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MORE CONSTRUCT DRAGONS


Throughout history, arcanists have created
beasts and machines of all shapes and

DRAGONS
sizes, each designed with a unique purpose
in mind--to guard treasures, to serve in
times of war, even to aid with mundane
THEY’RE IN THE TITLE, AFTER ALL matters like construction and controlling the
aftermath of natural disasters. In all cases,
there is one through-line: nature is the
ultimate engineer, and copying her designs
is often a shortcut to success.
TABLE OF CONTENTS
With this thought in mind, many arcanists
fashion their constructs in the shape of
CONSTRUCT DRAGONS
dragons, hoping to capture some of their
Arboreal Dragon
might and majesty. Unlike other dragons,
Clockwork Dragon
construct dragons have a single stage of
Grimoire Dragon
life, as they are generally modelled after
Stone Dragon
adult dragons and lack the ability to grow
PLANAR DRAGONS
and evolve. Similarly, though many
Astral Dragon
construct dragons are as intelligent as any
Brimstone Dragon
other dragon, the behaviour of these
Celestial Dragon
dragons is always highly focused on their
Starlight Dragon
created purpose: a construct dragon
VARIANT DRAGONS
designed to guard a vault will mold its entire
​Feeblemind Dragons
life around that vault, using all its wits and
Hybrid Dragon
powers to protect its contents.
Two-Headed Dragon
​Constructed Nature. A ​ construct dragon
doesn’t require air, food, drink, or sleep.
The magic that animates a construct
dragon is dispelled when the dragon drops
to 0 hit points. A construct dragon reduced
to zero hit points becomes inanimate.

USING CONSTRUCT DRAGONS

Construct dragons lack the true draconic


majesty that creates lair actions and
regional effects, making them better
preludes to other legendary creatures or
powerful NPCs than boss creatures
themselves.
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Immutable Form. ​The dragon is immune to any


ARBOREAL DRAGON spell or effect that would change its form.
The ​arboreal dragon ​is a dragon-like
ACTIONS
construct crafted from the very trees and
plant-life of its surrounding forestry. The Multiattack. T ​ he dragon can use its Frightful
creation of arboreal dragons is an ancient Presence. It then makes three attacks: one with
druidic tradition, which tasks these its bite and two with its claws.
constructs with the protection of a forest, Bite. ​Melee Weapon Attack: ​+11 to hit, reach
druid grove, or even a particular tree with ​ 7 (2d10 + 6) piercing
10ft., one target. ​Hit: 1
magical or sentimental importance. damage.
Some deities and powerful spirits of Claw. M ​ elee Weapon Attack: ​+11 to hit, reach
nature in the Outer Planes summon 5ft., one target. ​Hit: ​13 (2d6 + 6) slashing
arboreal dragons as servants--mouthpieces damage.
for their divine wills. It’s said that there is an
Tail. ​Melee Weapon Attack: ​+11 to hit, reach
unspeakably ancient arboreal dragon in the ​ 5 (2d8 + 6) bludgeoning
15ft., one target. ​Hit: 1
Outer Plane of Ysgard, hewn from the roots damage.
of the World Tree itself--though it’s unclear
Frightful Presence. ​Each creature of the
whether this dragon is a servant or a divine dragon’s choice that is within 120 feet of the
being in its own right. dragon and aware of it must succeed on a DC
15 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat its saving
ARBOREAL DRAGON throw at the end of each of its turns, ending the
Huge plant (dragon), lawful neutral effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for
Armor Class ​17 (natural armor) it, the creature is immune to the dragon’s
Hit Points ​241 (18d12 + 106) Frightful Presence for the next 24 hours.
Speed ​40 ft., fly 80 ft., swim 40 ft.
Sleep Pollen (Recharge 5-6). ​The dragon
exhales pollen in a 60-foot cone that lulls
STR DEX CON INT WIS CHA creatures to sleep. Each creature in the area
must succeed on a DC 15 Constitution saving
23 8 23 10 15 11 throw or fall unconscious for 10 minutes. This
(+6) (-1) (+6) (+0) (+2) (+0) effect ends for a creature if it takes damage or
is shaken awake by another creature as an
Saving Throws ​Str +11, Con +11, Wis +7 action.
Skills ​Nature +5, Perception +7, Survival +7
Damage Vulnerabilities ​fire
Damage Immunities ​poison
Condition Immunities ​poisoned, exhaustion
Senses ​blindsight 60 ft., darkvision 60 ft.,
passive perception 17
Languages ​Common, Draconic, Druidic
Challenge ​ 11 (7,200 XP)

False Appearance. W ​ hile the dragon is prone


and motionless, it is indistinguishable from a hill
covered in trees and shrubbery.
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CLOCKWORK DRAGON nature or the instructions of its creator.


The ​clockwork dragon ​is a relatively new
Immutable Form. ​The dragon is immune to any
invention in most lands, emerging with the spell or effect that would change its form.
advent of more complex mechanical
knowledge. Clockwork dragons can be ACTIONS
crafted by any mechanist with sufficient skill
Multiattack. T ​ he dragon can use its Frightful
and magical knowledge, leading them to be Presence. It then makes three attacks: one with
extremely varied in purpose and design. its bite and two with its claws.
There are even rumours of naturally
Bite. ​Melee Weapon Attack: ​+11 to hit, reach
occurring clockwork dragons in the Outer
​ 7 (2d10 + 6) piercing
10ft., one target. ​Hit: 1
Planes, placing this creature on the border damage.
of the “planar dragons” category--but these
Claw. M ​ elee Weapon Attack: ​+11 to hit, reach
clockwork dragons are in fact powerful
5ft., one target. ​Hit: ​13 (2d6 + 6) slashing
modrons, and so remain a point of heated damage.
debate in scholarly circles.
By the highly organized nature of their Tail. ​Melee Weapon Attack: ​+11 to hit, reach
​ 5 (2d8 + 6) bludgeoning
15ft., one target. ​Hit: 1
being, clockwork dragons are even more damage.
strictly focused on their assigned goals,
utterly unwilling to consider anything that Frightful Presence. ​Each creature of the
dragon’s choice that is within 120 feet of the
does not further them. dragon and aware of it must succeed on a DC
16 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat its saving
CLOCKWORK DRAGON throw at the end of each of its turns, ending the
Huge construct (dragon) lawful neutral effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for
Armor Class ​19 (natural armor) it, the creature is immune to the dragon’s
Hit Points ​247 (17d12 + 119) Frightful Presence for the next 24 hours.
Speed ​40 ft., fly 80 ft.
Force Beam (Recharge 5-6). ​The dragon
exhales pure magical energy in a 40-foot line
STR DEX CON INT WIS CHA
that is 5 feet wide. Each creature in that line
must make a DC 16 Dexterity saving throw,
23 10 25 12 16 8
taking 66 (12d10) force damage on a failed
(+6) (+0) (+7) (+1) (+3) (-1)
save, or half as much damage on a successful
one.
Saving Throws ​Str +11, Con +12, Wis +8
Skills ​Insight +8, Perception +8
Damage Resistances ​bludgeoning, piercing,
and slashing damage from nonmagical attacks
Damage Immunities ​poison
Condition Immunities ​poisoned, exhaustion
Senses ​blindsight 60 ft., darkvision 60 ft.,
passive perception 18
Languages ​Common, Draconic
Challenge ​13 (10,000 XP)

Axiomatic Mind. T ​ he dragon can’t be


compelled to act in a manner contrary to its
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GRIMOIRE DRAGON Languages ​Common, Draconic


The ​grimoire dragon ​is a particularly Challenge ​16 (15,000 XP)
curious case--a dragon-like construct made
Immutable Form. ​The dragon is immune to any
from paper and lined with runes and sigils of spell or effect that would change its form.
magical ink. These dragons are created by
Magic Resistance. ​The dragon has advantage
powerful wizards in order to guard their
on saving throws made to resist spells and
towers, libraries, and demiplanes; liches in magic effects.
particular seem fond of this practice.
Although grimoire dragons aren’t as Magical Weapons. ​The dragon’s weapon
attacks are magical.
physically tough as most dragons and
dragon-like constructs, and they lack the Spellcasting. ​The dragon is a 10th-level
breath weapons and frightful presences of spellcaster. Its spellcasting ability is Intelligence
(save DC 18, +10 to hit with spell attacks). The
their cousins, they inherit much of the sharp dragon has the following wizard spells
intelligence and spellcasting prowess of prepared:
their creators, remaining a formidable
Cantrips (at will): ​light, minor illusion, ray of
opponent in spite of their paper bodies. In
frost, toll the dead
fact, some grimoire dragons learn enough 1st-level (4 slots): ​cause fear, detect magic, fog
from their creators’ books that they grow to cloud, magic missile
exceed their creators’ intellect--and through 2nd-level (3 slots): ​crown of madness,
darkness, invisibility
a series of loopholes and magical
3rd-level (3 slots): ​dispel magic, fear, major
workarounds come to trade places, image
enslaving their creators in service of their 4th-level (3 slots): ​phantasmal killer, polymorph
own bottomless curiosity. 5th-level (2 slots): ​animate objects, dream

ACTIONS
GRIMOIRE DRAGON
Huge construct (dragon), lawful neutral Multiattack. T​ he dragon makes three attacks:
one with its bite and two with its claws.
Armor Class ​16 (natural armor)
Bite. M​ elee Weapon Attack: ​+9 to hit, reach
Hit Points ​200 (16d12 + 80)
​ 5 (2d10 + 4) piercing
10ft., one target. ​Hit: 1
Speed ​40 ft., fly 80 ft., climb 40 ft.
damage.

STR DEX CON INT WIS CHA Claw. M ​ elee Weapon Attack: ​+9 to hit, reach
​ 1 (2d6 + 4) slashing
5ft., one target. ​Hit: 1
18 14 21 20 13 11 damage.
(+4) (+2) (+5) (+5) (+1) (+0)
Tail. ​Melee Weapon Attack: ​+9 to hit, reach
​ 3 (2d8 + 4) bludgeoning
15ft., one target. ​Hit: 1
Saving Throws ​Dex +7, Int +10, Wis +6 damage.
Skills ​Arcana +10, History +10, Religion +10
Damage Vulnerabilities ​fire
Damage Resistances ​bludgeoning, piercing,
and slashing damage from nonmagical attacks
Damage Immunities ​poison
Condition Immunities ​poisoned, exhaustion
Senses ​blindsight 60 ft., darkvision 120 ft.,
passive perception 11
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STONE DRAGON ACTIONS


The ​stone dragon ​is the simplest and
smallest of the construct dragons, erected in Multiattack. T​ he dragon makes three attacks:
one with its bite and two with its claws.
some cases with a single spell. Stone
dragons are often created in the midst of Bite. M​ elee Weapon Attack: ​+7 to hit, reach
battle and perish before the last drop of ​ 5 (2d10 + 4) piercing
10ft., one target. ​Hit: 1
blood hits the dirt, living a terrifically short damage.
life of extreme violence. Claw. M ​ elee Weapon Attack: ​+7 to hit, reach
Because of their common and inflexible ​ 1 (2d6 + 4) slashing
5ft., one target. ​Hit: 1
materials, stone dragons are relatively dull damage.
in wits, able to handle only simple directives Tail. ​Melee Weapon Attack: ​+7 to hit, reach
like “kill anyone who follows me”. However, ​ 3 (2d8 + 4) bludgeoning
15ft., one target. ​Hit: 1
they are also fiercely loyal, their damage.
stubborness utterly refusing to bend in the Thunder Breath (Recharge 5-6). T ​ he dragon
face of fear or temptation. exhales a wave of thunderous force in a 30-foot
cone. Each creature in that area must make a
DC 15 Strength saving throw. On a failed save,
STONE DRAGON a creature takes 45 (10d8) thunder damage and
Large construct (dragon), lawful neutral is knocked prone. On a successful save, a
creature takes half as much damage and isn’t
Armor Class ​18 (natural armor) knocked prone.
Hit Points ​172 (15d10 + 75)
Speed ​40 ft., burrow 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA

18 8 20 6 11 12
(+4) (-1) (+5) (-2) (+0) (+1)

Saving Throws ​Str +7, Con +8, Wis +3


Skills ​Athletics +7, Perception +3
Damage Resistances ​bludgeoning, piercing,
and slashing damage from nonmagical attacks
Damage Immunities ​poison
Condition Immunities ​poisoned, exhaustion
Senses ​blindsight 60ft., darkvision 120ft.,
passive perception 13
Languages ​understands Common and
Draconic but cannot speak
Challenge ​6 (2,300 XP)

False Appearance. ​While the dragon is prone


and motionless, it is indistinguishable from a
Large boulder or pile of rocks.

Immutable Form. ​The dragon is immune to any


spell or effect that would change its form.
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PLANAR DRAGONS ​ s life is rare on the Astral


​ stral Hunter. A
A
Plane, astral dragons spend much of their
While chromatic and metallic dragons are time roaming the plane in search of
among the fiercest occupants of the travellers and interplanar beings. When they
Material Plane, there are wider battlefields find such a being, the hunt begins--a playful
beyond the bounds of mortality. Planar endeavour full of hiding, running, and barely
dragons walk these fields--dragons that are scratching targets until they grow tired and
birthed from the energies of the Outer boresome. There is no hunger in this hunt;
Planes, and made even more magnificent its sole purpose is to allay the utter boredom
as a result. that consumes the life of an astral dragon.
Unlike many outsiders, planar dragons are ​ stral dragons will comb
​Paltry Hoards. A
not embodiments of abstract concepts--not their victims for anything valuable, taking
in the way angels represent lawful anything of even remote interest; treasure is
goodness and demons represent chaotic rare on the Astral Plane, and anything they
evil. These creatures are tempered by the can use to swell their hoard is a welcome
energy found in the outer planes, but in addition.
many ways represent the complex nature of
morality--for instance, celestial dragons are
forged from radiant energy and align ASTRAL DRAGON WYRMLING
themselves with good in the universe, but Medium dragon, chaotic neutral
still fall prey to greed and pride, the eternal
Armor Class ​16 (natural armor)
evils of dragonkind. In this way, planar Hit Points ​77 (9d8 + 27)
dragons are among the most unpredictable Speed ​30 ft., climb 30 ft., fly 60 ft.
creatures in the Outer Planes--best
approached with caution and reverence. STR DEX CON INT WIS CHA

18 12 17 12 11 16
ASTRAL DRAGON (+4) (+1) (+3) (+1) (+0) (+3)
The ​astral dragon ​is a draconic creature
born in the Astral Plane--an extraplanar void Saving Throws ​Dex +3, Con +5, Int +3, Cha +5
of nothingness. As a result of the Skills ​Perception +4, Stealth +3
Damage Resistances ​acid, cold, fire
infinitesimal crawl of time in the Astral Senses ​blindsight 10ft., darkvision 60ft.,
Plane, astral dragons are extremely ancient passive perception 14
beings, rendered effectively immortal by Languages ​Draconic
their dormant metabolisms. Challenge ​4 (1,100 XP)
An astral dragon is made visually distinct
ACTIONS
by its incredible colors--a kaleidoscope of
blues and greens and purples. The body of ​ elee Weapon Attack: ​+6 to hit, reach 5ft.,
Bite. M
an astral dragon is faintly translucent, one target. ​Hit: ​9 (1d10 + 4) piercing damage.
allowing light to pass through and render its
Prism Breath (Recharge 5-6). ​The dragon
surroundings in a beautiful rainbow. exhales prismatic energy in a 15-foot cone.
However, in the rare event that an astral Each creature in that area must make a DC 13
dragon leaves the Astral Plane, its scales Dexterity saving throw, taking 24 (7d6) damage
on a failed save or half as much damage on a
are instead a dull grey, devoid of life.
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successful one. AN ASTRAL DRAGON’S LAIR


When the dragon makes this attack, roll a d4
to determine which damage type it deals (1 for Astral dragons fashion their homes from the
acid, 2 for cold, 3 for fire, and 4 for lightning).
grey chunks of floating matter that fill the
Astral Plane--mostly detritus pulled from
various bordering planes. As a result, astral
YOUNG ASTRAL DRAGON dragons’ lairs often have a patchwork sort of
Large dragon, chaotic neutral appearance that complements the dragon’s
own kaleidoscope scales.
Armor Class ​18 (natural armor)
Hit Points ​168 (16d10 + 64)
Speed ​40 ft., climb 40 ft., fly 80 ft. LAIR ACTIONS
On initiative count 20 (losing initiative ties),
STR DEX CON INT WIS CHA the dragon takes a lair action to cause one
of the following effects; the dragon can’t use
20 14 19 12 11 18
(+5) (+2) (+4) (+1) (+0) (+4) the same effect two rounds in a row:
● The dragon reverses gravity in the lair.
Saving Throws ​Dex +6, Con +8, Int +5, Cha +8 Any objects or creatures that aren’t
Skills ​Perception +8, Stealth +6, Survival +4 tethered to a surface begin to float in
Damage Resistances ​acid, cold, fire the air, and must propel themselves off
Senses ​blindsight 30ft., darkvision 120ft.,
surfaces in order to move, as if affected
passive perception 18
Languages ​Common, Draconic by the ​levitate s​ pell. If gravity is already
Challenge ​10 (5,900 XP) reversed, all floating objects and
creatures fall to the ground. A falling
ACTIONS creature must make a DC 15 Dexterity
saving throw. On a failed save, the
Multiattack. T​ he dragon makes three attacks:
one with its bite and two with its claws. creature takes falling damage as
normal and lands prone. On a
Bite. M​ elee Weapon Attack: ​+9 to hit, reach successful save, the creature takes half
​ 6 (2d10 + 5) piercing
10ft., one target. ​Hit: 1
damage.
as much damage and lands on its feet.
● The dragon bends the flow of time in a
Claw. M ​ elee Weapon Attack: ​+9 to hit, reach 10-foot cube originating at a point it can
​ 4 (2d6 + 5) slashing
5ft., one target. ​Hit: 1
see. Any creature inside the cube must
damage.
succeed on a DC 15 Dexterity saving
Prism Breath (Recharge 5-6). ​The dragon throw or be paralyzed until the end of
exhales prismatic energy in a 30-foot cone.
their next turn, as time slows to a stop
Each creature in that area must make a DC 16
Dexterity saving throw, taking 56 (16d6) for those creatures.
damage on a failed save or half as much
damage on a successful one. REGIONAL EFFECTS
When the dragon makes this attack, roll a d4
to determine which damage type it deals (1 for
The region containing a legendary astral
acid, 2 for cold, 3 for fire, and 4 for lightning). dragon’s lair is warped by the dragon’s
magic, which creates one or more of the
following effects:
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● Whenever an intelligent creature Languages ​Common, Draconic


physically enters the Astral Plane within Challenge ​17 (18,000 XP)
6 miles of the dragon’s lair, the dragon
becomes aware of the creature’s Legendary Resistance (3/Day). I​ f the dragon
fails a saving throw, it can choose to succeed
presence and general direction. instead.
Creatures using the ​astral projection
spell don’t trigger this effect. ACTIONS
● Intelligent creatures within 1 mile of the
dragon’s lair grow vaguely paranoid, as Multiattack. T ​ he dragon can use its Frightful
Presence. It then makes three attacks: one with
if they’re being stalked. In the worst its bite and two with its claws.
cases, some particularly bad-natured
adventurers turn on each other as a Bite. M​ elee Weapon Attack: ​+13 to hit, reach
​ 8 (2d10 + 7) piercing
10ft., one target. ​Hit: 1
result of this paranoia.
damage.
● Outcroppings of blue, green, and
purple crystals up to 3 feet in height Claw. M ​ elee Weapon Attack: ​+13 to hit, reach
​ 4 (2d6 + 7) slashing
5ft., one target. ​Hit: 1
grow from the grey stone within 6 miles
damage.
of the dragon’s lair, giving off dim light
in a 5-foot radius. These crystals are Tail. ​Melee Weapon Attack: + ​ 13 to hit, reach
beautiful while in the Astral Plane, but ​ 6 (2d8 + 7) bludgeoning
15ft., one target. ​Hit: 1
damage.
grow dim and turn a dull grey hue when
taken to any other plane. Frightful Presence. E ​ ach creature of the
dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
If the dragon dies, the crystals dull and then 19 Wisdom saving throw or become frightened
turn to grey ashy dust over the course of for 1 minute. A creature can repeat its saving
1d10 days. The other effects end throw at the end of each of its turns, ending the
immediately. 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.
ADULT ASTRAL DRAGON
Huge dragon, chaotic neutral Prism Breath (Recharge 5-6). ​The dragon
exhales prismatic energy in a 60-foot cone.
Armor Class ​19 (natural armor) Each creature in that area must make a DC 19
Hit Points ​238 (19d12 + 95) Dexterity saving throw, taking 63 (18d6)
Speed ​40 ft., climb 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 When the dragon makes this attack, roll a d4
to determine which damage type it deals (1 for
24 16 21 12 12 20 acid, 2 for cold, 3 for fire, and 4 for lightning).
(+7) (+3) (+5) (+1) (+1) (+5)
LEGENDARY ACTIONS
Saving Throws ​Dex +9, Con +11, Int +7, Cha
The dragon can take 3 legendary actions,
+11
choosing from the options below. Only one
Skills ​Perception +13, Stealth +9, Survival +7
legendary action option can be used at a time
Damage Resistances ​acid, cold, fire
and only at the end of another creature’s turn.
Senses ​blindsight 60ft., darkvision 120ft.,
The dragon regains spent legendary actions at
passive perception 23
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the start of its turn. Claw. M ​ elee Weapon Attack: ​+17 to hit, reach
​ 6 (2d6 + 9) slashing
10ft., one target. ​Hit: 1
Detect. ​The dragon makes a Wisdom damage.
(Perception) check.
Tail Attack. ​The dragon makes a tail attack. Tail. ​Melee Weapon Attack: + ​ 17 to hit, reach
Wing Attack (Costs 2 Actions). ​The dragon ​ 8 (2d8 + 9) bludgeoning
20ft., one target. ​Hit: 1
beats its wings. Each creature within 10 feet damage.
of the dragon must succeed on a DC 21
Dexterity saving throw or take 14 (2d6 + 7) Frightful Presence. E ​ ach creature of the
bludgeoning damage and be knocked prone. dragon’s choice that is within 120 feet of the
The dragon can then fly up to half its flying dragon and aware of it must succeed on a DC
speed. 21 Wisdom saving throw or become frightened
for 1 minute. A creature can repeat its saving
throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s
ANCIENT ASTRAL DRAGON saving throw is successful or the effect ends for
Gargantuan dragon, chaotic neutral it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours.
Armor Class ​21 (natural armor)
Hit Points ​481 (26d20 + 208) Prism Breath (Recharge 5-6). ​The dragon
Speed ​40 ft., climb 40 ft., fly 80 ft. exhales prismatic energy in a 90-foot cone.
Each creature in that area must make a DC 21
Dexterity saving throw, taking 91 (26d6)
STR DEX CON INT WIS CHA
damage on a failed save or half as much
28 20 27 14 15 24 damage on a successful one.
(+9) (+5) (+8) (+2) (+2) (+7) When the dragon makes this attack, roll a d4
to determine which damage type it deals (1 for
acid, 2 for cold, 3 for fire, and 4 for lightning).
Saving Throws ​Dex +12, Con +15, Int +9, Cha
+14 LEGENDARY ACTIONS
Skills ​Perception +16, Stealth +12, Survival +9
Damage Immunities ​acid, cold, fire The dragon can take 3 legendary actions,
Senses ​blindsight 60ft., darkvision 120ft., choosing from the options below. Only one
passive perception 26 legendary action option can be used at a time
Languages ​Common, Draconic and only at the end of another creature’s turn.
Challenge ​24 (62,000 XP) The dragon regains spent legendary actions at
the start of its turn.
Legendary Resistance (3/Day). I​ f the dragon
fails a saving throw, it can choose to succeed Detect. ​The dragon makes a Wisdom
instead. (Perception) check.
Tail Attack. ​The dragon makes a tail attack.
ACTIONS Wing Attack (Costs 2 Actions). ​The dragon
beats its wings. Each creature within 10 feet
Multiattack. T ​ he dragon can use its Frightful of the dragon must succeed on a DC 23
Presence. It then makes three attacks: one with Dexterity saving throw or take 16 (2d6 + 9)
its bite and two with its claws. bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying
Bite. M​ elee Weapon Attack: ​+17 to hit, reach speed.
15ft., one target. ​Hit:​ 20 (2d10 + 9) piercing
damage plus 14 (4d6) damage. When the
dragon makes this attack, roll a d4 to determine
which damage type it deals in addition (1 for
acid, 2 for cold, 3 for fire, and 4 for lightning).
10

BRIMSTONE DRAGON
The ​brimstone dragon ​is a draconic BRIMSTONE WYRMLING
creature that inhabits the Lower Planes, Medium dragon, neutral evil
particularly the Nine Hells, where they are
often incubated to bolster the armies of an Armor Class ​18 (natural armor)
Hit Points ​57 (6d8 + 24)
ambitious archdevil. Unlike other planar
Speed ​30 ft., fly 60 ft., swim 30 ft.,
dragons, brimstone dragons have dual
origins: some are the children of dragons STR DEX CON INT WIS CHA
raised in the dark energies of the Lower
Planes, while others are fully-grown 16 10 18 14 11 8
(+3) (+0) (+4) (+2) (+0) (-1)
dragons enslaved and corrupted by
powerful fiendish magic.
Saving Throws ​Str +5, Con +6, Wis +2
Regardless of origin, brimstone dragons
Skills ​Perception +4, Stealth +2
have rough black hides that resemble Damage Immunities ​fire
volcanic stone, lined with cracks that glow Senses ​blindsight 10 ft., darkvision 60 ft.,
red from within, as if the dragon’s core were passive perception 14
Languages ​Draconic, Infernal
forged from molten magma. Similarly, a
Challenge ​2 (450 XP)
brimstone dragon’s eyes glow with a furious
orange flame, and its claws are singed Devil’s Sight. ​Magical darkness doesn’t
black as if burned. impede the dragon’s darkvision.
​Forged by Fire. ​Brimstone dragons are ​ ire damage dealt by the dragon
Hellfire. F
filled with hellfire, making them dangerous ignores resistance to fire damage and treats
even to fiends and fire-steeped creatures. immunity as if it were resistance.
Merely being in the presence of a brimstone
ACTIONS
dragon is uncomfortable, as the dragon
gives off a sweltering heat. However, there ​ elee Weapon Attack: ​+5 to hit, reach 5ft.,
Bite. M
is a second danger to this power; many one target. ​Hit: ​8 (1d10 + 3) piercing damage
brimstone dragons come to consider plus 2 (1d4) fire damage.
themselves as unstoppable beasts of Hellfire Breath (Recharge 5-6). ​The dragon
molten destruction, emboldened to the point exhales destructive hellfire in a 15-foot cone.
of blind pride by their hellfire. Each creature in that area must make a DC 13
Dexterity saving throw, taking 24 (7d6) fire
​Hellish Servant. ​Depending on the
damage on a failed save or half as much
dragon’s origins, it might have any number damage on a successful one.
of opinions about its devil masters. A
dragon raised in the hells might consider
itself a sort of devil, and take offense to
words levied against devilkind; a dragon
enslaved by a powerful devil might hate all
fiends with a burning malevolence--and
might even be willing to craft a bargain with
a bold adventurer in exchange for its
freedom.
11

A BRIMSTONE DRAGON’S LAIR


YOUNG BRIMSTONE DRAGON
Large dragon, neutral evil Brimstone dragons, by nature of their
servitude, rarely get to choose their own
Armor Class ​19 (natural armor) lairs, and as such are found in the massive
Hit Points ​200​ ​(16d10 + 96) stone keeps and hellish castles of their devil
Speed ​40 ft., fly 80 ft., swim 40 ft.
masters. If a brimstone dragon is allowed
some freedom to dress its surroundings, it
STR DEX CON INT WIS CHA
will display the charred bones of
18 11 22 14 12 9 adventurers and victims as proud trophies.
(+4) (+0) (+6) (+2) (+1) (-1)
LAIR ACTIONS
Saving Throws ​Str +7, Con +9, Wis +4 On initiative count 20 (losing initiative ties),
Skills ​Perception +7, Stealth +3
Damage Immunities ​fire the dragon takes a lair action to cause one
Senses ​blindsight 30 ft., darkvision 120 ft., of the following effects:
passive perception 16 ● A cloud of burning ash swirls about in a
Languages ​Common, Draconic, Infernal 20-foot radius sphere centered on a
Challenge ​7 (2,900 XP)
point the dragon can see within 120
Devil’s Sight. ​Magical darkness doesn’t feet of it. The cloud spreads around
impede the dragon’s darkvision. corners. Each creature in it must make
Hellfire. ​Fire damage dealt by the dragon
a DC 15 Constitution saving throw. On
ignores resistance to fire damage and treats a failed save, the target takes 10 (3d6)
immunity as if it were resistance. fire damage as it inhales hot ash, and
is blinded for 1 minute. On a successful
ACTIONS
save, the target takes half as much
Multiattack. T​ he dragon makes three attacks: damage and isn’t blinded. A blinded
one with its bite and two with its claws. creature can repeat its saving throw at
the end of each of its turns, ending the
Bite. M​ elee Weapon Attack: ​+7 to hit, reach
​ 5 (2d10 + 4) piercing
10ft., one target. ​Hit: 1 effect on itself on a success.
damage plus 4 (1d8) fire damage. ● Thick iron chains shoot from the ground
and attempt to restrain one creature the
Claw. M ​ elee Weapon Attack: ​+7 to hit, reach
​ 1 (2d6 + 4) slashing
5ft., one target. ​Hit: 1
dragon can see within 120 feet of it.
damage. The target must succeed on a DC 15
Dexterity saving throw or be restrained
Hellfire Breath (Recharge 5-6). ​The dragon
for 1 minute. On its turn, a restrained
exhales destructive hellfire in a 30-foot cone.
Each creature in that area must make a DC 14 creature can use its action to make a
Dexterity saving throw, taking 54 (12d6) fire Strength or Dexterity check (creature’s
damage on a failed save or half as much choice) of the same DC, freeing itself
damage on a successful one.
on a success.
● The dragon claws a sigil into the
ground and summons 1d4 imps or
lemures (the DM chooses). These
lesser devils obey the dragon’s verbal
12

commands. The dragon cannot use this


lair action again until every devil
ADULT BRIMSTONE DRAGON
Huge dragon, neutral evil
summoned by this effect is killed,
banished, or otherwise removed from Armor Class ​20 (natural armor)
the lair. Hit Points ​246 (17d12 + 119)
Speed ​40 ft., fly 80 ft., swim 40 ft.

REGIONAL EFFECTS
STR DEX CON INT WIS CHA

The region containing a legendary 21 12 25 14 13 9


brimstone dragon’s lair is warped by the (+5) (+1) (+7) (+2) (+1) (-1)
dragon’s magic, which creatures one or
more of the following effects: Saving Throws ​Str +10, Con +12, Wis +6
Skills ​Perception +11, Stealth +6
● The sky within 1 mile of the dragon’s
Damage Immunities ​fire
lair is full of hot black storm clouds that Senses ​blindsight 60 ft., darkvision 120 ft.,
resemble volcanic ash, which churn passive perception 21
and flash with bolts of lightning. If there Languages ​Common, Draconic, Infernal
Challenge ​14 (11,500 XP)
would otherwise be sunlight in the
region, that sunlight is blocked out and Devil’s Sight. ​Magical darkness doesn’t
replaced with a dull red glow, as if the impede the dragon’s darkvision.
world were on fire.
​ ire damage dealt by the dragon
Hellfire. F
● When a devil of CR rating 5 or less ignores resistance to fire damage and treats
comes within 1 mile of the dragon, it immunity as if it were resistance.
must make a DC 15 Charisma saving
Legendary Resistance (3/Day). I​ f the dragon
throw. On a failed save, it is under the fails a saving throw, it can choose to succeed
dragon’s thrall. The dragon delivers instead.
telepathic orders to the devil, which it
must obey to the best of its ability. The ACTIONS
effect automatically ends if the devil
Multiattack. T ​ he dragon can use its Frightful
leaves the lair’s 1-mile radius, or a Presence. It then makes three attacks: one with
more powerful devil claims the its bite and two with its claws.
enthralled creature as its servant.
Bite. M​ elee Weapon Attack: ​+10 to hit, reach
● Metal that comes within 1 mile of the ​ 7 (2d10 + 5) piercing
10ft., one target. ​Hit: 1
dragon’s lair grows uncomfortably damage plus 4 (1d8) fire damage.
warm to the touch. Silver, as well as
Claw. M ​ elee Weapon Attack: ​+10 to hit, reach
blessed or otherwise holy metals, are ​ 2 (2d6 + 5) slashing
5ft., one target. ​Hit: 1
immune to this effect. damage.

Tail. ​Melee Weapon Attack: + ​ 10 to hit, reach


If the dragon dies, the storm clears up over ​ 6 (2d8 + 5) bludgeoning
15ft., one target. ​Hit: 1
the course of 1d8 days. The other effects damage.
end immediately.
Frightful Presence. E​ ach creature of the
dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
13

16 Wisdom saving throw or become frightened Damage Immunities ​fire


for 1 minute. A creature can repeat its saving Senses ​blindsight 60 ft., darkvision 120 ft.,
throw at the end of each of its turns, ending the passive perception 26
effect on itself on a success. If a creature’s Languages ​Common, Draconic, Infernal
saving throw is successful or the effect ends for Challenge ​22 (41,000)
it, the creature is immune to the dragon’s
Frightful Presence for the next 24 hours. Devil’s Sight. ​Magical darkness doesn’t
impede the dragon’s darkvision.
Hellfire Breath (Recharge 5-6). ​The dragon
exhales destructive hellfire in a 60-foot cone. ​ ire damage dealt by the
Ultimate Hellfire. F
Each creature in that area must make a DC 17 dragon ignores resistance and immunity to fire
Dexterity saving throw, taking 68 (15d6) fire damage.
damage on a failed save or half as much
damage on a successful one. Legendary Resistance (3/Day). I​ f the dragon
fails a saving throw, it can choose to succeed
LEGENDARY ACTIONS instead.

The dragon can take 3 legendary actions, ACTIONS


choosing from the options below. Only one
legendary action option can be used at a time Multiattack. T ​ he dragon can use its Frightful
and only at the end of another creature’s turn. Presence. It then makes three attacks: one with
The dragon regains spent legendary actions at its bite and two with its claws.
the start of its turn.
Bite. M​ elee Weapon Attack: + ​ 13 to hit, reach
Detect. ​The dragon makes a Wisdom ​ 8 (2d10 + 6) piercing
15ft., one target. ​Hit: 1
(Perception) check. damage plus 8 (2d8) fire damage.
Tail Attack. ​The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). ​The dragon Claw. M ​ elee Weapon Attack: + ​ 13 to hit, reach
beats its wings. Each creature within 10 feet ​ 3 (2d6 + 6) slashing
10ft., one target. ​Hit: 1
of the dragon must succeed on a DC 17 damage.
Dexterity saving throw or take 12 (2d6 + 5)
Tail. ​Melee Weapon Attack: + ​ 13 to hit, reach
bludgeoning damage and be knocked prone.
​ 7 (2d8 + 6) bludgeoning
20ft., one target. ​Hit: 1
The dragon can then fly up to half its flying
damage.
speed.
Frightful Presence. E ​ ach creature of the
dragon’s choice that is within 120 feet of the
ANCIENT BRIMSTONE dragon and aware of it must succeed on a DC
19 Wisdom saving throw or become frightened
DRAGON for 1 minute. A creature can repeat its saving
Gargantuan dragon, neutral evil throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s
Armor Class ​22 (natural armor) saving throw is successful or the effect ends for
Hit Points ​390 (20d20 + 180) it, the creature is immune to the dragon’s
Speed ​40 ft., fly 80 ft., swim 40 ft. Frightful Presence for the next 24 hours.

STR DEX CON INT WIS CHA Hellfire Breath (Recharge 5-6). ​The dragon
exhales destructive hellfire in a 90-foot cone.
22 14 28 15 14 10 Each creature in that area must make a DC 20
(+6) (+2) (+9) (+2) (+2) (+0) Dexterity saving throw, taking 90 (20d6) fire
damage on a failed save or half as much
damage on a successful one.
Saving Throws ​Dex +9, Con +16, Wis +8
Skills ​Perception +16, Stealth +9
14

ignoble.
LEGENDARY ACTIONS
​Celestial Shapes. D ​ espite being able to
The dragon can take 3 legendary actions, shapeshift, celestial dragons are reluctant to
choosing from the options below. Only one do so, as they believe their natural forms to
legendary action option can be used at a time be the peak of radiance and beauty.
and only at the end of another creature’s turn.
The dragon regains spent legendary actions at
However, on the rare occasion that requires
the start of its turn. shapeshifting, a celestial dragon will take on
angelic forms, resembling devas, aasimar,
Detect. ​The dragon makes a Wisdom
and other heaven-blooded creatures
(Perception) check.
Tail Attack. ​The dragon makes a tail attack. whenever possible.
Wing Attack (Costs 2 Actions). ​The dragon ​Patron of Beauty. ​Celestial dragons
beats its wings. Each creature within 10 feet hoard items of great beauty, and see other
of the dragon must succeed on a DC 19
creatures offering items to their hoard as a
Dexterity saving throw or take 13 (2d6 + 6)
bludgeoning damage and be knocked prone. form of worship and cleansing. In particular,
The dragon can then fly up to half its flying they love paintings and woven tapestries
speed. above all other treasures.

CELESTIAL DRAGON CELESTIAL WYRMLING


The ​celestial dragon ​is draconic creature Medium dragon, lawful good
that resides in the Upper Planes, and acts
as a natural rival to the brimstone dragons Armor Class ​17 (natural armor)
Hit Points ​39 (6d8 + 12)
of the Lower Planes. Celestial dragons are
Speed ​30 ft., fly 60 ft.
divine beings, some with mortal followings,
while others serve greater deities and STR DEX CON INT WIS CHA
celestials as powerful champions of the
cause of good. 19 8 15 10 16 12
(+4) (-1) (+2) (+0) (+3) (+1)
Celestial dragons might be mistaken for
white dragons if not for their brilliant
Saving Throws ​Dex +1, Con +5, Wis +5
patterns. Celestial dragons are a brilliant
Skills ​Perception +7, Religion +2, Stealth +1
pearl color with golden streaks and veins, Damage Immunities ​radiant
as if their bodies were molded from shining Condition Immunities ​blinded
marble and struck with bolts of golden Senses ​blindsight 10 ft., darkvision 60 ft.,
passive perception 17
lightning. The horns of a celestial dragon
Languages ​Draconic, Celestial
curl together and nearly touch, forming a Challenge ​2 (450 XP)
sort of halo about their heads.
​Divine Royalty. A​ lthough celestial ACTIONS
dragons are essentially good creatures,
​ elee Weapon Attack: +
Bite. M ​ 6 to hit, reach 5ft.,
they believe themselves to be part of a
​ (1d10 + 4) piercing damage
one target. ​Hit: 9
hierarchy of divine royalty, and suffer from plus 2 (1d4) radiant damage.
an insufferable streak of pride. They will
tolerate no indignant behavior, going to Holy Breath (Recharge 5-6). ​The dragon
exhales a blast of holy flame in a 15-foot cone.
incredible lengths to avoid looking foolish or Each creature in that area must make a DC 13
15

Constitution saving throw, taking 18 (4d8) A CELESTIAL DRAGON’S LAIR


radiant damage on a failed save or half as much
on a successful one. Celestial dragons use magic and
worshippers to construct temples in isolated
places, taking joy in forcing visitors to trek
YOUNG CELESTIAL DRAGON through difficult lands in order to prostrate in
Large dragon, lawful good their presence. Works of art in the dragon’s
hoard are on full display, elevating their lairs
Armor Class ​18 (natural armor) into beauteous churches in their own name.
Hit Points ​143 (15d10 + 60)
Speed ​40 ft., fly 80 ft.
LAIR ACTIONS
STR DEX CON INT WIS CHA On initiative count 20 (losing initiative ties),
the dragon takes a lair action to cause one
22 8 18 10 20 14 of the following effects:
(+6) (-1) (+4) (+0) (+5) (+2)
● The dragon causes a 30-foot radius
flash of radiant light centered on a point
Saving Throws ​Dex +3, Con +7, Wis +9
Skills ​Perception +13, Religion +4, Stealth +3 the dragon can see within 120 feet.
Damage Immunities ​radiant Each creature in the area must
Condition Immunities ​blinded succeed on a DC 15 Constitution
Senses ​blindsight 30 ft., darkvision 120 ft.,
saving throw or be blinded for 1 minute.
passive perception 23
Languages ​Common, Draconic, Celestial A blinded creature can repeat its saving
Challenge ​9 (5,000 XP) throw at the end of each of its turns,
ending the effect on itself on a success.
ACTIONS ● The dragon creates fog as though it
had cast the ​fog cloud ​spell. The fog
Multiattack. ​The dragon makes three attacks:
one with its bite and two with its claws. lasts until initiative count 20 on the next
round.
Bite. M​ elee Weapon Attack: + ​ 10 to hit, reach
​ 7 (2d10 + 6) piercing
10ft., one target. ​Hit: 1
damage plus 2 (1d4) radiant damage. REGIONAL EFFECTS
The region containing a legendary celestial
Claw. M ​ elee Weapon Attack: + ​ 10 to hit, reach dragon’s lair is warped by the dragon’s
​ 3 (2d6 + 6) slashing
5ft., one target. ​Hit: 1
damage. magic, which creates one or more of the
following effects:
Holy Breath (Recharge 5-6). ​The dragon ● Within 6 miles of the dragon’s lair,
exhales a blast of holy flame in a 30-foot cone.
Each creature in that area must make a DC 17
sunlight seems especially bright and
Constitution saving throw, taking 54 (12d8) harsh. This causes plants to overgrow
radiant damage on a failed save or half as much to the point of lush frenzy, and
on a successful one. creatures with any amount of sensitivity
to sunlight are rendered blind when
standing in direct sunlight.
● Birds and winds within 6 mile of the
dragon’s lair harmonize with each
16

other, each making up a small part in a damage.


heavenly chorus. If the dragon is
hostile to a creature, this chorus seems Tail. ​Melee Weapon Attack: + ​ 12 to hit, reach
​ 8 (2d8 + 7) bludgeoning
15ft., one target. ​Hit: 1
more haunting than beautiful. damage.
● Good-aligned creatures within 1 mile of
the dragon’s lair are emboldened. Such Astonishing Presence. E ​ ach creature of the
dragon’s choice that is within 120 feet of the
creatures have resistance to necrotic
dragon and aware of it must succeed on a DC
damage until they leave the lair’s 1-mile 17 Wisdom saving throw or become stunned for
radius. 1 minute. A creature can repeat its saving throw
at the end of each of its turns, ending the effect
on itself on a success. If a creature’s saving
If the dragon dies, all effects end instantly.
throw is successful or the effect ends for it, the
creature is immune to the dragon’s Astonishing
Presence for the next 24 hours.
ADULT CELESTIAL DRAGON
Huge dragon, lawful good Holy Breath (Recharge 5-6). ​The dragon
exhales a blast of holy flame in a 60-foot cone.
Armor Class ​19 (natural armor) Each creature in that area must make a DC 20
Hit Points ​225​ ​(18d12 + 90) Constitution saving throw, taking 63 (14d8)
Speed ​40 ft., fly 80 ft. radiant damage on a failed save or half as much
on a successful one.
STR DEX CON INT WIS CHA Change Shape. ​The dragon magically
polymorphs into a humanoid, beast, or celestial
25 10 21 11 27 17
that has a challenge rating no higher than its
(+7) (+0) (+5) (+0) (+8) (+3)
own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing
Saving Throws ​Dex +5, Con +10, Wis +13 or carrying is absorbed or borne by the new
Skills ​Perception +18, Religion +5, Stealth +5 form (the dragon’s choice).
Damage Immunities ​radiant In its new form, the dragon retains its
Condition Immunities ​blinded alignment, hit points, Hit Dice, ability to speak,
Senses ​blindsight 60ft., darkvision 120ft., proficiencies, Legendary Resistance, lair
passive perception 28 actions, and Intelligence, Wisdom, and
Languages ​Common, Draconic, Celestial Charisma scores, as well as this action. Its
Challenge ​16 (15,000 XP) statistics and capabilities are otherwise
replaced by those of the new form, except any
Legendary Resistance (3/Day). I​ f the dragon class features or legendary actions of that form.
fails a saving throw, it can choose to succeed
instead. LEGENDARY ACTIONS
ACTIONS The dragon can take 3 legendary actions,
choosing from the options below. Only one
Multiattack. ​The dragon can use its legendary action option can be used at a time
Astonishing Presence. It then makes three and only at the end of another creature’s turn.
attacks: one with its bite and two with its claws. The dragon regains spent legendary actions at
the start of its turn.
Bite. M​ elee Weapon Attack: + ​ 12 to hit, reach
​ 0 (2d10 + 7) piercing
10ft., one target. ​Hit: 2 Detect. ​The dragon makes a Wisdom
damage plus 4 (1d8) radiant damage. (Perception) check.
Tail Attack. ​The dragon makes a tail attack.
Claw. M ​ elee Weapon Attack: + ​ 12 to hit, reach Wing Attack (Costs 2 Actions). ​The dragon
​ 4 (2d6 + 7) slashing
5ft., one target. ​Hit: 1
17

beats its wings. Each creature within 10 feet dragon’s choice that is within 120 feet of the
of the dragon must succeed on a DC 17 dragon and aware of it must succeed on a DC
Dexterity saving throw or take 14 (2d6 + 7) 20 Wisdom saving throw or become stunned for
bludgeoning damage and be knocked prone. 1 minute. A creature can repeat its saving throw
The dragon can then fly up to half its flying at the end of each of its turns, ending the effect
speed. 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.
ANCIENT CELESTIAL DRAGON
Gargantuan dragon, lawful good Holy Breath (Recharge 5-6). ​The dragon
exhales a blast of holy flame in a 90-foot cone.
Armor Class ​22 (natural armor) Each creature in that area must make a DC 22
Hit Points ​396​ ​(24d20 + 144) Constitution saving throw, taking 72 (16d8)
Speed ​40 ft., fly 80 ft. radiant damage on a failed save or half as much
on a successful one.
STR DEX CON INT WIS CHA
Change Shape. ​The dragon magically
28 11 23 12 30 17 polymorphs into a humanoid, beast, or celestial
(+9) (+0) (+6) (+1) (+10) (+3) that has a challenge rating no higher than its
own, or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing
Saving Throws ​Dex +7, Con +13, Wis +17 or carrying is absorbed or borne by the new
Skills ​Perception +24, Religion +8, Stealth +7 form (the dragon’s choice).
Damage Immunities ​radiant In its new form, the dragon retains its
Condition Immunities ​blinded alignment, hit points, Hit Dice, ability to speak,
Senses ​blindsight 60ft., darkvision 120ft., proficiencies, Legendary Resistance, lair
passive perception 34 actions, and Intelligence, Wisdom, and
Languages ​Common, Draconic, Celestial Charisma scores, as well as this action. Its
Challenge ​23 (50,000 XP) statistics and capabilities are otherwise
replaced by those of the new form, except any
Legendary Resistance (3/Day). I​ f the dragon class features or legendary actions of that form.
fails a saving throw, it can choose to succeed
instead. LEGENDARY ACTIONS
ACTIONS The dragon can take 3 legendary actions,
choosing from the options below. Only one
Multiattack. ​The dragon can use its legendary action option can be used at a time
Astonishing Presence. It then makes three and only at the end of another creature’s turn.
attacks: one with its bite and two with its claws. The dragon regains spent legendary actions at
the start of its turn.
Bite. M​ elee Weapon Attack: + ​ 16 to hit, reach
​ 2 (2d10 + 9) piercing
15ft., one target. ​Hit: 2 Detect. ​The dragon makes a Wisdom
damage plus 8 (2d8) radiant damage. (Perception) check.
Tail Attack. ​The dragon makes a tail attack.
Claw. M ​ elee Weapon Attack: + ​ 16 to hit, reach
Wing Attack (Costs 2 Actions). ​The dragon
​ 6 (2d6 + 9) slashing
10ft., one target. ​Hit: 1
beats its wings. Each creature within 10 feet
damage.
of the dragon must succeed on a DC 20
Tail. ​Melee Weapon Attack: + ​ 16 to hit, reach Dexterity saving throw or take 16 (2d6 + 9)
​ 0 (2d8 + 9) bludgeoning
20ft., one target. ​Hit: 2 bludgeoning damage and be knocked prone.
damage. The dragon can then fly up to half its flying
speed.
​ ach creature of the
Astonishing Presence. E
18

STARLIGHT DRAGON passive perception 14


The ​starlight dragon ​is among the rarest of Languages ​Draconic
Challenge ​3 (700 XP)
all dragons, existing only in the space
between planes. These dragons are Inscrutable. T​ he dragon is immune to any
embodiments of space itself, in command of effect that would sense its emotions or read its
a terrible cosmic power that haunts those thoughts, as well as any divination spell that it
refuses.
who fray the boundaries between planes.
Starlight dragons have jet-black bodies ACTIONS
that reflect no light, save for the tiny motes
of white light that spot its scales. In all, the ​ elee Weapon Attack: +
Bite. M ​ 6 to hit, reach 5ft.,
dragon resembles the tapestry of the night ​ (1d10 + 4) piercing damage
one target. ​Hit: 9
plus 2 (1d4) cold damage.
sky, with four white eyes like glowing moons
and claws like shooting stars. Void Breath. T​ he dragon exhales pure void in a
​Cosmic Mind. ​As creatures beyond even 15-foot cone. Each creature in that area must
the nature of planar beings, starlight make a DC 13 Dexterity saving throw, taking 11
(2d10) cold damage and 11 (2d10) necrotic
dragons are beings with inscrutable minds damage on a failed save, or half as much on a
and maddening speech. Because of this successful one.
eldritch nature, some theorize that starlight
dragons come from the Far Realms--but
there’s no evidence for or against this
YOUNG STARLIGHT DRAGON
particular theory. Large dragon, neutral
​Hoard of Stars. ​The only thing starlight
dragons seem interested in hoarding is Armor Class ​18 (natural armor)
stars--tiny balls of flame and light and Hit Points ​189 (18d10 + 72)
Speed ​40 ft., fly 80 ft.
cosmic dust that it scatters about its lair in
constellations intelligible only to the starlight
STR DEX CON INT WIS CHA
dragon itself.
22 16 18 12 11 19
(+6) (+3) (+4) (+1) (+0) (+4)
STARLIGHT WYRMLING
Medium dragon, neutral
Saving Throws ​Dex +7, Con +8, Int +5, Cha +8
Skills ​Perception +8, Stealth +7
Armor Class ​17 (natural armor)
Damage Immunities ​cold, necrotic
Hit Points ​60 (8d8 + 24)
Senses ​blindsight 30ft., darkvision 120ft.,
Speed ​30 ft., fly 60 ft.
passive perception 18
Languages ​Common, Draconic
STR DEX CON INT WIS CHA Challenge ​10 (5,900 XP)

19 14 17 12 11 17 Inscrutable. T​ he dragon is immune to any


(+4) (+2) (+3) (+1) (+0) (+3) effect that would sense its emotions or read its
thoughts, as well as any divination spell that it
Saving Throws ​Dex +4, Con +5, Int +3, Cha +5 refuses.
Skills ​Perception +4, Stealth +4
Damage Immunities ​cold, necrotic ACTIONS
Senses ​blindsight 10ft., darkvision 60ft.,
19

Multiattack. ​The dragon makes three attacks: shift​ spell, allows a creature to leave
one with its bite and two with its claws. this space early.
● A 20-foot cube of interplanar darkness
Bite. M​ elee Weapon Attack: + ​ 10 to hit, reach
​ 7 (2d10 + 6) piercing
10ft., one target. ​Hit: 1
forms centered on a point the dragon
damage plus 2 (1d4) cold damage. can see within 120 feet. This darkness
is magical and impedes normal
Claw. M ​ elee Weapon Attack: + ​ 10 to hit, reach
darkvision. Additionally, a creature that
​ 3 (2d6 + 6) slashing
5ft., one target. ​Hit: 1
damage. starts its turn inside this cube of
darkness must succeed on a DC 15
Void Breath. T​ he dragon exhales pure void in a
Constitution saving throw, taking 10
30-foot cone. Each creature in that area must
make a DC 17 Dexterity saving throw, taking 28 (3d6) cold damage from the void of
(5d10) cold damage and 28 (5d10) necrotic space on a failed save or half as much
damage on a failed save, or half as much on a on a successful one.
successful one.

REGIONAL EFFECTS
The region containing a portal to a
A STARLIGHT DRAGON’S LAIR
legendary starlight dragon’s lair is warped
by the dragon’s magic, which creates one or
Starlight dragons, being creatures of an
more of the following effects:
interplanar space, form special demiplanes
● The night sky within 6 miles of the
called “star coves”, accessible to the dragon
portal contains completely different
at will and to others who know of its
constellations from a far-flung corner of
existence and location. This expansive
space, making navigation by star
black space has a reflective floor that
position nearly impossible. However,
ripples to the touch, as if it were made of
the new arrangement of stars is also
water--but otherwise holds no walls or
indescribably beautiful.
ceiling.
● The air within 1 mile of the portal is
unnaturally cold, as if all the heat were
LAIR ACTIONS
escaping somehow. This coldness
On initiative count 20 (losing initiative ties),
increases in intensity the closer you get
the dragon takes a lair action to cause one
to the portal, which itself renders the
of the following effects:
earth in a 10-foot radius a barren
● The dragon attempts to banish one
flash-frozen waste.
creature it can see to the reflection
● Obsidian tears in the earth form within
below the lair’s floor. The creature must
1 mile of the portal, allowing eldritch
succeed on a DC 15 Charisma saving
creatures from the Far Realm to dwell
throw or be transported to this isolated
nearby.
realm until initiative count 20 on the
next round. A creature in the reflection
If the dragon dies, the tears close instantly.
can see what is happening in the lair in
All other effects fade over 1d6 days.
its own version of the reflection, but can
affect no objects or creatures in the lair.
Interplanar travel, such as the ​plane
20

ADULT STARLIGHT DRAGON for 1 minute. A creature can repeat its saving
Huge dragon, neutral 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
Armor Class ​19 (natural armor)
it, the creature is immune to the dragon’s
Hit Points ​276 (19d12 + 133)
Frightful Presence for the next 24 hours.
Speed ​40 ft., fly 80 ft.
Breath Weapons (Recharge 5-6). ​The dragon
STR DEX CON INT WIS CHA uses one of the following breath weapons.

26 17 25 13 11 22 Void Breath. T​ he dragon exhales pure void in a


(+8) (+3) (+7) (+1) (+0) (+6) 60-foot cone. Each creature in that area
must make a DC 21 Dexterity saving throw,
taking 32 (6d10) cold damage and 32 (6d10)
Saving Throws ​Dex +9, Con +16, Int +6, Cha necrotic damage on a failed save, or half as
+12 much on a successful one.
Skills ​Perception +12, Stealth +9 Starlight Breath. ​The dragon exhales a rush of
Damage Immunities ​cold, necrotic dazzling starlight in a 60-foot cone. Each
Senses ​blindsight 60ft., darkvision 120ft., creature in that area must succeed on a DC
passive perception 22 21 Wisdom saving throw or be stunned for 1
Languages ​Common, Draconic minute. The effect ends for a creature if it
Challenge ​18 (22,000 XP) takes damage or is shaken out of its daze by
another creature as an action.
Inscrutable. T​ he dragon is immune to any
effect that would sense its emotions or read its
thoughts, as well as any divination spell that it
LEGENDARY ACTIONS
refuses.
The dragon can take 3 legendary actions,
Legendary Resistance (3/Day). I​ f the dragon choosing from the options below. Only one
fails a saving throw, it can choose to succeed legendary action option can be used at a time
instead. and only at the end of another creature’s turn.
The dragon regains spent legendary actions at
ACTIONS the start of its turn.

Detect. ​The dragon makes a Wisdom


Multiattack. ​The dragon can use its Frightful
(Perception) check.
Presence. It then makes three attacks: one with
Tail Attack. ​The dragon makes a tail attack.
its bite and two with its claws.
Wing Attack (Costs 2 Actions). ​The dragon
Bite. M​ elee Weapon Attack: + ​ 14 to hit, reach beats its wings. Each creature within 10 feet
​ 9 (2d10 + 8) piercing
10ft., one target. ​Hit: 1 of the dragon must succeed on a DC 20
damage plus 4 (1d8) cold damage. Dexterity saving throw or take 15 (2d6 + 8)
bludgeoning damage and be knocked prone.
Claw. M ​ elee Weapon Attack: + ​ 14 to hit, reach The dragon can then fly up to half its flying
​ 5 (2d6 + 8) slashing
5ft., one target. ​Hit: 1 speed.
damage.

Tail. ​Melee Weapon Attack: + ​ 14 to hit, reach


​ 7 (2d8 + 8) bludgeoning
15ft., one target. ​Hit: 1
damage.

Frightful Presence. E​ ach creature of the


dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
21 Wisdom saving throw or become frightened
21

ANCIENT STARLIGHT 23 Wisdom saving throw or become frightened


for 1 minute. A creature can repeat its saving
DRAGON throw at the end of each of its turns, ending the
Gargantuan dragon, neutral effect on itself on a success. If a creature’s
saving throw is successful or the effect ends for
Armor Class ​22 (natural armor) it, the creature is immune to the dragon’s
Hit Points ​566 (29d20 + 261) Frightful Presence for the next 24 hours.
Speed ​50 ft., fly 100 ft.
Breath Weapons (Recharge 5-6). ​The dragon
uses one of the following breath weapons.
STR DEX CON INT WIS CHA
Void Breath. T​ he dragon exhales pure void in a
30 17 28 15 12 25
60-foot cone. Each creature in that area
(+10) (+3) (+9) (+2) (+1) (+7)
must make a DC 24 Dexterity saving throw,
taking 37 (7d10) cold damage and 37 (7d10)
Saving Throws ​Dex +10, Con +16, Int +8, Cha necrotic damage on a failed save, or half as
+13 much on a successful one.
Skills ​Perception +13, Stealth +9 Starlight Breath. ​The dragon exhales a rush of
Damage Immunities ​cold, necrotic dazzling starlight in a 60-foot cone. Each
Senses ​blindsight 60ft., darkvision 120ft., creature in that area must succeed on a DC
passive perception 23 24 Wisdom saving throw or be stunned for 1
Languages ​Common, Draconic minute. The effect ends for a creature if it
Challenge ​25 (75,000 XP) takes damage or is shaken out of its daze by
another creature as an action.
Inscrutable. T​ he dragon is immune to any
effect that would sense its emotions or read its LEGENDARY ACTIONS
thoughts, as well as any divination spell that it
refuses. The dragon can take 3 legendary actions,
choosing from the options below. Only one
Legendary Resistance (3/Day). I​ f the dragon
legendary action option can be used at a time
fails a saving throw, it can choose to succeed
and only at the end of another creature’s turn.
instead.
The dragon regains spent legendary actions at
the start of its turn.
ACTIONS
Detect. ​The dragon makes a Wisdom
Multiattack. ​The dragon can use its Frightful (Perception) check.
Presence. It then makes three attacks: one with Tail Attack. ​The dragon makes a tail attack.
its bite and two with its claws. Wing Attack (Costs 2 Actions). ​The dragon
beats its wings. Each creature within 10 feet
Bite. M​ elee Weapon Attack: + ​ 17 to hit, reach of the dragon must succeed on a DC 22
​ 1 (2d10 + 10) piercing
15ft., one target. ​Hit: 2 Dexterity saving throw or take 17 (2d6 + 10)
damage plus 8 (2d8) cold damage. bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying
Claw. M ​ elee Weapon Attack: + ​ 17 to hit, reach
speed.
​ 7 (2d6 + 10) slashing
10ft., one target. ​Hit: 1
damage.

Tail. ​Melee Weapon Attack: + ​ 17 to hit, reach


​ 9 (2d8 + 10) bludgeoning
20ft., one target. ​Hit: 1
damage.

Frightful Presence. E​ ach creature of the


dragon’s choice that is within 120 feet of the
dragon and aware of it must succeed on a DC
22

VARIANT DRAGONS VARIANT: FEEBLEMIND DRAGONS


Certain dragons of more conventional ilks
A feeblemind dragon has the following
undergo a transformation that leaves them
traits in addition to or instead of its normal
stranger and more foreign than before--be it traits:
at birth or in the course of the dragon’s life. Ability Score Decrease. ​The dragon’s
These dragons, referred to as “variants”, are Intelligence and Charisma scores
simply minor statistical tweaks on existing becomes 1. This prevents the dragon
dragon stat blocks, in order to make familiar from casting spells, activating magic
foes exciting and new again. items, and using legendary actions if it
has them.
​Alignment. T ​ he dragon’s alignment
FEEBLEMIND DRAGONS becomes unaligned.
When a powerful spellcaster uses the ​Change Shape. ​If the dragon has the
feeblemind ​spell on a dragon, crippling its Change Shape trait, it loses this trait until
intellect and reducing it to its bestial nature, the feeblemind effect ends.
a ​feeblemind dragon ​is the result. This ​Languages. T ​ he dragon can no longer
perversion of draconic nature often occurs speak, and can only understand Draconic.
when a mad king or powerful warlock
wishes to enslave a dragon and turn it into a HYBRID DRAGONS
glorified guard dog, placing it in front of a Once in a blue moon, dragons of different
vulnerable stronghold or a long-buried vault ancestries will fall in love, spawning a
and giving it free rein to gore any creature cluster of wyrmlings. As draconic blood is
that passes. This is an exceedingly difficult extremely dominant, most of these
task to achieve--the wit of dragons rises wyrmlings take after one parent or the
above most creatures, after all--but once other--for instance, the five wyrmlings of a
achieved can be utilized to devastating red dragon and a blue dragon might be
efficacy. three red wyrmlings and two blue. But in
Other dragons regard feeblemind dragons rare instances, neither ancestry will shun
as a horrible violation of their proud race, out the other, creating a ​hybrid dragon​--a
and will often do their best to free the wyrmling that takes traits from both of its
dragon of its enchantment--or, lacking that parents’ ancestries, be that for better or for
option, reduce the spellcaster to a pile of worse.
miserable meat-strips. This disgust can Hybrid dragons of the same
even be enough for dragons of different alignment--the offspring of two chromatic
colors and alignments to overcome their dragons or two metallic dragons--are
natural differences; one of the extremely generally accepted with enthusiasm into
rare recorded instances of chromatic and their parents’ draconic cultures, viewed as
metallic dragons working together depicts the peak evolution of two ancestries--a
the rescue of a feebleminded gold dragon, symbol of versatility and strength. However,
once the king of a grand and luxurious the hybrid offspring of different
draconic kingdom. alignments--the child of a chromatic dragon
and a metallic dragon--are reviled by both
23

as an abomination, each side seeing the TWO-HEADED DRAGONS


hybrid corrupted by the other. These Generally the result of natural mutation (but
dragons, as so many half-races do, grow up sometimes the result of arcane
alone in the world, forging their own path by experiments), ​two-headed dragons a ​ re
necessity. exactly as advertised--a dragon with two
heads. This evolution is generally beneficial,
VARIANT: HYBRID DRAGONS allowing the dragon to bite with more
ferocity and to resist mind-influencing
Choose one of the dragon’s two effects.
ancestries to be the dominant bloodline. In truth, two-headed dragons are still a
This ancestry will determine the dragon’s single intelligence: each head is controlled
ability scores, Armor Class, and hit points,
by the same mind, rather than two separate
as well as skill and saving throw
minds bickering and struggling for control.
proficiencies. For other statistics, a hybrid
dragon has the following traits in addition Some anecdotes have these dragons’ two
to or instead of its normal traits: heads speaking in riddles and finishing each
​Alignment. ​A hybrid dragon can other’s sentences; whether this is true or not
choose its own alignment, unless the is largely conjecture.
alignments of both its bloodlines are the
same, in which case it inherits said
alignment. VARIANT: TWO-HEADED DRAGONS
​Amphibious. I​ f either of a hybrid
dragon’s bloodlines are amphibious, it A two-headed dragon has the following
inherits this trait. traits in addition to or instead of its normal
​Breath Weapon. A ​ hybrid dragon has traits.
access to any breath weapons available Breath Weapon. A ​ two-headed
to either of its bloodlines. However, in dragon’s breath weapon recharges more
exchange, its breath weapon only often, on a roll of 4-6.
recharges on a roll of 6. ​Conditions. ​A two-headed dragon has
​Change Shape.​ If either of a hybrid advantage on saving throws made to
dragon’s bloodlines has access to the resist being blinded, charmed, deafened,
Change Shape ability, it inherits this trait. or frightened. If an effect that would
​Resistance and Immunity. ​A hybrid impose such a condition only targets one
dragon inherits any condition immunities head, it automatically fails as the second
and damage resistances, immunities, and head compensates for the lost senses.
vulnerabilities from both of its bloodlines. Multiattack. ​A two-headed dragon can
​Extra Damage. ​If either of a hybrid make two attacks: two bites, two claws, or
dragon’s bloodlines deals additional one of each.
elemental damage on a ​bite o ​ r other
attack, it inherits this property. If both do,
it can choose which damage type to deal
at will.
Movement Speed. ​A hybrid dragon has
any special forms of movement available
to either of its bloodlines.

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