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CREDITS

Designer: Noah Stewart


Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Interior Art: Blue Dragon from the DMs Guild Creator Resource
Dragon art pack.

ON THE COVER
“Fire Drake” from the DMs Guild Creator Resource Dragon art
pack.

Disclaimer: GelatinousGM is not responsible for any player ragequits or the wetting of pants that may result from facing one of these dragons.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all ot her Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Noah Stewart and published under the Community Content Agreement for Dungeon Masters Guild.

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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

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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.

Dragons are the ultimate fantasy creature. They are


huge, smart, cunning, strong, and greedy. All good
adventuring parties should aspire to kill one and take its
stuff. I’ve never run a campaign without a dragon. When
a party fights one, it shouldn’t be another battle. It
should be an event. They should be afraid before the
fight, terrified of all it might do to them. They should
hear legends of the dragon’s destructive power before
the fight even starts. These revamped dragons support
this narrative and the cinematic nature of a climactic
battle. If your players battle one of these dragons, they
will remember it with sweaty palms and shaking legs.

The different dragon types have different abilities that


best represent their strengths, weaknesses, and
personalities. Instead of reading about these traits in a
lore entry, they come through in the mechanics. If you’re
only interested in a “basic” dragon, I suggest the red
dragon – they’re the most dragony of dragons. Pay
special attention to each dragon’s movement types and
senses. They may come more in handy then you think.

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.

A Nemesis Action occurs on Initiative count 0 of each


round of combat. Each action is keyed to a different
round, growing more powerful as the battle continues.
This design gives the battle a mini-narrative as the
action ramps up and reaches a climax at Round 3. Once a
Nemesis creature uses its last Nemesis Action, it can
then start from the Round 1 action again.

I hope you have as much fun running these creatures as


your players will have fighting them. Thanks for
reading!

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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.

Large Dragon, typically neutral evil


Frightful Presence. Each creature of the dragon's choice that is within
Armor Class 18 120 feet of the dragon and aware of it must succeed on a DC 17
Hit Points 178 Wisdom saving throw or become frightened for 1 minute. A creature
Speed 40 ft., climb 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the dragon's
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19(+4) Frightful Presence for the next 24 hours.

Saving Throws DEX +4, CON +9, WIS +4, CHA +8


Skills Perception +8, Stealth +4
Death From Above. If the dragon flies up to 40 ft and lands in one turn,
Damage Immunities Fire
it can immediately use its reaction to force every creature within 20 ft
Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 18
of it to make a DC 17 Strength saving throw or be knocked prone as
Languages Common, Draconic the weight of its impact cracks the ground around it.
Challenge 10

Heated Body. A creature that touches the dragon or hits it with a


Round 1: Smokescreen. The dragon exhales gouts of smoke from its
melee attack while within 5 feet of it takes 10 (3d6) fire damage. This
nose, creating a magical cloud of smoke that lasts until the end of its
damage can only occur once per round per creature.
next turn. The smoke spreads from a point the dragon chooses within
Death Throes. When the dragon dies, it explodes in a deadly firestorm. 60 feet of it and fills a 30-foot radius sphere for the duration. The area
Each creature within 10 ft of it must make a DC 17 Dexterity saving inside the sphere is heavily obscured, effectively imparting the
throw, taking 21 (6d6) fire damage on a failed save, or half as much Blindness condition on any creature trying to see something in the
damage on a successful one. Flammable objects that aren't being area. The smoke spreads around corners. A creature with darkvision
worn or carried in that area are ignited. can’t see through this smoke, and nonmagical light can’t illuminate it.
Round 2: Lavaquake. The dragon chooses three creatures within 30 ft.
of it and forces each of them to make a DC 17 Dexterity saving throw.
Multiattack. The dragon makes three attacks: one with its bite and
On a failure, a target takes 7 (2d6) fire damage and is knocked 30 ft
two with its claws.
away from the dragon as a gout of lava erupts from the ground
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 underneath them. Additionally, the ground in a 10-foot radius around
(2d10 + 4) piercing damage plus 5 (1d10)fire damage. each target becomes difficult terrain.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 Round 3: Blackflame Inferno. The dragon summons the very last of its
(3d6 + 4) slashing damage. power to create a swirling tornado of blackflame around it. Each
Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. creature within 30 ft. of it must make a DC 15 Constitution saving
Each creature in that cone must make a DC 17 Dexterity saving throw, throw, taking 21 (6d6) fire and 21 (6d6) necrotic damage on a failed
taking 35 (10d6) fire damage on a failed save, or half as much damage save or half on a success. Additionally, on a failed save, if the creature
on a successful one. If a creature with fire resistance takes damage is Medium size or smaller, they are swept up 40 ft. into the air. They
from the dragon’s Fire Breath, their fire resistance is then nullified for begin falling instantly at the start of their next turn.
1 hour.

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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.

Large Dragon, typically lawful evil


Frightful Presence. Each creature of the dragon's choice that is within
Armor Class 18 120 feet of the dragon and aware of it must succeed on a DC 16
Hit Points 150 Wisdom saving throw or become frightened for 1 minute. A creature
Speed 40 ft., swim 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the dragon's
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 19(+4) Frightful Presence for the next 24 hours.

Saving Throws DEX +4, CON +6, WIS +4, CHA +7


Skills Deception +8, Perception +7, Stealth +3 We’re All Friends Here. In response to being hit by a melee weapon
Damage Immunities Poison attack, the dragon can use its reaction to utter magic-laced deceitful
Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 17 words. The attacker must succeed on a DC 16 Charisma saving throw
Languages Common, Draconic or the attack misses and it is Charmed until the end of the dragon’s
Challenge 8 next turn.

Amphibious. The dragon can breathe air and water.


Death Throes. When the dragon dies, it explodes in a deadly poison Round 1: You’re Coming With Me. The dragon makes a claw attack
cloud. Each creature within 10 ft of it must make a DC 16 Dexterity against up to two creatures in its range. On a hit, a target is grappled
saving throw, taking 21 (6d6) poison damage on a failed save, or half (Escape DC 16). The dragon can then immediately move up to half its
as much damage on a successful one. speed without provoking opportunity attacks.
Ambusher. In the first round of combat, the dragon has advantage on Round 2: Me, Myself, and I. The dragon creates two clones of itself
attack rolls against any creature it has surprised. within 60 ft. of it. When the dragon uses this ability, it can instantly
swap places with one of the clones. Each clone has 1 hit point and
shares statistics with the dragon. Upon being reduced to zero hit
Multiattack. The dragon makes three attacks: one with its bite and points, a clone vanishes in a puff of noxious gasses, inflicting all
two with its claws. creatures within 5 ft. with the Blinded condition until the end of their
next turn. A creature can use an action on its turn to make a DC 15
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15
Insight check, determining which of the three dragons is real on a
(2d10 + 4) piercing damage plus 7 (2d6) poison damage.
success. The clones disappear at the start of the dragon’s next turn.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11
Round 3: Choke. The dragon summons the very last of its power to
(2d6 + 4) slashing damage.
pull tendrils of poison gas from the earth that swirl around and invade
Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a the bodies of their targets. The dragon can choose up to six creatures
30-foot cone. Each creature in that area must make a DC 14 within 30 ft. of it. They must make a DC 15 Constitution saving throw,
Constitution saving throw, taking 28 (8d6) poison damage on a failed taking 35 (10d6) poison damage on a failed save or half on a success.
save, or half as much damage on a successful one. Additionally, each Additionally, on a failed save, a creature is restrained and at the end of
creature that failed is Poisoned. A creature Poisoned in this way can each of their turns must repeat the saving throw, taking 14 (4d6)
repeat the saving throw at the end of their turn. poison damage on a failure or becoming unrestrained on a success.

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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.

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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.

Large Dragon, typically chaotic evil


Frightful Presence. Each creature of the dragon's choice that is within
Armor Class 17 120 feet of the dragon and aware of it must succeed on a DC 15
Hit Points 133 Wisdom saving throw or become frightened for 1 minute. A creature
Speed 40 ft., swim 40 ft., burrow 20 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to the dragon's
18 (+4) 10 (+0) 18 (+4) 6 (-2) 11 (+0) 12(+1) Frightful Presence for the next 24 hours.

Saving Throws DEX +3, CON +7, WIS +3, CHA +4


Skills Perception +6, Stealth +3
Frosty Fury. In response to being hit by a melee weapon attack, the
Damage Immunities Cold
dragon can use its reaction to immediately make a Claw attack against
Senses Blindsight 30 ft., darkvision 120 ft., passive Perception 16
the attacker.
Languages Common, Draconic
Challenge 6

Round 1: Temper Tantrum. The dragon begins furiously stomping the


Ice Walk. The dragon can move across and climb icy surfaces without
ground, shaking the earth with its might. Each creature on the ground
needing to make an ability check. Additionally, difficult terrain
within 30 ft. of the dragon must make a DC 15 Dexterity saving throw
composed of ice or snow doesn't cost it extra movement.
or take 11 (3d6) bludgeoning damage and fall prone.
Death Throes. When the dragon dies, it explodes in a deadly blast of
Round 2: Freezing Charge. The dragon moves 40 ft. without provoking
ice. Each creature within 10 ft of it must make a DC 15 Dexterity saving
opportunity attacks. Each creature the dragon moves past is pushed
throw, taking 14 (4d6) cold damage on a failed save, or half as much
back 15 ft. and takes 4 (1d6) cold damage.
damage on a successful one.
Round 3: Feeding Frenzy. The dragon makes a claw attack against
each creature within 5 ft. of it. On a hit, a creature is grappled. The
Multiattack. The dragon makes three attacks: one with its bite and dragon then attempts to throw each grappled creature into its mouth.
two with its claws. Each grappled creature must make a DC 15 Strength saving throw,
being swallowed by the dragon on a failure or breaking the grapple on
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15
a save. While swallowed, a creature is blinded and restrained, it has
(2d10 + 4) piercing damage plus 4 (1d8) cold damage.
total cover against attacks and other effects outside the dragon, and it
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 takes 14 (4d6) acid damage at the start of each of the dragon's turns. If
(2d6 + 4) slashing damage. the dragon takes 20 damage or more on a single turn from a creature
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30- inside it, the dragon must succeed on a DC 15 Constitution saving
foot cone. Each creature in that area must make a DC 15 Constitution throw at the end of that turn or regurgitate all swallowed creatures,
saving throw, taking 27 (6d8) cold damage on a failed save, or half as which fall prone in a space within 10 feet of the dragon. If the dragon
much damage on a successful one. Additionally, on a failed save, a dies, a swallowed creature is no longer restrained by it and can escape
creature is restrained by binding ice until the end of their next turn. from the corpse using 15 feet of movement, exiting prone.

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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.

save, if a creature is wearing metal armor, the armor is permanently


Large Dragon, typically chaotic evil corroded, reducing its armor class by 1.

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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