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Table of Contents

Chapter 1: Lesser Dragons 3 Chapter 3: Dragonkin 10


Dragonling ......................................................................................... 3 Varghest ........................................................................................... 10
Drake ...................................................................................................3 Wyvern ..............................................................................................10
Chapter 2: True Dragons 4 Chapter 4: Dragon Colors 12
Dragon ................................................................................................4 Named Variants ..............................................................................12
High Dragon ......................................................................................6
Lair ..................................................................................................7 Credits 13
Great Dragon .....................................................................................8
Chapter 1: Lesser Dragons

H
atchlings and matured male dragons are
considered the lesser kind of the true
dragons. They have no wings and are Dragonling
therefore incapable of flight, but their Medium dragon, unaligned
aggressive and territorial nature makes them
no less frightening to come across. Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Dragonling
Newly hatched dragons are roughly the size of a deer and STR DEX CON INT WIS CHA
voraciously hungry. They live for a short time in their 15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
mother's lair before venturing out on their own. The slender,
wingless creatures are born in vast numbers, as only a few Saving Throws Dex +2, Con +3, Wis +2, Cha +3
survive to adulthood. It is nigh impossible to determine the Skills Perception +4, Stealth +2
sex of a dragonling. Senses darkvision 60 ft., passive Perception 14
Dragonlings that have left their mother's lair hunt in small Languages ―
packs to take down larger prey. Although they fight together, Challenge 2 (450 XP)
they care little for each others well being. If a member of a
pack is mortally wounded or no longer able to hunt, it is left Actions
behind to fend for itself.
All dragonlings are born with dull gray colored scales that Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
rarely vary from one another. one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapon (Recharge 5-6). The dragonling
Drake exhales fire in a 15-foot cone. Each creature in that
area must make a DC 11 Dexterity saving throw,
Drakes are intelligent, almost sly, yet ferocious beasts. Once taking 21 (6d6) fire damage on a failed save, or half
they have fully matured, male dragons seek out the lairs of as much damage on a successful one.
adult females. When they find one, they move into her lair
and spend the rest of their lives there, hunting for her and
defending her young. Drakes never develop wings, unlike The dark gray scales of all drakes varies slightly from one
female dragons; at most, their forelegs grow vestigial spurs another in regard to their saturation, but it is not uncommon
where wing membranes might have been. A high dragon will for these scales to have a purple hue. On rare occassions the
have a dozen or more drakes guarding her young, constantly scales have a blue or red hue instead. Drake scales form a
fighting among themselves for the right to mate. tough natural armor and their hides are prized for making
Drakes aggressively defend a high dragons nest, fighting suits of highly effective armor. Colored scales are highly
with sharp claws and crushing bites. They can spit gouts of sought after, often used by nobles to have unique armors or
flame and strike pulverizing blows with their tails. clothing crafted as a symbol of their prestige.

Drake Actions
Large dragon, unaligned Multiattack. The drake makes three attacks: one with its
bite or tail and two with its claws.
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 11 (2d6 + 4) slashing damage.
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Breath Weapon (Recharge 5-6). The drake exhales fire in
Skills Survival +4, Perception +7, Stealth +4 a 30-foot cone. Each creature in that area must make a
Senses darkvision 120 ft., passive Perception 17 DC 13 Dexterity saving throw, taking 35 (10d6) fire
Languages ― damage on a failed save, or half as much damage on a
Challenge 5 (1,800 XP) successful one.

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Chapter 2: True Dragons

A
dragon that takes to the skies is considered to During the maturing period dragons evolve their innate
be a true dragon. At the dawn of the mankind capability to breath fire, developing at least a second set of
the dragons were considered godlike creatures, glands that produce a different elemental effect. It is
with the strongest among them revered as extremely rare for a dragon to develop more than one
pantheons. After the Magisters of Tevinter additional set of glands, though not unheard of.
supposedly entered the Golden City, corrupting Dragons are intelligent and cunning creatures. They have
it with their sins, the great dragons of old been observed fighting dangerous monstrosities, such as
disappeared. For nearly a thousand years after the giants and darkspawn warbands, in order to study the
disappearance of the Old Gods, dragons lived as dangerous behaviours of potential threats to their territory for when they
beasts in the wilds. In the Steel Age, dragons were hunted to claim a nest. They have also on occassion attacked major
near-extinction thanks to methods pioneered by the villages or smaller towns if one is near a potential lair, either
Pentaghast family of Nevarra. Most people thought that to route the townsfolk or gage their respond to its presence.
dragons had been extinct for centuries, but a notable They take full advantage of their natural talents and evolving
rampage by a high dragon during the end of the Blessed Age bodies, often deploying fly-bys against larger groups of
caused Divine Faustine II to name the next Age as the creatures, while bombarding them with the various breath
Dragon Age. weapons at their disposal.
As a dragon begins to mature, the dull gray color scheme of
its scales rapidly change. Vibrant and beautiful colors set in,
Dragon often intermingling with each other. The base color scheme
Dragons are maturing female dragons. They traverse vast for dragons have well-known names, descriped in detail in
distances, devouring most of the wildlife they come by in chapter 4. Stripes and spots unique to each dragon causes
order to grow. During the same period, they search for a them to be identifiable when sighted, making it easy for
suitable lair to build their nest in, preferring ruins and caves. dragon hunters to track their prey.

Dragon Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Huge dragon, unaligned
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
Armor Class 19 (natural armor) target. Hit: 15 (2d8 + 6) bludgeoning damage.
Hit Points 207 (18d12 + 90)
Speed 40 ft., fly 80 ft., swim 40 ft. Breath Weapon (Recharge 5-6). The dragon uses one of
the following breath weapons.
Fire Breath. The drake exhales fire in a 30-foot cone.
STR DEX CON INT WIS CHA Each creature in that area must make a DC 16
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) Dexterity saving throw, taking 49 (14d6) fire
damage on a failed save, or half as much damage on
a successful one.
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Secondary Breath. Choose or randomly determine an
Skills Insight +7, Intimidation +7, Survival +7,
additional breath from the Dragon Breath Attack
Perception +12, Stealth +6
table.
Damage Immunities fire, and any damage type of its
additional breath weapon
Condition Immunities charmed, frightened, poisoned Legendary Actions
Senses darkvision 120 ft., passive Perception 17 The dragon can take 3 legendary actions, choosing
Languages ― from the options below. Only one legendary action
Challenge 15 (13,000 XP) option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Hold Breath. The dragon can hold its breath for 1 hour. legendary actions at the start of its turn.

Legendary Resistance (3/Day). If the dragon fails a saving Detect. The dragon makes a Wisdom (Perception)
throw, it can choose to succeed instead. check.
Tail Attack. The dragon makes a tail attack.
Actions Wing Buffet (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon
Multiattack. The drake makes three attacks: one with its must make a DC 17 Dexterity saving throw, taking
bite or tail and two with its claws. 13 (2d6 + 6) bludgeoning damage, be pushed 10
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one feet away from the dragon, and are knocked prone
target. Hit: 16 (2d10 + 6) piercing damage. on a failed save, or take half as much damage and be
pushed 5 feet away from the dragon on a success.
The dragon can then fly up to half its flying speed.

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Dragon Breath Attacks
1 Acid The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14
Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a
successful one.
2 Cold The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution
saving throw, taking 58 (13d8) cold damage on a failed save, or half as much on a success.
3 Lightning The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC
14 Dexterity saving throw, taking 66 (12d10) lightning damageo na failed save, or half as much damage on a
successful one.
4 Paralyzing The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18
Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
5 Poison The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14
Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a
successful one.
6 Repulsion The dragon exhales repulsion energy in a 15-foot cone. Each creature in that area must succeed on a DC 18
Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
7 Shadow The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity
saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful
one.
8 Sleep The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 18
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature
takes damage or someone uses an action to wake it.
9 Slowing The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution
saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more
than one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its
turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself with a successful save.
10 Weakening The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Strength
saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success.

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Once every hundred years or so, the high dragon prepares
High Dragon for clutching by emerging from her lair and taking wing. She
High dragons are venerable, and fully mature, female will fly far and wide, eating hundreds of animals, most often
dragons. They are the monsters of legend and one of the livestock, over the course of a few weeks and leaving
most powerful of all dragonkind. They hollow out massive smoldering devastation in her wake. During this time entire
lairs for themselves, for they need the space to house their villages and forests can be reduced to ash, leaving hundreds
harem of drakes as well as their eggs and the dragonlings. dead or displaced. She then returns to her lair to lay her eggs.
Living for more than a thousand years, they are seldom seen
and spend most of their time sleeping and mating, living off
the prey their drakes bring back. "Be cautious. A dragon such as this is better to
High dragons are extremely territorial and will typically avoid than engage." ―Morrigan
attack almost anything that trespasses near its lair. Even
creatures as large and powerful as giants (and other dragons)
must be cautious when a high dragon's lair is nearby.

High Dragon Secondary Breath. Choose or randomly determine an


additional breath from the High Dragon Breath
Gargantuan dragon, unaligned
Attack table.
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192) Legendary Actions
Speed 40 ft., fly 80 ft., swim 40 ft. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
STR DEX CON INT WIS CHA another creature's turn. The dragon regains spent
29 (+9) 12 (+1) 27 (+8) 18 (+4) 17 (+3) 21 (+5) legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception)
Saving Throws Dex +8, Con +15, Wis +10, Cha +12 check.
Skills Insight +10, Intimidation +12, Survival +10, Move. The dragon moves up to half its speed.
Perception +17, Stealth +8 Tail Attack. The dragon makes a tail attack.
Damage Immunities fire, and any damage type of its Wing Buffet (Costs 2 Actions). The dragon beats its
additional breath weapon wings. Each creature within 10 feet of the dragon
Condition Immunities charmed, frightened, poisoned, must make a DC 19 Dexterity saving throw, taking
prone 30 (6d6 + 9) bludgeoning damage, be pushed 10
Senses darkvision 120 ft., passive Perception 27 feet away from the dragon, and are knocked prone
Languages ― on a failed save, or take half as much damage and be
Challenge 22 (30,000 XP) pushed 5 feet away from the dragon on a success.
The dragon can then fly up to half its flying speed.
Hold Breath. The dragon can hold its breath for 1 hour. Changing Winds (Costs 2 Actions). The dragon beats its
wings continuously. Each creature within 30 feet of
Legendary Resistance (3/Day). If the dragon fails a saving the dragon must succeed on a DC 19 Strength
throw, it can choose to succeed instead. saving throw or be pulled 15 feet towards the
dragon. The area around the dragon becomes
Actions difficult terrain until the beginning of the dragons
Multiattack. The drake makes three attacks: one with its next turn, and any creature that ends its turn in the
bite or tail and two with its claws. area must succeed on a DC 19 Strength saving
throw or be pulled 15 feet towards the dragon,
Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one ignoring difficult terrain. If they end up being within
target. Hit: 16 (2d10 + 9) piercing damage. 5 feet of the dragon after being pulled, they take 23
Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one (4d6 + 9) bludgeoning damage as they slam into
target. Hit: 13 (2d6 + 9) slashing damage. the dragons body. Arrows, bolts, and other ordinary
projectiles launched at the dragon or targets within
Tail. Melee Weapon Attack: +16 to hit, reach 15 ft., one the area are deflected upward and automatically
target. Hit: 15 (2d8 + 9) bludgeoning damage. miss (boulders hurled by giants or siege engines,
Breath Weapon (Recharge 5-6). The dragon uses one of and similar projectiles, are unaffected). If the dragon
the following breath weapons. moves or performs a legendary action before the
beginning of its next turn, the effects of Changing
Fire Breath. The drake exhales fire in a 60-foot cone. Winds immediately end.
Each creature in that area must make a DC 20 Overwhelming Roar (Costs 2 Actions). The dragon
Dexterity saving throw, taking 56 (16d6) fire bellows threateningly. Each non-dragon creature
damage on a failed save, or half as much damage on within 120 feet of the dragon that can hear it must
a successful one. succeed on a DC 19 Constitution saving throw or
be stunned until the end of their next turn.

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High Dragon Breath Attacks
1 Acid The dragon exhales acid in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16
Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a
successful one.
2 Cold The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution
saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a success.
3 Lightning The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC
16 Dexterity saving throw, taking 88 (16d10) lightning damageo na failed save, or half as much damage on a
successful one.
4 Paralyzing The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20
Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
5 Poison The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16
Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a
successful one.
6 Repulsion The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 20
Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
7 Shadow The dragon exhales shadowy fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity
saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful
one.
8 Sleep The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 20
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature
takes damage or someone uses an action to wake it.
9 Slowing The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution
saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more
than one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its
turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself with a successful save.
10 Weakening The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Strength
saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving
throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect
on itself on a success.

High Dragon Lair Regional Effects


The region containing a dragon's lair is changed by the
A dragon prefers to live in old ruins and cave complexes. dragon's presence, causing the following effects.
They hollow out massive lairs for themselves, for they need
the space to house their harem of drakes as well as their eggs Trees, boulders and other large natural objects near the
and the dragonlings. the entrance to the dragon's lair are destroyed. The large
tree splints and jagged trunks, as well as heavily grained
Lair Actions stone dust is left as a warning to those who come upon it.
On initiative count 20 (losing initiative ties), the dragon takes The population of deer and other large game within 6
a lair action to cause one of the following effects: miles of the lair is heavily reduced. Additionally, rodents
and fowl are strangely absent.
The dragon releases an echoing roar. 1d3 - 1 drakes and Lesser dragons are prevelant within 6 miles of the lair.
1d6 dragonlings appear from the walls and floors of the While dragonlings permanently leave the dragon's lair to
dragons lair on initiative count 20 on the next round. Roll mature, drakes only leave to hunt and bring back feed to
initiative for the drakes and dragonlings when they appear. the dragon and her newly hatched dragonlings. Due to the
A tremor shakes the lair. Each non-dragon creature on the increased amount of dragons in the area, footprints and
ground in the lair must succeed on a DC 15 Dexterity claw marks are nigh impossible to miss. Any Wisdom
saving throw or be knocked prone. (Survival) checks made to track flightless dragons are
Part of the ceiling collapses above one creature that the made with advantage.
dragon can see within 120 feet of it. The creature must
succeed on a DC 15 Dexterity saving throw or take 10
(3d6) bludgeoning damage and be knocked prone and
buried. The buried target is restrained and unable to
breathe or stand up. A creature can take an action to make
a DC 10 Strength check, ending the buried state on a
success.

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Great Dragon
Great dragons are a powerful and ancient form of dragon, "There was a time before the Veil, before the
distinct from high dragons, in terms of their abilities and mysteries were forgotten, when dragons ruled the
intelligence. They are thought to be extinct, as the last time skies." ―Yavana
they roamed the skies were before the disappearance of the
Old Gods. The vast majority of academic works found
throughout Thedas are purely theoretical.

Great Dragon Breath Weapon (Recharge 5-6). The dragon uses a


breath weapon from the Great Dragon Breath Attack
Gargantuan dragon, unaligned
table.
Armor Class 22 (natural armor)
Hit Points 676 (33d20 + 330) Legendary Actions
Speed 40 ft., fly 80 ft., swim 40 ft. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
STR DEX CON INT WIS CHA another creature's turn. The dragon regains spent
30 (+10) 12 (+1) 30 (+10) 27 (+8) 17 (+3) 24 (+7) legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception)
Saving Throws Dex +10, Con +19, Wis +13, Cha +17 check.
Skills Insight +13, Intimidation +17, Survival +13, Move. The dragon moves up to half its speed.
Perception +23, Stealth +11 Tail Attack. The dragon makes a tail attack.
Damage Resistances acid, cold, fire, lightning, poison, Wing Buffet (Costs 2 Actions). The dragon beats its
necrotic wings. Each creature within 15 feet of the dragon
Condition Immunities charmed, frightened, poisoned, must make a DC 23 Dexterity saving throw, taking
prone 45 (10d6 + 10) bludgeoning damage, be pushed
Senses darkvision 120 ft., passive Perception 33 15 feet away from the dragon, and are knocked
Languages Tevinter prone on a failed save, or take half as much damage
Challenge 30 (155,000 XP) and be pushed 5 feet away from the dragon on a
success. The dragon can then fly up to half its flying
Hold Breath. The dragon can hold its breath for 1 hour. speed.
Changing Winds (Costs 2 Actions). The dragon beats its
Legendary Resistance (3/Day). If the dragon fails a saving wings continuously. Each creature within 60 feet of
throw, it can choose to succeed instead. the dragon must succeed on a DC 23 Strength
Innate Spellcasting. The dragon's innate spellcasting saving throw or be pulled 20 feet towards the
ability is Intelligence (spell save DC 25, +17 to hit with dragon. The area around the dragon becomes
spell attacks). It can cast the following spells, requiring difficult terrain until the beginning of the dragons
no material components. next turn, and any creature that ends its turn in the
area must succeed on a DC 19 Strength saving
At will: sending, telepathy, wall of fire, wall of ice, wall throw or be pulled 20 feet towards the dragon,
of stone, wind wall ignoring difficult terrain. If they end up being within
3/Day: chain lightning, earthquake, fire storm, 5 feet of the dragon after being pulled, they take 39
whirlwind (8d6 + 10) bludgeoning damage as they slam into
1/Day: meteor swarm the dragons body. Arrows, bolts, and other ordinary
projectiles launched at the dragon or targets within
Actions the area are deflected upward and automatically
Multiattack. The drake makes three attacks: one with its miss (boulders hurled by giants or siege engines,
bite or tail and two with its claws. and similar projectiles, are unaffected). If the dragon
moves or performs a legendary action before the
Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one beginning of its next turn, the effects of Changing
target. Hit: 17 (2d10 + 10) piercing damage. Winds immediately end.
Claw. Melee Weapon Attack: +19 to hit, reach 5 ft., one Overwhelming Roar (Costs 2 Actions). The dragon
target. Hit: 14 (2d6 + 10) slashing damage. bellows threateningly. Each non-dragon creature
within 120 feet of the dragon that can hear it must
Tail. Melee Weapon Attack: +19 to hit, reach 15 ft., one succeed on a DC 23 Constitution saving throw or
target. Hit: 16 (2d8 + 10) bludgeoning damage. be stunned until the end of their next turn.

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Great Dragon Breath Attacks
Acid The dragon exhales acid in an 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22
Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful
one.
Cold The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution
saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a success.
Fire The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw,
taking 91 (26d6) fire damage on a failed save, or half as much on a success.
Lightning The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC
22 Dexterity saving throw, taking 88 (16d10) lightning damageo na failed save, or half as much damage on a
successful one.
Paralyzing The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 22
Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
Poison The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution
saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Repulsion The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 22
Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Shadow The dragon exhales shadowy fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity
saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one.
Sleep The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 22
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes
damage or someone uses an action to wake it.
Slowing The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution
saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than
one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its turn, but
not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself with a successful save.
Weakening The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Strength saving
throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1
minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
success.

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Chapter 3: Dragonkin
Varghest Wyvern
The varghest is now known to be a distant relative of wyverns An adult wyvern is nearly the size of a full-grown dragon, but
and dragons, but in ancient times, it was believed to be a where a dragon is saurian and lithe, a wyvern has thicker
spirit manifest in the world. Ciriane legend says that the musculature and a more sinewy bulk. A wyvern’s head is
varghest hunts those who have committed great wrongs stout and squarish with a split-mandible mouth and
against their own kin, and when the creature finds its quarry, protruding fins. These are colorful creatures, garish and
it drags the guilty party to the gods for judgment. This is fierce.
perhaps due to the beast's hunting habits: varghest prefer to Although historically categorized as smaller cousins of
bring prey still living to their nests to feed their young. drakes and dragons, wyverns differ distinctly from other
dragon-kind in both physical form and demeanor. Wyverns
lead solitary existences, stubbornly defending their territory
Varghest against trespass by other creatures, including other wyverns.
Bullish wyverns even defend their turf against dragons that
Large dragon, unaligned
might well be able to best them in battle.
Armor Class 16 (natural armor) The wyvern’s natural habitat lies within only a few
Hit Points 85 (10d10 + 30) mountain ranges of Thedas, although wyverns are most
Speed 40 ft. numerous in the lands of Orlais; they prefer rocky lands, in
some places barren, in others verdant, where they can dwell
as an apex predator. Wyverns typically do not discern
STR DEX CON INT WIS CHA between intelligent and unintelligent prey. They are as likely
19 (+4) 12 (+1) 17 (+3) 7 (-2) 13 (+1) 4 (-3) to eat ranging cattle, feral wolves, family pets, and civilized
folk if given the need and the opportunity. Often, wyverns
Skills Athletics +6, Perception +3, Stealth +3 inflict their venom on prey and then leave them to wander
Senses darkvision 60 ft., passive Perception 13 and die, perhaps as some base animal sense of sport or
Languages ― perhaps out of simple ease. Left untreated, this poison is fatal.
Challenge 4 (1,100 XP) Wyvern venom slows prey and kills gradually. Once afflicted,
Actions a target is in mortal danger.
Wyvern wings are hardy but imprecise things. A wyvern
Multiattack. The drake makes three attacks: one does not truly fly but glides. With a suitable perch and
with its bite and two with its claws. favorable winds, a wyvern can glide over many miles, stalking
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
prey and surveying its territory. With their strong claws, they
one target. Hit: 15 (2d10 + 4) piercing damage.
can grip and climb even vertical stone to achieve good
perches and altitude. A wyvern can also leap many times its
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., own body length, not unlike a dragon. They are quick,
one target. Hit: 11 (2d6 + 4) slashing damage. powerful skirmishers, seldom staying put during a contest of
might.

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Wyvern Actions
Huge dragon, unaligned Multiattack. The wyvern makes three attacks: one with
its bite and two with its claws.
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed 40 ft., hover 60 ft. target. Hit: 16 (2d10 + 5) piercing damage plus 14
(4d6) poison damage, and the target must succeed on
a DC 15 Constitution saving throw or be poisoned
STR DEX CON INT WIS CHA until cured.
21 (+5) 12 (+1) 21 (+5) 10 (+0) 15 (+2) 7 (-2) Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Saving Throws Dex +6, Con +10, Wis +7
Skills Intimidation +7, Survival +7, Perception +12 Launch Glob. Ranged Weapon Attack: +6 to hit, reach
Damage Immunities poison 20 feet. Hit: 28 (8d6) poison damage, and the target
Condition Immunities poisoned must succeed on a DC 15 Constitution saving throw or
Senses darkvision 120 ft., passive Perception 17 be poisoned until cured.
Languages ― Deadly Leap. If the wyvern jumps at least 15 feet as part
Challenge 13 (10,000 XP) of its movement, it can then use this action to land on
its feet in a space that contains one or more other
Legendary Resistance (3/Day). If the wyvern fails a saving creatures. Each of those creatures must succeed on a
throw, it can choose to succeed instead. DC 15 Strength or Dexterity savint throw (target's
choice) or be knocked prone and take 15 (3d6 + 5)
Gliding Flight. If the wyvern leaps from high ground, it bludgeoning damage plus 15 (3d6 + 5) slashing
can hover as long as it moves on each of its turns or damage. On a successful save, the creatures takes only
until it lands. The wyvern can stay leveled with the half the damage, isn't knocked prone, and is pushed 5
point it leapt from and descend at a rate it chooses, but feet out of the wyvern's space into an unoccupied
is unable to ascend. space of the creature's choice. If no unoccupied space
Lethal Poison. Any creature that is poisoned by the is within range, the creature instead falls prone in the
wyvern is in mortal danger. Until the poisoned wyvern's space.
condition ends, the creature must succeed a DC 15
Constitution saving throw at the end of each hour, or Legendary Actions
gain one level of exhaustion. Any time the wyvern The wyvern can take 3 legendary actions, choosing
forces a creature it has already poisoned to make a from the options below. Only one legendary action
Constitution saving throw against its poisonous option can be used at a time and only at the end of
attacks, they gain a level of exhaustion on a failure another creature's turn. The wyvern regains spent
instead of the poisoned condition. legendary actions at the start of its turn.
Standing Leap. The wyvern's long jump is up to 30 feet Move. The wyvern moves up to half its speed without
and its high jump is up to 15 feet, with or without a provoking attacks of opportunity.
running start. Rake. The wyvern makes one claw attack.
Spider Climb. The wyvern can climb difficult surfaces, Spew (Costs 2 Actions). The wyvern makes one launch
including upside down on ceilings, without needing to glob attack.
make an ability check. Pounce (Costs 3 Actions). The wyvern jumps 15 feet
and takes the deadly leap action.

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Chapter 4: Dragon Colors

A
s a dragon begins to mature, the dull gray color Greater Mistral
scheme of its scales rapidly change. Vibrant and
beautiful colors set in, often intermingling with A Greater Mistral almost exclusively nests in the Emerald
each other. The base color scheme for dragons Graves, an uncivilized area with flourishing woods and long
have well-known names, descriped in detail in lost ruins of the Elvhenan.
this chapter. Stripes and spots unique to each Her scales are colored like a precious sapphires, with
dragon causes them to be identifiable. impressive patches of honey yellow across her back, tail, and
wingspan. Small spots of honey yellow is also scattered
across her head and belly.
Named Variants She is one of the few dragon variants that don't have horns.
Ferelden Frostback Hivernal
A Ferelden Frostback typically nests in the Frostback A Hivernal nests exclusively in cold climates, such as the
Mountains, often claiming a large swath of territory where dangerous and unforgiving Sunless Lands, located south of
her numerous offspring are allowed to roam under her the known world, or atop the various mountain ranges found
protection. across Thedas.
Her scales are a light amber, fading into an earthern brown Her scales are deep grey or black, with an almost entirely
along her tail and legs. Her stripes and spots are typically snow white wingspan. A plethora of faded spots and streaks
usually the same hue of brown, forming intricate labyrinths of dull white cover her entire body.
along the scales. Like the Greater Mistral, she doesn't have horns.
Her horns petrude from the back of her skull and tilts ever-
so-slighty upwards.
Vinsomer
Northern Hunter A Vinsomer usually nests in isolated areas along rocky coast
A Northern Hunter has no preferred nesting ground, but lines, preferably those bordering an unruly sea.
typically nests where there are large amounts of food readily Her scales are entirely purple, with long and encumbassing
available. She will eat everything from nugs to wyverns to a dirty white streaks. Spots and patches of lemon yellow are
settlements foodstocks, like vegetables and cheese. predominant along her belly, back, and legs.
Her scales are an intermingled mess of vibrant purple and Her horns petrude from the sides of her skull, and bend
dull orange, with her head and the most of her neck always ever so slightly forwards.
being the former. White stripes and faded spots is scattered
across her body and wingspan. Sandy Howler
Her horns petrude from the sides of her skull and bends A Sandy Howler prefers to nest in the deserts, claiming large
forwards, sitting comfortably a few inches behind the end of sandy basins as theirs. They are the only type of dragon
her snout. which intentionally burns their prey before consumption.
Her scales are light brown, with long thin streaks and
Abyssal High Dragon uneven spots of dark brown across her body and wingspan.
Very little is known of the Abyssal High Dragon, as they were The wings themselves are the color of its desert home.
thought extinct. A single specimen was recently rediscovered Her horns petrude from the back of her skull and sharply
in the desert wastelands of the Western Approach, suggesting bends downwards near the tips.
that they nest in the scorching heat of the deserts.
Her scales are entirely crimson red, changing ever so Kaltenzahn
slightly in saturation along her entire body. Teal, sky colored A Kaltenzahn prefers to live in cold climates along the
spots are clustered along her jaw, throat, belly, and under Hunterhorn Mountains.
wings. Her scales are an uneven and apparently random mixture
Her horns petrude from the sides of her skull and aimed of teal, black, white, and red.
towards the heavens. They are much larger than any other She too doesn't have any horns.
dragons.
Highland Ravager
Gamordan Stormrider A Highland Ravager has no preference as to where it nests.
A Gamordan Stormrider prefers to nest in areas with thick In constrast with other dragons, she can be surprisingly
forests, large bodies of water, and that are prone to stormy social, occasionally willing to share her territory with other
weather. All of these preferences are met in the Dales. dragons or powerful beings.
Her scales are equally deep purple and golden yellow, with Her scales are dark gray, with tones of faded brown and
no particular commonality as to where these colors set in. crisp orange, as well as uneven stripes and spots of white.
Extensive red, bordering orange, and white stripes is Her wings are typically a faded orange.
scattered across her body. Her horns pertrude from the backside of her skull and
Her horns are very similar to those of the Northern Hunter. bend upwards in multiple spots.
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Art by Fan created content by thatWheatley
BioWare (pg. 1, 2, 5, 11), DAY1923 (pg.13), hades (pg. 9), Phil This is a supplement for the Dungeons and Dragon Age
Tucker (pg. 10) guide, which can be downloaded here.
Blending images by Dungeons and Dragon Age reddit discussion threat can be
Aeron Drake found here.
Uncredited works Dungeons and Dragon Age: Dragon Supplement reddit
discussion threat can be found here.
If your work is uncredited, please do not hesitate to contact
me and the homebrew will be updated immediately. All documents for the D&DA setting are works in process,
and subject to change.

CREDITS
13

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