You are on page 1of 24

AN EVENTYR GAMES COMPENDIUM

Enhanced
Chromatic Dragons

Expanded rules for chromatic dragons in


5th edition D&D
Enhanced
Chromatic Dragons

Credits
Writing: J. A. Valeur
Layout: J. A. Valeur
Special Thanks: B. Bregendahl, C. Meldal, C. Svendsen,
L. Glader & S. Valeur for editing, input and playtesting.
Eventyrgames.com – DM’s Guild –Facebook – Twitter
Cover and Interior Art: Provided by the Dungeon
Masters Guild and used with permission under the Join the mailing list for updates, early access and
Community Content Agreement for the DMs Guild. special offers.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and 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.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2020 by Eventyr Games and published under the Community
Content Agreement for Dungeon Masters Guild.
Introduction General Enhancements
As we enhance each type of chromatic dragon, there are
The dragon is the archetypal monster of Dungeons &
Dragons. Heck, it’s right there in the name! Terrible some features that repeat themselves and will be mostly
scaled monsters breathing literal death, diving from identical from dragon-to-dragon. Below, we’ll go over
above with destructive intent and malicious cunning, the these features in general terms.
chromatic dragon is every self-respecting adventurer’s
ultimate foe. It’s the pinnacle of fantastic monsters, the Innate Spellcasting (All)
apex predator, the biggest baddie you’ll ever find. In earlier editions, nearly all dragons were spellcasters,
Unfortunately, the chromatic dragon – as presented in and there is no reason that shouldn’t still be the case.
the 5E Monster Manual – doesn’t always live up to the Each enhanced dragon has two or three spells available
hype. When its potent breath attack is expended, it must to it, some of which can be cast at will and others which
rely solely on brute force, attacking with fangs and claws, can only be used once per day. Because we aim not to
until its breath weapon has finally recharged. And while make the dragons (too much) more powerful, all of these
Frightful Presence and Legendary Actions lend some spells require the dragon’s action, so that the dragon
depth to more powerful dragons, they still lack action must always weigh its options carefully, when deciding
options that go beyond simply attacking head-on. between casting a spell or attacking. Care has been
In this document, we’ll look closely at each of the five taken to give each dragon spells with different purposes
types of chromatic dragons – black, blue, green, red and – damage, control, protection, etc. – while still fitting
white – in all their various ages – wyrmling, young, adult the dragon’s particular flavor. These spell choices are
and ancient – and enhance them with additional features explored further in the introduction to each dragon.
to give them more diversity in combat. The point isn’t to
make the dragons more powerful – although versatility Breath Weapon Option (all)
is rarely a weakness – but to make them more dynamic, The metallic dragons have an alternative Breath
flavorful and tactically challenging for both the DM Weapon, so why shouldn’t Tiamat’s children get one too?
and the players. All changes are colorized and spells Each type of chromatic dragon can now choose from
are conveniently described directly in each creature’s two Breath Weapons, one of which deals less damage,
statblock for ease-of-use at the table. but has additional harmful effects for anyone caught it.
So, without further ado, get ready to surprise your These Breath Attack options also target different saving
players with new, enhanced chromatic dragons that’ll throws and deal other types of damage than the dragon’s
keep them on their toes and constantly guessing – and usual Breath Weapon, making them viable options for
worrying! – about what the dragon will do next. Enjoy! when the dragon faces adventurers that have prepared
themselves with damage resistances and the like.

Frenzied Clawing (wyrmling)


While the wyrmling’s claws are less damaging than its
bite, it can now use them in a frenzied assault that leaves
the target temporarily disoriented. Frenzied Clawing is
viable when the wyrmling wants to distract an enemy,
Contents helping it protect itself or even escape.

Black Dragon��������������������������������������������������������������������2
Wing Attack (Young)
Black Dragon Wyrmling��������������������������������������������������������� 2 Granting Wing Attack to the young dragon gives it
Young Black Dragon���������������������������������������������������������������� 3 another layer of tactical depth, as it gains a way to
Adult Black Dragon������������������������������������������������������������������ 4 damage multiple foes at once and opening up an avenue
Ancient Black Dragon�������������������������������������������������������������� 5 for escape. Not always the best action choice, but perfect
when the young dragon finds itself surrounded by foes.
Blue Dragon����������������������������������������������������������������������6
Blue Dragon Wyrmling����������������������������������������������������������� 6
Young Blue Dragon������������������������������������������������������������������ 7
Fling (Adult/Ancient)
Adult Blue Dragon�������������������������������������������������������������������� 8 The Fling-action gives the largest dragons the ability
Ancient Blue Dragon���������������������������������������������������������������� 9 to send foes flying through the air with a swipe of their
immense tails. While often less damaging than simply
Green Dragon������������������������������������������������������������������10
making a Tail-attack, Fling has the benefit of requiring
Green Dragon Wyrmling������������������������������������������������������10
a Dexterity saving throw, which makes it particularly
Young Green Dragon�������������������������������������������������������������11
useful when the dragon wants to put distance between
Adult Green Dragon���������������������������������������������������������������12
itself and clumsy, heavily armored melee attackers.
Ancient Green Dragon�����������������������������������������������������������13
Red Dragon���������������������������������������������������������������������14 Enhanced Bite (Adult/Ancient)
Red Dragon Wyrmling���������������������������������������������������������� 14
The largest and oldest dragons also get the ability to
Young Red Dragon�����������������������������������������������������������������15
swallow Medium or smaller creatures when they use
Adult Red Dragon�������������������������������������������������������������������16
their Bite-attack – as they often do in popular fiction,
Ancient Red Dragon��������������������������������������������������������������� 17
and which other monsters of similar size also are able
White Dragon������������������������������������������������������������������18 to. However, to swallow its target, the dragon must first
White Dragon Wyrmling�������������������������������������������������������18 have grappled it – holding them in a claw or snatched up
Young White Dragon��������������������������������������������������������������19 with the teeth – making it an avenue of attack the dragon
Adult White Dragon���������������������������������������������������������������20 has to invest in by setting it up first.
Ancient White Dragon�����������������������������������������������������������21

INTRODUCTION | 1
Black Dragon Black Dragon Wyrmling
Medium dragon, chaotic evil
Sadistic and depraved, the black dragon is the most
vile of the evil dragons. It enjoys corrupting, torturing Armor Class 17 (Natural Armor)
Hit Points 33 (6d8 + 6)
and weakening its foes before eventually ending their
Speed 30 ft., fly 60 ft., swim 30 ft.
prolonged misery.
STR DEX CON INT WIS CHA
Breath Weapon Option 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
The black dragon gains Withering Breath, which deals
less damage than its usual Acid Breath, but targets Saving Throws DEX +4, CON +3, WIS +2, CHA +3
Constitution instead of Dexterity, deals necrotic damage, Skills Perception +4, Stealth +4
and can cause levels of exhaustion. While rarely the best Damage Immunities Acid
Senses Blindsight 10 ft., Darkvision 60 ft.,
option in a short and pitched combat, it’s a good way to
Passive Perception 14
wear down and weaken enemies if the dragon can take Languages Draconic
its time during combat, or doesn’t want to kill its targets Challenge 2 (450 XP)
straight away.

Innate Spellcasting Amphibious. The dragon can breathe air and water.

Black dragons gain spells that fit their cruel and vile Innate Spellcasting. The dragon’s spellcasting ability is
temperament. These spells of corrosion, corruption, Charisma (spell save DC 11, +3 to hit with spell attacks). The
darkness, disease and pain, are described below. dragon can innately cast the following spells, requiring no
material components:
Black Dragon Wyrmling • At will: acid splash
The black dragon wyrmling gains two spells: acid • 1/day: darkness
splash, which it can cast at will, and darkness, which
it can cast once per day. Acid splash is inferior to
the dragon’s other attacks in most cases, but shines
Actions
whenever the wyrmling needs to attack at range or two Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d10 + 2)
enemies have foolishly clustered together. Darkness piercing damage plus 2 (1d4) acid damage.
gives the wyrmling a means of controlling the battlefield Frenzied Clawing. Melee Weapon Attack: +4 to hit, reach 5 ft.
and exploiting its blindsight. Hit: 7 (2d4 + 2) and the target has disadvantage on the first
attack roll or ability check it makes until the end of its next turn.
Young Black Dragon
The young dragon retains acid splash and darkness Breath Weapons (Recharge 5-6). The dragon uses one of the
(which it can now cast at will), while also gaining a following breath weapons.
powerful single-target spell in blight, which has the • Acid Breath. The dragon exhales acid in a 15-­foot line that
added benefit of dealing necrotic damage instead of acid is 5 feet wide. Each creature in that line must make a DC 11
to help the dragon circumvent damage resistances. Dexterity saving throw, taking 22 (5d8) acid damage on a
failed save, or half as much damage on a successful one.
Adult Black Dragon • Withering Breath. The dragon exhales withering gas in a 15-­
The adult black dragon can now cast blight at will, while foot cone. Each creature in that area must succeed on a DC
also gaining two new powerful spells. Shadow of moil 11 Constitution saving throw or take 9 (2d8) necrotic damage
replaces darkness as the dragon’s way of eluding its and have disadvantage on any ability check or saving throw
foes, while power word pain gives the dragon a nasty that uses Strength or Constitution for 1 minute. On a failure,
way to severely hamper enemy spellcasters. a creature takes only half as much damage and doesn’t suffer
any additional effects.
Ancient Black Dragon
To cap off its list of spells, the ancient black dragon gain Acid Splash. The dragon hurls a bubble of acid against up to
the terrifying spell maddening darkness, which can turn two creatures within 5 feet of each other it can see within 60 ft.
A target must succeed on a DC 11 Dexterity saving throw or take
any battlefield into a pitch black nightmare for its foes.
7 (2d6) acid damage.
Darkness (1/day). Magical darkness spreads in a 15-foot-radius
sphere from a point within 60 ft., lasting 10 minutes or until the
dragon loses its concentration. The darkness spreads around
corners. A creature with darkvision can’t see through this
darkness, and nonmagical light can’t illuminate it. If the point
is on an object, the darkness emanates from the object and
moves with it. Completely covering the source of the darkness
with an opaque object, such as a bowl or a helm, blocks the
darkness. If any of this spell’s area overlaps with an area of light
created by a spell of 2nd level or lower, the spell that created the
light is dispelled.

2 | BLACK DRAGON
Young Black Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Large dragon, chaotic evil
• Acid Breath. The dragon exhales acid in a 30­-foot line that
Armor Class 18 (Natural Armor) is 5 feet wide. Each creature in that line must make a DC 14
Hit Points 127 (15d10 + 45) Dexterity saving throw, taking 49 (11d8) acid damage on a
Speed 40 ft., fly 80 ft., swim 40 ft. failed save, or half as much damage on a successful one.
• Withering Breath. The dragon exhales withering gas in a 30-­
STR DEX CON INT WIS CHA foot cone. Each creature in that area must succeed on a DC 14
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2) Constitution saving throw or take 22 (5d8) necrotic damage
and have disadvantage on any ability check or saving throw
Saving Throws DEX +5, CON +6, WIS +3, CHA +5 that uses Strength or Constitution for 1 minute. On a failure,
Skills Perception +6, Stealth +5 a creature takes only half as much damage and doesn’t suffer
Damage Immunities Acid any additional effects.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception
16 Acid Splash. The dragon hurls a bubble of acid against up to two
Languages Common, Draconic creatures within 5 feet of each other it can see within 60 ft. A
Challenge 7 (2,900 XP) target must succeed on a DC 13 Dexterity saving throw or take
14 (4d6) acid damage.
Amphibious. The dragon can breathe air and water. Blight (1/day). Necromantic energy washes over a creature of
Innate Spellcasting. The dragon’s spellcasting ability is the dragon’s choice within 30 ft., draining moisture and vitality
Charisma (spell save DC 13, +5 to hit with spell attacks). The from it. The target must make a DC 13 Constitution saving
dragon can innately cast the following spells, requiring no throw, taking 36 (8d8) necrotic damage on a failed save, or half
material components: as much damage on a successful one. This spell has no effect
on undead or constructs. If the target is a plant creature or a
• At will: acid splash, darkness magical plant, it makes the saving throw with disadvantage,
• 1/day: blight and the spell deals maximum damage to it. If the target is a
nonmagical plant that isn’t a creature, such as a tree or shrub, it
Actions doesn’t make a saving throw; it simply withers and dies.
Multiattack. The dragon makes three attacks: one with its bite Darkness. Magical darkness spreads in a 15-foot-radius sphere
and two with its claws. from a point within 60 ft., lasting 10 minutes or until the dragon
loses its concentration. The darkness spreads around corners.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 15 (2d10 + A creature with darkvision can’t see through this darkness, and
4) piercing damage plus 4 (1d8) acid damage. nonmagical light can’t illuminate it. If the point is on an object,
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + the darkness emanates from the object and moves with it.
4) slashing damage. Completely covering the source of the darkness with an opaque
object, such as a bowl or a helm, blocks the darkness. If any of
Wing Attack. Each creature within 5 feet of the dragon must this spell’s area overlaps with an area of light created by a spell
succeed on a DC 15 Dexterity saving throw or take 11 (2d6 + 4) of 2nd level or lower, the spell that created the light is dispelled.
bludgeoning damage and be knocked prone. The dragon can
then fly up to half its flying speed.

BLACK DRAGON | 3
Adult Black Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Huge dragon, chaotic evil
• Acid Breath. The dragon exhales acid in a 60-­foot line that
Armor Class 19 (Natural Armor) is 5 feet wide. Each creature in that line must make a DC 18
Hit Points 195 (17d12 + 85) Dexterity saving throw, taking 54 (12d8) acid damage on a
Speed 40 ft., fly 80 ft., swim 40 ft. failed save, or half as much damage on a successful one.
• Withering Breath. The dragon exhales withering gas in a 60-­
STR DEX CON INT WIS CHA foot cone. Each creature in that area must succeed on a DC 18
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) Constitution saving throw or take 27 (6d8) necrotic damage
and have disadvantage on any ability check or saving throw
Saving Throws DEX +7, CON +10, WIS +6, CHA +8 that uses Strength or Constitution for 1 minute. On a failure,
Skills Perception +11, Stealth +7 a creature takes only half as much damage and doesn’t suffer
Damage Immunities Acid any additional effects.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
21 Blight. Necromantic energy washes over a creature of the
Languages Common, Draconic dragon’s choice within 30 ft., draining moisture and vitality from
Challenge 14 (11,500 XP) it. The target must make a DC 16 Constitution saving throw,
taking 45 (10d8) necrotic damage on a failed save, or half as
Amphibious. The dragon can breathe air and water. much damage on a successful one. This spell has no effect
on undead or constructs. If the target is a plant creature or a
Innate Spellcasting. The dragon’s spellcasting ability is magical plant, it makes the saving throw with disadvantage,
Charisma (spell save DC 16, +8 to hit with spell attacks). The and the spell deals maximum damage to it. If the target is a
dragon can innately cast the following spells, requiring no nonmagical plant that isn’t a creature, such as a tree or shrub, it
material components: doesn’t make a saving throw; it simply withers and dies.
• At will: blight (as a 6th-level spell), shadow of moil Power Word Pain (1/day). The dragon speaks a word of power
• 1/day each: power word pain that causes waves of intense pain to assail one creature it can
see within 60 ft. If the target has 100 hit points or fewer, it is
Legendary Resistance (3/Day). If the dragon fails a saving throw,
subject to crippling pain. Otherwise, the spell has no effect on
it can choose to succeed instead.
it. A target is also unaffected if it is immune to being charmed.
Actions While the target is affected by crippling pain, any speed it has
can be no higher than 10 feet. The target also has disadvantage
Multiattack. The dragon can use its Frightful Presence. It then on attack rolls, ability checks, and saving throws, other than
makes three attacks: one with its bite and two with its claws. Constitution saving throws. Finally, if the target tries to cast
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 17 (2d10 a spell, it must first succeed on a DC 16 Constitution saving
+ 6) piercing damage plus 4 (1d8) acid damage. If the target is a throw, or the casting fails and the spell is wasted. A target
Medium or smaller creature grappled by the dragon, the target suffering this pain can make a DC 16 Constitution saving throw
is swallowed, and the grapple ends. While swallowed, the target at the end of each of its turns. On a successful save, the pain
is blinded and restrained, it has total cover against attacks and ends.
other effects outside the dragon, and it takes 21 (6d6) acid Shadow of Moil. Flame-like shadows wreathe the dragon’s body
damage at the start of each of the dragon’s turns. for 1 minute or until it loses its concentration, causing it to
If the dragon takes 30 damage or more on a single turn from become heavily obscured to others. The shadows turn dim light
a creature inside it, the dragon must succeed on a DC 20 within 10 feet of it into darkness, and bright light in the same
Constitution saving throw at the end of that turn or regurgitate area to dim light. Until the spell ends, the dragon has resistance
all swallowed creatures, which fall prone in a space within 10 to radiant damage. In addition, whenever a creature within 10
feet of the dragon. If the dragon dies, a swallowed creature is no feet of it hits it with an attack, the shadows lash out at that
longer restrained by it and can escape from the corpse using 15 creature, dealing it 9 (2d8) necrotic damage.
feet of movement, exiting prone.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 13 (2d6 + Legendary Actions
6) slashing damage. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. Hit: 15 (2d8 +
at a time and only at the end of another creature’s turn. The
6) bludgeoning damage.
dragon regains spent legendary actions at the start of its turn.
Fling. The dragon tries to fling a Medium or smaller creature
Detect. The dragon makes a Wisdom (Perception) check.
within 15 feet of it. The target must succeed on a DC 19
Tail Attack. The dragon makes a tail attack or uses Fling.
Dexterity saving throw or be hurled up to 30 feet horizontally
Wing Attack (Costs 2 Actions). Each creature within 10 feet of
in a direction of the dragon’s choice and land prone, taking 1d6
the dragon must succeed on a DC 19 Dexterity saving throw
bludgeoning damage for every 10 feet it was thrown.
or take 13 (2d6 + 6) bludgeoning damage and be knocked
Frightful Presence. Each creature of the dragon’s choice that is prone. The dragon can then fly up to half its flying speed.
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.

4 | BLACK DRAGON
Ancient Black Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Gargantuan dragon, chaotic evil
• Acid Breath. The dragon exhales acid in a 90-foot line that is
Armor Class 22 (Natural Armor) 10 feet wide. Each creature in that line must make a DC 22
Hit Points 367 (21d20 + 147) Dexterity saving throw, taking 67 (15d8) acid damage on a
Speed 40 ft., fly 80 ft., swim 40 ft. failed save, or half as much damage on a successful one.
• Withering Breath. The dragon exhales withering gas in a 90-­
STR DEX CON INT WIS CHA foot cone. Each creature in that area must succeed on a DC
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) 22 Constitution saving throw or take 31 (7d8) necrotic damage
and have disadvantage on any ability check or saving throw
Saving Throws DEX +9, CON +14, WIS +9, CHA +11 that uses Strength or Constitution for 1 minute. On a failure,
Skills Perception +16, Stealth +9 a creature takes only half as much damage and doesn’t suffer
Damage Immunities Acid any additional effects.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
26 Blight. Necromantic energy washes over a creature of the
Languages Common, Draconic dragon’s choice within 30 ft., draining moisture and vitality from
Challenge 21 (33,000 XP) it. The target must make a DC 19 Constitution saving throw,
taking 54 (12d8) necrotic damage on a failed save, or half as
Amphibious. The dragon can breathe air and water. much damage on a successful one. This spell has no effect
on undead or constructs. If the target is a plant creature or a
Innate Spellcasting. The dragon’s spellcasting ability is magical plant, it makes the saving throw with disadvantage,
Charisma (spell save DC 19, +11 to hit with spell attacks). The and the spell deals maximum damage to it. If the target is a
dragon can innately cast the following spells, requiring no nonmagical plant that isn’t a creature, such as a tree or shrub, it
material components: doesn’t make a saving throw; it simply withers and dies.
• At will: blight (as an 8th-level spell), power word pain Maddening Darkness (1/day). Magical darkness spreads from a
• 1/day each: maddening darkness point within 150 ft. to fill a 60-foot-radius sphere for 10 minutes
or until the dragon loses its concentration. The darkness
Legendary Resistance (3/Day). If the dragon fails a saving throw,
spreads around corners. A creature with darkvision can’t see
it can choose to succeed instead.
through this darkness. Nonmagical light, as well as light created
Actions by spells of 8th level or lower, can’t illuminate the area. Shrieks,
gibbering, and mad laughter can be heard within the sphere.
Multiattack. The dragon can use its Frightful Presence. It then Whenever a creature starts its turn in the sphere, it must make
makes three attacks: one with its bite and two with its claws. a DC 19 Wisdom saving throw, taking 36 (8d8) psychic damage
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft. Hit: 19 (2d10 + on a failed save, or half as much damage on a successful one.
8) piercing damage plus 9 (2d8) acid damage. If the target is a Power Word Pain. The dragon speaks a word of power that
Medium or smaller creature grappled by the dragon, the target causes waves of intense pain to assail one creature it can
is swallowed, and the grapple ends. While swallowed, the target see within 60 ft. If the target has 100 hit points or fewer, it is
is blinded and restrained, it has total cover against attacks and subject to crippling pain. Otherwise, the spell has no effect on
other effects outside the dragon, and it takes 35 (10d6) acid it. A target is also unaffected if it is immune to being charmed.
damage at the start of each of the dragon’s turns. While the target is affected by crippling pain, any speed it has
If the dragon takes 40 damage or more on a single turn from can be no higher than 10 feet. The target also has disadvantage
a creature inside it, the dragon must succeed on a DC 24 on attack rolls, ability checks, and saving throws, other than
Constitution saving throw at the end of that turn or regurgitate Constitution saving throws. Finally, if the target tries to cast
all swallowed creatures, which fall prone in a space within 10 a spell, it must first succeed on a DC 19 Constitution saving
feet of the dragon. If the dragon dies, a swallowed creature is no throw, or the casting fails and the spell is wasted. A target
longer restrained by it and can escape from the corpse using 15 suffering this pain can make a DC 19 Constitution saving throw
feet of movement, exiting prone. at the end of each of its turns. On a successful save, the pain
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft. Hit: 15 (2d6 + ends.
8) slashing damage.
Legendary Actions
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft. Hit: 17 (2d8 +
The dragon can take 3 legendary actions, choosing from the
8) bludgeoning damage.
options below. Only one legendary action option can be used
Fling. The dragon tries to fling a Medium or smaller creature at a time and only at the end of another creature’s turn. The
within 20 feet of it. The target must succeed on a DC 23 dragon regains spent legendary actions at the start of its turn.
Dexterity saving throw or be hurled up to 40 feet horizontally
Detect. The dragon makes a Wisdom (Perception) check.
in a direction of the dragon’s choice and land prone, taking 1d6
Tail Attack. The dragon makes a tail attack or uses Fling.
bludgeoning damage for every 10 feet it was thrown.
Wing Attack (Costs 2 Actions). Each creature within 15 feet of the
Frightful Presence. Each creature of the dragon’s choice that is dragon must succeed on a DC 23 Dexterity saving throw or
within 120 feet of the dragon and aware of it must succeed on a take 15 (2d6 + 8) bludgeoning damage and be knocked prone.
DC 19 Wisdom saving throw or become frightened for 1 minute. The dragon can then fly up to half its flying speed.
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.

BLACK DRAGON | 5
Blue Dragon Blue Dragon Wyrmling
Medium dragon, lawful evil
Vain, prideful and ambitious, the blue dragon brooks no
dissent and gives no quarter. It relishes in dominating Armor Class 17 (Natural Armor)
and controlling its foes, taking away their free will and Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 15 ft., fly 60 ft.
lording over them as the superior being it obviously is.

STR DEX CON INT WIS CHA
Breath Weapon Option 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
Concussive Breath gives the blue dragon the option to
deal thunder damage – but only half as much – against Saving Throws DEX +2, CON +4, WIS +2, CHA +4
a Constitution saving throw, and potentially stunning Skills Perception +4, Stealth +2
its enemies momentarily. Perfect against creatures that Damage Immunities Lightning
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception
are dexterous or have resistance to lightning, or when
14
disabling foes is more important than damaging them.
Languages Draconic
Challenge 3 (700 XP)
Innate Spellcasting
Blue dragons gain spells that mesh well with their Innate Spellcasting. The dragon’s spellcasting ability is
ambitious, domineering and vain nature. These spells Charisma (spell save DC 12, +4 to hit with spell attacks). The
of control, manipulation and electrifying destruction are dragon can innately cast the following spells, requiring no
described below. material components:
Blue Dragon Wyrmling • At will: lightning lure
The blue dragon wyrmling gains two spells: lightning • 1/day: suggestion
lure, which it can cast at will, and suggestion, which it
can cast once per day. Lightning lure is weaker than Actions
a bite, but works at longer range and helps control the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 8 (1d10 + 3)
battlefield by pulling enemies closer. Suggestion is a piercing damage plus 3 (1d6) lightning damage.
simple, but effective method of manipulation, that can
send a creature on an 8-hour jog away from the fight. Frenzied Clawing. Melee Weapon Attack: +4 to hit, reach 5 ft.
Hit: 8 (2d4 + 3) and the target has disadvantage on the first
Young Blue Dragon attack roll or ability check it makes until the end of its next turn.
The young dragon retains lightning lure and suggestion Breath Weapons (Recharge 5-6). The dragon uses one of the
(which it can now cast at will), while gaining a powerful following breath weapons.
mobility spell in thunder step. Serving a similar – but
opposite – function as lightning lure, thunder step is • Lightning Breath. The dragon exhales lightning in a 30-­foot
perfect for putting distance between the dragon and its line that is 5 feet wide. Each creature in that line must make
enemies, while also dealing decent damage. a DC 12 Dexterity saving throw, taking 22 (4d10) lightning
damage on a failed save, or half as much damage on a
Adult Blue Dragon successful one.
The adult blue dragon can now also cast thunder step • Concussive Breath. The dragon exhales thunderous breath in
at will, while also picking the powerful hold monster, a 30-foot cone. Each creature in that area must make a DC
providing the dragon with the ability to paralyze up to 12 Constitution saving throw. On a failure, a creature takes 11
two enemies that are near each other. (2d10) thunder damage and is stunned until the end of the
dragon’s next turn. On a success, a creature takes only half as
Ancient Blue Dragon much damage and isn’t stunned.
Finally, the massively destructive chain lightning gives Lightning Lure. The dragon creates a lash of lightning energy
the dragon another way to shock its foes into submission, that strikes at a target creature it can see within 15 ft. The target
while unlimited casting of hold monster is always a must succeed on a DC 12 Strength saving throw or be pulled up
viable alternative to simply attacking. to 10 feet in a straight line toward the dragon and then take 9
(2d8) lightning damage if it is within 5 feet of the dragon.
Suggestion (1/day). The dragon suggests a course of activity
(limited to a sentence or two) and magically influences
a creature it can see within 60 ft. and that can hear and
understand it. Creatures that can’t be charmed are immune to
this effect. The suggestion must be worded in such a manner as
to make the course of action sound reasonable.
The target must make a DC 12 Wisdom saving throw. On a
failed save, it pursues the course of action described to the best
of its ability for up to 8 hours. If the suggested activity can be
completed in a shorter time, the spell ends when the subject
finishes what it was asked to do. If the dragon or any of its
companions damage the target, the spell ends.

6 | BLUE DRAGON
Young Blue Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Large dragon, lawful evil
• Lightning Breath. The dragon exhales lightning in an 60-foot
Armor Class 18 (Natural Armor) line that is 5 feet wide. Each creature in that line must make
Hit Points 152 (16d10 + 64) a DC 16 Dexterity saving throw, taking 55 (10d10) lightning
Speed 40 ft., burrow 20 ft., fly 80 ft. damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA • Concussive Breath. The dragon exhales thunderous breath in
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) a 60-foot cone. Each creature in that area must make a DC
16 Constitution saving throw. On a failure, a creature takes 27
Saving Throws DEX +4, CON +8, WIS +5, CHA +7 (5d10) thunder damage and is stunned until the end of the
Skills Perception +9, Stealth +4 dragon’s next turn. On a success, a creature takes only half as
Damage Immunities Lightning much damage and isn’t stunned.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception
19 Lightning Lure. The dragon creates a lash of lightning energy
Languages Common, Draconic that strikes at a target creature it can see within 15 ft. The target
Challenge 9 (5,000 XP) must succeed on a DC 15 Strength saving throw or be pulled up
to 10 feet in a straight line toward the dragon and then take 18
Innate Spellcasting. The dragon’s spellcasting ability is (4d8) lightning damage if it is within 5 feet of the dragon.
Charisma (spell save DC 15, +7 to hit with spell attacks). The Suggestion. The dragon suggests a course of activity (limited
dragon can innately cast the following spells, requiring no to a sentence or two) and magically influences a creature it can
material components: see within 60 ft. and that can hear and understand it. Creatures
• At will: lightning lure, suggestion that can’t be charmed are immune to this effect. The suggestion
• 1/day each: thunder step (as a 4th-level spell) must be worded in such a manner as to make the course of
action sound reasonable.
The target must make a DC 15 Wisdom saving throw. On a
Actions failed save, it pursues the course of action described to the best
Multiattack. The dragon makes three attacks: one with its bite of its ability for up to 8 hours. If the suggested activity can be
and two with its claws. completed in a shorter time, the spell ends when the subject
finishes what it was asked to do. If the dragon or any of its
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 16 (2d10 + companions damage the target, the spell ends.
5) piercing damage plus 5 (1d10) lightning damage.
Thunder Step (1/day). The dragon teleports itself to an
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft. Hit: 12 (2d6 + unoccupied space it can see within 90 ft. Immediately
5) slashing damage. after it disappears, a thunderous boom sounds, and each
Wing Attack. Each creature within 5 feet of the dragon must creature within 10 feet of the space it left must make a DC 15
succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) Constitution saving throw, taking 22 (4d10) thunder damage on
bludgeoning damage and be knocked prone. The dragon can a failed save, or half as much damage on a successful one. The
then fly up to half its flying speed. thunder can be heard from up to 300 feet away.
The dragon can bring along objects as long as their weight
doesn’t exceed what it can carry. It can also teleport one
willing creature that is within 5 feet of it when it casts this spell,
and there must be an unoccupied space within 5 feet of its
destination space for the creature to appear in; otherwise, the
creature is left behind.

BLUE DRAGON | 7
Adult Blue Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Huge dragon, lawful evil
• Lightning Breath. The dragon exhales lightning in a 90-­foot
Armor Class 19 (Natural Armor) line that is 5 feet wide. Each creature in that line must make
Hit Points 225 (18d12 + 108) a DC 19 Dexterity saving throw, taking 66 (12d10) lightning
Speed 40 ft., burrow 30 ft., fly 80 ft. damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA • Concussive Breath. The dragon exhales thunderous breath in
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) a 90-foot cone. Each creature in that area must make a DC
19 Constitution saving throw. On a failure, a creature takes 33
Saving Throws DEX +5, CON +11, WIS +7, CHA +9 (6d10) thunder damage and is stunned until the end of the
Skills Perception +12, Stealth +5 dragon’s next turn. On a success, a creature takes only half as
Damage Immunities Lightning much damage and isn’t stunned.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
22 Hold Monster (1/day). Up to two target creatures the dragon
Languages Common, Draconic can see within 30 ft of each other and within 90 ft. of the
Challenge 16 (15,000 XP) dragon must succeed on a DC 17 Wisdom saving throw,
or be paralyzed for 1 minute or until the dragon loses its
Innate Spellcasting. The dragon’s spellcasting ability is concentration. This spell has no effect on undead. At the end
Charisma (spell save DC 17, +9 to hit with spell attacks). The of each of its turns, a target can make another DC 17 Wisdom
dragon can innately cast the following spells, requiring no saving throw, ending the effect on itself on a success.
material components: Suggestion. The dragon suggests a course of activity (limited
• At will: suggestion, thunder step (as a 6th-level spell) to a sentence or two) and magically influences a creature it
• 1/day: hold monster (as a 6th-level spell) can see within 60 ft. and that can hear and understand it.
Creatures that can’t be charmed are immune to this effect. The
Legendary Resistance (3/Day). If the dragon fails a saving suggestion must be worded in such a manner as to make the
throw, it can choose to succeed instead. course of action sound reasonable.
The target must make a DC 17 Wisdom saving throw. On a
Actions failed save, it pursues the course of action described to the best
Multiattack. The dragon can use its Frightful Presence. It then of its ability for up to 8 hours. If the suggested activity can be
makes three attacks: one with its bite and two with its claws. completed in a shorter time, the spell ends when the subject
finishes what it was asked to do. If the dragon or any of its
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft. Hit: 18 (2d10 companions damage the target, the spell ends.
+ 7) piercing damage plus 5 (1d10) lightning damage. If the
target is a Medium or smaller creature grappled by the dragon, Thunder Step. The dragon teleports itself to an unoccupied
the target is swallowed, and the grapple ends. While swallowed, space it can see within 90 ft. Immediately after it disappears, a
the target is blinded and restrained, it has total cover against thunderous boom sounds, and each creature within 10 feet of
attacks and other effects outside the dragon, and it takes 21 the space it left must make a DC 17 Constitution saving throw,
(6d6) lightning damage at the start of each of the dragon’s taking 33 (6d10) thunder damage on a failed save, or half as
turns. much damage on a successful one. The thunder can be heard
If the dragon takes 30 damage or more on a single turn from up to 300 feet away.
from a creature inside it, the dragon must succeed on a DC 21 The dragon can bring along objects as long as their weight
Constitution saving throw at the end of that turn or regurgitate doesn’t exceed what it can carry. It can also teleport one
all swallowed creatures, which fall prone in a space within 10 willing creature that is within 5 feet of it when it casts this spell,
feet of the dragon. If the dragon dies, a swallowed creature is and there must be an unoccupied space within 5 feet of its
no longer restrained by it and can escape from the corpse using destination space for the creature to appear in; otherwise, the
15 feet of movement, exiting prone. creature is left behind.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft. Hit: 14 (2d6 +
7) slashing damage. Legendary Actions
The dragon can take 3 legendary actions, choosing from the
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft. Hit: 16 (2d8 +
options below. Only one legendary action option can be used
7) bludgeoning damage.
at a time and only at the end of another creature’s turn. The
Fling. The dragon tries to fling a Medium or smaller creature dragon regains spent legendary actions at the start of its turn.
within 15 feet of it. The target must succeed on a DC 20
Detect. The dragon makes a Wisdom (Perception) check.
Dexterity saving throw or be hurled up to 30 feet horizontally
Tail Attack. The dragon makes a tail attack or uses Fling.
in a direction of the dragon’s choice and land prone, taking 1d6
Wing Attack (Costs 2 Actions). Each creature within 10 feet of
bludgeoning damage for every 10 feet it was thrown.
the dragon must succeed on a DC 20 Dexterity saving throw
Frightful Presence. Each creature of the dragon’s choice that is or take 14 (2d6 + 7) bludgeoning damage and be knocked
within 120 feet of the dragon and aware of it must succeed on a prone. The dragon can then fly up to half its flying speed.
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.

8 | BLUE DRAGON
Ancient Blue Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Gargantuan dragon, lawful evil
• Lightning Breath. The dragon exhales lightning in a 120-foot
Armor Class 22 (Natural Armor) line that is 10 feet wide. Each creature in that line must make
Hit Points 481 (26d20 + 208) a DC 23 Dexterity saving throw, taking 88 (16d10) lightning
Speed 40 ft., burrow 40 ft., fly 80 ft. damage on a failed save, or half as much damage on a
successful one.
STR DEX CON INT WIS CHA • Concussive Breath. The dragon exhales thunderous breath in
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5) a 120-foot cone. Each creature in that area must make a DC
23 Constitution saving throw. On a failure, a creature takes 44
Saving Throws DEX +7, CON +15, WIS +10, CHA +12 (8d10) thunder damage and is stunned until the end of the
Skills Perception +17, Stealth +7 dragon’s next turn. On a success, a creature takes only half as
Damage Immunities Lightning much damage and isn’t stunned.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
27 Chain Lightning (1/day). The dragon creates a bolt of lightning
Languages Common, Draconic that arcs toward a target it can see within 150 ft. Three bolts
Challenge 23 (50,000 XP) then leap from that target to as many as five other targets, each
of which must be within 30 feet of the first target. A target can
Innate Spellcasting. The dragon’s spellcasting ability is be a creature or an object and can be targeted by only one of
Charisma (spell save DC 20, +12 to hit with spell attacks). The the bolts. A target must make a DC 20 Dexterity saving throw,
dragon can innately cast the following spells, requiring no taking 45 (10d8) lightning damage on a failed save, or half as
material components: much damage on a successful one.

• At will: hold monster (as an 8th-level spell), thunder step (as an Hold Monster. Up to four target creatures the dragon can see
8th-level spell) within 30 ft. of each other and within 90 ft. of the dragon must
• 1/day each: chain lightning (as an 8th-level spell) succeed on a DC 20 Wisdom saving throw, or be paralyzed for
1 minute or until the dragon loses its concentration. This spell
Legendary Resistance (3/Day). If the dragon fails a saving throw, has no effect on undead. At the end of each of its turns, a target
it can choose to succeed instead. can make another DC 20 Wisdom saving throw, ending the
effect on itself on a success.
Actions
Thunder Step. The dragon teleports itself to an unoccupied
Multiattack. The dragon can use its Frightful Presence. It then
space it can see within 90 ft. Immediately after it disappears, a
makes three attacks: one with its bite and two with its claws.
thunderous boom sounds, and each creature within 10 feet of
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft. Hit: 20 (2d10 the space it left must make a DC 20 Constitution saving throw,
+ 9) piercing damage plus 11 (2d10) lightning damage. If the taking 44 (8d10) thunder damage on a failed save, or half as
target is a Medium or smaller creature grappled by the dragon, much damage on a successful one. The thunder can be heard
the target is swallowed, and the grapple ends. While swallowed, from up to 300 feet away.
the target is blinded and restrained, it has total cover against The dragon can bring along objects as long as their weight
attacks and other effects outside the dragon, and it takes 35 doesn’t exceed what it can carry. It can also teleport one
(10d6) lightning damage at the start of each of the dragon’s willing creature that is within 5 feet of it when it casts this spell,
turns. and there must be an unoccupied space within 5 feet of its
If the dragon takes 40 damage or more on a single turn destination space for the creature to appear in; otherwise, the
from a creature inside it, the dragon must succeed on a DC 25 creature is left behind.
Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 Legendary Actions
feet of the dragon. If the dragon dies, a swallowed creature is no
longer restrained by it and can escape from the corpse using 15 The dragon can take 3 legendary actions, choosing from the
feet of movement, exiting prone. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft. Hit: 16 (2d6 dragon regains spent legendary actions at the start of its turn.
+ 9) slashing damage.
Detect. The dragon makes a Wisdom (Perception) check.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft. Hit: 18 (2d8 + Tail Attack. The dragon makes a tail attack or uses Fling.
9) bludgeoning damage. Wing Attack (Costs 2 Actions). Each creature within 15 feet of the
dragon must succeed on a DC 24 Dexterity saving throw or
Fling. The dragon tries to fling a Medium or smaller creature
take 16 (2d6 + 9) bludgeoning damage and be knocked prone.
within 20 feet of it. The target must succeed on a DC 24
The dragon can then fly up to half its flying speed.
Dexterity saving throw or be hurled up to 40 feet horizontally
in a direction of the dragon’s choice and land prone, taking 1d6
bludgeoning damage for every 10 feet it was thrown.
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 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.

BLUE DRAGON | 9
Green Dragon Green Dragon Wyrmling
Medium dragon, lawful evil
Deceitful and cunning, the green dragon revels in
Armor Class 17 (Natural Armor)
corruption and treachery. The green dragon enjoys
Hit Points 38 (7d8 + 7)
nothing more than to confuse its foes and even turn
Speed 30 ft., fly 60 ft., swim 30 ft.
them against each other.
STR DEX CON INT WIS CHA
Breath Weapon Option 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
Hallucinogenic Breath gives the green dragon a way to
target the minds of its enemies, as it forces a Wisdom Saving Throws DEX +3, CON +3, WIS +2, CHA +3
saving throw against psychic damage and temporary Skills Perception +4, Stealth +3
Damage Immunities Poison
incapacitation. Hallucinogenic Breath works where
Condition Immunities Poisoned
Poison Breath is weak, so even though it deals less
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception
damage, it can often be the better choice. 14
Languages Draconic
Innate Spellcasting Challenge 2 (450 XP)
Green dragons cast spells that poison the minds and
bodies of their foes. These spells of deception, disease Amphibious. The dragon can breathe air and water.
and illusion are described below.
Innate Spellcasting. The dragon’s spellcasting ability is
Green Dragon Wyrmling Charisma (spell save DC 11, +3 to hit with spell attacks). The
The green dragon wyrmling gains two spells: infestation, dragon can innately cast the following spells, requiring no
which it can cast at will, and fog cloud, which it can cast material components:
once per day. Infestation isn’t a big damage dealer, but • At will: infestation
can target creatures at range and force them to move. • 1/day: fog cloud
Fog cloud works wonders against ranged attackers, and
even allows the wyrmling to utilize its blindsight against Actions
melee foes.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d10 + 2)
Young Green Dragon piercing damage plus 3 (1d6) poison damage.
The young green dragon retains fog cloud, which it Frenzied Clawing. Melee Weapon Attack: +4 to hit, reach 5 ft.
can now use at will, and adds to it ray of sickness Hit: 7 (2d4 + 2) and the target has disadvantage on the first
and enemies abound. The first has good range and a attack roll or ability check it makes until the end of its next turn.
secondary effect that can hamper a single foe, while
enemies abound can turn the dragons enemies against Breath Weapons (Recharge 5-6). The dragon uses one of the
each other, something the green dragon relishes following breath weapons.
immensely. • Poison Breath. The dragon exhales poisonous gas in a
15-foot cone. Each creature in that area must make a DC 11
Adult Green Dragon Constitution saving throw, taking 21 (6d6) poison damage on
As the green dragon matures, so does its penchant for a failed save, or half as much damage on a successful one.
deceit. As an adult, the green dragon gains the ability to • Hallucinogenic Breath. The dragon exhales hallucinogenic
cast mislead, a powerful way to escape the clutches of fumes in a 15-foot cone. Each creature in that area must
its foes, while cloudkill gives it a measure of control over succeed on a DC 11 Wisdom saving throw, or take 10 (3d6)
the battlefield and yet another way to poison foes. psychic damage and be incapacitated until the end of the
dragon’s next turn.
Ancient Green Dragon
Rounding out the green dragon’s powerful repertoire of Fog Cloud (1/day). The dragon creates a 20-foot-radius sphere
of fog centered on a point within 120 ft. The sphere spreads
spells is illusory dragon, which can both harm the green
around corners, and its area is heavily obscured. It lasts for
dragon’s foes, as well lead them to think that they are
1 minute, until the dragon loses its concentration, or until a
facing more than just a lone dragon.
wind of moderate or greater speed (at least 10 miles per hour)
disperses it.
Infestation. The dragon causes a cloud of mites, fleas, and other
parasites to appear momentarily on one creature it can see
within 30 ft. The target must succeed on a DC 11 Constitution
saving throw, or take 7 (2d6) poison damage and move 5 feet in
a random direction if it can move and its speed is at least 5 feet.
Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west.
This movement doesn’t provoke opportunity attacks, and if the
direction rolled is blocked, the target doesn’t move.

10 | GREEN DRAGON
Young Green Dragon 13 Constitution saving throw or be poisoned until the end of the
dragon’s next turn.
Large dragon, lawful evil
Wing Attack. Each creature within 5 feet of the dragon must
Armor Class 18 (Natural Armor) succeed on a DC 15 Dexterity saving throw or take 11 (2d6 + 4)
Hit Points 136 (16d10 + 48) bludgeoning damage and be knocked prone. The dragon can
Speed 40 ft., fly 80 ft., swim 40 ft. then fly up to half its flying speed.

STR DEX CON INT WIS CHA Breath Weapons (Recharge 5-6). The dragon uses one of the
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) following breath weapons.
• Poison Breath (Recharge 5-6). The dragon exhales poisonous
Saving Throws DEX +4, CON +6, WIS +4, CHA +5 gas in a 30-foot cone. Each creature in that area must make
Skills Deception +5, Perception +7, Stealth +4 a DC 14 Constitution saving throw, taking 42 (12d6) poison
Damage Immunities Poison damage on a failed save, or half as much damage on a
Condition Immunities Poisoned
successful one.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception
• Hallucinogenic Breath. The dragon exhales hallucinogenic
17
fumes in a 15-foot cone. Each creature in that area must
Languages Common, Draconic
Challenge 8 (3,900 XP) succeed on a DC 14 Wisdom saving throw, or take 21 (6d6)
psychic damage and be incapacitated until the end of the
dragon’s next turn.
Amphibious. The dragon can breathe air and water.
Enemies Abound (1/day). A creature the dragon can see within
Innate Spellcasting. The dragon’s spellcasting ability is 120 ft. of it must make a DC 13 Intelligence saving throw.
Charisma (spell save DC 13, +5 to hit with spell attacks). The A creature automatically succeeds if it is immune to being
dragon can innately cast the following spells, requiring no frightened. On a failed save, the target loses the ability to
material components: distinguish friend from foe, regarding all creatures it can see as
• At will: fog cloud, ray of sickness (as a 3rd level spell) enemies for 1 minute or until the dragon loses its concentration.
• 1/day: enemies abound Each time the target takes damage, it can repeat the saving
throw, ending the effect on itself on a success. Whenever the
affected creature chooses another creature as a target, it must
Actions choose the target at random from among the creatures it can
Multiattack. The dragon makes three attacks: one with its bite see within range of the attack, spell, or other ability it’s using.
and two with its claws. If an enemy provokes an opportunity attack from the affected
creature, the creature must make that attack if it is able to.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 15 (2d10 +
4) piercing damage plus 7 (2d6) poison damage. Fog Cloud. The dragon creates a 20-foot-radius sphere of fog
centered on a point within 120 ft. The sphere spreads around
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 +
corners, and its area is heavily obscured. It lasts for 1 minute,
4) slashing damage.
until dragon loses concentration, or until a wind of moderate or
Ray of Sickness. Ranged Spell Attack: +5 to hit, range 60 ft. Hit: greater speed (at least 10 miles per hour) disperses it.
18 (4d8) poison damage and the target must succeed on a DC

GREEN DRAGON | 11
Breath Weapons (Recharge 5-6). The dragon uses one of the
Adult Green Dragon following breath weapons.
Huge dragon, lawful evil
• Poison Breath. The dragon exhales poisonous gas in a 60-
Armor Class 19 (Natural Armor) foot cone. Each creature in that area must make a DC 18
Hit Points 207 (18d12 + 90) Constitution saving throw, taking 56 (16d6) poison damage on
Speed 40 ft., fly 80 ft., swim 40 ft. a failed save, or half as much damage on a successful one.
• Hallucinogenic Breath. The dragon exhales hallucinogenic
STR DEX CON INT WIS CHA fumes in a 60-foot cone. Each creature in that area must
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) succeed on a DC 18 Wisdom saving throw, or take 28 (8d6)
psychic damage and be incapacitated until the end of the
Saving Throws DEX +6, CON +10, WIS +7, CHA +8 dragon’s next turn.
Skills Deception +8, Insight +7, Perception +12, Persuasion +8,
Cloudkill. The dragon creates a 20-foot-radius sphere of
Stealth +6
poisonous, yellow-green fog centered on a point within 120
Damage Immunities Poison
ft. The fog spreads around corners. It lasts for 10 minutes,
Condition Immunities Poisoned
or until strong wind disperses the fog or the dragon loses its
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
concentration. Its area is heavily obscured. When a creature
22
enters the spell’s area for the first time on a turn or starts its
Languages Common, Draconic
turn there, that creature must make a DC 16 Constitution saving
Challenge 15 (13,000 XP)
throw, taking 27 (6d8) poison damage on a failed save, or half
as much damage on a success. Creatures are affected even if
Amphibious. The dragon can breathe air and water. they hold their breath or don’t need to breathe. The fog moves
10 feet away from the dragon at the start of each of its turns,
Innate Spellcasting. The dragon’s spellcasting ability is
rolling along the surface of the ground and sinking to the lowest
Charisma (spell save DC 16, +8 to hit with spell attacks). The
level of the land, even pouring down openings.
dragon can innately cast the following spells, requiring no
material components: Enemies Abound. A creature the dragon can see within 120 ft.
of it must make a DC 16 Intelligence saving throw. A creature
• At will: enemies abound, cloudkill (as a 6th-level spell)
automatically succeeds if it is immune to being frightened. On a
• 1/day each: mislead
failed save, the target loses the ability to distinguish friend from
Legendary Resistance (3/Day). If the dragon fails a saving throw, foe, regarding all creatures it can see as enemies for 1 minute
it can choose to succeed instead. or until the dragon loses its concentration. Each time the target
takes damage, it can repeat the saving throw, ending the effect
Actions on itself on a success. Whenever the affected creature chooses
Multiattack. The dragon can use its Frightful Presence. It then another creature as a target, it must choose the target at
makes three attacks: one with its bite and two with its claws. random from among the creatures it can see within range of the
attack, spell, or other ability it’s using. If an enemy provokes an
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 17 (2d10 + opportunity attack from the affected creature, the creature must
6) piercing damage plus 7 (2d6) poison damage. If the target is make that attack if it is able to.
a Medium or smaller creature grappled by the dragon, the target
is swallowed, and the grapple ends. While swallowed, the target Mislead (1/day). The dragon becomes invisible at the same
is blinded and restrained, it has total cover against attacks and time that an illusory double of it appears where it is standing.
other effects outside the dragon, and it takes 21 (6d6) poison The double lasts for 1 hour or until the dragon loses its
damage at the start of each of the dragon’s turns. concentration, but the invisibility ends for the dragon if it
If the dragon takes 30 damage or more on a single turn from attacks or casts a spell. The dragon can use its action to move
a creature inside it, the dragon must succeed on a DC 20 its illusory double up to twice its speed and make it gesture,
Constitution saving throw at the end of that turn or regurgitate speak, and behave in whatever way it chooses. The dragon
all swallowed creatures, which fall prone in a space within 10 can see through its eyes and hear through its ears as if it were
feet of the dragon. If the dragon dies, a swallowed creature is no located where the illusory double is. On each of the dragon’s
longer restrained by it and can escape from the corpse using 15 turns as a bonus action, it can switch from using the illusory
feet of movement, exiting prone. double’s senses to using its own, or back again. While the
dragon is using the illusory double’s senses, it is blinded and
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 13 (2d6 + deafened in regard to its own surroundings.
6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. Hit: 15 (2d8 +
Legendary Actions
6) bludgeoning damage. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Fling. The dragon tries to fling a Medium or smaller creature at a time and only at the end of another creature’s turn. The
within 15 feet of it. The target must succeed on a DC 19 dragon regains spent legendary actions at the start of its turn.
Dexterity saving throw or be hurled up to 30 feet horizontally
in a direction of the dragon’s choice and land prone, taking 1d6 Detect. The dragon makes a Wisdom (Perception) check.
bludgeoning damage for every 10 feet it was thrown. Tail Attack. The dragon makes a tail attack or uses Fling.
Wing Attack (Costs 2 Actions). Each creature within 10 feet of
Frightful Presence. Each creature of the dragon’s choice that the dragon must succeed on a DC 19 Dexterity saving throw
is within 120 feet and aware of it must succeed on a DC 16 or take 13 (2d6 + 6) bludgeoning damage and be knocked
Wisdom saving throw or become frightened for 1 minute. A prone. The dragon can then fly up to half its flying speed.
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 24 hours.

12 | GREEN DRAGON
Ancient Green Dragon Constitution saving throw, taking 77 (22d6) poison damage
on a failed save, or half as much damage on a success.
Gargantuan dragon, lawful evil
• Hallucinogenic Breath. The dragon exhales hallucinogenic
fumes in a 90-foot cone. Each creature in that area must
Armor Class 21 (Natural Armor)
succeed on a DC 22 Wisdom saving throw, or take 38 (11d6)
Hit Points 385 (22d20 + 154)
psychic damage and be incapacitated until the end of the
Speed 40 ft., fly 80 ft., swim 40 ft.
dragon’s next turn.

STR DEX CON INT WIS CHA Cloudkill. The dragon creates a 20-foot-radius sphere of
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4) poisonous, yellow-green fog centered on a point within 120
ft. The fog spreads around corners. It lasts for 10 minutes,
Saving Throws DEX +8, CON +14, WIS +10, CHA +11 or until strong wind disperses the fog or the dragon loses its
Skills Deception +11, Insight +10, Perception +17, Persuasion concentration. Its area is heavily obscured. When a creature
+11, Stealth +8 enters the spell’s area for the first time on a turn or starts its
Damage Immunities Poison turn there, that creature must make a DC 19 Constitution saving
Condition Immunities Poisoned
throw, taking 36 (8d8) poison damage on a failed save, or half
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
as much damage on a success. Creatures are affected even if
27
they hold their breath or don’t need to breathe. The fog moves
Languages Common, Draconic
Challenge 22 (41,000 XP) 10 feet away from the dragon at the start of each of its turns,
rolling along the surface of the ground and sinking to the lowest
level of the land, even pouring down openings.
Amphibious. The dragon can breathe air and water.
Illusory Dragon (1/day). The dragon creates a Huge shadowy
Innate Spellcasting. The dragon’s spellcasting ability is dragon in an unoccupied space it can see within 120 ft.
Charisma (spell save DC 19). The dragon can innately cast the The illusion lasts for 1 minute or until the dragon loses
following spells, requiring no material components: concentration and occupies its space, as if it were a creature.
• At will: cloudkill (as an 8th-level spell), mislead When the illusion appears, any creatures hostile to the dragon
• 1/day each: illusory dragon that can see it must succeed on a DC 19 Wisdom saving throw
or become frightened of it for 1 minute. If a frightened creature
Legendary Resistance (3/day). If the dragon fails a saving throw, ends its turn in a location where it doesn’t have line of sight to
it can choose to succeed instead. the illusion, it can repeat the saving throw, ending the effect
on itself on a success. As a bonus action on the dragon’s turn,
Actions it can move the illusion up to 60 feet. At any point during the
Multiattack. The dragon can use its Frightful Presence. It then illusion’s movement, the dragon can cause it to exhale a blast
makes three attacks: one with its bite and two with its claws. of energy in a 60-foot cone originating from its space. When it
creates the illusory dragon, the dragon chooses a damage type:
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft. Hit: 19 (2d10 + acid, cold, fire, lightning, necrotic, or poison. Each creature in
8) piercing damage plus 10 (3d6) poison damage. If the target is the cone must make a DC 19 Intelligence saving throw, taking
a Medium or smaller creature grappled by the dragon, the target 24 (7d6) damage of the chosen damage type on a failed save, or
is swallowed, and the grapple ends. While swallowed, the target half as much damage on a successful one.
is blinded and restrained, it has total cover against attacks and The illusion is tangible because of the shadow stuff used to
other effects outside the dragon, and it takes 35 (10d6) poison create it, but attacks miss it automatically, it succeeds on all
damage at the start of each of the dragon’s turns. saving throws, and it is immune to all damage and conditions.
If the dragon takes 40 damage or more on a single turn from A creature that uses an action to examine the dragon can
a creature inside it, the dragon must succeed on a DC 24 determine that it is an illusion by succeeding on a DC 19
Constitution saving throw at the end of that turn or regurgitate Intelligence (Investigation) check. If a creature discerns the
all swallowed creatures, which fall prone in a space within 10 illusion for what it is, the creature can see through it and has
feet of the dragon. If the dragon dies, a swallowed creature is no advantage on saving throws against its breath.
longer restrained by it and can escape from the corpse using 15
feet of movement, exiting prone. Mislead. The dragon becomes invisible and an illusory double
of it appears where it is standing. The double lasts for 1 hour or
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft. Hit: 22 (4d6 until the dragon loses its concentration, but the invisibility ends
+ 8) slashing damage. for the dragon if it attacks or casts a spell. The dragon can use
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft. Hit: 17 (2d8 + its action to move its illusory double up to twice its speed and
8) bludgeoning damage. make it gesture, speak, and behave in whatever way it chooses.
The dragon can see through its eyes and hear through its ears
Fling. The dragon tries to fling a Medium or smaller creature as if it were located where the illusory double is. On each of the
within 20 feet of it. The target must succeed on a DC 23 dragon’s turns as a bonus action, it can switch from using the
Dexterity saving throw or be hurled up to 40 feet horizontally illusory double’s senses to using its own, or back again. While
in a direction of the dragon’s choice and land prone, taking 1d6 the dragon is using the illusory double’s senses, it is blinded
bludgeoning damage for every 10 feet it was thrown. and deafened in regard to its own surroundings.
Frightful Presence. Each creature of the dragon’s choice that is
within 120 ft. and aware of it must succeed on a DC 19 Wisdom
Legendary Actions
saving throw or become frightened for 1 minute. A creature can The dragon can take 3 legendary actions, choosing from the
repeat the saving throw at the end of each of its turns, ending options below. Only one legendary action option can be used
the effect on itself on a success. If a creature’s saving throw is at a time and only at the end of another creature’s turn. The
successful or the effect ends for it, the creature is immune to dragon regains spent legendary actions at the start of its turn.
the dragon’s Frightful Presence for the next 24 hours.
Detect. The dragon makes a Wisdom (Perception) check.
Breath Weapons (Recharge 5-6). The dragon uses one of the Tail Attack. The dragon makes a tail attack or uses Fling.
following breath weapons. Wing Attack (Costs 2 Actions). Each creature within 15 feet of the
dragon must succeed on a DC 23 Dexterity saving throw or
• Poison Breath. The dragon exhales poisonous gas in a 90- take 15 (2d6 + 8) bludgeoning damage and be knocked prone.
foot cone. Each creature in that area must make a DC 22 The dragon can then fly up to half its flying speed.
GREEN DRAGON | 13
Red Dragon Red Dragon Wyrmling
Medium dragon, chaotic evil
First among its species, the red dragon is the most
fearsome and destructive of all chromatic dragons, Armor Class 17 (Natural Armor)
and demands to be treated as such. Proud, vain and Hit Points 75 (10d8 + 30)
Speed 30 ft., climb 30 ft., fly 60 ft.
disdainful, the red dragon considers itself master of all

and equal to none. STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Breath Weapon Option
Smoke Breath is a bit different than most other breath Saving Throws DEX +2, CON +5, WIS +2, CHA +4
weapons. By blowing thick, black smoke into an area, Skills Perception +4, Stealth +2
the dragon can renders its foes momentarily blind, and Damage Immunities Fire
perhaps even cause them to lose hit points and become Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception
14
incapacitated as they cough and wheeze. Since fire
Languages Draconic
resistance is common, Smoke Breath will often be a Challenge 4 (1,100 XP)
suitable choice for the mighty red dragon.

Innate Spellcasting Innate Spellcasting. The dragon’s spellcasting ability is


Charisma (spell save DC 12, +4 to hit with spell attacks). The
Red dragons cast spells that destroy and dominate. dragon can innately cast the following spells, requiring no
These spells of domination, fire and control are material components:
described below.
• At will: fire bolt
Red Dragon Wyrmling • 1/day: command
The wyrmling red dragon has two spells: fire bolt and
command. Fire bolt is a simple cantrip to give the dragon Actions
a ranged attack option, while command allows even the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 9 (1d10 + 4)
wyrmling to lord itself over other creatures, momentarily piercing damage plus 3 (1d6) fire damage.
inconveniencing them in combat.
Frenzied Clawing. Melee Weapon Attack: +6 to hit, reach 5 ft.
Young Red Dragon Hit: 9 (2d4 + 4) and the target has disadvantage on the first
As it grows older, the red dragon can command other attack roll or ability check it makes until the end of its next turn.
creatures at will, and also learns how to strip away its
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120 ft. Hit: 11
enemies’ defenses with dispel magic, while the insidious (2d10) fire damage and the target ignites if it is a flammable
spell heat metal can make any well-armored adventurer object that isn’t being worn or carried.
regret ever buying a plate mail!
Breath Weapons (Recharge 5-6). The dragon uses one of the
Adult Red Dragon following breath weapons.
Maturing to adulthood, the red dragon replaces
• Fire Breath. The dragon exhales fire in a 15-foot cone. Each
command with the much more powerful dominate creature in that area must make a DC 13 Dexterity saving
person, which allows it to completely control any throw, taking 24 (7d6) fire damage on a failed save, or half as
humanoid that comes up against it. much damage on a successful one.
• Smoke Breath. The dragon exhales thick smoke in a 15-foot
Ancient Red Dragon cone, heavily obscuring the area until the smoke dissipates
As it grows ancient, the red dragon not only learns how at the end of the dragon’s next turn. When a creature enters
to command any creature with dominate monster, but the smoke for the first time on a turn or starts its turn there,
also how to bend the laws of gravity to its will. With it must succeed on a DC 13 Constitution saving throw, or lose
reverse gravity, the red dragon can shape the battlefield 10 (3d6) hit points and be incapacitated until the end of the
to its liking and send whole groups of foes floating into dragon’s next turn.
the air.
Command (1/day). The dragon speaks a one-word command
such as approach, drop, flee, grovel or halt to a creature it can
see within 60 ft. The target must succeed on a DC 12 Wisdom
saving throw or follow the command on its next turn. The spell
has no effect if the target is undead, if it doesn’t understand the
dragon’s language, or if the command is directly harmful to it.

14 | RED DRAGON
Breath Weapons (Recharge 5-6). The dragon uses one of the
Young Red Dragon following breath weapons.
Large dragon, chaotic evil
• Fire Breath. The dragon exhales fire in a 30-foot cone. Each
Armor Class 18 (Natural Armor) creature in that area must make a DC 17 Dexterity saving
Hit Points 178 (17d10 + 85) throw, taking 56 (16d6) fire damage on a failed save, or half as
Speed 40 ft., climb 40 ft., fly 80 ft. much damage on a successful one.
• Smoke Breath. The dragon exhales thick smoke in a 30-foot
STR DEX CON INT WIS CHA cone, heavily obscuring the area until the smoke dissipates
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) at the end of the dragon’s next turn. When a creature enters
the smoke for the first time on a turn or starts its turn there,
Saving Throws DEX +4, CON +9, WIS +4, CHA +8 it must succeed on a DC 17 Constitution saving throw, or lose
Skills Perception +8, Stealth +4 26 (8d6) hit points and be incapacitated until the end of the
Damage Immunities Fire dragon’s next turn.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception
18 Command. The dragon speaks a one-word command such
Languages Common, Draconic as approach, drop, flee, grovel or halt to a creature it can see
Challenge 10 (5,900 XP) within 60 ft. The target must succeed on a DC 16 Wisdom
saving throw or follow the command on its next turn. The spell
has no effect if the target is undead, if it doesn’t understand the
Innate Spellcasting. The dragon’s spellcasting ability is
dragon’s language, or if the command is directly harmful to it.
Charisma (spell save DC 16, +8 to hit with spell attacks). The
dragon can innately cast the following spells, requiring no Dispel Magic. The dragon ends any spell of 3rd level or lower
material components: on one creature, object or magical effect within 120 ft. For each
spell of 4th level or higher on the target, the dragon can make
• At will: command, dispel magic
an ability check using its spellcasting ability (+4) against a DC of
• 1/day: heat metal (as a 4th-level spell)
10 + the spell’s level. On a successful check, the spell ends.

Actions Heat Metal (1/day). The dragon causes a manufactured metal


object, such as a metal weapon or a suit of heavy or medium
Multiattack. The dragon makes three attacks: one with its bite
metal armor, that it can see within 60 ft. to glow red-hot. Any
and two with its claws.
creature in physical contact with the object takes 18 (4d8)
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft. Hit: 17 (2d10 fire damage when the dragon casts the spell. For 1 minute or
+ 6) piercing damage plus 3 (1d6) fire damage. until the dragon loses its concentration, the dragon can use
a bonus action on each of its subsequent turns to cause this
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 13 (2d6 + damage again. If a creature is holding or wearing the object and
6) slashing damage. takes the damage from it, the creature must succeed on a DC
Wing Attack. Each creature within 5 feet of the dragon must 16 Constitution saving throw or drop the object if it can. If it
succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) doesn’t drop the object, it has disadvantage on attack rolls and
bludgeoning damage and be knocked prone. The dragon can ability checks until the start of the dragon’s next turn.
then fly up to half its flying speed.

RED DRAGON | 15
Adult Red Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Huge dragon, chaotic evil
• Fire Breath. The dragon exhales fire in a 60-foot cone. Each
Armor Class 19 (Natural Armor) creature in that area must make a DC 21 Dexterity saving
Hit Points 256 (19d12 + 133) throw, taking 63 (18d6) fire damage on a failed save, or half as
Speed 40 ft., climb 40 ft., fly 80 ft. much damage on a successful one.
• Smoke Breath. The dragon exhales thick smoke in a 60-foot
STR DEX CON INT WIS CHA cone, heavily obscuring the area until the smoke dissipates
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) at the end of the dragon’s next turn. When a creature enters
the smoke for the first time on a turn or starts its turn there,
Saving Throws DEX +6, CON +13, WIS +7, CHA +11 it must succeed on a DC 21 Constitution saving throw, or lose
Skills Perception +13, Stealth +6 31 (9d6) hit points and be incapacitated until the end of the
Damage Immunities Fire dragon’s next turn.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
23 Dispel Magic. The dragon ends any spell of 6th level or lower
Languages Common, Draconic on one creature, object or magical effect within 120 ft. For each
Challenge 17 (18,000 XP) spell of 7th level or higher on the target, the dragon can make
an ability check using its spellcasting ability (+5) against a DC of
Innate Spellcasting. The dragon’s spellcasting ability is 10 + the spell’s level. On a successful check, the spell ends.
Charisma (spell save DC 19, +11 to hit with spell attacks). The Dominate Person (1/day). A target humanoid the dragon can see
dragon can innately cast the following spells, requiring no within 60 ft. must succeed on a DC 19 Wisdom saving throw
material components: or be charmed by it for 10 minutes, or until the dragon loses its
• At will: dispel magic (as a 6th-level spell), heat metal (as a 6th- concentration. If the target is fighting the dragon or creatures
level spell) friendly to the dragon, the target has advantage on the saving
• 1/day each: dominate person (as a 6th-level spell) throw. While the target is charmed and on the same plane
of existence, the dragon can telepathically issue simple and
Legendary Resistance (3/Day). If the dragon fails a saving throw, general commands to the creature (no action required), which
it can choose to succeed instead. the target does its best to obey. If the target completes the order
and doesn’t receive further direction, it defends and preserves
Actions itself to the best of its ability.
Multiattack. The dragon can use its Frightful Presence. It then The dragon can also use its action to take total and precise
makes three attacks: one with its bite and two with its claws. control of the target. Until the end of the dragon’s next turn, the
target takes only the actions it chooses, and doesn’t do anything
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft. Hit: 19 (2d10 else. During this time the dragon can also cause the creature
+ 8) piercing damage plus 7 (2d6) fire damage. If the target is a to use a reaction, but this requires it to use its own reaction as
Medium or smaller creature grappled by the dragon, the target
well.
is swallowed, and the grapple ends. While swallowed, the target
Each time the target takes damage, it makes a new Wisdom
is blinded and restrained, it has total cover against attacks
saving throw against the spell. If the saving throw succeeds, the
and other effects outside the dragon, and it takes 21 (6d6) fire
spell ends.
damage at the start of each of the dragon’s turns.
If the dragon takes 30 damage or more on a single turn Heat Metal. The dragon causes a manufactured metal object,
from a creature inside it, the dragon must succeed on a DC 23 such as a metal weapon or a suit of heavy or medium metal
Constitution saving throw at the end of that turn or regurgitate armor, that it can see within 60 ft. to glow red-hot. Any creature
all swallowed creatures, which fall prone in a space within 10 in physical contact with the object takes 27 (6d8) fire damage
feet of the dragon. If the dragon dies, a swallowed creature is no when the dragon casts the spell. For 1 minute or until the
longer restrained by it and can escape from the corpse using 15 dragon loses its concentration, the dragon can use a bonus
feet of movement, exiting prone. action on each of its subsequent turns to cause this damage
again. If a creature is holding or wearing the object and takes
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft. Hit: 15 (2d6 +
the damage from it, the creature must succeed on a DC 19
8) slashing damage.
Constitution saving throw or drop the object if it can. If it
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft. Hit: 17 (2d8 + doesn’t drop the object, it has disadvantage on attack rolls and
8) bludgeoning damage. ability checks until the start of the dragon’s next turn.

Fling. The dragon tries to fling a Medium or smaller creature Legendary Actions
within 15 feet of it. The target must succeed on a DC 22
The dragon can take 3 legendary actions, choosing from the
Dexterity saving throw or be hurled up to 30 feet horizontally
options below. Only one legendary action option can be used
in a direction of the dragon’s choice and land prone, taking 1d6
at a time and only at the end of another creature’s turn. The
bludgeoning damage for every 10 feet it was thrown.
dragon regains spent legendary actions at the start of its turn.
Frightful Presence. Each creature of the dragon’s choice that is
Detect. The dragon makes a Wisdom (Perception) check.
within 120 feet of the dragon and aware of it must succeed on a
Tail Attack. The dragon makes a tail attack or uses Fling.
DC 19 Wisdom saving throw or become frightened for 1 minute.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
A creature can repeat the saving throw at the end of each of its
creature within 10 feet of the dragon must succeed on a DC
turns, ending the effect on itself on a success. If a creature’s
22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
saving throw is successful or the effect ends for it, the creature
damage and be knocked prone. The dragon can then fly up to
is immune to the dragon’s Frightful Presence for the next 24
half its flying speed.
hours.

16 | RED DRAGON
Ancient Red Dragon Breath Weapons (Recharge 5-6). The dragon uses one of the
following breath weapons.
Gargantuan dragon, chaotic evil
• Fire Breath. The dragon exhales fire in a 90-foot cone. Each
Armor Class 19 (Natural Armor) creature in that area must make a DC 24 Dexterity saving
Hit Points 256 (19d12 + 133) throw, taking 91 (26d6) fire damage on a failed save, or half as
Speed 40 ft., climb 40 ft., fly 80 ft. much damage on a successful one.
• Smoke Breath. The dragon exhales thick smoke in a 90-foot
STR DEX CON INT WIS CHA cone, heavily obscuring the area until the smoke dissipates at
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) the end of the dragon’s next turn. When a creature enters the
smoke for the first time on a turn or starts its turn there, it
Saving Throws DEX +7, CON +16, WIS +9, CHA +13 must succeed on a DC 24 Constitution saving throw, or lose
Skills Perception +16, Stealth +7 45 (13d6) hit points and be incapacitated until the end of the
Damage Immunities Fire dragon’s next turn.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
26 Dispel Magic. The dragon ends any spell of 8th level or lower
Languages Common, Draconic on one creature, object or magical effect within 120 ft. For each
Challenge 24 (62,000 XP) spell of 9th level or higher on the target, the dragon can make
an ability check using its spellcasting ability (+6) against a DC of
Innate Spellcasting. The dragon’s spellcasting ability is 10 + the spell’s level. On a successful check, the spell ends.
Charisma (spell save DC 21, +13 to hit with spell attacks). The Dominate Monster. A target creature the dragon can see
dragon can innately cast the following spells, requiring no within 60 ft. must succeed on a DC 21 Wisdom saving throw
material components: or be charmed by it for 1 hour, or until the dragon loses its
• At will: dispel magic (as an 8th-level spell), dominate monster concentration. If the target is fighting the dragon or creatures
• 1/day each: reverse gravity friendly to the dragon, the target has advantage on the saving
throw. While the target is charmed and on the same plane
Legendary Resistance (3/Day). If the dragon fails a saving throw, of existence, the dragon can telepathically issue simple and
it can choose to succeed instead. general commands to the creature (no action required), which
the target does its best to obey. If the target completes the order
Actions and doesn’t receive further direction, it defends and preserves
Multiattack. The dragon can use its Frightful Presence. It then itself to the best of its ability.
makes three attacks: one with its bite and two with its claws. The dragon can also use its action to take total and precise
control of the target. Until the end of the dragon’s next turn, the
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft. Hit: 21 (2d10 + target takes only the actions it chooses, and doesn’t do anything
10) piercing damage plus 14 (4d6) fire damage. If the target is a else. During this time the dragon can also cause the creature
Medium or smaller creature grappled by the dragon, the target
to use a reaction, but this requires it to use its own reaction as
is swallowed, and the grapple ends. While swallowed, the target
well.
is blinded and restrained, it has total cover against attacks and
Each time the target takes damage, it makes a new DC 21
other effects outside the dragon, and it takes 35 (10d6) fire
Wisdom saving throw against the spell. If the saving throw
damage at the start of each of the dragon’s turns.
succeeds, the spell ends.
If the dragon takes 40 damage or more on a single turn
from a creature inside it, the dragon must succeed on a DC 26 Reverse Gravity (1/day). Gravity is reversed in a 50-foot-radius,
Constitution saving throw at the end of that turn or regurgitate 100- foot high cylinder centered on a point within 100 ft. All
all swallowed creatures, which fall prone in a space within 10 creatures and objects that aren’t somehow anchored to the
feet of the dragon. If the dragon dies, a swallowed creature is no ground in the area fall upward and reach the top of the area
longer restrained by it and can escape from the corpse using 15 when the dragon casts this spell. A creature can make a DC 21
feet of movement, exiting prone. Dexterity saving throw to grab onto a fixed object it can reach,
thus avoiding the fall. If some solid object (such as a ceiling)
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft. Hit: 17 (2d6 +
is encountered in this fall, falling objects and creatures strike it
10) slashing damage.
just as they would during a normal downward fall. If an object
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft. Hit: 19 (2d8 + or creature reaches the top of the area without striking anything,
10) bludgeoning damage. it remains there, oscillating slightly. After 1 minute or when the
dragon loses its concentration, affected objects and creatures
Fling. The dragon tries to fling a Medium or smaller creature fall back down.
within 20 feet of it. The target must succeed on a DC 25
Dexterity saving throw or be hurled up to 40 feet horizontally Legendary Actions
in a direction of the dragon’s choice and land prone, taking 1d6
The dragon can take 3 legendary actions, choosing from the
bludgeoning damage for every 10 feet it was thrown.
options below. Only one legendary action option can be used
Frightful Presence. Each creature of the dragon’s choice that is at a time and only at the end of another creature’s turn. The
within 120 feet of the dragon and aware of it must succeed on a dragon regains spent legendary actions at the start of its turn.
DC 21 Wisdom saving throw or become frightened for 1 minute.
Detect. The dragon makes a Wisdom (Perception) check.
A creature can repeat the saving throw at the end of each of its
Tail Attack. The dragon makes a tail attack or uses Fling.
turns, ending the effect on itself on a success. If a creature’s
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
saving throw is successful or the effect ends for it, the creature
creature within 15 feet of the dragon must succeed on a DC
is immune to the dragon’s Frightful Presence for the next 24
25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning
hours.
damage and be knocked prone. The dragon can then fly up to
half its flying speed.

RED DRAGON | 17
White Dragon White Dragon Wyrmling
Medium dragon, chaotic evil
Most primal of the chromatic dragons, the white dragon
makes up for its lack of cunning with brutal savagery. It Armor Class 16 (Natural Armor)
wields ice and frost to devastating effect, and relishes the Hit Points 32 (5d8 + 10)
bloody dismemberment of its foes. Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
Breath Weapon Option 14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 11 (+0)
Freezing Breath is a powerful breath weapon that
targets Dexterity and deals bludgeoning damage, while Saving Throws DEX +2, CON +4, WIS +2, CHA +2
also restraining the white dragon’s foes, pinning them Skills Perception +4, Stealth +2
to the ground. This option is particularly viable against Damage Immunities Cold
melee combatants, working to distract them while the Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception
14
dragon takes out weaker prey.
Languages Draconic
Challenge 2 (450 XP)
Innate Spellcasting
White dragons are not the most powerful spellcasters,
Innate Spellcasting. The dragon’s spellcasting ability is
but the magic they do wield is focused around dealing Charisma (spell save DC 10, +2 to hit with spell attacks). The
damage and controlling the environment. These spells of dragon can innately cast the following spells, requiring no
frost, ice and wind are described below. material components:
White Dragon Wyrmling • At will: ray of frost
The wyrmling white dragon has two spells: ray of frost • 1/day: gust of wind
and gust of wind. Both give the dragon a way to target
enemies at range, with ray of frost providing a way to Actions
slow down a single enemy, and gust of wind allowing the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 7 (1d10 + 2)
dragon to push its enemies away or into greater danger.
piercing damage plus 2 (1d4) cold damage.
Young White Dragon Frenzied Clawing. Melee Weapon Attack: +4 to hit, reach 5 ft.
Coming into adolescence, the dragon replaces ray of Hit: 7 (2d4 + 2) and the target has disadvantage on the first
frost with ice knife, a more powerful ranged attack attack roll or ability check it makes until the end of its next turn.
option that can hit multiple enemies for piercing and cold
Ray of Frost. Ranged Spell Attack: +2 to hit, range 60 ft. Hit: 9
damage.
(2d8) cold damage and the target’s speed is reduced by 10 feet
Adult White Dragon until the start of the dragon’s next turn.
As an adult, the white dragon picks up warding wind, Breath Weapons (Recharge 5-6). The dragon uses one of the
a powerful protective spell that works wonders against following breath weapons.
ranged attackers, as well as ice storm, that gives the
• Cold Breath. The dragon exhales an icy blast of hail in a
dragon yet another way to shape the battlefield and
15-foot cone. Each creature in that area must make a DC 12
hamper its enemies. Constitution saving throw, taking 22 (5d8) cold damage on a
Ancient White Dragon failed save, or half as much damage on a successful one.
• Freezing Breath. The dragon exhales a freezing fog in a 15-foot
The ancient white dragon wields ice magic to devastating
cone. Each creature standing on the ground in that area must
effect, as it can now use the powerful ice wall to divide its
succeed on a DC 12 Dexterity saving throw, or take 7 (2d6)
enemies and deal large amounts of damage. bludgeoning damage and be restrained for 1 minute as ice
encases its feet. As an action, a creature can attempt to free
itself or another creature within its reach from the ice, doing
so with a successful DC 12 Strength (Athletics) check.
Gust of Wind (1/day). A line of strong wind 60 feet long and 10
feet wide blasts from the dragon in a direction of the dragon’s
choice for 1 minute or until it loses its concentration. Each
creature that starts its turn in the line must succeed on a DC
10 Strength saving throw or be pushed 15 feet away from the
dragon in a direction following the line. Any creature in the line
must spend 2 feet of movement for every 1 foot it moves when
moving closer to the dragon. The gust disperses gas or vapor,
and it extinguishes candles, torches, and similar unprotected
flames in the area. It causes protected flames, such as those
of lanterns, to dance wildly and has a 50 percent chance to
extinguish them. As a bonus action on each of the dragon’s
turns before the spell ends, it can change the direction in which
the line blasts from it.

18 | WHITE DRAGON
Young White Dragon Ice Knife (1/day). Ranged Spell Attack: +4 to hit, range 60 ft.
Hit: The target takes 5 (1d10) piercing damage. Hit or miss, the
Large dragon, chaotic evil
shard then explodes. The target and each creature within 5 feet
of it must succeed on a DC 12 Dexterity saving throw or take 17
Armor Class 17 (Natural Armor)
(5d6) cold damage.
Hit Points 133 (14d10 + 56)
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. Wing Attack. Each creature within 5 feet of the dragon must
succeed on a DC 15 Dexterity saving throw or take 11 (2d6 + 4)
STR DEX CON INT WIS CHA bludgeoning damage and be knocked prone. The dragon can
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12 (+1) then fly up to half its flying speed.

Saving Throws DEX +3, CON +7, WIS +3, CHA +4 Breath Weapons (Recharge 5-6). The dragon uses one of the
Skills Perception +6, Stealth +3 following breath weapons.
Damage Immunities Cold • Cold Breath. The dragon exhales an icy blast in a 30-foot cone.
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception
Each creature in that area must make a DC 15 Constitution
16
saving throw, taking 45 (10d8) cold damage on a failed save,
Languages Common, Draconic
or half as much damage on a successful one.
Challenge 6 (2,300 XP)
• Freezing Breath. The dragon exhales a freezing fog in a 30-
foot cone. Each creature standing on the ground in that area
Ice Walk. The dragon can move across and climb icy surfaces must succeed on a DC 15 Strength saving throw, or take 22
without needing to make an ability check. Additionally, (5d8) bludgeoning damage and be restrained for 1 minute as
difficult terrain composed of ice or snow doesn’t cost it extra ice encases its feet. As an action, a creature can attempt to
movement. free itself or another creature within its reach from the ice,
Innate Spellcasting. The dragon’s spellcasting ability is doing so with a successful DC 15 Strength (Athletics) check.
Charisma (spell save DC 12, +4 to hit with spell attacks). The Gust of Wind. A line of strong wind 60 feet long and 10 feet
dragon can innately cast the following spells, requiring no wide blasts from the dragon in a direction of the dragon’s
material components: choice for 1 minute or until it loses its concentration. Each
• At will: gust of wind creature that starts its turn in the line must succeed on a DC
• 1/day: ice knife (as a 4th-level spell) 12 Strength saving throw or be pushed 15 feet away from the
dragon in a direction following the line. Any creature in the line
must spend 2 feet of movement for every 1 foot it moves when
Actions moving closer to the dragon. The gust disperses gas or vapor,
Multiattack. The dragon makes three attacks: one with its bite and it extinguishes candles, torches, and similar unprotected
and two with its claws. flames in the area. It causes protected flames, such as those
of lanterns, to dance wildly and has a 50 percent chance to
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft. Hit: 15 (2d10 + extinguish them. As a bonus action on each of the dragon’s
4) piercing damage plus 4 (1d8) cold damage. turns before the spell ends, it can change the direction in which
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 11 (2d6 + the line blasts from it.
4) slashing damage.

WHITE DRAGON | 19
Adult White Dragon Ice Knife. Ranged Spell Attack: +6 to hit, range 60 ft. Hit: The
target takes 5 (1d10) piercing damage. Hit or miss, the shard
Huge dragon, chaotic evil
then explodes. The target and each creature within 5 feet of
it must succeed on a DC 14 Dexterity saving throw or take 24
Armor Class 18 (Natural Armor)
(7d6) cold damage.
Hit Points 200 (16d12 + 96)
Speed 40 ft., burrow 30 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
STR DEX CON INT WIS CHA DC 14 Wisdom saving throw or become frightened for 1 minute.
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 12 (+1) 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 Throws DEX +5, CON +11, WIS +6, CHA +6 saving throw is successful or the effect ends for it, the creature
Skills Perception +11, Stealth +5 is immune to the dragon’s Frightful Presence for the next 24
Damage Immunities Cold hours.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
21 Breath Weapons (Recharge 5-6). The dragon uses one of the
Languages Common, Draconic following breath weapons.
Challenge 13 (10,000 XP)
• Cold Breath. The dragon exhales an icy blast in a 60-
foot cone. Each creature in that area must make a DC 19
Ice Walk. The dragon can move across and climb icy surfaces Constitution saving throw, taking 54 (12d8) cold damage on a
without needing to make an ability check. Additionally, failed save, or half as much damage on a successful one.
difficult terrain composed of ice or snow doesn’t cost it extra • Freezing Breath. The dragon exhales a freezing fog in a 60-
movement. foot cone. Each creature standing on the ground in that area
Innate Spellcasting. The dragon’s spellcasting ability is must succeed on a DC 19 Strength saving throw, or take 27
Charisma (spell save DC 14, +6 to hit with spell attacks). The (6d8) bludgeoning damage and be restrained for 1 minute as
dragon can innately cast the following spells, requiring no ice encases its feet. As an action, a creature can attempt to
material components: free itself or another creature within its reach from the ice,
doing so with a successful DC 19 Strength (Athletics) check.
• At will: ice knife (as a 6th-level spell), warding wind
• 1/day each: ice storm (as a 6th-level spell) Ice Storm (1/day). A hail of rock-hard ice pounds to the ground
in a 20-foot-radius, 40-foot-high cylinder centered on a point
Legendary Resistance (3/Day). If the dragon fails a saving within 300 ft. Each creature in the cylinder must make a DC 14
throw, it can choose to succeed instead. Dexterity saving throw, taking 18 (4d8) bludgeoning damage
and 14 (4d6) cold damage on a failed save, or half as much
Actions damage on a successful one. Hailstones turn the area of effect
Multiattack. The dragon can use its Frightful Presence. It then into difficult terrain until the end of the dragon’s next turn.
makes three attacks: one with its bite and two with its claws.
Warding Wind. A strong wind (20 miles per hour) blows around
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 17 (2d10 the dragon in a 10-foot radius and moves with it, remaining
+ 6) piercing damage plus 4 (1d8) cold damage. If the target centered on it. The wind lasts for 10 minutes or until the dragon
is a Medium or smaller creature grappled by the dragon, the loses its concentration. The wind has the following effects:
target is swallowed, and the grapple ends. While swallowed,
• It deafens the dragon and other creatures in its area.
the target is blinded and restrained, it has total cover against
• It extinguishes unprotected flames in its area that are torch-
attacks and other effects outside the dragon, and it takes 21
sized or smaller.
(6d6) cold damage at the start of each of the dragon’s turns.
• It hedges out vapor, gas, and fog that can be dispersed by
If the dragon takes 30 damage or more on a single turn
strong wind.
from a creature inside it, the dragon must succeed on a DC 21
• The area is difficult terrain for creatures other than the
Constitution saving throw at the end of that turn or regurgitate
dragon.
all swallowed creatures, which fall prone in a space within 10
• The attack rolls of ranged weapon attacks have disadvantage
feet of the dragon. If the dragon dies, a swallowed creature is
if the attacks pass in or out of the wind.
no longer restrained by it and can escape from the corpse using
15 feet of movement, exiting prone.
Legendary Actions
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 13 (2d6 +
6) slashing damage. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. Hit: 15 (2d8 + at a time and only at the end of another creature’s turn. The
6) bludgeoning damage. dragon regains spent legendary actions at the start of its turn.
Fling. The dragon tries to fling a Medium or smaller creature Detect. The dragon makes a Wisdom (Perception) check.
within 15 feet of it. The target must succeed on a DC 19 Tail Attack. The dragon makes a tail attack or uses Fling.
Dexterity saving throw or be hurled up to 30 feet horizontally Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
in a direction of the dragon’s choice and land prone, taking 1d6 creature within 10 feet of the dragon must succeed on a DC
bludgeoning damage for every 10 feet it was thrown. 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.

20 | WHITE DRAGON
Breath Weapons (Recharge 5-6). The dragon uses one of the
Ancient White Dragon following breath weapons.
Gargantuan dragon, chaotic evil
• Cold Breath. The dragon exhales an icy blast in a 90-
Armor Class 20 (Natural Armor) foot cone. Each creature in that area must make a DC 22
Hit Points 333 (18d20 + 144) Constitution saving throw, taking 72 (16d8) cold damage on a
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft. failed save, or half as much damage on a successful one.
• Freezing Breath. The dragon exhales a freezing fog in a 90-
STR DEX CON INT WIS CHA foot cone. Each creature standing on the ground in that area
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2) must succeed on a DC 22 Strength saving throw, or take 36
(8d8) bludgeoning damage and be restrained for 1 minute as
Saving Throws DEX +6, CON +14, WIS +7, CHA +8 ice encases its feet. As an action, a creature can attempt to
Skills Perception +13, Stealth +6 free itself or another creature within its reach from the ice,
Damage Immunities Cold doing so with a successful DC 22 Strength (Athletics) check.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception
23 Ice Storm. A hail of rock-hard ice pounds to the ground in
Languages Common, Draconic a 20-foot-radius, 40-foot-high cylinder centered on a point
Challenge 20 (25,000 XP) within 300 ft. Each creature in the cylinder must make a DC 16
Dexterity saving throw, taking 27 (6d8) bludgeoning damage
and 14 (4d6) cold damage on a failed save, or half as much
Ice Walk. The dragon can move across and climb icy surfaces
damage on a successful one. Hailstones turn the area of effect
without needing to make an ability check. Additionally,
into difficult terrain until the end of the dragon’s next turn.
difficult terrain composed of ice or snow doesn’t cost it extra
movement. Wall of Ice (1/day). The dragon magically forms an opaque wall
of ice on a solid surface it can see within 60 feet of it. The wall
Innate Spellcasting. The dragon’s spellcasting ability is
is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a
Charisma (spell save DC 16, +8 to hit with spell attacks). The
hemispherical dome up to 20 feet in diameter. When the wall
dragon can innately cast the following spells, requiring no
appears, each creature in its space is pushed out of it by the
material components:
shortest route. The creature chooses which side of the wall to
• At will: ice storm (as an 8th-level spell), warding wind end up on, unless the creature is incapacitated. The creature
• 1/day each: wall of ice (as an 8th-level spell) then makes a DC 16 Dexterity saving throw, taking 49 (14d6)
cold damage on a failed save, or half as much damage on a
Legendary Resistance (3/Day). If the dragon fails a saving
successful one. The wall lasts for 10 minutes or until the dragon
throw, it can choose to succeed instead.
loses its concentration.
Actions The wall can be damaged and breached; each 10-foot section
has AC 12, 30 hit points, vulnerability to fire damage, and
Multiattack. The dragon can use its Frightful Presence. It then immunity to acid, cold, necrotic, poison, and psychic damage.
makes three attacks: one with its bite and two with its claws. If a section is destroyed, it leaves behind a sheet of frigid air
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft. Hit: 19 (2d10 in the space the wall occupied. Whenever a creature finishes
+ 8) piercing damage plus 9 (2d8) cold damage. If the target moving through the frigid air on a turn, willingly or otherwise,
is a Medium or smaller creature grappled by the dragon, the the creature must make a DC 16 Constitution saving throw,
target is swallowed, and the grapple ends. While swallowed, taking 24 (7d6) cold damage on a failed save, or half as much
the target is blinded and restrained, it has total cover against damage on a successful one.
attacks and other effects outside the dragon, and it takes 35 Warding Wind. A strong wind (20 miles per hour) blows around
(10d6) cold damage at the start of each of the dragon’s turns. the dragon in a 10-foot radius and moves with it, remaining
If the dragon takes 30 damage or more on a single turn from centered on it. The wind lasts for 10 minutes or until the dragon
a creature inside it, the dragon must succeed on a DC 24 loses its concentration. The wind has the following effects:
Constitution saving throw at the end of that turn or regurgitate
all swallowed creatures, which fall prone in a space within 10 • It deafens the dragon and other creatures in its area.
feet of the dragon. If the dragon dies, a swallowed creature is • It extinguishes unprotected flames in its area that are torch-
no longer restrained by it and can escape from the corpse using sized or smaller.
15 feet of movement, exiting prone. • It hedges out vapor, gas, and fog that can be dispersed by
strong wind.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft. Hit: 15 (2d6 • The area is difficult terrain for creatures other than the
+ 8) slashing damage. dragon.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft. Hit: 17 (2d8 + • The attack rolls of ranged weapon attacks have disadvantage
8) bludgeoning damage. if the attacks pass in or out of the wind.

Fling. The dragon tries to fling a Medium or smaller creature


within 20 feet of it. The target must succeed on a DC 22 Legendary Actions
Dexterity saving throw or be hurled up to 40 feet horizontally The dragon can take 3 legendary actions, choosing from the
in a direction of the dragon’s choice and land prone, taking 1d6 options below. Only one legendary action option can be used
bludgeoning damage for every 10 feet it was thrown. 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.
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 Detect. The dragon makes a Wisdom (Perception) check.
DC 16 Wisdom saving throw or become frightened for 1 minute. Tail Attack. The dragon makes a tail attack or uses Fling.
A creature can repeat the saving throw at the end of each of its Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
turns, ending the effect on itself on a success. If a creature’s creature within 15 feet of the dragon must succeed on a DC
saving throw is successful or the effect ends for it, the creature 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
is immune to the dragon’s Frightful Presence for the next 24 damage and be knocked prone. The dragon can then fly up to
hours. half its flying speed.

WHITE DRAGON | 21
An Eventyr Games
Compendium
We hope you’ve enjoyed the content in this
compendium. If you find any errors, have a good
idea, or just want to get in touch, reach out at
jvaleur@eventyrgames.com or eventyrgames.com.

To be notified about similar content, as well as


special promotions and new products, click here
to join our mailing list.

DM’s Guild Best Sellers

Enhanced Monster Bundle

Baldur’s Gate: Descent into Avernus Complete


DM’s Bundle

Ghosts of Saltmarsh Complete DM’s Bundle

Waterdeep: Dragon Heist Complete DM’s Bundle

Storm King’s Thunder Complete DM’s Bundle

You might also like