produce flame, clairvoyance, delayed blast dominate monster, mass suggestion.
fireball, fireball, heat metal, immolation, scrying, wall of fire, Mithral Dragons: any, but they prefer spells from the cleric
firestorm, incendiary cloud. spell list.
White Dragons: frostbite, fog cloud, gust of wind, sleet Dragon Innate Casting
storm, ice storm, cone of cold, investiture of ice, wall of ice, Charisma Modifier At Will Spells 3/Day Spells 1/Day Spells
investiture of wind, control weather.
Brown Dragons: create bonfire, mold earth, heat metal, +1 1 0 0
erupting earth, earthbind, wall of sand, transmute rock, move +2 1 1 0
earth, earthquake. +3 2 1 0
Gray Dragons. shield, telekinesis, counterspell, globe of
invulnerability. +4 2 1 1
Purple Dragons: charm person, clairvoyance, command, +5 2 2 1
enthrall, hex, suggestion, clairvoyance, dominate monster,
dominate person, invisibility, locate creature, mass +6 3 2 1
suggestion, glibness, teleport. +7 3 2 2
Brass Dragons: control flames, firebolt, friends, minor +8 3 3 2
illusion, produce flame, speak with animals, charm person,
control winds, heat metal, legend lore, major illusion, +9 4 3 2
suggestion, control weather, delayed blast fireball, glibness,
wall of sand. In addition, if the dragon has legendary actions, it gains the
following Legendary Action:
Innate Casting (Costs 3 Actions). The dragon casts an at-
will spell.
DRAGON FEATS
214
Large and in Charge the spell is reflected, treating the caster as the target and the
dragon as the caster as if the spell originated from the
Prerequisite: size Large or larger. dragon.
The dragon can make opportunity attacks against
creatures that enter its reach. Rend
Limited Magic Immunity Prerequisite: Strength 20 (White dragons ignore this
requirement).
Prerequisite: Spell Resistance; must be Mature Adult or If the dragon hits a creature with two claw attacks in the
older. same turn, the second claw attack deals double damage.
The dragon is immune to 1st level spells and cantrips,
unless it wishes to be affected. Roar
A dragon can take this feat multiple times, increasing its
spell resistance by 1 level every time it takes the feat, to a Prerequisite: must be Huge or larger.
maximum of 5th level. The dragon gains the Roar action option:
Roar (Rechage 5-6). The dragon unleashes a powerful
Magic Resistance roar. All creatures within 100 feet of the dragon that can hear
it must make a Constitution saving throw (DC equal to
Prerequisite: Arcane Immunity, Intelligence 15. Frightful Presence) or take 11 (3d6) thunder damage and be
The dragon has advantage on saving throws against spells stunned until the end of their next turn. On a successful save,
and magical effects. the creature takes half damage and isn't stunned.
Magic Weaponry Sacred Warder
Prerequisite: Arcane Immunity, Intelligence 14. Prerequisites: any good alignment, Arcane immunity,
The dragon’s weapon attacks are considered magical Wisdom 14, and has to have extensive experience
weapons for the purpose of overcoming resistances. worshipping Bahamut.
The dragon is an avid zealot of Bahamut, and so has been
Maximize Breath gifted with the ability to protect itself from harm. The dragon
Prerequisite: Charisma 18. gains the following action option:
When the dragon uses its Breath Weapon, it can choose to Holy Shield (1/Day). As an action, the dragon can create a
expend all of its movement and Legendary Actions for that holy shield around itself that covers its body and anything it is
round. If it does, its Breath Weapon deals maximum damage. wearing. The shield has a number of hit points equal to 10
If the dragon uses its Breath Weapon in this way, it recharges times the dragon's age category, and shares all of the dragon's
on a 6 rather than on a 5-6. resistances and immunities. Any time that the dragon takes
damage, the shield takes that damage instead. If the shield is
reduced to 0 hit points, any remaining damage is transferred
Mobile to the dragon. The shield lasts for 10 minutes or until it is
The dragon can take the Dash action as a bonus action. reduced to 0 hit points.
Mundane Weapon Immunity Sacred Warder of Bahamut
Prerequisites: Mundane Weapon Resistance, Intelligence 17. Prerequisites: Sacred Warder, Wisdom 15.
The dragon gains immunity to bludgeoning, piercing, and Because of the dragon's faithfulness to Bahamut, it can
slashing damage from nonmagical weapons. extend its holy shield to protect other creatures.
When the dragon uses its Holy Shield ability, instead of
Mundane Weapon Resistance protecting itself, it can choose a point on the ground or a
willing creature (including itself). The shield guards an area
Prerequisites: Arcane Immunity, Intelligence 15. with a 30-foot radius that moves with the designated
The dragon gains resistance to bludgeoning, piercing, and creature. The shield blocks all incoming attacks, though it
slashing damage from nonmagical weapons. does not block attacks from inside the shield, and no
creatures can enter the shield unless the dragon wills it. The
Recover Breath shield otherwise has the same statistics as with the Sacred
Prerequisite: Charisma 18. Warder dragon feat.
The dragon's Breath Weapon recovers on a 4-6 rather than
a 5-6. If used jointly with Maximize Breath, it recharges on a Scary
5-6 rather than on a 6. Prerequisite: must have Frightful Presence.
The dragon has advantage on Intimidation checks.
Reflective Scales.
Prerequisite: Limited Magic Immunity. Seige Monster
If the dragon is targeted by a ranged spell attack to which it Prerequisites: size Huge or larger, Strength 25.
is immune, (including magic missile), roll a d6. On a 1-5, The dragon deals double damage to objects and buildings.
nothing happens, and the dragon is unaffected. On a 6,
DRAGON FEATS
215
Shape Breath
Prerequisite: Charisma 15.
If the dragon's breath weapon is cone-shaped, it can instead
change the shape to a line that is 5 feet wide and double its
range. If the dragon's breath weapon is line-shaped, it can
instead change the shape to a cone and halve its range.
Shockwave
Prerequisite: size Large or larger.
The dragon gains the Shockwave action option:
Shockwave. The dragon slams its tail down on a solid
surface to create a circular shockwave with a radius equal to
15 times the number of size categories the dragon is above
Medium. All creatures in that area, aside from the dragon,
must succeed on a Strength Saving Throw against the
dragon's Strength Check. On a failed save, the creature is
knocked prone; if the creature is concentrating, it also loses
concentration.
In addition, the dragon gains the following Legendary Action:
Shockwave (Costs 2 Actions). The dragon makes a
Shockwave attack.
Silent Walk
The dragon can walk silently, but at half speed, gaining
advantage on stealth checks.
Snatch
When the dragon hits with a claw or bite attack, instead of
dealing damage, it can choose to grapple the creature, as
long as it is two or more sizes smaller than the dragon.
Handle the grapple as any other. The dragon can grapple a
total of 3 creatures simultaneously; one in each front claw,
and one in its jaws.
Spell Resistance
Prerequisite: Magic Resistance.
The dragon gains resistance to all damage from spells.
Strafing
If the dragon is flying when it uses its breath weapon, it can
add the area underneath its travel to the area of the breath
weapon.
Sweeping Claws
When the dragon hits with a claw attack, it can choose
another creature within five feet of the original target and
within its reach. If the original attack roll would hit the
second creature, that creature takes the same amount of
damage as the original target.
Swift
The dragon's speeds each increase by 50%.
DRAGON FEATS
216
Tough
The dragon gains a number of hitpoints equal to 2 times its
number of hit dice.
Whenever the dragon gains hit dice (as a result of taking
class levels or of aging), its hit point maximum increases by 2
for every hit die it gained.
Unstoppable
Prerequisite: Arcane Immunity.
If the dragon is subjected to an effect that would inflict the
paralyzed, restrained, or stunned condition; it instead loses its
next use (one action) of its legendary actions and its speed is
reduced by half for the duration of the spell or effect. The loss
of legendary actions is cumulative, but the loss of speed is
not.
Tail Sweep
Prerequisite: must have a Tail Attack. Wingstorm
The dragon gains the Tail Sweep action option: Prerequisites: Hover, size Large or larger.
Tail Sweep. The dragon swings its tail in a cone (range of The dragon can use its action to hover in place and beat its
tail attack), targeting all creatures in the cone. The dragon wings to stir up storm-strength winds in a cylinder with a
makes a single attack roll, and uses that roll for all creatures height and width of 10 feet times the numeric equivalent of
in the area (attack modifier and damage are equal to tail the dragon's age category. The dragon is in the center of this
attack). If a creature is hit and is at least one size category cylinder. For as long as the dragon maintains the wingstorm,
smaller than the dragon, it must succeed on a Strength or the following effects occur:
Dexterity saving throw (DC equal to Wing Attack) or be
pushed 15 feet and knocked prone, in addition to taking Any creature (aside from the dragon) that starts its turn in
damage. the cylinder or enters that area for the first time on its
turn must succeed on a Dexterity saving throw or be
In addition, the dragon gains the following Legendary Action: knocked prone and pushed away from the dragon. The
Tail Sweep (Costs 2 Actions). The dragon makes a tail distance pushed is determined by the dragon's size, as
sweep attack. given in the table. If the creature moves 10 feet or more
before hitting a wall or other obstacle, it takes 1d6
Tempest Breath bludgeoning damage for every 10 feet traveled. The DC for
the saving throw is equal to 8 + the dragon's proficiency
Prerequisites: size Large or larger. bonus + the dragon's Strength modifier.
The dragon can channel the force of a windstorm into its A creature that attempts to move closer to the dragon
breath. through the cylinder must succeed on a Strength check
Whenever the dragon uses its breath weapon, any creature against the same DC as above or be unable to move closer
that fails the saving throw is also knocked prone, in addition to the dragon for that turn. Even on a success, a creature's
to taking full damage. The creature is also pushed away from movement speed is halved if they move toward the
the dragon, and the distance pushed is determined by the dragon.
dragon's size. If the creature moves 10 feet or more before Ranged attacks made within or aimed into the cylinder
hitting a wall or other obstacle, it takes 1d6 bludgeoning are rolled with disadvantage. If the dragon is Gargantuan
damage for every 10 feet traveled. or larger, ranged weapon attacks made within or aimed
Tempest Breath Push Distance into the cylinder automatically miss, but ranged spell
Dragon Size Push Distance
attacks are still rolled with disadvantage.
Large 5 feet If the dragon expends movement, or if it uses its action to
do anything other than maintain the wingstorm, then the
Huge 10 feet wingstorm and all of its effects immediately end. It can take
Gargantuan 15 feet Legendary Actions as normal, aside from Wing Attack.
Colossal 20 feet Wingstorm Push Distance
Dragon Size Push Distance
Terrifying Presence Large 0 feet
Prerequisite: must have Frightful Presence. Huge 5 feet
When the dragon uses its Frightful Presence ability, those
with immunity to being frightened have advantage instead, Gargantuan 10 feet
and those normally with advantage (or resistance) do not Colossal 15 feet
have advantage. Otherwise the creature has disadvantage on
the initial saving throw.
DRAGON FEATS
217
Swamp Dragon
Black Dragon Feats The dragon ignores cover granted by water, and has
The following feats can only be taken by black dragons. advantage on Dexterity (Stealth) checks to hide while
submerged.
Acid Blast
Prerequisite: must be Adult or older. Vile Resolve
The dragon gains a new Breath Weapon option. The The dragon gains double its proficiency bonus on saving
dragon chooses a point on the ground within 60 feet of it that throws against being charmed or dominated.
it can see, and then exhales an acidic bomb that lands on that
point. All creatures within 20 feet of that point must succeed Viscous Acid
on a Dexterity Saving Throw or take damage equal to half of
the dragon's Acid Breath damage, or half of that on a If a creature is hit by the dragon's Breath Weapon, acid sticks
successful save. A pool of residual acid forms in that same to the creature's armor and flesh. At the beginning of each of
area. Any creature that starts its turn in the pool or enters the its turns, the creature takes 9 (2d8) acid damage until it or
area for the first time on its turn takes 13 (3d8) acid damage. another creature takes an action to either clean off or
The pool is difficult terrain and dissipates after 3 (1d6) neutralize the acid.
rounds, or until cleared (such as by running water).
Acidic Blood
Blue Dragon Feats
The following feats can only be taken by blue dragons.
When the dragon has half of its hit points remaining or less,
if it is hit by an attack from a creature within 5 feet of it, the Lightning Aura
attacker takes 9 (2d8) acid damage.
When a creature starts its turn within 10 feet of the dragon or
Charm Reptiles moves there for the first time on its turn, that creature takes
5 (1d10) lightning damage.
Prerequisite: must be Ancient or older.
Three times per day, the dragon can charm reptiles. It Lightning Marksman
works as a mass charm spell that affects only reptilian
animals. The dragon can communicate with any charmed The dragon can double the range of its breath weapon, but it
animals as though casting a speak with animals spell. This is will deal half damage.
treated as a 1st level spell.
Horn Attack
Corrupt Water When the dragon uses its Multiattack action option, instead
Prerequisite: must be Mature Adult or older. of making a bite attack, the dragon may make a horn attack.
Once per day, the dragon can stagnate 10 cubic feet of Attack modifier is equal to bite attack. Damage is 6 (1d12)
water, making it become still, foul, and unable to sustain plus 6 (1d12) for every size category the dragon is above
animal life. The ability spoils liquids containing water. Magic Medium (plus Strength modifier), and the type is
items (such as potions) and items in a creature’s possession bludgeoning. On a hit, if the dragon is Large, the target is
must succeed on a Wisdom saving throw (DC equal to that of impaled and takes 3 (1d6) bleeding damage for 1d4 turns. If
the dragon’s Frightful Presence) or become fouled. This is the dragon is Huge or larger, the target must make a
treated as a 1st level spell. Its effective range is equal to the Constitution saving throw (DC equal to wing attack) or be
range of the dragon’s Frightful presence. stunned until the end of its next turn.
Death Dragon
The dragon has resistance to necrotic and poison damage.
Horn Parry
If a weapon attack targets the dragon's head, the dragon can
use its reaction or expend a legendary action to add +3 to its
Armor Class for that attack. If the attacking creature is within
one size category of the dragon, the dragon can use this
reaction even if its head is not the target.
This ability can be used once per round.
Potent Acid
Prerequisite: must be Mature Adult or older.
The dragon's attacks ignore resistance to acid damage.
When the dragon rolls acid damage, it can treat any 1 rolled
on a damage die as a 2.
DRAGON FEATS
218
Primeval Lightning Veil
Prerequisite: must be Mature Adult or older. Prerequisite: must be Ancient or older.
The dragon's attacks ignore resistance to lightning The dragon targets one or more creatures, whose
damage. When the dragon rolls lightning damage, it can treat appearances are changed for the duration of the spell (1
any 1 rolled on a damage die as a 2. In addition, a creature in hour). The caster can choose to make the creatures look
metal armor has disadvantage on saving throws to evade the however it wishes, but must succeed on a Charisma
dragon's breath weapon. (Deception) check to properly replicate a specific creature;
the dragon gets a +10 on this throw. Unwilling targets can
Sky Camouflage keep from being changed by succeeding on a Wisdom saving
throw (DC Frightful Presence).
The dragon can use the Hide action when it is flying at a
higher altitude than those it is hiding from, even if there is Ventriloquism
nowhere to hide.
Prerequisite: must be Adult or older.
Sound Imitation The dragon can “throw” its voice (or any other sound it
makes) to make it sound like it is coming from somewhere
Prerequisite: must be Juvenile or older. else, including another creature. A creature who succeeds on
The dragon can mimic any sound or voice that it has heard, a Wisdom (Insight) check against the dragon's Charisma
any time it likes. A creature must succeed on a Wisdom (Deception) check recognizes it as illusory.
Check (DC equal to 8 + the dragon’s proficiency bonus + the
dragon's Charisma modifier) to detect the ruse.
Green Dragon Feats
Storm Dragon The following feats can only be taken by green dragons.
The dragon can fly normally even in storm-strength winds. In
addition, its vision is not obscured by precipitation, and it Acrid Dragon
ignores cover granted by rain. The dragon also has resistance The dragon has resistance to acid damage.
to thunder damage.
Command Plants
Stunning Lightning
Prerequisite: must be Ancient or older.
Prerequisite: Primeval Lightning. The dragon affects a number of plant creatures whose
A creature who fails its saving throw against the dragon's combined CR is not greater than the dragon’s; all affected
Breath Weapon is also stunned until the end of the dragon's creatures must succeed on a Wisdom saving throw (DC equal
next turn. to Frightful Presence) or be completely controlled by the
dragon. If the dragon commands it to do something it
Thunder Breath wouldn’t normally do, there is a Charisma contest (no retries
Prerequisite: must be Mature Adult or older. allowed), but a controlled plant will never obey suicidal or
The dragon calls upon the powers of the storm to unleash obviously harmful orders.
a monstrous roar that shakes the foundations of the world. All
creatures within the range must make a Constitution saving Dominating Presence
throw (DC equal to Lightning Breath), taking thunder damage Prerequisites: must be a spellcaster with at least one charm
on a failed save, or half as much damage on a successful one. spell; must be Adult or older.
A creature who fails the save is also stunned until the end of When targeting a creature of the dragon’s CR or below, the
its next turn. The range and damage are given in the dragon’s charms ignore resistance to (or advantage on saves
following table. against) the charmed condition. In addition, the dragon can
The dragon can use this ability once per long rest. use a bonus or legendary action to exert precise control of
Thunder Breath creatures it has charmed.
Dragon Age Range (radius) Damage
Forest Dragon
Mature Adult 80 feet 77 (14d10)
The dragon has advantage on stealth checks made to hide in
Old 100 feet 88 (16d10) a forest environment.
Elder 120 feet 93 (17d10)
Ancient 140 feet 99 (18d10) Inscrutable
Wyrm 170 feet 104 (19d10) Wisdom (Perception or Insight) checks made to ascertain the
dragon's intentions or sincerity have disadvantage.
Great Wyrm 200 feet 110 (20d10)
Mind of Steel
Prerequisite: Inscrutable.
The dragon has resistance to psychic damage.
DRAGON FEATS
219
Persistent Poison Discern Location
Prerequisite: must be Mature Adult or older. Prerequisite: must be Ancient or older.
After the dragon uses its breath weapon, a cloud of gas The dragon can immediately learn the exact location of any
lingers in the breath weapon's area for 2 (1d4) rounds after it item it has touched or any creature it has seen (or has a
is used. A creature that starts its turn there or enters this area belonging of). Nothing will block this spell other than a wish,
for the first time on its turn must succeed on a Constitution a mind blank spell, or the intervention of deity.
saving throw (DC equal to Poison Breath), or take 10 (3d6)
poison damage, or half as much on a successful save. Exceptional Hearing
The area in the cloud is lightly obscured, and the cloud can Prerequisite: must be Adult or older.
be cleared by strong wind. The dragon's blindsight radius increases by 50%.
Poison Environment Fire Aura
Prerequisite: must be Adult or older. Prerequisite: must be Adult or older.
The dragon can, over time, poison the thorns and branches Any creature that begins its turn within 10 feet of the
of plants in the area around its lair. Any creature that makes dragon, or moves into that area for the first time on its turn,
contact with a poisoned plant takes 1d4 poison damage and takes 7 (2d6) fire damage.
must succeed on a Constitution saving throw (DC equal to
Poison Breath) or be poisoned for one hour. Ignite
Poisonous Blood When a creature or flammable object takes fire damage from
the dragon’s attacks or traits, it ignites. The target takes 7
Prerequisite: must be Mature Adult or older. (2d6) fire damage at the start of each of its turns until it uses
When the dragon has half of its hitpoints remaining or less, an action to extinguish the flames.
if it is hit by a creature within 5 feet of it, the attacker takes
10 (3d6) poison damage. Overheat
Potent Poison Prerequisite: must be Mature Adult or older.
The dragon's temperature evaporates ice in its immediate
Prerequisite: must be Mature Adult or older. vicinity, including such effects from magic or spells. As a
The dragon's attacks ignore resistance to poison. When the result, the dragon is resistant to cold damage.
dragon rolls poison damage, it can treat any 1 rolled on a
damage die as a 2. Scorching Flames
Silver Tongue Prerequisite: must be Mature Adult or older.
The dragon's attacks ignore resistance to fire. When the
Prerequisite: Smooth Talker; must be Mature Adult or older. dragon rolls fire damage, it can treat any 1 rolled on a
Once a day, after making any Charisma based skill check, damage die as a 2.
the dragon can choose to treat the number it rolled as if it
were a 20. Smokescreen
Smooth Talker The dragon gains the following Breath Weapon option:
Smokescreen. The dragon exhales a cloud of black smoke,
The dragon has advantage on Deception and Persuasion with the same range and shape as its Fire Breath. The smoke
checks. spreads around corners, and its area is heavily obscured. All
creatures in that area must succeed on a Constitution Saving
Red Dragon Feats Throw or be blinded for one minute. A creature can attempt
the saving throw again at the end of each of its turns, ending
The following feats can only be taken by red dragons. the effect on itself on a success. Additionally, a creature that
starts its turn in the smoke takes 7 (2d6) fire damage, and
Appraise must succeed on a Constitution Saving Throw or be unable
The dragon automatically knows the exact value of to take bonus actions or reactions until the start of its next
something only by looking at it. turn, as the smoke overwhelms its lungs. Creatures that do
not need to breathe air automatically succeed this save. The
Death Throes smoke lasts until the dragon uses its Breath Weapon again or
until it is cleared with a strong wind. The dragon is immune
When the dragon dies, a final blast of fire marks its demise. to all of these effects.
Each creature within 30 feet of it must make a Dexterity
saving throw (DC equal to Fire Breath), taking fire damage
equal to the damage dealt by its Fire Breath on a failed save,
or half as much damage on a successful one. The explosion
ignites flammable objects in that area that aren't being worn
or carried.
DRAGON FEATS
220
Torch Ice Aura
Prerequisite: must be Adult or older. Prerequisite: must be Old or older.
When the dragon uses its Fire Breath, the breath weapon's Any creature that begins its turn within 10 feet of the
area becomes engulfed in flames for 3 (1d6) rounds. If a dragon, or moves there for the first time on its turn, takes 9
creature starts its turn in an engulfed area, or enters the area (2d8) cold damage.
for the first time on its turn, it takes 7 (2d6) fire damage.
Light Resistance
White Dragon Feats The dragon has advantage on saving throws against bright
lights that cause blindness, and advantage on saving throws
The following feats can only be taken by white dragons. to end that blindness. The dragon is also resistant to radiant
damage.
Freeze
Prerequisite: must be Adult or older. Savage Nature
Any creature that takes cold damage from the dragon has Prerequisite: must be Juvenile or older.
its speed halved until the end of its next turn. The dragon rolls critical hits on rolls of 19 and 20 on the
d20. Once per turn, it may reroll a damage die and take either
Freezing Fog total.
Prerequisite: must be Old or older.
Once per day, the dragon can summon a fog cloud that, in Snow Dragon
addition to the other effects, reduces movement speed to 5 The dragon has advantage on stealth checks made to hide in
feet while inside, and all attack and damage rolls in the fog snowy or icy terrain.
suffer disadvantage. It also coats the ground beneath the fog
in a layer of ice (with effects as if cast with the grease spell).
The dragon is immune to all of these effects. Brown Dragon Feats
The following feats can only be taken by brown dragons.
Frostbite
Prerequisite: must be Adult or older. Ambusher
A creature that takes cold damage from the dragon takes 4 The dragon gains advantage on any attacks against creatures
(1d8) cold damage at the beginning of each of its turns until it it has surprised.
succeeds on a DC 16 Constitution Saving Throw, which it
can attempt at the end of each of its turns. Desert Dragon
Frozen Demise The dragon has advantage on stealth checks made to hide in
a sandy or desert environment. The dragon is also resistant
Prerequisite: must be Mature Adult or older. to fire damage.
Any creature that is reduced to 0 hit points as a result of
taking cold damage from the dragon is killed instantly and Good Cuisine
becomes a frozen statue until thawed.
Prerequisite: size Large or larger.
Hypothermic Cold If the dragon scores a critical hit with a bite attack, it bites
off a part of the target (as determined by the DM). It then
The dragon's attacks ignore resistance to cold. When the remarks on the taste of the creature and regains 1d10 hit
dragon rolls cold damage, it can treat any 1 rolled on a points.
damage die as a 2.
Sand Dragon
As an action, the dragon can bury itself in sand. The dragon is
then undetectable without magical means or a DC 25
Perception check. While buried in this way, the dragon's
tremorsense range quadruples.
Sneak Attack
Prerequisite: Ambusher.
The dragon automatically scores a critical hit if the attack
roll would hit and it has advantage on the attack.
This ability can be used only once in a round.
DRAGON FEATS
221
Sky Camouflage
Gray Dragon Feats The dragon can use the Hide action when it is flying at a
The following feats can only be taken by gray dragons. higher altitude than those it is hiding from, even if there is
nowhere to hide.
Acute Eyesight Sky Superiority
The dragon has advantage on Wisdom (Perception) checks If the dragon is flying, other flying creatures have
that rely on sight. In addition, in conditions of clear visibility, disadvantage on melee attacks against it.
the dragon can make out details of even extremely distant
creatures and objects as small as 2 feet across.
Stone Camouflage
Caustic Ooze The dragon has advantage on Dexterity (Stealth) checks
Prerequisite: must be Mature Adult or older. made to hide in rocky terrain.
The dragon's bite attack deals an additional 4 (1d8) acid
damage. Stone's Embrace
If the dragon has Acid Breath, then a creature that fails its Prerequisite: Paralyzing Claws.
saving throw against the Acid Breath also takes 4 (1d8) acid The dragon gains the following action option:
damage at the beginning of each of its turns until it or Stone's Embrace (Recharge 6). The dragon attempts to
another creature takes an action to scrape off the acid. petrify all of its paralyzed victims. All creatures within 25 feet
of the dragon that are paralyzed must make a Constitution
Paralyzing Claws saving throw (DC = Breath Weapon). On a failed save, a
Prerequisite: must be Mature Adult or older. creature begins to turn to stone and is restrained. The
Once per round, if the dragon hits a creature with a claw restrained target must repeat the saving throw at the end of
attack, it can force that creature to make a Constitution its next turn. On a success, the effect ends on the target, and
saving throw (DC = Breath Weapon). If the target fails, it it is no longer paralyzed. On a failure, the target is petrified
becomes paralyzed. The target can attempt the saving throw until freed by the greater restoration spell or other magic.
again at the end of each of its turns, ending the effect on itself
on a success. Trip
Once per turn, when the dragon hits with a claw or a tail
Potent Venom attack, it can force the target to make a Strength saving
Prerequisite: must be Mature Adult or older. throw (DC = 8 + the dragon's proficiency bonus + the dragon's
If a creature succeeds its saving throw against the dragon's Strength modifier). If the target fails, it is knocked prone.
bite attack, its Constitution score is reduced by half of what it
would have been reduced had the creature failed. Purple Dragon Feats
Sharp Scales The following feats can only be taken by purple dragons.
Prerequisite: must be Very Young or older. Deep Dragon
At the beginning of each of the dragon's turns, any
creatures grappling the dragon take slashing damage The dragon has advantage on stealth checks made to hide in
according to the dragon's size, as given in the following table. dim light or darkness.
Sharp Scales Damage Dominating Gaze
Dragon Size Damage (Slashing)
Prerequisite: must be Young Adult or older.
Small 1d4 The dragon gains a new a Legendary Action:
Medium 1d4 Dominating Gaze (Costs 3 Actions). The dragon stares
into the eyes of a creature. That creature must succeed on a
Large 1d6 Wisdom Saving Throw (DC = Frightful Presence) or be
Huge 1d8 dominated by the dragon as if by the dominate person spell.
Gargantuan 1d10
On a successful save, that creature cannot be affected by the
dragon's Dominating Gaze again for the next 24 hours.
Colossal 1d12
DRAGON FEATS
222
Brass Dragon Feats
Eldritch Resistance The following feats can only be taken by brass dragons.
Prerequisite: Arcane Immunity.
The dragon has resistance to force damage. Careful Breath
The dragon can choose to deal half damage with its breath
Enhanced Hearing weapon, but it will recharge on a 4-6 instead of 5-6. In
The dragon has blindsight with a radius equal to half the addition, when it uses its breath weapon in this manner, it
radius of its darkvision. As an action, it can place its head can choose a number of creatures in the area of its breath
against the ground to listen for vibrations. It then knows the weapon up to its Charisma modifier. These creatures
exact location of every creature (that is not completely silent) automatically succeed on the saving throw against that use of
within 150 feet, even through walls. the breath weapon.
DRAGON FEATS
223
Summon Djinni Copper Dragon Feats
Prerequisite: must be Ancient or older. The following feats can only be taken by copper dragons.
Once per day, the dragon can use an action to magically
summon a djinni friendly to it. The djinni acts on its own Corrosive Acid
initiative.
Prerequisite: must be Mature Adult or older.
If a creature that fails its saving throw against the dragon's
Bronze Dragon Feats Acid Breath is wearing nonmagical armor, that armor suffers
The following feats can only be taken by bronze dragons. a permanent and cumulative -1 to AC. When the amount
reaches -5, the armor is destroyed. To creatures not wearing
Advanced Spellcaster armor, the dragon's Acid Breath deals an extra 9 (2d8) acid
damage.
Prerequisite: Innate Spellcasting.
The dragon can learn up to two additional innate spells. Manueverable
Chain Breath Prerequisite: Mobile.
The dragon can take the Disengage action as a bonus
Prerequisite: must be Juvenile or older. action, its speeds each increase by 10 feet, and opportunity
If the dragon hits at least one creature with its breath attacks against it have disadvantage.
weapon, it can choose another creature within 30 feet of the
lightning breath's original area but that wasn't targeted by the
attack. Lightning chains to that creature. That creature must
make a Dexterity saving throw as if it was an original target,
taking damage (or half damage) from the dragon's lightning
breath as normal.
Deep Sea Dragon
The dragon has resistance to cold damage.
Lightning Aura
When a creature starts its turn within 10 feet of the dragon,
or moves there for the first time on its turn, the creature
takes 5 (1d10) lightning damage.
While underwater, the dragon can use an action to increase
this range to 15 feet and the damage to 22 (4d10) for as long
as it maintains concentration (as if concentrating on a spell),
for up to one minute.
Lightning Dragon
The dragon has resistance to thunder damage.
Restorative Dive
The dragon gains the following action option:
Restorative Dive (1/Day). The dragon fully submerges
itself in water and regains one fourth of its maximum hit
points.
Supercharged Lightning
Prerequisite: must be Mature Adult or older.
The dragon's attacks ignore resistance to lightning. When
the dragon rolls lightning damage, it can treat any 1 rolled on
a damage die as a 2.
War Dragon
Prerequisite: must have a Multiattack.
The dragon can make an additional claw attack as a part of
its Multiattack action.
DRAGON FEATS
224
Potent Acid Luck Gem
Prerequisite: must be Mature Adult or older. Prerequisite: must be Mature Adult or older.
The dragon's attacks ignore resistance to acid. When the Once per day, the dragon can touch a gem to bring good
dragon rolls acid damage, it can treat any 1 rolled on a luck. It and all good creatures in the surrounding 10 foot area
damage die as a 2. receive +1 to attack and damage rolls. The gem can be given
to another creature, but it only works for that creature. The
Spider Climb effect lasts 1d3 + 3 hours per age category of the dragon, or
until the gem is destroyed.
The dragon can climb difficult surfaces, including upside
down on ceilings, without needing to make an ability check. Lucky
Stone Dragon The dragon can reroll any natural 1 that it rolls. Once per day,
it can extend this ability to an ally within 30 feet of it to allow
The dragon has advantage on stealth checks to hide in rocky them to reroll a natural 1.
or mountainous terrain.
Trickster Silver Dragon Feats
The dragon has advantage on Deception and Insight ability The following feats can only be taken by silver dragons.
checks.
Cloudwalking
Gold Dragon Feats The dragon can tread on clouds and fog as though on solid
ground. This ability functions continuously but can be
The following feats can only be taken by gold dragons. resumed or negated at will, no action required.
Blinding Fire Convincing Disguise
Prerequisite: must be Mature Adult or older. While the dragon is polymorphed, creatures attempting to see
A creature who fails its saving throw against the dragon's through the disguise have disadvantage on the check.
breath weapon is blinded until the end of its next turn.
Freeze
Detect Gems Prerequisite: must be Adult or older.
Prerequisite: must be Old or older. Any creature that takes cold damage from the dragon has
Three times per day, the dragon can detect gems, which its speed halved until the end of its next turn.
acts like a detect magic spell, but only detects gems. The
dragon can scan a 60-degree arc each round; after one round Frostbite
it knows if there are any gems there, after two rounds it
knows the exact number, and after three rounds it knows Prerequisite: must be Adult or older.
exact location, type, and value of each gem. A creature that takes cold damage from the dragon takes 4
(1d8) cold damage at the beginning of each of its turns until it
Foresight succeeds on a DC 16 Constitution Saving Throw, which it
can attempt at the end of each of its turns.
Prerequisite: must be Ancient or older.
The dragon gains a new Legendary Action: Hypothermic Cold
Foresight (Costs 2 Actions). The dragon glimpses the
future, gaining advantage on all attack rolls, ability checks, Prerequisite: must be Mature Adult or older.
and saving throws until the end of its next turn. The dragon's attacks ignore resistance to cold. When the
dragon rolls cold damage, it can treat any 1 rolled on a
Golden Fire damage die as a 2.
Prerequisite: must be Mature Adult or older. Ice Aura
The dragon's attacks ignore resistance to fire. When the
dragon rolls fire damage, it can treat any 1 rolled on a Prerequisite: must be Mature Adult or older.
damage die as a 2. Any creature that begins its turn within 10 feet of the
dragon, or enters that area for the first time on its turn, takes
Inspiring Presence 9 (2d8) cold damage.
Prerequisite: must be Old or older. Scholar
All of the dragon's allies within 30 feet of it can add 1d4 to
any attack roll or saving throw once per round. The dragon has advantage on History, Insight, and
Investigation ability checks.
DRAGON FEATS
225
Adamantine Dragon Feats
The following feats can only be taken by adamantine
dragons.
Adamantine Claws
If the dragon hits an object with a claw attack, the hit is
automatically a critical hit.
Adamantine Resilience
The dragon gains the following reaction:
Adamantine Resilience. When the dragon is hit by an
attack or fails a saving throw against a spell or other effect
that deals damage, it can choose to gain resistance to all
damage from that attack or effect.
Adamantine Scales Brutal Ferocity
Once per round, the dragon can turn any critical hit against it The dragon scores a critical hit on an attack roll of 19 or 20
into a normal hit. on the d20.
Aftershock Iron Scales
A creature that fails its saving throw against the dragon's All bludgeoning, piercing, and slashing damage that the
breath weapon is also knocked prone. dragon takes is reduced by 2, to a minimum of 1.
This feat stacks with Hard Scales.
Painful Resonance
A creature that fails its saving throw against the dragon's Iron Defense
breath weapon also takes 13 (2d12) thunder damage at the The dragon gains the following reaction:
beginning of each of its turns. It can attempt the saving throw Iron Defense. When the dragon is hit by an attack or fails
again at the end of each of its turns, ending the effect on itself a Constitution or Dexterity saving throw, it can choose to gain
on a success. a +2 bonus to its saving throw or its AC for that attack.
Overwhelming Thunder Iron Shroud
The dragon's breath weapon automatically dispels the silence Prerequisite: Iron Defense.
spell or any another spell or effect causing silence or The dragon gains the following reaction, which replaces
deafness in its area. It also deals damage normally to deaf Iron Defense:
opponents. Iron Shroud. When the dragon is hit by an attack or fails a
Constitution or Dexterity saving throw, it can choose to gain a
Stunning Resonance +2 bonus to its saving throw or its AC for that attack. If the
A creature that fails its saving throw against the dragon's attack still hits, or if the dragon still fails the saving throw, it
breath weapon is also stunned until the the end of the gains resistance to all damage from that attack.
dragon's next turn.
Lightning Lure
Wounded Roar If a creature fails its saving throw against the dragon's
Prerequisite: must be Mature Adult or older. lightning breath, the dragon can choose to pull the creature
When the dragon drops below half of its maximum hit up to 10 feet closer to it.
points, it roars as a reaction. All creatures within 60 feet of
the dragon take 20 thunder damage. Superior Charming
The duration of the dragon's charm effect from its charming
Iron Dragon Feats breath increases to 24 hours for a number of creatures equal
to its Charisma modifier.
The following feats can only be taken by iron dragons.
Sure-Footed
Ambush The dragon has advantage on Strength and Dexterity saving
The dragon automatically scores a critical hit against a throws made against effects that would knock it prone or
creature it has surprised, if the attack roll would hit. move the dragon against its will.
DRAGON FEATS
226
Mithral Dragon Feats
The following feats can only be taken by mithral dragons.
Blinding Breath
A creature that fails its saving throw against the dragon's
breath weapon is also blinded until the end of the dragon's
next turn.
Dimension Strike
As a part of its multiattack, the dragon can teleport up to 30
feet to an unoccupied space that it can see. It has advantage
on the first melee weapon attack it makes after teleporting.
Mithral Prescience
The dragon can use a bonus action to designate a creature
within 50 feet of it. This creature takes a -2 penalty to AC
against all of the dragon's melee attacks until the dragon is
incapacitated or until the dragon designates a new creature.
Portent
The dragon gains glimpses of the future. When it finishes a
long rest, roll three d20s and record the numbers rolled. The
dragon can replace any attack roll, saving throw, or ability
check made by itself or a creature that it can see with one of
these foretelling rolls. It must choose to do so before the roll,
and it can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When it
finishes a long rest, the dragon loses any unused foretelling
rolls.
Prophet
Prerequisite: Prophetic Defense; must be Ancient or older.
The dragon has advantage on all saving throws.
Prophetic Defense
The dragon gains the following reaction:
Prophetic Defense. When the dragon is hit by an attack, it
can choose to add +4 to its AC against that attack. If the
attack misses, the dragon can then teleport up to 30 feet to
an unoccupied space that it can see.
Radiant Teleportation
When the dragon uses its teleport action, the space it
previously occupied explodes with bright radiant energy. All
creatures within 20 feet of that space must succeed on a
Dexterity saving throw (DC equal to dragon's breath weapon)
or take 18 (4d8) radiant damage. If the save fails by 5 or
more, the creature is also blinded until the end of the
dragon's next turn.
Time Stop
The dragon gains the following action option:
Time Stop (1/Day). The dragon innately casts the spell
time stop without expending a spell slot or any innate casting
uses.
DRAGON FEATS
227
Shadow Blend
Shadow Dragons Prerequisite: must be Very Young or older.
The following feats can only be taken by shadow dragons. If the dragon is in dim light or darkness, it can use an
action to blend into the shadows. This effectively makes the
Draining Breath dragon invisible and functions as the invisibility spell. As soon
Prerequisite: must be Mature Adult or older. as the dragon is no longer in dim light or darkness, or if it
A creature that fails its saving throw against the dragon's attacks or casts a spell, the invisibility ends.
breath weapon also has its Strength score reduced. The
amount reduced depends on the dragon's age, as given in the Shadow Jump
table. The creature dies if its Strength score is reduced to 0. Prerequisite: must be Young Adult or older.
This reduction lasts until the creature finishes a long rest. When the dragon is in dim light or darkness, it can use a
Strength Reduction
bonus action to teleport up to 60 feet to an unoccupied space
it can see that is also in dim light or darkness. It then has
Dragon Age Strength Score Reduction advantage on the first melee weapon attack it makes before
Wyrmling 1d4 the end of its turn.
Very Young 1d4
Young 1d4
Shadow Meld
Prerequisite: Shadow Blend; must be Adult or older.
Juvenile 1d4 When the dragon uses its Shadow Blend ability, the
Young Adult 1d6 shadows containing the dragon become magical darkness (as
Adult 1d6 with the darkness spell), and it cannot be forced out of the
shadows by illumination, including magical light such as a
Mature Adult 1d8 light or continual flame spell. A daylight spell does dispel this
Old 1d8 ability.
Elder 2d4
Umbra
Ancient 2d4
Prerequisite: Shadow Meld; must be Ancient or older.
Wyrm 2d6 Once per day, the dragon can call forth an impenetrable
Great Wyrm 2d6 magical darkness. The darkness has a radius of 100 feet and
has a duration of 1 hour. All normal and magical light sources
Enervating Breath are negated while within this area. All creatures within the
darkness have advantage on Dexterity (Stealth) checks to
Prerequisite: must be Young Adult or older. hide, and can attempt to hide even if directly observed.
A creature that fails its saving throw against the dragon's The dragon can see perfectly through the darkness and
breath weapon has its hit point maximum reduced by an knows the exact location of all creatures within its area. In
amount equal to the damage taken. A creature whose hit addition, while the dragon is within the darkness, it is
point maximum is reduced to 0 dies. considered invisible as if under the effects of a greater
This reduction lasts until the creature finishes a long rest. invisibility spell.
Shadow Aura
Prerequisite: must be Mature Adult or older.
The dragon exudes an aura of darkness. While in bright
light, the dragon's presence darkens that light to dim light in a
30-foot radius. While in dim light, the dragon's presence
darkens that light to darkness in a 30-foot radius.
This ability does not function while the dragon is in
sunlight.
DRAGON FEATS
228
Dragon Templates
Other kinds of modified dragons exist, other than
Dracoliches and Shadow dragons. The templates for those
can be found in the Monster Manual. Here, three more
options for modifying dragons are included: Ghostly,
Skeletal, and Zombie dragon templates.
If you are using the Dragon Feats optional rule, you may be
wondering how dracoliches and shadow dragons are affected
by that rule. Dracoliches can take and retain those feats as
normal, but shadow dragons lose any feats that were specific
to their dragon type. For example, a young red dragon who
had taken the Exceptional Hearing dragon feat would lose
that feat when it became a shadow dragon because that feat
is specific to red dragons, but it would then be able to take
feats specific to shadow dragons.
Ghostly Dragon Template
A Ghostly Dragon is sometimes created when a powerful
dragon is killed and its hoard looted, or when something of
similar caliber happens to a living dragon. The dragon can
only be laid to rest by setting right whatever wrong caused it New Action: Etherealness. The dragon enters the Ethereal
to appear; in the former example, the hoard (or treasure of Plane from the Material Plane, or vice versa. It is visible on
equivalent value) would have to be returned to the dragon's the Material Plane while it is in the Border Ethereal, and vice
lair, at which point the dragon would sleep atop it and pass on versa, yet it can't affect or be affected by anything on the other
to the afterlife with the entirety of the hoard. plane.
When a dragon becomes a Ghostly Dragon, it retains its
statistics, except as described below. The dragon loses any Skeletal Dragon Template
trait, such as Amphibious, that assumes a living physiology.
The dragon retains none of its lair actions, but retains all of Skeletal dragons are created through spells such as animate
its legendary actions. dead. Such a dragon has no memory of its former life or self,
Type. The dragon's type changes from dragon to undead, and functions identically to any other skeleton, though it
and it no longer requires air, food, drink, or sleep. retains some of its abilities and powers because of its
Speed. The dragon retains all of its speeds, and can hover. draconic nature.
Damage Resistances. The dragon gains resistance to acid, When a dragon becomes a Skeletal Dragon, it retains its
fire, lightning, and thunder damage, and to bludgeoning, statistics, except as described below. The dragon loses any
piercing, and slashing damage from non-magical weapons. trait, such as Amphibious, that assumes a living physiology.
Damage Immunities. The dragon gains immunity to cold, The dragon retains none of its lair actions or legendary
necrotic, and poison damage. It also retains any immunities actions.
that it had previously. Type. The dragon's type changes from dragon to undead,
Condition Immunities. The dragon gains immunity to the and it no longer requires air, food, drink, or sleep.
charmed, frightened, grappled, paralyzed, petrified, poisoned, Speed. The dragon loses its flying speed and its swimming
prone, and restrained conditions. It also doesn't suffer from speed, if it had one.
exhaustion. Armor Class. Modify the dragon's Armor Class by applying
Special Abilities. The dragon loses all supernatural and a -4 penalty.
spell-like abilities that it possessed in life, including its breath Damage Vulnerabilities. The dragon gains vulnerability to
weapon. It retains its Frightful Presence. bludgeoning damage.
Damage Type. The dragon's Bite, Claw, Tail, and Wing Damage Immunities. The dragon retains all immunities
attacks deal necrotic damage instead of whatever damage that it had previously and gains immunity to poison damage.
type they dealt before. Condition Immunities. The dragon retains all immunities
New Trait: Ethereal Sight. The dragon can see 60 feet that it had previously and gains immunity to the poisoned
into the Ethereal Plane when it is on the Material Plane, and condition. It also doesn't suffer from exhaustion.
vice versa. Special Abilities. The dragon loses all supernatural and
New Trait: Incorporeal Movement. The dragon can move spell-like abilities that it possessed in life, including its breath
through other creatures and objects as if they were difficult weapon. It retains its Frightful Presence.
terrain. It takes 5 (1d10) force damage if it ends its turn Skills. The dragon loses all skill proficiencies.
inside an object. Dragon Feats. The dragon loses any feats that it had taken
New Trait: Rejuvenation. If the dragon is destroyed, it in life.
reappears in its lair 2d4 days later at full hit points. The only
way to completely be rid of the dragon is to determine the
reason for its existence and deal with the issue.
DRAGON TEMPLATES
229
Zombie Dragon Template
Zombie dragons are created through spells such as animate
dead. Such a dragon has no memory of its former life or self,
and functions identically to any other zombie, though it
retains some of its abilities and powers because of its
draconic nature.
When a dragon becomes a Zombie Dragon, it retains its
statistics, except as described below. The dragon loses any
trait, such as Amphibious, that assumes a living physiology.
The dragon retains none of its lair actions or legendary
actions.
Type. The dragon's type changes from dragon to undead,
and it no longer requires air, food, drink, or sleep.
Speed. All of the dragon's speeds are reduced by 10 feet.
Armor Class. Modify the dragon's Armor Class by applying
a -2 penalty.
Damage Immunities. The dragon retains all immunities
that it had previously and gains immunity to poison damage.
Condition Immunities. The dragon retains all immunities
that it had previously and gains immunity to the poisoned
condition. It also doesn't suffer from exhaustion.
Special Abilities. The dragon loses all supernatural and
spell-like abilities that it possessed in life, including its breath
weapon. It retains its Frightful Presence.
Skills. The dragon loses all skill proficiencies.
Dragon Feats. The dragon loses any feats that it had taken
in life.
New Trait: Undead Fortitude. If damage reduces the
zombie to 0 hit points, it must make a Constitution saving
throw with a DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the zombie
drops to 1 hit point instead.
DRAGON TEMPLATES
230
Sample Dragons Shyragg
Here are some sample dragons that have been modified large dragon, lawful good
using the Advanced Dragons and Dragon Feats optional
rules. Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Scald Speed 40 ft., fly 80 ft.
Scald is a black dragon wyrmling who fancies herself the
queen of her swamp. She currently commands a small tribe STR DEX CON INT WIS CHA
of bullywugs and has her sights on the city of lizardfolk just to
the south. Despite her impatience, she has convinced herself 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
that she must wait until she is more powerful before
attempting such a feat. Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Scald has taken the Swamp Dragon dragon feat. Skills Arcana +6, History +6, Perception +8, Stealth
+4
Damage Immunities cold
Shyragg Senses blindsight 30 ft., darkvision 120 ft., passive
Shyragg is a juvenile silver dragon who is just beginning to Perception 18
make a name for himself. He has a particular love for books, Languages Common, Draconic
and trades whatever treasure he can to expand his library. Challenge 9 (5,000 XP)
Shyragg has taken all four dragon feats available to him.
Dragon Feats. Shyragg has taken the following
dragon feats: Cloudwalking, Flyby, Mobile, Tempest
Breath.
Scald Cloudwalking. Shyragg can tread on clouds and fog
tiny dragon, chaotic evil
as though on solid ground. This ability functions
Armor Class 17 (natural armor) continuously but can be resumed or negated at will,
Hit Points 33 (6d8 + 6) no action required.
Speed 30 ft., fly 60 ft., swim 30 ft. Flyby. Shyragg doesn't provoke opportunity attacks
when he flies out of an enemy's reach.
STR DEX CON INT WIS CHA Mobile. Shyragg can take the Dash action as a
bonus action.
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
Actions
Saving Throws Dex +4, Con +3, Wis +2, Cha +3 Multiattack. Shyragg makes three attacks: one with
Skills Perception +4, Stealth +4 his bite and two with his claws.
Damage Immunities Acid
Senses blindsight 10 ft., darkvision 60 ft., passive Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Perception 14 one target. Hit: 17 (2d10 + 6) piercing damage.
Languages Draconic
Challenge 2 (450 XP) Claw. Melee Weapon Attack: +10 to hit, reach 5
feet, one target. Hit: 13 (2d6 + 6) slashing damage
Amphibious. Scald can breathe air and water. Breath Weapon (Recharge 5-6). Shyragg uses one of
the following breath weapons. A creature that fails
Dragon Feats. Scald has taken the Swamp Dragon the saving throw is knocked prone and pushed
dragon feat. back 5 feet.
Swamp Dragon. Scald ignores cover granted by Cold Breath. Shyragg exhales an icy blast in a 30-
water, and has advantage on Dexterity (Stealth) foot cone. Each creature in that area must make a
checks to hide while submerged. DC 17 Constitution saving throw, taking 54
(12d8) cold damage on a failed save, or half as
Actions much damage on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
Paralyzing Breath. Shyragg exhales paralyzing gas
one target. Hit: 7 (1d10 + 2) piercing damage plus
in a 30-foot cone. Each creature in that area
2 (1d4) acid damage.
must succeed on a DC 17 Constitution saving
Acid Breath (Recharge 5-6). Scald exhales acid in a throw or be paralyzed for 1 minute. A creature
15-foot line that is 5 feet wide. Each creature in can repeat the saving throw at the end of each of
that line must make a DC 11 Dexterity saving its turns, ending the effect on itself on a success.
throw, taking 22 (5d8) acid damage on a failed
save, or half as much damage on a successful one.
Bar'krthuus Actions
huge dragon, lawful evil Multiattack Bar'krthuus can use his Frightful Presence.
He then makes three attacks: one with his bite and two
Armor Class 19 (natural armor) with his claws.
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft. Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
target. Hit: 17 (2d10 + 6) piercing damage plus 7
(2d6) poison damage.
STR DEX CON INT WIS CHA
Claw. Melee Weapon Attack: +11 to hit, reach 5 feet,
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 feet,
Saving Throws Dex +6, Con +10, Int +9, Wis +12, Cha
one target. Hit: 15 (2d8 +6) bludgeoning damage
+8
Skills Deception +8, Insight +7, Perception +12, Frightful Presence. Each creature of Bar'krthuus's choice
Persuasion +8, Stealth +6 that is within 120 feet of him and aware of him must
Damage Resistances acid succeed on a DC 16 Wisdom saving throw or become
Damage Immunities poison frightened for 1 minute. A creature can repeat the
Condition Immunities charmed, paralyzed, petrified, saving throw at the end of each of its turns, ending the
poisoned effect on itself on a success. If a creature's saving
Senses blindsight 60 ft., darkvision 120 ft., passive throw is successful or the effect ends for it, the
Perception 22 creature is immune to Bar'krthuus's Frightful Presence
Languages Common, Draconic for the next 24 hours.
Challenge 15 (13,000 XP)
Poison Breath (Recharge 5-6). Bar'krthuus exhales
poisonous gas in a 60-foot cone. Each creature in that
Amphibious. Bar'krthuus can breathe air and water. area must make a DC 18 Constitution saving throw,
Legendary Resistance (3/Day). If Bar'krthuus fails a taking 56 (16d6) poison damage on a failed save, or
saving throw, he can choose to succeed instead. half as much damage on a successful one.