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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.
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
5
18 8 20 6 11 12
(+4) (-1) (+5) (-2) (+0) (+1)
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.
7
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
REGIONAL EFFECTS
STR DEX CON INT WIS CHA
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.
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
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.