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TABLE OF CONTENTS
Credits ................................................................................ 1
Table of Contents............................................................... 2
Why Use These Dragons? .................................................. 3
Red Dragons .......................................................................4
Green Dragons ................................................................... 5
Blue Dragons ......................................................................6
White Dragons ................................................................... 7
Black Dragons .................................................................... 8
2
WHY USE THESE
DRAGONS?
Dragons in Fifth Edition are hardly pushovers. Their
breath weapons deal very high damage for their
Challenge Rating, and their flight can be a real hassle for
players to deal with. They are also very simple to run.
While this is a feature for new Dungeon Masters, more
experienced ones may find themselves wanting more.
They want a little more juice in their climactic dragon
boss battle. This is that juice.
NEMESIS ACTIONS
You may notice that none of these creatures utilize
legendary actions. They have been replaced with
Nemesis Actions, inspired by Matt Colville’s “Action-
Oriented” monster design. Legendary actions are a great
idea. For one monster to fight an entire party alone, they
must act on the players’ turns or they’ll get crushed.
Hence comes legendary actions, but usually these
actions are not particularly game changing or powerful.
Nemesis Actions are different.
3
RED DRAGONS
The most powerful of all chromatic dragons, red dragons
are fire and fear incarnate. And they know it. A red
dragon’s pride is matched only by its endless greed.
When a red dragon’s roar is heard from across the
horizon, all creatures flee in terror.
4
GREEN DRAGONS
With only a whispered word, a cunning green dragon can
change the fate of a nation or lure an unsuspecting
adventurer into its jaws. Green dragons are highly
intelligent and deceptive creatures. They will do and say
anything to get their next meal, stay alive, and
manipulate lesser creatures.
5
BLUE DRAGONS
Though all dragons can learn to cast spells, none are
more naturally adept at it than the supremely intelligent
blue dragon. Blue dragons study the use of magic in their
desert lairs so they might use it to gain the advantage
over their enemies. It is said that when you hear the
strike of thunder, somewhere a blue dragon is plotting a
creature’s demise.
can repeat the saving throw at the end of each of its turns, ending the
Large Dragon, typically lawful evil 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
Armor Class 18 Frightful Presence for the next 24 hours.
Hit Points 152
Speed 40 ft., burrow 20 ft., fly 80 ft.
Counterspell (2/day). The dragon attempts to interrupt a creature in
STR DEX CON INT WIS CHA the process of casting a spell. If the creature is casting a spell of 3rd
21 (+5) 10 (+0) 19 (+4) 19 (+4) 13 (+1) 17(+3) level or lower, its spell fails and has no effect. If it is casting a spell of
4th level or higher, the dragon makes an ability check using its
Saving Throws DEX +4, CON +8, WIS +5, CHA +7 spellcasting ability. The DC equals 10 + the spell's level. On a success,
Skills Perception +9, Stealth +4 the creature's spell fails and has no effect.
Damage Immunities Lightning
Senses Blindsight 30 ft., darkvision 120 ft., tremorsense 60 ft., passive
Perception 17 Round 1: Mirror Image (2nd-Level Spell). Three illusory duplicates of
Languages Common, Draconic the dragon appear in its space. For 1 minute, the duplicates move with
Challenge 9 it and mimic its actions, shifting position so it's impossible to track
which image is real. Each time a creature targets the dragon with an
Death Throes. When the dragon dies, it explodes in a deadly burst of
attack during the spell's duration, the dragon rolls a d20 to determine
electricity. Each creature within 10 ft of it must make a DC 16 Dexterity
whether the attack instead targets one of its duplicates. If you have
saving throw, taking 21 (6d6) lightning damage on a failed save, or half
three duplicates, the dragon must roll a 6 or higher to change the
as much damage on a successful one. attack's target to a duplicate. With two duplicates, it must roll an 8 or
Magic Resistance. The dragon has advantage on saving throws higher. With one duplicate, it must roll an 11 or higher. A duplicate's
against spells and other magical effects. AC is 10. If an attack hits a duplicate, the duplicate is destroyed. A
duplicate can be destroyed only by an attack that hits it. It ignores all
other damage and effects. The spell ends when all three duplicates are
Multiattack. The dragon makes three attacks: one with its bite and destroyed. A creature is unaffected by this spell if it can't see, if it
two with its claws. relies on senses other than sight, such as blindsight, or if it can
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 perceive illusions as false, as with truesight.
(2d10 + 4) piercing damage plus 7 (2d6) poison damage. Round 2: Hypnotic Pattern (3rd-Level Spell, Concentration, 1
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 Minute). The dragon creates a twisting pattern of colors that weaves
(2d6 + 4) slashing damage. through the air inside a 30-foot cube within a 120-foot range. The
pattern appears for a moment and vanishes. Each creature in the area
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a
who sees the pattern must make a DC 16 Wisdom saving throw. On a
60-foot line that is 5 feet wide. Each creature in that line must make a
failed save, the creature becomes charmed for the duration. While
DC 16 Dexterity saving throw, taking 39 (7d10) lightning damage on a
charmed by this spell, the creature is incapacitated and has a speed of
failed save, or half as much damage on a successful one.
0. The spell ends for an affected creature if it takes any damage or if
someone else uses an action to shake the creature out of its stupor.
Round 3: My Lightning Strikes Twice. The dragon’s breath weapon
Frightful Presence. Each creature of the dragon's choice that is within
automatically recharges and it immediately uses it. Additionally, if a
120 feet of the dragon and aware of it must succeed on a DC 16
creature failed their saving throw by 5 or more, that creature is
Wisdom saving throw or become frightened for 1 minute. A creature
paralyzed until the end of their next turn.
6
WHITE DRAGONS
White dragons are often mistaken for dull, lumbering
brutes. Although they are more animalistic than their
brethren, white dragons are fierce hunters and
extremely deadly, especially when encountered in the
inhospitable environments they hunt in. The fury of a
white dragon, once earned, can never be lost.
7
BLACK DRAGONS
Stories of black dragons’ cruelty are told to children to
scare them away from dark forests and swamps. No
other dragon enjoys the sounds of pain and the
sensation of killing more than a vile black dragon. They
are known to keep prey alive to lure in rescuers – only to
crush the hope of those foolish enough to oppose it, and
then make them its next meal.
Armor Class 18
Hit Points 127 Frightful Presence. Each creature of the dragon's choice that is within
Speed 40 ft., swim 40 ft., fly 80 ft. 120 feet of the dragon and aware of it must succeed on a DC 14
Wisdom saving throw or become frightened for 1 minute. A creature
STR DEX CON INT WIS CHA can repeat the saving throw at the end of each of its turns, ending the
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15(+2) 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
Saving Throws DEX +5, CON +6, WIS +3, CHA +5 Frightful Presence for the next 24 hours.
Skills Perception +6, Stealth +3
Damage Immunities Acid
Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 16
Lose Someone? When the dragon reduces a creature to zero hit points
Languages Common, Draconic
with a Claw or Bite attack, it can use its reaction to immediately throw
Challenge 7
the creature 30 ft. in any direction. The creature takes 7 (2d6)
bludgeoning damage.
Amphibious. The dragon can breathe air and water.
Death Throes. When the dragon dies, it explodes in a deadly poison
cloud. Each creature within 10 ft of it must make a DC 14 Dexterity Round 1: A Thorn in Your Side. The dragon fires spikes from its body at
saving throw, taking 18 (5d6) acid damage on a failed save, or half as up to 3 creatures it can see within 60 ft. of it. The dragon makes a
much damage on a successful one. ranged weapon attack (+7) against each target. On a hit, the target
Delight in Death. If a creature the dragon can see within 120 ft. of it takes 7 (2d6) piercing damage and is Poisoned. A creature can use an
dies, the dragon gains advantage on all attack rolls until the end of its action on their turn to remove the spike. If the spike is removed, the
next turn. creature is no longer Poisoned.
Round 2: Here Come the Fireworks. The dragon creates clouds
of noxious gasses from the earth in two 30 ft. spheres within 120 ft. of
Multiattack. The dragon makes three attacks: one with its bite and i. Any creature who starts its turn in the gas is Blinded until the end of
two with its claws. their turn and takes 7 (2d6) poison damage. As a bonus action on its
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 turn, the black dragon can choose to ignite one of the spheres, which
(2d10 + 4) piercing damage plus 4 (1d8) acid damage. explodes and deals 14 (4d6) fire damage to any creature inside of it.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 Round 3: An Inevitable Fate. The dragon summons the very last of its
(2d6 + 4) slashing damage. power to exhale a blast of decaying, necrotic acid in a 60 ft. cone. Each
creature in the cone must succeed on a DC 15 Dexterity saving throw,
Acid Breath (Recharge 5–6). The dragon exhales acid in a 30-foot line
taking 18 (5d6) acid damage and 18 (5d6) necrotic damage on a failure
that is 5 ft. wide. Each creature in that area must make a DC 14
or half on a success. Additionally, any creature that failed suffers 1
Dexterity saving throw, taking 28 (8d6) acid damage on a failed save,
level of exhaustion. At the end of their next turn, they must succeed on
or half as much damage on a successful one. Additionally, on a failed
a DC 15 Constitution saving throw or suffer an additional level of
exhaustion.
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