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SRD (p.272)

Darkmantle CR: 1/2

Small monstrosity, unaligned
Armor Class: 11
Hit Points: 22
Speed: 10 ft , fly: 30 ft

STR

16 +3

DEX

12 +1

CON

13 +1

INT

2 -4

WIS

10 +0

CHA

5 -3

Skills: Stealth +3
Senses: Blindsight 60ft., Passive Perception 10
Challenge Rating: 1/2 ( 100 XP)
Proficiency Bonus: +2

Echolocation. The darkmantle can’t use its blindsight while deafened.

False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.

While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
  Darkness Aura (1/Day). A 15­-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.   Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.  
"Remind me again why we're on this quest?" -Ethelrede the fighter, after his first darkmantle encounter

Suggested Environments

Underdark

SRD (p.365)

Death Dog CR: 1

Medium monstrosity, neutral evil
Armor Class: 12
Hit Points: 39
Speed: 40 ft

STR

15 +2

DEX

14 +2

CON

14 +2

INT

3 -4

WIS

13 +1

CHA

6 -2

Skills: Perception +5, Stealth +4
Senses: Darkvision 120ft., Passive Perception 15
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked .

Actions

Multiattack. The dog makes two bite attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

Suggested Environments

Desert

MM (p.47)

Death Knight CR: 17

Medium undead, chaotic evil
Armor Class: 20
Hit Points: 180
Speed: 30 ft

STR

20 +5

DEX

11 +0

CON

20 +5

INT

12 +1

WIS

16 +3

CHA

18 +4

Saving Throws: DEX +6, WIS +9, CHA +10
Damage Immunities: Necrotic, Poison
Condition Immunities: Exhaustion, Frightened, Poisoned
Senses: Darkvision 120ft., Passive Perception 13
Languages: Abyssal, Common
Challenge Rating: 17 ( 18000 XP)
Proficiency Bonus: +6

Spellcasting. The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): Command, Compelled Duel, Searing Smite
2nd level (3 slots): Hold Person, Magic Weapon
3rd level (3 slots): Dispel Magic, Elemental Weapon
4th level (3 slots): Banishment, Staggering Smite
5th level (2 slots): Destructive Wave (necrotic)


Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.

Actions

Multiattack. The death knight makes three longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight’s skull with malevolent pinpoints of light burning in its eye sockets.  
LORD SOTH

Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde’s fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
  Eldritch Power. The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts.   Immortal Until Redeemed. A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish.   Undead Nature. A death knight doesn’t require air, food, drink, or sleep.

SRD

Deer

Medium beast, unaligned
Armor Class: 13
Hit Points: 4
Speed: 50 ft

STR

11 +0

DEX

16 +3

CON

11 +0

INT

2 -4

WIS

14 +2

CHA

5 -3

Senses: Passive Perception 12
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

MM (p.48)

Demilich CR: 18

Tiny undead, neutral evil
Armor Class: 20
Hit Points: 80
Speed: 0 ft , fly: 30 ft , can hover

STR

1 -5

DEX

20 +5

CON

10 +0

INT

20 +5

WIS

17 +3

CHA

20 +5

Saving Throws: CON +6, INT +11, WIS +9, CHA +11
Damage Resistances: Magical Bludgeoning, Piercing, and Slashing
Damage Immunities: Necrotic, Poison; Nonmagical Bludgeoning, Piercing, and Slashing
Condition Immunities: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned
Senses: Truesight 120ft., Passive Perception 13
Challenge Rating: 18 ( 20000 XP)
Proficiency Bonus: +6

Avoidance. If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Legendary Resistance (3/Day). If the demilich fails a saving throw, it can choose to succeed instead.   Turn Immunity. The demilich is immune to effects that turn undead.

Actions

Howl (Recharge 5–6). The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

Life Drain. The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.

Legendary Actions

The demilich 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 another creature’s turn. The demilich regains spent legendary actions at the start of its turn.

Flight. The demilich flies up to half its flying speed.   Cloud of Dust. The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.   Energy Drain (Costs 2 Actions). Each creature within 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the Greater Restoration spell or similar magic.   Vile Curse (Costs 3 Actions). The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.

Lair Actions

On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

  • The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
  • The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.

A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich’s skull and the dust from its other bones.

In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP).

Regional Effects

A demilich’s tomb might have any or all of the following effects in place:

  • The first time a non-evil creature enters the tomb’s area, the creature takes 16 (3d10) necrotic damage.
  • Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.
  • The tomb is warded against the magical travel of creatures the demilich hasn’t authorized. Such creatures can’t
  • teleport into or out of the tomb’s area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren’t used to leave or enter the tomb’s area. If the demilich is destroyed, these effects fade over the course of 10 days.

The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force — just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich’s reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy.
  Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can’t be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body.   Undead Nature. A demilich doesn’t require air, food, drink, or sleep. So great is a demilich’s will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points.  
ACERERAK AND HIS DISCIPLES

The transformation into a demilich isn’t a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak—a powerful wizard and demonologist and the infamous master of the Tomb of Horrors—anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull’s eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.
  Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target’s body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target’s body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.
 
“I, Acererak the Eternal, beckon you to your doom. Come, foolish ones, plunder my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and your bones will carpet my tomb. Only I am beyond Death’s reach. Only I know the secret to true immortality!” — Epitaph of a demilich

SRD

Dire Wolf CR: 1

Large beast, unaligned
Armor Class: 14
Hit Points: 37
Speed: 50 ft

STR

17 +3

DEX

15 +2

CON

15 +2

INT

3 -4

WIS

12 +1

CHA

7 -2

Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

SRD (p.282)

Doppelganger CR: 3

Medium monstrosity, neutral
Armor Class: 14
Hit Points: 52
Speed: 30 ft

STR

11 +0

DEX

18 +4

CON

14 +2

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +6, Insight +3
Condition Immunities: Charmed
Senses: Darkvision 60ft., Passive Perception 11
Languages: Common
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised.   Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise.
Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.   Stealing Secrets. A doppelganger’s adopted form allows it to blend into almost any group or community, but its transformation doesn’t impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim’s mind daily to learn how to behave and speak authentically.   Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim’s riches.   Changelings. Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother’s species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them.

Suggested Environments

Underdark, Urban

SRD

Draft Horse CR: 1/4

Large beast, unaligned
Armor Class: 10
Hit Points: 19
Speed: 40 ft

STR

18 +4

DEX

10 +0

CON

12 +1

INT

2 -4

WIS

11 +0

CHA

7 -2

Senses: Passive Perception 10
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.

SRD (p.306)

Dragon Turtle CR: 17

Gargantuan dragon, neutral
Armor Class: 20
Hit Points: 341
Speed: 20 ft , swim: 40 ft

STR

25 +7

DEX

10 +0

CON

20 +5

INT

10 +0

WIS

12 +1

CHA

12 +1

Saving Throws: DEX +6, CON +11, WIS +7
Damage Resistances: Fire
Senses: Darkvision 120ft., Passive Perception 11
Languages: Aquan, Draconic
Challenge Rating: 17 ( 18000 XP)
Proficiency Bonus: +6

Amphibious. The dragon turtle can breathe air and water.

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.   Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.   Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.   Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Lair Actions

As they are presented in the Monster Manual, dragon turtles don’t have access to lair actions while in their lairs. At your discretion, you can give an adult or ancient dragon turtle access to lair actions, increasing its challenge rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle can take one of the following lair actions; the dragon turtle can’t take the same lair action two rounds in a row:

  • Blasting Current. A strong water current moves through the dragon turtle’s lair. Each creature within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet instead.
  • Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area must succeed on a DC 15 Strength saving throw or be restrained until the end of its next turn.
  • Steam Eruption. Steam erupts in a 15-foot cone from a point on the ground the dragon turtle can see within 120 feet of it. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant creatures resistance to this damage.

Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes.

Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle’s primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature’s prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.

The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle’s lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface.

  • Shelf Floor. The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit. The water’s edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below.
  • Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
  • Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable air is trapped in the top 3 feet of the main chamber.
  • Coral Shelf. A secondary entrance grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight.

Regional Effects

The region containing a dragon turtle’s lair can be transformed by its presence, creating one or more of the following effects:

  • Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), even if a creature has a swimming speed.
  • Elemental Portals. Crevasses on the ocean floor within 1 mile of the dragon turtle’s lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.
  • Hot Water. Geothermal vents heat the water within 6 miles of the dragon turtle’s lair to 100 degrees Fahrenheit.
If the dragon turtle dies, these effects fade over the course of 1d10 days.

Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.
A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves.
  Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.
Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.
  Mercenary Monsters. A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements.   Elemental Might. Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.

Suggested Environments

Coastal, Underwater

SRD (p.307)

Drider CR: 6

Large monstrosity, chaotic evil
Armor Class: 19
Hit Points: 123
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

16 +3

CON

18 +4

INT

13 +1

WIS

14 +2

CHA

12 +1

Skills: Perception +5, Stealth +9
Senses: Darkvision 120ft., Passive Perception 15
Languages: Elvish, Undercommon
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Innate Spellcasting. The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:


Fey Ancestry. The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.   Spider Climb. The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.   Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Web Walker. The drider ignores movement restrictions caused by webbing.

Actions

Multiattack. The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.   Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.   Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.   Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders — a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth’s power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.  
"I failed the Spider Queen once. Never again." -Pellanistra the drider
  Scarred for Life. When driders return to the Material Plane, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.
On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and despise driders. However, they tolerate the presence of these creatures as living representatives of Lolth’s will, and a reminder of the fate that awaits all who fail the Spider Queen.

Suggested Environments

Underdark

SRD

Dryad CR: 1

Medium fey, neutral
Armor Class: 11
Hit Points: 22
Speed: 30 ft

STR

10 +0

DEX

12 +1

CON

11 +0

INT

14 +2

WIS

15 +2

CHA

18 +4

Skills: Perception +4, Stealth +5
Senses: Darkvision 60ft., Passive Perception 14
Languages: Elvish, Sylvan
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Innate Spellcasting. The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

  • At will: druidcraft
  • 3/day each: entangle, goodberry
  • 1/day each: barkskin, pass without trace, shillelagh


Magic Resistance. The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants. The dryad can communicate with beasts and plants as if they shared a language.   Tree Stride. Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.   Fey Charm. The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.   Each time the dryad or her allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.   The dryad can have no more than one humanoid and up to three beasts charmed at a time.

Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows.   Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.   A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.   Reclusive Fey. Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed.   Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads’ devotion to the woods they call home.   Woodland Magic. Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells.

SRD (p.308)

Duergar CR: 1

Medium humanoid, lawful evil
Armor Class: 16
Hit Points: 26
Speed: 25 ft

STR

14 +2

DEX

11 +0

CON

14 +2

INT

11 +0

WIS

10 +0

CHA

9 -1

Damage Resistances: Poison
Senses: Darkvision 120ft., Passive Perception 10
Languages: Dwarvish, Undercommon
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.   Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.   War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.   Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.   Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
  Underdark Tyrants. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Captivity had forever changed them, however, darkening their spirits. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain.
  Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as captives of the illithids. A duergar’s mind is a fortress, able to shrug off charms, illusions, and other spells.   Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can’t fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness.
Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar’s vision is compromised by sunlight.
  Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.

Suggested Environments

Underdark

SRD (p.273)

Balor CR: 19

Huge fiend, chaotic evil
Armor Class: 19
Hit Points: 262
Speed: 40 ft , fly: 80 ft

STR

26 +8

DEX

15 +2

CON

22 +6

INT

20 +5

WIS

16 +3

CHA

22 +6

Saving Throws: STR +14, CON +12, WIS +9, CHA +12
Damage Resistances: Cold, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 13
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 19 ( 22000 XP)
Proficiency Bonus: +6

Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.

Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.   Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.   Magic Weapons. The balor’s weapon attacks are magical.

Actions

Multiattack. The balor makes two attacks: one with its longsword and one with its whip.

Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.   Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.   Teleport. The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Figures of ancient and terrible evil, balors rule as generals over demonic armies, yearning to seize power while destroying any creatures that oppose them.   Wielding a flaming whip and a longsword that channels the power of the storm, a balor’s battle prowess is fueled by hatred and rage. It channels this demonic fury in its death throes, falling within a blast of fire that can destroy even the hardiest foes.

Monster Manual

Barlgura CR: 5

Large fiend, chaotic evil
Armor Class: 15
Hit Points: 68
Speed: 40 ft , climb: 40 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

7 -2

WIS

14 +2

CHA

9 -1

Saving Throws: DEX +5, CON +6
Skills: Perception +5, Stealth +5
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Blindsight 30ft., Darkvision 120 ft., Passive Perception 15
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Innate Spellcasting. The barlgura’s spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:   1/day each: Entangle, Phantasmal Force   2/day each: Disguise Self, Invisibility (self only)   Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.   Running Leap. The barlgura’s long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.

Actions

Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.   Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.   Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

The barlgura represents the savagery and brutality of the Abyss. Barlguras gather in packs to take down tougher foes, keep gruesome trophies from their victories, and decorate their territory with such objects.   A barlgura looks like a hulking orangutan with a gruesome, drooping visage and tusks jutting from its jaw. Standing just under 8 feet tall, it has broad shoulders and weighs 650 pounds. It moves apishly along the ground, but it climbs with great speed and agility.

BR (p.270)

Dretch CR: 1/4

Small fiend, chaotic evil
Armor Class: 11
Hit Points: 18
Speed: 20 ft

STR

11 +0

DEX

11 +0

CON

12 +1

INT

5 -3

WIS

8 -1

CHA

3 -4

Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60ft., Passive Perception 9
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 1/4 ( 50 XP)
Proficiency Bonus: +2

Actions

Multiattack. The dretch makes two attacks: one with its bite and one with its claws.   Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.   Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.   Fetid Cloud (1/Day). A 10­-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Dretches are among the weakest of demons — repulsive, self-loathing creatures doomed to spend eternity in a state of perpetual discontent. Their low intelligence makes dretches unsuitable for anything but the simplest tasks. However, what they lack in potential, they make up for in sheer malice. Dretches mill about in mobs, voicing their displeasure as an unsettling din of hoots, snarls, and grunts.

SRD (p.274)

Glabrezu CR: 9

Large fiend, chaotic evil
Armor Class: 17
Hit Points: 157
Speed: 40 ft

STR

20 +5

DEX

15 +2

CON

21 +5

INT

19 +4

WIS

17 +3

CHA

16 +3

Saving Throws: STR +9, CON +9, WIS +7, CHA +7
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 13
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4

Innate Spellcasting. The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:


Magic Resistance. The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.

Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.   Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

A glabrezu takes great pleasure in destroying mortals through temptation, and these creatures are among the few demons to offer their service to creatures foolish enough to summon them.   Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to fight and win.

SRD (p.274)

Hezrou CR: 8

Large fiend, chaotic evil
Armor Class: 16
Hit Points: 136
Speed: 30 ft

STR

19 +4

DEX

17 +3

CON

20 +5

INT

5 -3

WIS

12 +1

CHA

13 +1

Saving Throws: STR +7, CON +8, WIS +4
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 11
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 8 ( 3900 XP)
Proficiency Bonus: +3

Magic Resistance. The hezrou has advantage on saving throws against spells and other magical effects.

Stench. Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.

Actions

Multiattack. The hezrou makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hezrous serve as foot soldiers in the demonic hordes of the Abyss. Although physically powerful, they are weak-minded and hezrous can easily be duped into sacrificing themselves by more powerful demons. As they press their attacks into the heart of an enemy’s forces, their foul stench can sicken even the toughest foes.

SRD (p.275)

Marilith CR: 16

Large fiend, chaotic evil
Armor Class: 18
Hit Points: 189
Speed: 40 ft

STR

18 +4

DEX

20 +5

CON

20 +5

INT

18 +4

WIS

16 +3

CHA

20 +5

Saving Throws: STR +9, CON +10, WIS +8, CHA +10
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 13
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 16 ( 15000 XP)
Proficiency Bonus: +5

Magic Resistance. The marilith has advantage on saving throws against spells and other magical effects.

Magic Weapons. The marilith's weapon attacks are magical.   Reactive. The marilith can take one reaction on every turn in a combat.

Actions

Multiattack. The marilith makes seven attacks: six with its longswords and one with its tail.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.   Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.   Teleport. The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Terrible to behold, a marilith has the lower body of a great serpent and the upper torso of a humanoid female with six arms.   Wielding a wicked blade in each of its six hands, a marilith is a devastating foe that few can match in battle. These demons possess keen minds and a finely honed sense of tactics, and they are able to lead and unite other demons in common cause. Mariliths are often encountered as captains at the head of a demonic horde, where they embrace any opportunity to rush headlong into battle.

SRD (p.275)

Nalfeshnee CR: 13

Large fiend, chaotic evil
Armor Class: 18
Hit Points: 184
Speed: 20 ft , fly: 30 ft

STR

21 +5

DEX

10 +0

CON

22 +6

INT

19 +4

WIS

12 +1

CHA

15 +2

Saving Throws: CON +11, INT +9, WIS +6, CHA +7
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 11
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 13 ( 10000 XP)
Proficiency Bonus: +5

Magic Resistance. The nalfeshnee has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.   Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.   Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.   Teleport. The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

The nalfeshnee is one of the most grotesque demons — a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and cunning.   Nalfeshnees are devastating in combat, using their wings to soar above the front ranks and reach vulnerable adversaries that can be dispatched with little effort. From the thick of battle, they telepathically bellow commands to lesser demons, even as they inspire a sense of dread that forces their foes to scatter and run.   Nalfeshnees feed on hatred and despair, but they crave humanoid flesh above all else. They keep their larders filled with humanoids abducted from the Material Plane, then eat those creatures alive during elaborate feasts. Thinking of themselves as refined and cultured, nalfeshnees employ stained and rusted cutlery when they dine.

SRD (p.276)

Quasit CR: 1

Tiny fiend, chaotic evil
Armor Class: 13
Hit Points: 7
Speed: 40 ft

STR

5 -3

DEX

17 +3

CON

10 +0

INT

7 -2

WIS

10 +0

CHA

10 +0

Skills: Stealth +5
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 10
Languages: Abyssal, Common
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.   Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

Quasits infest the Lower Planes. Physically weak, they keep to the shadows to plot mischief and wickedness. More powerful demons use quasits as spies and messengers when they aren’t devouring them or pulling them apart to pass the time.   A quasit can assume animal forms, but in its true form it looks like a 2-foot-tall green humanoid with a barbed tail and horns. The quasit has clawed fingers and toes, and these claws can deliver an irritating poison. It prefers to be invisible when it attacks.

MM (p.64)

Shadow Demon CR: 4

Medium fiend, chaotic evil
Armor Class: 13
Hit Points: 66
Speed: 30 ft , fly: 30 ft

STR

1 -5

DEX

17 +3

CON

12 +1

INT

14 +2

WIS

13 +1

CHA

14 +2

Saving Throws: DEX +5, CHA +4
Skills: Stealth +7
Damage Vulnerabilities: Radiant
Damage Resistances: Acid, Fire, Necrotic, Thunder; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Cold, Lightning, Poison
Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120ft., Passive Perception 11
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

Incorporeal Movement. The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.   Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.   Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.

When a demon’s body is destroyed but the fiend is prevented from reforming in the Abyss, its essence sometimes takes on a vague physical form. These shadow demons exist outside the normal abyssal hierarchy, since their creation results most often from mortal magic, not from transformation or promotion.   Shadow demons all but disappear in the darkness, and they can creep about without making a sound. A shadow demon uses its insubstantial claws to feast on its victim’s fears, to taste its memories, and drink in its doubts. Bright light harries this fiend and shows its distinct shape, resolving it from a blur of darkness to a winged humanoid creature whose lower body trails off into nothing, and whose claws rend a victim’s mind.   Shadowy Nature. A shadow demon doesn’t require air, food, drink, or sleep.

SRD (p.276)

Vrock CR: 6

Large fiend, chaotic evil
Armor Class: 15
Hit Points: 104
Speed: 40 ft , fly: 60 ft

STR

17 +3

DEX

15 +2

CON

18 +4

INT

8 -1

WIS

13 +1

CHA

8 -1

Saving Throws: DEX +5, WIS +4, CHA +2
Damage Resistances: Cold, Fire, Lightning; Nonmagical Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 11
Languages: Abyssal, Telepathy 120ft.
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: +3

Magic Resistance. The vrock has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The vrock makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.   Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.   Spores (Recharge 6). A 15­-foot­-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.   Stunning Screech (1/Day). The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.

Vrocks are dull-witted, capricious fiends that live only to create pain and carnage. A vrock resembles a giant hybrid of humanoid and vulture, its gnarled, bestial body and broad wings stinking of offal.   Vrocks gobble humanoid flesh whenever they can, stunning potential prey with an ear-splitting shriek, then swooping down to attack with beak and claw. Vrocks can shake their wings, releasing clouds of toxic spores.   Coveting pretty things, vrocks turn against each other for the chance to lay claim to cheap jewelry or ornamental stones. Despite their love of treasure, vrocks are difficult to bribe, seeing no reason to bargain when they can simply take what they want from a would-be bargainer’s corpse.

SRD

Barbed Devil CR: 5

Medium fiend, lawful evil
Armor Class: 15
Hit Points: 110
Speed: 30 ft , climb: 30 ft

STR

16 +3

DEX

17 +3

CON

18 +4

INT

12 +1

WIS

14 +2

CHA

14 +2

Saving Throws: STR +6, CON +7, WIS +5, CHA +5
Skills: Deception +5, Insight +5, Perception +8
Damage Resistances: Cold
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft. (unimpeded by magical Darkness), Passive Perception 18
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Barbed Hide. At the start of each of its turns, the devil deals 5 (1d10) Piercing damage to any creature it is grappling or any creature grappling it.   Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.   Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes one Claws attack and one Tail attack, or it makes two Hurl Flame attacks.   Claws. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 13) from both claws.   Tail. Melee Attack Roll: +6, reach 10 ft. Hit: 14 (2d10 + 3) Slashing damage.   Hurl Flame. Ranged Attack Roll: +5, range 150 ft. Hit: 17 (5d6) Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.

Infernal collectors, barbed devils fanatically protect troves of treasure and scour the planes of existence for additions to their hoards. Also known as hamatulas among the ranks of the Nine Hells, these devils bedeck their barbed hides with their most prized possessions and trophies taken from those who failed to steal from them. When threatened, barbed devils strike with their thorny limbs and hurl infernal flame.   Barbed devils often serve as guards and accountants for Ice Devil generals, Pit Fiend warlords, archdevils, and similarly powerful villains. In return, barbed devils gain protection for their own collections. Many barbed devils also maintain networks of imps that search the planes for treasures of interest or usefully greedy mortals.   Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse’s greatest collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls.

SRD

Bearded Devil CR: 3

Medium fiend, lawful evil
Armor Class: 13
Hit Points: 52
Speed: 30 ft

STR

16 +3

DEX

15 +2

CON

15 +2

INT

9 -1

WIS

11 +0

CHA

11 +0

Saving Throws: STR +5, CON +4, WIS +2
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing and Slashing (attacks that aren't Silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 10
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 3 ( 700 XP)
Proficiency Bonus: +2

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.   Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.   Steadfast. The devil can't be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack. The devil makes two attacks: one with its beard and one with its glaive.   Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Bearded devils serve archdevils as shock troops, fighting shoulder-to-shoulder and reveling in the glory of battle. They respond with violence to any slight, real or imagined, gorging themselves on violence as their infernal saw-toothed glaives carve a path through their foes.   A bearded devil is humanoid in form, with pointed ears, scaly skin, a long tail, and claws that clearly show its fiendish nature. These devils take their names from the snakelike growths that adorn their chins, which they use to lash and poison enemies, weakening them with their virulent venom.

SRD (p.278)

Bone Devil CR: 9

Large fiend, lawful evil
Armor Class: 19
Hit Points: 142
Speed: 40 ft , fly: 40 ft

STR

18 +4

DEX

16 +3

CON

18 +4

INT

13 +1

WIS

14 +2

CHA

16 +3

Saving Throws: INT +5, WIS +6, CHA +7
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing, and Slashing (attacks that aren't silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 12
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.   Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Driven by hate, lust, and envy, bone devils act as the cruel taskmasters of the Nine Hells. They set weaker devils to work, taking special delight in seeing fiends that defy them demoted. At the same time, they long for promotion and are bitterly envious of their superiors, attempting to curry favor though it irks them to do so.   A bone devil appears as a humanoid husk, with dried skin stretched tight across its skeletal frame. It bears a fearsome skull-like head and the tail of a scorpion, and a foul odor of decay hangs in the air around it. Though they are devastating in combat with their claws, bone devils also wield hooked polearms made of bone, which they use to subdue enemies before striking with their venomous tails.

SRD (p.278)

Chain Devil CR: 8

Medium fiend, lawful evil
Armor Class: 16
Hit Points: 85
Speed: 30 ft

STR

18 +4

DEX

15 +2

CON

18 +4

INT

11 +0

WIS

12 +1

CHA

14 +2

Saving Throws: CON +7, WIS +4, CHA +5
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing, and Slashing (from attacks that aren't silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 11
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 8 ( 3900 XP)
Proficiency Bonus: +3

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.   Animate Chains (Recharges after a Short or Long Rest). Up to four chains the devil can see within 60 feet of it magically sprout razor-­edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask. When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

This ominous fiend wears chains like a shroud. Driving lesser creatures before it with its fearsome gaze, a chain devil animates the chains that cover its body as well as inanimate chains nearby, which sprout hooks, blades, and spikes to eviscerate enemies.   Chain devils act as sadistic jailers and torturers in the infernal realms, relishing pain and living to inflict it on others. They are called on to torment mortal souls trapped in the Nine Hells, inflicting their sadistic fury on the horrid lemures in which those souls manifest.

SRD (p.279)

Erinyes CR: 12

Medium fiend, lawful evil
Armor Class: 18
Hit Points: 153
Speed: 30 ft , fly: 60 ft

STR

18 +4

DEX

16 +3

CON

18 +4

INT

14 +2

WIS

14 +2

CHA

18 +4

Saving Throws: DEX +7, CON +8, WIS +6, CHA +8
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing, and Slashing (attacks that aren't silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 12
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 12 ( 8400 XP)
Proficiency Bonus: +4

Hellish Weapons. The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance. The erinyes has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The erinyes makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.   Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the Lesser Restoration spell or similar magic.

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

The most beautiful and striking of all lesser and greater devils, the erinyes are fierce and disciplined warriors. Sweeping down from the skies, they bring swift death to creatures that have wronged their masters or defied the edicts of Asmodeus. The erinyes appear as male or female humanoids with statuesque builds and large feathery wings. Most wear stylized armor and horned helms, and carry exquisite swords and bows. A few also use ropes of entanglement to ensnare powerful foes.   Legends tell that the first erinyes were angels that fell from the Upper Planes because of temptation or misdeed. Erinyes are always willing to take advantage of being mistaken for celestials in their missions of conquest and corruption.

SRD (p.279)

Horned Devil CR: 11

Large fiend, lawful evil
Armor Class: 18
Hit Points: 178
Speed: 20 ft , fly: 60 ft

STR

22 +6

DEX

17 +3

CON

21 +5

INT

12 +1

WIS

16 +3

CHA

17 +3

Saving Throws: STR +10, DEX +7, WIS +7, CHA +7
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing, and Slashing (from attacks that aren't silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 13
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 11 ( 7200 XP)
Proficiency Bonus: +4

Devil's Sight. Magical darkness doesn't impede the devil's darkvision.

Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.   Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.   Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

Horned devils are lazy to the point of belligerence and reluctant to put themselves in harm’s way. Moreover, they hate and fear any creature stronger than themselves. When they are sufficiently provoked or antagonized, the fury of these fiends can be terrifying.   A malebranche stands as tall as an ogre and is sheathed in scales as tough as iron. The flying infantry of the hellish legions, horned devils follow orders to the letter. Their huge wings and sweeping horns create an intimidating presence as they drop from the sky and strike with deadly forks and lashing tails.

SRD

Ice Devil CR: 14

Large fiend, lawful evil
Armor Class: 18
Hit Points: 228
Speed: 40 ft

STR

21 +5

DEX

14 +2

CON

18 +4

INT

18 +4

WIS

15 +2

CHA

18 +4

Saving Throws: DEX +7, CON +9, WIS +7, CHA +9
Skills: Insight +7, Perception +7, Persuasion +9
Damage Immunities: Cold, Fire, Poison
Condition Immunities: Poisoned
Senses: Blindsight 120ft., Passive Perception 17
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 14 ( 11500 XP)
Proficiency Bonus: +5

Diabolical Restoration. If the devil dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.   Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The devil makes three Ice Spear attacks. It can replace one attack with a Tail attack.   Ice Spear. Melee or Ranged Attack Roll: +10, reach 5 ft. or range 30/120 ft. Hit: 14 (2d8 + 5) Piercing damage plus 10 (3d6) Cold damage. Until the end of its next turn, the target can’t take a Bonus Action or Reaction, its Speed decreases by 10 feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.   Tail. Melee Attack Roll: +10, reach 10 ft. Hit: 15 (3d6 + 5) Bludgeoning damage plus 18 (4d8) Cold damage.   Ice Wall (Recharge 6). The devil casts Wall of Ice (level 8 version), requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17).

Heartless strategists of the Nine Hells, ice devils—also known as gelugons—forsake emotion to indulge in their own malicious interpretations of logic. For them, the multiverse is a puzzle that must be solved to benefit them, their masters, and the Nine Hells.   Ice devils act maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They might also serve as guardians, owing to their martial prowess and ability to reshape battlefields with walls of ice.   When indulging their own schemes, ice devils tempt mortals to forsake empathy and social connections to embrace selfish, destructive visions of intellectualism. After isolating victims, these devils drain them of their secrets or send them forth to spread fractious dogmas cloaked as reason.   Ice devils usually lurk in frozen realms, particularly the frigid layer of Cania in the Nine Hells.

SRD (p.280)

Imp CR: 1

Tiny fiend, lawful evil
Armor Class: 13
Hit Points: 10
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

17 +3

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances: Cold; Nonmagical Bludgeoning, Piercing, and Slashing (from attacks that aren't silvered)
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Darkvision 120ft., Passive Perception 11
Languages: Common, Infernal
Challenge Rating: 1 ( 200 XP)
Proficiency Bonus: +2

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.   Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.   An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.

SRD (p.281)

Lemure

Medium fiend, lawful evil
Armor Class: 7
Hit Points: 13
Speed: 15 ft

STR

10 +0

DEX

5 -3

CON

11 +0

INT

1 -5

WIS

11 +0

CHA

3 -4

Damage Resistances: Cold
Damage Immunities: Fire, Poison
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 120ft., Passive Percpetion 10
Languages: Understands Infernal but can't speak
Challenge Rating: 0 ( 10 XP)
Proficiency Bonus: +2

Devil's Sight. Magical darkness doesn't impede the lemure's darkvision.

Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

A lemure arises when a mortal soul is twisted by evil and banished to the Nine Hells for eternity. The lowest type of devil, lemures are repugnant, shapeless creatures doomed to suffer torment until they are promoted to a higher form of devil, most commonly an Imp.

A lemure resembles a molten mass of flesh with a vaguely humanoid head and torso. A permanent expression of anguish twists across its face, its feeble mouth babbling even though it can’t speak.

SRD

Pit Fiend CR: 20

Large fiend, lawful evil
Armor Class: 21
Hit Points: 337
Speed: 30 ft , fly: 60 ft

STR

26 +8

DEX

14 +2

CON

24 +7

INT

22 +6

WIS

18 +4

CHA

24 +7

Saving Throws: DEX +8, WIS +10
Skills: Perception +10, Persuasion +19
Damage Resistances: Cold
Damage Immunities: Fire, Poison
Condition Immunities: Poisoned
Senses: Truesight 120ft., Passive Perception 20
Languages: Infernal, Telepathy 120ft.
Challenge Rating: 20 ( 25000 XP)
Proficiency Bonus: +6

Diabolical Restoration. If the pit fiend dies outside the Nine Hells, its body disappears in sulfurous smoke, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.   Fear Aura. The pit fiend emanates an aura in a 20-foot Emanation while it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 21, any enemy that starts its turn in the aura. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this pit fiend’s aura for 24 hours.   Legendary Resistance (4/Day). If the pit fiend fails a saving throw, it can choose to succeed instead.   Magic Resistance. The pit fiend has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The pit fiend makes one Bite attack, two Devilish Claw attacks, and one Fiery Mace attack.   Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 + 8) Piercing damage. If the target is a creature, it must make the following saving throw. Constitution Saving Throw: DC 21. Failure: The target has the Poisoned condition. While Poisoned, the target can’t regain Hit Points and takes 21 (6d6) Poison damage at the start of each of its turns, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.   Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 26 (4d8 + 8) Necrotic damage.   Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 (4d6 + 8) Force damage plus 21 (6d6) Fire damage.   Hellfire Spellcasting (Recharge 4–6). The pit fiend casts Fireball (level 5 version) twice, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21). It can replace one Fireball with Hold Monster (level 7 version) or Wall of Fire.

Masterminds of the Nine Hells and generals of infernal legions, pit fiends seek conquests across the planes of existence. More than warmongers, these diabolical tyrants concoct intricate plots that play out among fiendish battlefields, infernal politics, and mortal conspiracies.   Pit fiends are the nobility of the Nine Hells, and many rule Lower Planar fiefdoms, doomed mortal worlds, and other infernal redoubts. Most serve archdevils of the Nine Hells as they pursue their own ambitions. Ranks of lesser devils obey pit fiends, but these cunning tyrants remain on guard against betrayal from their servants.   Smoldering with the evil of the Nine Hells, pit fiends strike fear in creatures with their mere presence. Despite their size and incredible physical and magical might, pit fiends are as likely to try to corrupt foes as they are to destroy them outright. Pit fiends’ arrogance can lead them to underestimate mortal foes—a failing that can lead to their downfall.

SRD

Plesiosaurus CR: 2

Large beast, unaligned
Armor Class: 13
Hit Points: 68
Speed: 20 ft , swim: 40 ft

STR

18 +4

DEX

15 +2

CON

16 +3

INT

2 -4

WIS

12 +1

CHA

5 -3

Skills: Perception +3, Stealth +4
Senses: Passive Perception 13
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

This predatory marine reptile and cousin to the dinosaurs attacks any creature it encounters. Its long, flexible neck lets it twist in any direction to deliver a powerful bite.
A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.

SRD (p.282)

Triceratops CR: 5

Huge beast, unaligned
Armor Class: 13
Hit Points: 95
Speed: 50 ft

STR

22 +6

DEX

9 -1

CON

17 +3

INT

2 -4

WIS

11 +0

CHA

5 -3

Senses: Passive Perception 10
Challenge Rating: 5 ( 1800 XP)
Proficiency Bonus: +3

Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.

Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

One of the most aggressive of the herbivorous dinosaurs, a triceratops possesses great horns and formidable speed, which it uses to gore and trample would-be predators to death.
One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.

Suggested Environments

Grassland

SRD (p.282)

Tyrannosaurus Rex CR: 8

Huge beast, unaligned
Armor Class: 13
Hit Points: 136
Speed: 50 ft

STR

25 +7

DEX

10 +0

CON

19 +4

INT

2 -4

WIS

12 +1

CHA

9 -1

Skills: Perception +4
Senses: Passive Perception 14
Challenge Rating: 8 ( 3900 XP)
Proficiency Bonus: +3

Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.   Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

This enormous predatory dinosaur terrorizes all other creatures in its territory. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole.
This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.

Suggested Environments

Grassland

SRD (p.283)

Ancient Black Dragon CR: 21

Gargantuan dragon, chaotic evil
Armor Class: 22
Hit Points: 367
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

27 +8

DEX

14 +2

CON

25 +7

INT

16 +3

WIS

15 +2

CHA

19 +4

Saving Throws: DEX +9, CON +14, WIS +9, CHA +11
Skills: Perception +16, Stealth +9
Damage Immunities: Acid
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 26
Languages: Common, Draconic
Challenge Rating: 21 ( 33000 XP)
Proficiency Bonus: +7

Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.   Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. 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.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 90-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.

Legendary Actions

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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d10) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d10) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Some additional potential black dragon lair actions are as follows:
  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
  • Grasping Muck. Tendrils of roiling muck extend from the dragon’s lair to grasp up to three creatures of the dragon’s choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.   Black dragons prefer to lair in swamps and jungles—the more dismal and fetid, the better. Within those environs, they favor ruins for their defensibility and dreary aesthetic.   When choosing their lairs, black dragons are fond of locations that are naturally constraining and confounding. Whether adventurers seeking the dragon must wind their way through the roots of an ancient mangrove swamp or brave a trap-filled boggy ruin, the experience promises to be a deadly affair.   Some potential black dragon lair features are as follows:

  • Swampy Lake. Abutting the chapel is a swampy lake where the dragon sleeps. The foul water stinks of dead fish and rot, while the dense foliage and scraggly trees along the shoreline writhe with scuttling, slithering fauna. A thick blanket of fog—part of the dragon’s corrupting influence—adds a claustrophobic feel to the lair.
  • Chapel Floor. Columns of clammy stone jut like ribs from the chapel’s exposed floor, as if in mockery of the sanctity of this once-holy place.
  • Underground. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to be treasure at first glance. In the tower basement, a fully submerged tunnel leads to the lake where the dragon sleeps.
  • Chapel Tower. A swollen oak door, flanked by worn carvings of noble warriors, opens into the dank stone tower, which stands empty except for a chipped staircase that climbs to a second floor and then ends in midair before reaching the crumbling third level. Mold-covered friezes of knights kneeling before angelic beings line the stairwell.
  • Tower Top. The dragon’s true hoard is kept safely at the top of the crumbling tower, where the dragon enjoys perching and staring out into the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope to claim the dragon’s real treasures.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.   Some potential additional regional effects are as follows:
  • Ennui. Creatures that spend a year within 10 miles of the dragon’s lair are filled with listless despair.
  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water.
When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.
  Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.
A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.
  Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain.
A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger.

Suggested Environments

Swamp

SRD (p.284)

Adult Black Dragon CR: 14

Huge dragon, chaotic evil
Armor Class: 19
Hit Points: 195
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

23 +6

DEX

14 +2

CON

21 +5

INT

14 +2

WIS

13 +1

CHA

17 +3

Saving Throws: DEX +7, CON +10, WIS +6, CHA +8
Skills: Perception +11, Stealth +7
Damage Immunities: Acid
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 21
Languages: Common, Draconic
Challenge Rating: 14 ( 11500 XP)
Proficiency Bonus: +5

Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. 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.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
  • Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Some possible additional black dragon lair actions are as follows:
  • Filth Burst. The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. The cylinder is difficult terrain.
  • Grasping Muck. Tendrils of roiling muck extend from the dragon’s lair to grasp up to three creatures of the dragon’s choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the next round.
  • Noxious Gas. A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.   Black dragons prefer to lair in swamps and jungles—the more dismal and fetid, the better. Within those environs, they favor ruins for their defensibility and dreary aesthetic.   When choosing their lairs, black dragons are fond of locations that are naturally constraining and confounding. Whether adventurers seeking the dragon must wind their way through the roots of an ancient mangrove swamp or brave a trap-filled boggy ruin, the experience promises to be a deadly affair.   Some possible black dragon lair features are as follows:

  • Swampy Lake. Abutting the chapel is a swampy lake where the dragon sleeps. The foul water stinks of dead fish and rot, while the dense foliage and scraggly trees along the shoreline writhe with scuttling, slithering fauna. A thick blanket of fog—part of the dragon’s corrupting influence—adds a claustrophobic feel to the lair.
  • Chapel Floor. Columns of clammy stone jut like ribs from the chapel’s exposed floor, as if in mockery of the sanctity of this once-holy place.
  • Underground. Twin staircases in the main hall descend to a partially flooded crypt. Five trapped stone sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to be treasure at first glance. In the tower basement, a fully submerged tunnel leads to the lake where the dragon sleeps.
  • Chapel Tower. A swollen oak door, flanked by worn carvings of noble warriors, opens into the dank stone tower, which stands empty except for a chipped staircase that climbs to a second floor and then ends in midair before reaching the crumbling third level. Mold-covered friezes of knights kneeling before angelic beings line the stairwell.
  • Tower Top. The dragon’s true hoard is kept safely at the top of the crumbling tower, where the dragon enjoys perching and staring out into the gloom. Intruders who can’t fly must scale the sheer, slimy walls of the tower (either from outside or from the interior of the second floor), braving whatever traps might be in store if they hope to claim the dragon’s real treasures.

Regional Effects

The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
  • Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.   Some additional possible regional effects are as follows:
  • Ennui. Creatures that spend a year within 10 miles of the dragon’s lair are filled with listless despair.
  • Grating Spies. Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity (Stealth) checks. The dragon can suppress this effect at will.
  • Rotting Domain. Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water.
When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.
  Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.
A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.
  Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain.
A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger.

Suggested Environments

Swamp

SRD (p.284)

Young Black Dragon CR: 7

Large dragon, chaotic evil
Armor Class: 18
Hit Points: 127
Speed: 40 ft , fly: 80 ft , swim: 40 ft

STR

19 +4

DEX

14 +2

CON

17 +3

INT

12 +1

WIS

11 +0

CHA

15 +2

Saving Throws: DEX +5, CON +6, WIS +3, CHA +5
Skills: Perception +6, Stealth +5
Damage Immunities: Acid
Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 16
Languages: Common, Draconic
Challenge Rating: 7 ( 2900 XP)
Proficiency Bonus: +3

Amphibious. The dragon can breathe air and water.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 30­-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water.
When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.
  Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.
A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.
  Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain.
A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger.

SRD (p.285)

Black Dragon Wyrmling CR: 2

Medium dragon, chaotic evil
Armor Class: 17
Hit Points: 33
Speed: 30 ft , fly: 60 ft , swim: 30 ft

STR

15 +2

DEX

14 +2

CON

13 +1

INT

10 +0

WIS

11 +0

CHA

13 +1

Saving Throws: DEX +4, CON +3, WIS +2, CHA +3
Skills: Perception +4, Stealth +4
Damage Immunities: Acid
Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
Languages: Draconic
Challenge Rating: 2 ( 450 XP)
Proficiency Bonus: +2

Amphibious. The dragon can breathe air and water.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.   Acid Breath (Recharge 5–6). The dragon exhales acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.
With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon’s head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon’s reek of rotting vegetation and foul water.
When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.
  Brutal and Cruel. All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.
A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.
  Foes and Servants. Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.
Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master’s domain.
A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon’s hunger.

SRD (p.285)

Ancient Blue Dragon CR: 23

Gargantuan dragon, lawful evil
Armor Class: 22
Hit Points: 481
Speed: 40 ft , fly: 80 ft , burrow: 40 ft

STR

29 +9

DEX

10 +0

CON

27 +8

INT

18 +4

WIS

17 +3

CHA

21 +5

Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
Skills: Perception +17, Stealth +7
Damage Immunities: Lightning
Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 27
Languages: Common, Draconic
Challenge Rating: 23 ( 50000 XP)
Proficiency Bonus: +7

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.   Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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. 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.   Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-­foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Part of the ceiling collapses above one creature that the 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.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
  • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Some additional potential blue dragon lair actions are as follows:
  • Misleading Mirage. Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
  • Sudden Sinkhole. The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.   Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.   A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.   Blue dragons make their lairs in deserts and other arid landscapes. They prefer warm climates, but if an otherwise ideal potential lair presents itself in a cold environment, they find ways to adapt. Instead of seeking out lofty domiciles, blue dragons build their lairs underground, burrowing beneath sand or using magic to hew rock into an intricate warren of rooms and tunnels that can be expanded to accommodate a growing family. Still, they appreciate the tactical advantages of height and usually create their lairs near a spire or cliff from which they can keep watch over their territory.   Though most blue dragons would be loath to the use the term themselves, their lairs are often surprisingly homey. They favor lairs that balance beauty and comfort and adorn them in soothing shades of blue, purple, and green.   Some potential blue dragon lair features are as follows:

  • The walls of the lair are crystallized glass formed by the dragon’s lightning breath. Most of its floors are loosely packed sand, with patches of rough stone showing through in some areas. The dragon has constructed a system of mirrors to bring in sunlight from chambers open to the sky, a system that not only brightly lights the interior but also heats the sand to a comfortable basking temperature.
  • Entrance Chamber. An open central cavern is the lair’s primary entrance. The glass walls rise 30 feet to the surface and are fused with carved stone pillars and partial walls from the ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor of the chamber sometimes ripples or swirls ominously, perhaps in response to unpredictable desert winds, the dragon’s magic, or some creature lurking beneath the sand.
  • Hoard Display. Just off the entrance chamber (toward the left side of the map), a smaller cavern with a worked stone floor contains the dragon’s artfully arranged hoard. The glass walls of this chamber are studded with blue gems, and narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders.
  • Dragon’s Den. The dragon sleeps in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and its worked-stone floor is covered with plush, patterned rugs in complementary hues. It features a bejeweled and cushioned dais on which the dragon often reclines.
  • Private Entrance. Just above and to the right of the den is a small chamber open to the sky that the dragon uses as a private entrance to the lair. A secret door prevents unwitting creatures from wandering directly into the den.
  • Treasury. At the left end of the den, a door set under a blue-tiled arch leads to a smaller room where the dragon keeps relics that are too precious for the main hoard or that don’t match the hoard’s overall aesthetic.

Regional Effects

The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Thunderstorms rage within 6 miles of the lair.
  • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.   Some potential additional regional effects are as follows:
  • Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
  • Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
  • Sandstorm. A sandstorm blows constantly within 1 mile of the dragon’s lair.
  • Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
    A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.
    A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
      Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.
    A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again.
      Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye.
    When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.
      Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.
    A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.
      Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.
    A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

    Suggested Environments

    Coastal, Desert

    SRD (p.286)

    Adult Blue Dragon CR: 16

    Huge dragon, lawful evil
    Armor Class: 19
    Hit Points: 225
    Speed: 40 ft , fly: 80 ft , burrow: 40 ft

    STR

    25 +7

    DEX

    10 +0

    CON

    23 +6

    INT

    16 +3

    WIS

    15 +2

    CHA

    19 +4

    Saving Throws: DEX +5, CON +11, WIS +7, CHA +9
    Skills: Perception +12, Stealth +5
    Damage Immunities: Lightning
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 22
    Languages: Common, Draconic
    Challenge Rating: 16 ( 15000 XP)
    Proficiency Bonus: +5

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.   Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.   Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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. 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.   Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Part of the ceiling collapses above one creature that the 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.
    • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
    • Lightning arcs, forming a 5-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
    Some possible additional blue dragon lair actions are as follows:
    • Misleading Mirage. Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
    • Sudden Sinkhole. The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (2d6) bludgeoning damage and landing prone. On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.

    Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.   Thunderstorms rage around a legendary blue dragon’s lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon’s first line of defense.   A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions — along with the wealth of the dead intruders.   Blue dragons make their lairs in deserts and other arid landscapes. They prefer warm climates, but if an otherwise ideal potential lair presents itself in a cold environment, they find ways to adapt. Instead of seeking out lofty domiciles, blue dragons build their lairs underground, burrowing beneath sand or using magic to hew rock into an intricate warren of rooms and tunnels that can be expanded to accommodate a growing family. Still, they appreciate the tactical advantages of height and usually create their lairs near a spire or cliff from which they can keep watch over their territory.   Though most blue dragons would be loath to the use the term themselves, their lairs are often surprisingly homey. They favor lairs that balance beauty and comfort and adorn them in soothing shades of blue, purple, and green.   Some potential blue dragon lair features are as follows:

    • The walls of the lair are crystallized glass formed by the dragon’s lightning breath. Most of its floors are loosely packed sand, with patches of rough stone showing through in some areas. The dragon has constructed a system of mirrors to bring in sunlight from chambers open to the sky, a system that not only brightly lights the interior but also heats the sand to a comfortable basking temperature.
    • Entrance Chamber. An open central cavern is the lair’s primary entrance. The glass walls rise 30 feet to the surface and are fused with carved stone pillars and partial walls from the ancient city. A narrow, jagged piece of granite juts out horizontally from the wall near the top of the chamber, providing a perch from which the dragon can survey the cavern. The sand covering the floor of the chamber sometimes ripples or swirls ominously, perhaps in response to unpredictable desert winds, the dragon’s magic, or some creature lurking beneath the sand.
    • Hoard Display. Just off the entrance chamber (toward the left side of the map), a smaller cavern with a worked stone floor contains the dragon’s artfully arranged hoard. The glass walls of this chamber are studded with blue gems, and narrow light wells let in sunlight that bathes the room in dappled blue light. The ancient stone tiles on the floor contain lightning-charged traps to blast intruders.
    • Dragon’s Den. The dragon sleeps in a large chamber in the bottom right of the map. The den is a well-preserved remnant of the ancient city; this gracious, elegant space is hung with silk curtains in shades of blue and purple, and its worked-stone floor is covered with plush, patterned rugs in complementary hues. It features a bejeweled and cushioned dais on which the dragon often reclines.
    • Private Entrance. Just above and to the right of the den is a small chamber open to the sky that the dragon uses as a private entrance to the lair. A secret door prevents unwitting creatures from wandering directly into the den.
    • Treasury. At the left end of the den, a door set under a blue-tiled arch leads to a smaller room where the dragon keeps relics that are too precious for the main hoard or that don’t match the hoard’s overall aesthetic.

    Regional Effects

    The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Thunderstorms rage within 6 miles of the lair.
    • Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
    • Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6× 10 feet into the sinkhole.
    • If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.   Some possible additional regional effects are as follows:
      • Blue Luster. Creatures that spend a year within 1 mile of the dragon’s lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
      • Mirage Terrain. The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence (Investigation) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
      • Sandstorm. A sandstorm blows constantly within 1 mile of the dragon’s lair.

      Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
      A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.
      A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
        Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.
      A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again.
        Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye.
      When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.
        Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.
      A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.
        Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.
      A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

      Suggested Environments

      Coastal, Desert

    SRD (p.286)

    Young Blue Dragon CR: 9

    Large dragon, lawful evil
    Armor Class: 18
    Hit Points: 152
    Speed: 40 ft , fly: 80 ft , burrow: 20 ft

    STR

    21 +5

    DEX

    10 +0

    CON

    19 +4

    INT

    14 +2

    WIS

    13 +1

    CHA

    17 +3

    Saving Throws: DEX +4, CON +8, WIS +5, CHA +7
    Skills: Perception +9, Stealth +4
    Damage Immunities: Lightning
    Senses: Blindsight 10ft., Darkvision 120ft., Passive Perception 19
    Languages: Common, Draconic
    Challenge Rating: 9 ( 5000 XP)
    Proficiency Bonus: +4

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.   Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.   Lightning Breath (Recharge 5–6). The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

    Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
    A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.
    A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
      Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.
    A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again.
      Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye.
    When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.
      Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.
    A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.
      Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.
    A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

    SRD (p.287)

    Blue Dragon Wyrmling CR: 3

    Medium dragon, lawful evil
    Armor Class: 17
    Hit Points: 52
    Speed: 30 ft , fly: 60 ft , burrow: 15 ft

    STR

    17 +3

    DEX

    10 +0

    CON

    15 +2

    INT

    12 +1

    WIS

    11 +0

    CHA

    15 +2

    Saving Throws: DEX +2, CON +4, WIS +2, CHA +4
    Skills: Perception +4, Stealth +2
    Damage Immunities: Lightning
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 3 ( 700 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.   Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 30-­foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

    Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.
    A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.
    A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.
      Vain and Deadly. A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.
    A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm’s reach as it waits to attack again.
      Desert Predators. Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon’s eye.
    When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.
      Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.
    A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.
      Hoarders of Gems. Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.
    A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

    SRD (p.287)

    Ancient Green Dragon CR: 22

    Gargantuan dragon, lawful evil
    Armor Class: 21
    Hit Points: 385
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    27 +8

    DEX

    12 +1

    CON

    25 +7

    INT

    20 +5

    WIS

    17 +3

    CHA

    19 +4

    Saving Throws: DEX +8, CON +14, WIS +10, CHA +11
    Skills: Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
    Damage Immunities: Poison
    Condition Immunities: Poisoned
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 27
    Languages: Common, Draconic
    Challenge Rating: 22 ( 41000 XP)
    Proficiency Bonus: +7

    Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.   Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. 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.   Poison Breath (Recharge 5–6). 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.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
    • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
    • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
    Some additional potential black dragon lair actions are as follows:
    • Creeper Vines. The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies (see their entry in the Monster Manual). The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
    • Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

    The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.   At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.   Green dragons prefer making their lairs in verdant places—jungles, bayous, pine forests, or anywhere with abundant vegetation that they can shape according to their desires. An older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle among the roots or make lairs inside trees large enough to be hollowed out without compromising their structure.   Green dragons take great interest in woodland settlements when seeking lair sites. Though they are fully capable of modifying forests to their own liking, they find it easier and vastly more entertaining to take something belonging to smaller and weaker beings.   Some potential green dragon lair features are as follows:

    • Underground. The hollow center of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom. This means a creature that falls to the bottom must find a way to ascend at least as far as the lowest tunnel.
    • Hoard Chamber. All three passages eventually converge in the large chamber at the right side of the map, where most of the dragon’s hoard is kept.

    Regional Effects

    The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
    • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
    • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
    If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.   Some potential additional regional effects are as follows:
    • Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon’s lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
    • Twisted Messengers. The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature’s throat and mouth temporarily warp into a twisted version of the dragon’s own in order to allow the dragon’s voice to issue forth.

    The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.
    A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.
    A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.
    A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.
      Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.
    Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.
    A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.
      Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.
    When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.
      Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and hoard.
    Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams.
      Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

    Suggested Environments

    Forest

    SRD (p.288)

    Adult Green Dragon CR: 15

    Huge dragon, lawful evil
    Armor Class: 19
    Hit Points: 207
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    23 +6

    DEX

    12 +1

    CON

    21 +5

    INT

    18 +4

    WIS

    15 +2

    CHA

    17 +3

    Saving Throws: DEX +6, CON +10, WIS +7, CHA +8
    Skills: Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
    Damage Immunities: Poison
    Condition Immunities: Poisoned
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 22
    Languages: Common, Draconic
    Challenge Rating: 15 ( 13000 XP)
    Proficiency Bonus: +5

    Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. 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.   Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
    • A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
    • Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.
    Some possible additional green dragon lair actions are as follows:
    • Creeper Vines. The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become zombies (see their entry in the Monster Manual). The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
    • Lashing Root. One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (3d6) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

    At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.   Green dragons prefer making their lairs in verdant places—jungles, bayous, pine forests, or anywhere with abundant vegetation that they can shape according to their desires. An older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle among the roots or make lairs inside trees large enough to be hollowed out without compromising their structure.   Green dragons take great interest in woodland settlements when seeking lair sites. Though they are fully capable of modifying forests to their own liking, they find it easier and vastly more entertaining to take something belonging to smaller and weaker beings.   Some possible green dragon lair features are as follows:

    • Canopy. The green dragon has teased the banyan’s sprawling canopy into a bowl-like shape within which the dragon can comfortably lounge. Threaded through the branches are bones from the dragon’s meals—some messily clustered among the leaves, and others deliberately arranged to create macabre dioramas for the dragon’s amusement. Such grisly scenes can also be seen scattered throughout the lair as reminders of the dragon’s power, and as distractions and warnings for would-be interlopers.
    • Underground. The hollow center of the tree gives access to the dragon’s lair below, nestled among the banyan’s sprawling roots. Three tunnels branch off from the vertical shaft at different levels—none of them at the very bottom. This means a creature that falls to the bottom must find a way to ascend at least as far as the lowest tunnel.
    • Hoard Chamber. All three passages eventually converge in the large chamber at the right side of the map, where most of the dragon’s hoard is kept.

    Regional Effects

    The region containing a legendary green dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

      iThickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3 (1d6) piercing damage from thorns.
    • Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
    • Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
    • Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
    If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.   Some possible additional regional effects are as follows:
    • Inviting Whispers. Whispers rustle in the foliage within 1 mile of the dragon’s lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
    • Twisted Messengers. The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature’s throat and mouth temporarily warp into a twisted version of the dragon’s own in order to allow the dragon’s voice to issue forth.

    The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
    The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.
    The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.
    A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.
    A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.
    A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.
      Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.
    Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.
    A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.
      Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.
    When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.
      Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crossesover into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and hoard.
  • Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams.
  •   Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

    Suggested Environments

    Forest

    SRD (p.288)

    Young Green Dragon CR: 8

    Large dragon, lawful evil
    Armor Class: 18
    Hit Points: 136
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    19 +4

    DEX

    12 +1

    CON

    17 +3

    INT

    16 +3

    WIS

    13 +1

    CHA

    15 +2

    Saving Throws: DEX +4, CON +6, WIS +4, CHA +5
    Skills: Deception +5, Perception +7, Stealth +4
    Damage Immunities: Poison
    Condition Immunities: Poisoned
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 17
    Languages: Common, Draconic
    Challenge Rating: 8 ( 3900 XP)
    Proficiency Bonus: +3

    Amphibious. The dragon can breathe air and water.

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

    The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.
    A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.
    A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.
    A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.
      Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.
    Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.
    A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.
      Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.
    When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.
      Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and hoard.
    Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams.
      Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

    SRD (p.289)

    Green Dragon Wyrmling CR: 2

    Medium dragon, lawful evil
    Armor Class: 17
    Hit Points: 38
    Speed: 30 ft , fly: 60 ft , swim: 30 ft

    STR

    15 +2

    DEX

    12 +1

    CON

    13 +1

    INT

    14 +2

    WIS

    11 +0

    CHA

    13 +1

    Saving Throws: DEX +3, CON +3, WIS +2, CHA +3
    Skills: Perception +4, Stealth +3
    Damage Immunities: Poison
    Condition Immunities: Poisoned
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 2 ( 450 XP)
    Proficiency Bonus: +2

    Amphibious. The dragon can breathe air and water.

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.   Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

    The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.
    A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.
    A wyrmling green dragon’s thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.
    A green dragon’s legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.
      Capricious Hunters. A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.
    Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.
    A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days. If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures’ activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.
      Manipulative Schemers. A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.
    When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.
      Conflict and Corruption. Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and hoard.
    Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams.
      Living Treasures. A green dragon’s favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

    SRD (p.289)

    Ancient Red Dragon CR: 24

    Gargantuan dragon, chaotic evil
    Armor Class: 22
    Hit Points: 546
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    30 +10

    DEX

    10 +0

    CON

    29 +9

    INT

    18 +4

    WIS

    15 +2

    CHA

    23 +6

    Saving Throws: DEX +7, CON +16, WIS +9, CHA +13
    Skills: Perception +16, Stealth +7
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 26
    Languages: Common, Draconic
    Challenge Rating: 24 ( 62000 XP)
    Proficiency Bonus: +7

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.   Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.   Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.   Frightful Presence. Each 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 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. 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.   Fire Breath (Recharge 5–6). 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 damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
    • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
    • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
    Some potential additional red dragon lair actions are as follows:
    • Noxious Smoke. A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
    • Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.

    Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.   With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.   Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.   Red dragons lair in mountain badlands and high, isolated peaks and hills, preferring warm caverns in the rocky depths beneath those landscapes. Lairs with natural geothermal or lava vents are highly sought after, as these features create an environment ideally suited to the dragons’ taste.   Minions often attend red dragons in their lairs. These servants keep the place swept clean of refuse and watch out for intruders, while providing the imperious dragon with subjects to bully and command. Some minions worship the dragon and serve willingly, but others would escape if they could.   Some potential red dragon lair features are as follows:

    • Caldera. The steep sides of the caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as creatures descend.
    • Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot.
    • Hoard. A side tunnel off the pillared hall descends 30 feet down a steep lava tube to a ledge above a pool of magma. Here the dragon has piled a hoard that gleams in the dull red light.

    Regional Effects

    The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Small earthquakes are common within 6 miles of the dragon’s lair.
    • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
    • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
    If the dragon dies, these effects fade over the course of 1d10 days.   Some additional potential regional effects are as follows:
    • Desertification. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown.
    • Fiery Senses. The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon’s lair.
    • Ominous Flames. Open flames within 6 miles of the dragon’s lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.

    The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry.
    The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
    The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
    The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
      Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.   Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
    No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
      Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
    When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
      Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
    A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

    Suggested Environments

    Hill, Mountain

    SRD (p.290)

    Adult Red Dragon CR: 17

    Huge dragon, chaotic evil
    Armor Class: 19
    Hit Points: 256
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    27 +8

    DEX

    10 +0

    CON

    25 +7

    INT

    16 +3

    WIS

    13 +1

    CHA

    21 +5

    Saving Throws: DEX +6, CON +13, WIS +7, CHA +11
    Skills: Perception +13, Stealth +6
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 23
    Languages: Common, Draconic
    Challenge Rating: 17 ( 18000 XP)
    Proficiency Bonus: +6

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.   Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. 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.   Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
    • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
    • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
    Some additional potential red dragon lair actions are as follows:
    • Noxious Smoke. A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its turn. The cloud lasts until initiative count 20 on the next round.
    • Searing Heat. Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.

    Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.   With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.   Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.   Red dragons lair in mountain badlands and high, isolated peaks and hills, preferring warm caverns in the rocky depths beneath those landscapes. Lairs with natural geothermal or lava vents are highly sought after, as these features create an environment ideally suited to the dragons’ taste.   Minions often attend red dragons in their lairs. These servants keep the place swept clean of refuse and watch out for intruders, while providing the imperious dragon with subjects to bully and command. Some minions worship the dragon and serve willingly, but others would escape if they could.   Some potential red dragon lair features are as follows:

    • Caldera. The steep sides of the caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as creatures descend.
    • Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot.
    • Hoard. A side tunnel off the pillared hall descends 30 feet down a steep lava tube to a ledge above a pool of magma. Here the dragon has piled a hoard that gleams in the dull red light.

    Regional Effects

    The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Small earthquakes are common within 6 miles of the dragon’s lair.
    • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
    • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
    If the dragon dies, these effects fade over the course of 1d10 days.   Some additional potential regional effects are as follows:
    • Desertification. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown.
    • Fiery Senses. The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon’s lair.
    • Ominous Flames. Open flames within 6 miles of the dragon’s lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.

    The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
    The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
    The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
      Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.   Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
    No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
      Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
    When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
      Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
    A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

    Suggested Environments

    Hill, Mountain

    SRD (p.291)

    Young Red Dragon CR: 10

    Large dragon, chaotic evil
    Armor Class: 18
    Hit Points: 178
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    23 +6

    DEX

    10 +0

    CON

    21 +5

    INT

    14 +2

    WIS

    11 +0

    CHA

    19 +4

    Saving Throws: DEX +4, CON +9, WIS +4, CHA +8
    Skills: Perception +8, Stealth +4
    Damage Immunities: Fire
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 18
    Languages: Common, Draconic
    Challenge Rating: 10 ( 5900 XP)
    Proficiency Bonus: +4

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Fire Breath (Recharge 5–6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

    The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
    The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
    The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
      Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.   Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
    No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
      Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
    When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
      Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
    A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

    SRD (p.291)

    Red Dragon Wyrmling CR: 4

    Medium dragon, chaotic evil
    Armor Class: 17
    Hit Points: 75
    Speed: 30 ft , fly: 60 ft , climb: 30 ft

    STR

    19 +4

    DEX

    10 +0

    CON

    17 +3

    INT

    12 +1

    WIS

    11 +0

    CHA

    15 +2

    Saving Throws: DEX +2, CON +5, WIS +2, CHA +4
    Skills: Perception +4, Stealth +2
    Damage Immunities: Fire
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 4 ( 1100 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.   Fire Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

    The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.
    The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.
    The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.
      Mountain Masters. Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.   Arrogant Tyrants. Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.
    No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.
      Status and Servants. Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.
    When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn’t forthcoming, it slaughters a tribe’s leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.
      Obsessive Collectors. Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.
    A red dragon knows the value and provenance of every item in its hoard, along with each item’s exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can’t be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

    SRD (p.291)

    Ancient White Dragon CR: 20

    Gargantuan dragon, chaotic evil
    Armor Class: 20
    Hit Points: 333
    Speed: 40 ft , fly: 80 ft , burrow: 40 ft , swim: 40 ft

    STR

    26 +8

    DEX

    10 +0

    CON

    26 +8

    INT

    10 +0

    WIS

    13 +1

    CHA

    14 +2

    Saving Throws: DEX +6, CON +14, WIS +7, CHA +8
    Skills: Perception +13, Stealth +6
    Damage Immunities: Cold
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 23
    Languages: Common, Draconic
    Challenge Rating: 20 ( 25000 XP)
    Proficiency Bonus: +6

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.   Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. 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.   Cold Breath (Recharge 5–6). 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 damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
    • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
    • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
    Some potential additional white dragon lair actions are as follows:
    • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
    • Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

    White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

    A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.
    A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.
    A white dragon’s lair is a place of freezing temperatures and profound solitude. Forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice are typical of the places white dragons seek out to make their homes.
    White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy surfaces in a white dragon’s lair confound would-be thieves and might foil their escape.
      Some potential white dragon lair effects are as follows:
    • Cave Entrance. The entrance is a cave that opens into the cliff’s rocky base. When the dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.”
    • Frozen Stream. The cave’s interior is a twisting stone tunnel carved out by a subterranean stream, now frozen over by the dragon’s presence. The stream spills down in stages over low, frozen cascades, creating an icy stairway.
    • Dining Hall. A small chamber adjoining the stream just inside the cave’s entrance is the dragon’s dining hall; it contains the horrid remnants of recent meals.
    • Rocky Grotto. Past the topmost cascade is the grotto floor, a rocky cavern dimly lit by blue light filtering through the icy vault high above. The largest of the dragon’s frozen trophies are scattered about the grotto.
    • Low Cavern. Beyond the grotto, the stream leads to a low-ceilinged cavern the dragon used as a sleeping place when smaller; it might now serve as a home for the dragon’s minions.
    • Upper Cavern. High above the grotto floor is a large cave where the dragon rests and stores the bulk of the dragon’s hoard. The cave opens onto a narrow stone shelf that juts out from the grotto’s walls and nearly encircles it. The shelf is stable but icy, and there is no obvious means of reaching it except for flying or scaling the sheer rock walls.
    • Icy Dome. Above the shelf is a frozen dome riddled with icicles. The ice here is just thin enough for the dragon to burst through to the open air if a quick escape is necessary.

    Regional Effects

    The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
    • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
    • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
    If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.   Some potential additional regional effects are as follows:
    • Biting Chill. Extreme cold envelops the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
    • Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

    The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.
    A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.
      Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.
    A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders.
    Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.
      Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.
    White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.
    Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.
      Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.
    Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard.
    A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

    Suggested Environments

    Arctic

    SRD (p.292)

    Adult White Dragon CR: 13

    Huge dragon, chaotic evil
    Armor Class: 18
    Hit Points: 200
    Speed: 40 ft , fly: 80 ft , burrow: 40 ft , swim: 40 ft

    STR

    22 +6

    DEX

    10 +0

    CON

    22 +6

    INT

    8 -1

    WIS

    12 +1

    CHA

    12 +1

    Saving Throws: DEX +5, CON +11, WIS +6, CHA +6
    Skills: Perception +11, Stealth +5
    Damage Immunities: Cold
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 21
    Languages: Common, Draconic
    Challenge Rating: 13 ( 10000 XP)
    Proficiency Bonus: +5

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
    • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
    • The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
    Some additional white dragon lair actions are as follows:
    • Blinding Sleet. Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round.
    • Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.

    White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.   A legendary white dragon’s innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon’s presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.   A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.   A white dragon’s lair is a place of freezing temperatures and profound solitude. Forgotten mountain holds, inaccessible chasms, and frozen caverns buried deep beneath glacial ice are typical of the places white dragons seek out to make their homes.   White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy surfaces in a white dragon’s lair confound would-be thieves and might foil their escape.   Some potential white dragon lair features are as follows:

    • Cave Entrance. The entrance is a cave that opens into the cliff’s rocky base. When the dragon goes out hunting, a wall of ice blocks the cave’s entrance. But while in residence, the dragon leaves the cave mouth open to let the lair “breathe.”
    • Frozen Stream. The cave’s interior is a twisting stone tunnel carved out by a subterranean stream, now frozen over by the dragon’s presence. The stream spills down in stages over low, frozen cascades, creating an icy stairway.
    • Dining Hall. A small chamber adjoining the stream just inside the cave’s entrance is the dragon’s dining hall; it contains the horrid remnants of recent meals.
    • Rocky Grotto. Past the topmost cascade is the grotto floor, a rocky cavern dimly lit by blue light filtering through the icy vault high above. The largest of the dragon’s frozen trophies are scattered about the grotto.
    • Low Cavern. Beyond the grotto, the stream leads to a low-ceilinged cavern the dragon used as a sleeping place when smaller; it might now serve as a home for the dragon’s minions.
    • Upper Cavern. High above the grotto floor is a large cave where the dragon rests and stores the bulk of the dragon’s hoard. The cave opens onto a narrow stone shelf that juts out from the grotto’s walls and nearly encircles it. The shelf is stable but icy, and there is no obvious means of reaching it except for flying or scaling the sheer rock walls.
    • Icy Dome. Above the shelf is a frozen dome riddled with icicles. The ice here is just thin enough for the dragon to burst through to the open air if a quick escape is necessary.

    Regional Effects

    The region containing a legendary white dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Chilly fog lightly obscures the land within 6 miles of the dragon’s lair.
    • Freezing precipitation falls within 6 miles of the dragon’s lair, sometimes forming blizzard conditions when the dragon is at rest.
    • Icy walls block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
    If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.   Some additional potential regional effects are as follows:
    • Biting Chill. Extreme cold envelops the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
    • Mirror Ice. The icy surfaces in the dragon’s lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.

    The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.
    A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.
      Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.
    A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders.
    Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.
      Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.
    White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.
    Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.
      Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.
    Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard.
    A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

    Suggested Environments

    Arctic

    SRD (p.293)

    Young White Dragon CR: 6

    Large dragon, chaotic evil
    Armor Class: 17
    Hit Points: 133
    Speed: 40 ft , fly: 80 ft , burrow: 20 ft , swim: 40 ft

    STR

    18 +4

    DEX

    10 +0

    CON

    18 +4

    INT

    6 -2

    WIS

    11 +0

    CHA

    12 +1

    Saving Throws: DEX +3, CON +7, WIS +3, CHA +4
    Skills: Perception +6, Stealth +3
    Damage Immunities: Cold
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 16
    Languages: Common, Draconic
    Challenge Rating: 6 ( 2300 XP)
    Proficiency Bonus: +3

    Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

    The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.
    A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.
      Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.
    A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders.
    Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.
      Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.
    White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.
    Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.
      Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.
    Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard.
    A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

    SRD (p.293)

    White Dragon Wyrmling CR: 2

    Medium dragon, chaotic evil
    Armor Class: 16
    Hit Points: 32
    Speed: 30 ft , fly: 60 ft , burrow: 15 ft , swim: 30 ft

    STR

    14 +2

    DEX

    10 +0

    CON

    14 +2

    INT

    5 -3

    WIS

    10 +0

    CHA

    11 +0

    Saving Throws: DEX +2, CON +4, WIS +2, CHA +2
    Skills: Perception +4, Stealth +2
    Damage Immunities: Cold
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 2 ( 450 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.   Cold Breath (Recharge 5–6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

    The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious, cruel reptiles driven by hunger and greed.
    A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.
      Primal and Vengeful. White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.
    A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon’s lair as warnings to intruders.
    Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely talk unless moved to do so.
      Lone Masters. White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.
    White dragons can’t abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon’s wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.
    Powerful creatures can sometimes gain a white dragon’s obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon’s lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.
      Treasure Under Ice. White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.
    Loose coins and gems are spread across a white dragon’s lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon’s breath, and held safe beneath layers of transparent ice. The dragon’s great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon’s main hoard.
    A white dragon’s flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

    SRD (p.293)

    Ancient Brass Dragon CR: 20

    Gargantuan dragon, chaotic good
    Armor Class: 20
    Hit Points: 297
    Speed: 40 ft , fly: 80 ft , burrow: 40 ft

    STR

    27 +8

    DEX

    10 +0

    CON

    25 +7

    INT

    16 +3

    WIS

    15 +2

    CHA

    19 +4

    Saving Throws: DEX +6, CON +13, WIS +8, CHA +10
    Skills: History +9, Perception +14, Persuasion +10, Stealth +6
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 24
    Languages: Common, Draconic
    Challenge Rating: 20 ( 25000 XP)
    Proficiency Bonus: +6

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:   Fire Breath. The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.   Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
    • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.


    Some additional brass dragon lair actions to consider are as follows:
    • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit.
    • Blast of Wind. A mighty wind sweeps through the lair in a direction of the dragon’s choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind’s direction and be knocked prone . Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind’s direction, and the wind can’t knock the dragon prone .
    • Obscuring Sand. Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.

    Brass dragons prefer to make their lairs in hot, dry, rocky areas—desert canyons, caves beneath arid mesas, or ancient stone ruins. Brass dragons often compete with blue dragons for lair sites, but are more likely to make a lair among rocks than to burrow under the sands.

    Brass dragons like their lairs to be spacious and well lit; many lairs feature windows or skylights to let sunlight in. They respect skillfully wrought stonework and often take over canyon fortresses and similar structures when they’re abandoned by their original non-dragon builders. Brass dragons are also capable of fine stonework themselves, and many meticulously carve out grand halls and galleries in which to store and display their hoards.

    Some examples of brass dragon features:

    • Column Guardians. Massive columns carved to resemble warriors watch over the main entrance to the canyons; the dragon has given them whimsical names and ascribed unique personalities to them.
    • Grand Hall. At the deepest part of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to climb up but not fly through. A much larger shaft above the rear chamber allows the dragon to fly directly in and out of the lair.
    • Hoard Chamber. The bulk of the dragon’s hoard is stored in a partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out that way.) Eight heavy pillars surround a well in the floor and support the ceiling around the shaft.
    • Unused Chamber. A smaller chamber shown on the left side of the map is not currently used by the dragon, but it shows signs of having been recently used by visitors—either creatures welcomed by the dragon or ones that escaped the dragon’s notice.
    • Wells. Four wells—three in the canyons leading to the main hall and one inside the hoard chamber—provide fresh water for the dragon and any guests, and they also serve as a sort of alarm system. As described in the Monster Manual , whenever a creature with an Intelligence of 3 or higher comes within 30 feet of one of these wells, the dragon becomes aware of the creature’s presence.

    Regional Effects

    The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
    • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
    • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
    If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

    Some additional brass dragon regional effects are as follows:
    • Cloud Companion. A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon’s lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s Guide).
    • Talkative Denizens. Creatures within 1 mile of the dragon’s lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.

    The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.
    A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
      Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.
    A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.
      Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.
    Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard.

    Suggested Environments

    Desert

    SRD (p.294)

    Adult Brass Dragon CR: 13

    Huge dragon, chaotic good
    Armor Class: 18
    Hit Points: 172
    Speed: 40 ft , fly: 80 ft , burrow: 30 ft

    STR

    23 +6

    DEX

    10 +0

    CON

    21 +5

    INT

    14 +2

    WIS

    13 +1

    CHA

    17 +3

    Saving Throws: DEX +5, CON +10, WIS +6, CHA +8
    Skills: History +7, Perception +11, Persuasion +8, Stealth +5
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 21
    Languages: Common, Draconic
    Challenge Rating: 13 ( 10000 XP)
    Proficiency Bonus: +5

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.   Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
    • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
      In the example lair, the dragon might also have the following additional lair action:
    • Animate Statues. The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit.

    A brass dragon’s desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.   An example lair might have the following features:

    • Column Guardians. Massive columns carved to resemble warriors watch over the main entrance to the canyons; the dragon has given them whimsical names and ascribed unique personalities to them.
    • Grand Hall. At the deepest part of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to climb up but not fly through. A much larger shaft above the rear chamber allows the dragon to fly directly in and out of the lair.
    • Hoard Chamber. The bulk of the dragon’s hoard is stored in a partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out that way.) Eight heavy pillars surround a well in the floor and support the ceiling around the shaft.
    • Unused Chamber. A smaller chamber shown on the left side of the map is not currently used by the dragon, but it shows signs of having been recently used by visitors—either creatures welcomed by the dragon or ones that escaped the dragon’s notice.
    • Wells. Four wells—three in the canyons leading to the main hall and one inside the hoard chamber—provide fresh water for the dragon and any guests, and they also serve as a sort of alarm system. As described in the Monster Manual , whenever a creature with an Intelligence of 3 or higher comes within 30 feet of one of these wells, the dragon becomes aware of the creature’s presence.

    Regional Effects

    The region containing a legendary brass dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
    • Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
    • Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
    If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

    The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.
    A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
      Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.
    A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.
      Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.
    Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard.

    Suggested Environments

    Desert

    SRD (p.295)

    Young Brass Dragon CR: 6

    Large dragon, chaotic good
    Armor Class: 17
    Hit Points: 110
    Speed: 40 ft , fly: 80 ft , burrow: 20 ft

    STR

    19 +4

    DEX

    10 +0

    CON

    17 +3

    INT

    12 +1

    WIS

    11 +0

    CHA

    15 +2

    Saving Throws: DEX +3, CON +6, WIS +3, CHA +5
    Skills: Perception +6, Persuasion +5, Stealth +3
    Damage Immunities: Fire
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 16
    Languages: Common, Draconic
    Challenge Rating: 6 ( 2300 XP)
    Proficiency Bonus: +3

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.   Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.
    A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
      Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.
    A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.
      Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.
    Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard.

    SRD (p.295)

    Brass Dragon Wyrmling CR: 1

    Medium dragon, chaotic good
    Armor Class: 16
    Hit Points: 16
    Speed: 30 ft , fly: 60 ft , burrow: 30 ft

    STR

    15 +2

    DEX

    10 +0

    CON

    13 +1

    INT

    10 +0

    WIS

    11 +0

    CHA

    13 +1

    Saving Throws: DEX +2, CON +3, WIS +2, CHA +3
    Skills: Perception +4, Stealth +2
    Damage Immunities: Fire
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 1 ( 200 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.   Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.
    A brass dragon’s head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.
      Boldly Talkative. A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon’s presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon’s thirst for small talk is slaked.
    A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.
      Prized Treasures. Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.
    Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon’s hoard.

    SRD (p.296)

    Ancient Bronze Dragon CR: 22

    Gargantuan dragon, lawful good
    Armor Class: 22
    Hit Points: 444
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    29 +9

    DEX

    10 +0

    CON

    27 +8

    INT

    18 +4

    WIS

    17 +3

    CHA

    21 +5

    Saving Throws: DEX +7, CON +15, WIS +10, CHA +12
    Skills: Insight +10, Perception +17, Stealth +7
    Damage Immunities: Lightning
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 27
    Languages: Common, Draconic
    Challenge Rating: 22 ( 41000 XP)
    Proficiency Bonus: +7

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.   Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.   Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.   Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon creates fog as though it had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
    • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
    Additional lair actions possible for bronze dragon lairs are as follows:
    • Ocean’s Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (1d6) slashing damage; then the swarm vanishes.
    • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) slashing damage.
    • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.

    A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

    Bronze dragons typically dwell along rocky and inaccessible coastlines. Some make dry homes atop lonely sea stacks, while others favor completely submerged lairs in sunken ruins. Many seek out strongholds straddling land.
    When it comes to lairs, bronze dragons value function over form, and they study potential sites with a military commander’s eye for defense. They appreciate the solidity of cliff-side caves or stone fortresses, often reinforcing existing defenses with clever traps and bulwarks. At the same time, bronze dragons understand that they are their own best defense in a siege, so they are careful to maximize their mobility with multiple ways in and out of their lairs.
      Some potential features to consider for a bronze dragon lair are as follows:
    • Sentinel Statue. In a hidden cove sheltered from the sea, a statue of a dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders.
    • Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have begun to crumble near the entrances. Here the dragon grants audiences and presides over councils of war, surrounded by trophies chosen to remind viewers of the dragon’s heroic history.
    • Lofty Alcove. Up a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions.
    • Island Larder. Another elevated chamber carved into the cliffs of a small island abutting the beach (in the center right of the map) serves as a larder in case of a siege. It also houses a clever series of mirrors arranged throughout the stone to allow the dragon to observe the seascape unnoticed.
    • Watery Caves. Two chambers near the top of the map are accessible only via submerged tunnels, their entrances disguised with thick seaweed and boulders. The larger cavern on the right is the dragon’s sleeping chamber, while the smaller on the left holds most of the dragon’s hoard.

    Regional Effects

    The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

    • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
    • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
    • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

    Additional regional effects to consider are as follows:
    • Phantom Escort. Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon’s help toward the dragon’s lair.
    • Underwater Pursuit. Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
    • Unfailing Faithfulness. Sapient creatures that spend a year within 10 miles of the dragon’s lair find it nearly impossible to break a promise.

    Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
    A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.
      Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item.   War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use.
    When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
      Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

    Suggested Environments

    Coastal

    SRD (p.297)

    Adult Bronze Dragon CR: 15

    Huge dragon, lawful good
    Armor Class: 19
    Hit Points: 212
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    25 +7

    DEX

    10 +0

    CON

    23 +6

    INT

    16 +3

    WIS

    15 +2

    CHA

    19 +4

    Saving Throws: DEX +5, CON +11, WIS +7, CHA +9
    Skills: Insight +7, Perception +12, Stealth +5
    Damage Immunities: Lightning
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 22
    Languages: Common, Draconic
    Challenge Rating: 15 ( 13000 XP)
    Proficiency Bonus: +5

    Amphibious. The dragon can breathe air and water.

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.   Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.   Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Lightning Breath. The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.   Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon creates fog as though it had cast the Fog Cloud spell. The fog lasts until initiative count 20 on the next round.
    • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
    A bronze dragon's lair might also be used for one or more of the following effects:
    • Ocean’s Call. The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (1d6) slashing damage; then the swarm vanishes.
    • Salt Burst. The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) slashing damage.
    • Whelming Water. The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked prone.

    A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

    Bronze dragons typically dwell along rocky and inaccessible coastlines. Some make dry homes atop lonely sea stacks, while others favor completely submerged lairs in sunken ruins. Many seek out strongholds straddling land and sea, with both dry and flooded chambers.
    When it comes to lairs, bronze dragons value function over form, and they study potential sites with a military commander’s eye for defense. They appreciate the solidity of cliff-side caves or stone fortresses, often reinforcing existing defenses with clever traps and bulwarks. At the same time, bronze dragons understand that they are their own best defense in a siege, so they are careful to maximize their mobility with multiple ways in and out of their lairs.
      Some interesting features of a bronze dragon's lair may be as follows:
    • Sentinel Statue. In a hidden cove sheltered from the sea, a statue of a dour elf queen watches over a small beach. The statue’s eyes are magically warded to alert the dragon of intruders.
    • Campaign Chamber. Beyond the beach stands a pillared dwarven hall whose walls have begun to crumble near the entrances. Here the dragon grants audiences and presides over councils of war, surrounded by trophies chosen to remind viewers of the dragon’s heroic history.
    • Lofty Alcove. Up a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions.
    • Island Larder. Another elevated chamber carved into the cliffs of a small island abutting the beach (in the center right of the map) serves as a larder in case of a siege. It also houses a clever series of mirrors arranged throughout the stone to allow the dragon to observe the seascape unnoticed.
    • Watery Caves. Two chambers near the top of the map are accessible only via submerged tunnels, their entrances disguised with thick seaweed and boulders. The larger cavern on the right is the dragon’s sleeping chamber, while the smaller on the left holds most of the dragon’s hoard.

    Regional Effects

    The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.

    • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
    • Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
    • Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

    Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
    A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.
      Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item.   War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use.
    When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
      Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

    Suggested Environments

    Coastal

    SRD (p.298)

    Young Bronze Dragon CR: 8

    Large dragon, lawful good
    Armor Class: 18
    Hit Points: 142
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    21 +5

    DEX

    10 +0

    CON

    19 +4

    INT

    14 +2

    WIS

    13 +1

    CHA

    17 +3

    Saving Throws: DEX +3, CON +7, WIS +4, CHA +6
    Skills: Insight +4, Perception +7, Stealth +3
    Damage Immunities: Lightning
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 17
    Languages: Common, Draconic
    Challenge Rating: 8 ( 3900 XP)
    Proficiency Bonus: +3

    Amphibious. The dragon can breathe air and water.

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.   Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Lightning Breath. The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.   Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

    Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
    A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.
      Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item.   War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use.
    When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
      Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

    SRD (p.298)

    Bronze Dragon Wyrmling CR: 2

    Medium dragon, lawful good
    Armor Class: 17
    Hit Points: 32
    Speed: 30 ft , fly: 60 ft , swim: 30 ft

    STR

    17 +3

    DEX

    10 +0

    CON

    15 +2

    INT

    12 +1

    WIS

    11 +0

    CHA

    15 +2

    Saving Throws: DEX +2, CON +4, WIS +2, CHA +4
    Skills: Perception +4, Stealth +2
    Damage Immunities: Lightning
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 2 ( 450 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.   Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

    Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.
    A ribbed and fluted crest defines the shape of a bronze dragon’s head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling’s scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon’s eyes fade as the dragon ages, until they resemble glowing green orbs.
      Dragons of the Coast. Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those ships and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship’s captain for the item.   War Machines. Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use.
    When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.
      Well-Organized Wealth. Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies’ means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

    SRD (p.298)

    Ancient Copper Dragon CR: 21

    Gargantuan dragon, chaotic good
    Armor Class: 21
    Hit Points: 350
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    27 +8

    DEX

    12 +1

    CON

    25 +7

    INT

    20 +5

    WIS

    17 +3

    CHA

    19 +4

    Saving Throws: DEX +8, CON +14, WIS +10, CHA +11
    Skills: Deception +11, Perception +17, Stealth +8
    Damage Immunities: Acid
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 27
    Languages: Common, Draconic
    Challenge Rating: 21 ( 33000 XP)
    Proficiency Bonus: +7

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Acid Breath. The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.   Slowing Breath. 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 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.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
    • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
    Some additional potential copper dragon lair actions are as follows:
    • Laughing Gas. The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is incapacitated with laughter until the end of its next turn.
    • Torpid Energy. The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can’t use reactions or bonus actions until the end of its next turn.

    Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.   Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and caverns of a copper dragon’s lair might be carved out or expanded by the dragon’s powerful acid breath.   Copper dragon burrows are often sinuous and winding, featuring twists, turns, and dead ends. Blank walls in the lair can conceal cunning hidden passages or might be stone or clay thin enough for the dragon to burst through them. The narrowest tunnels in a copper dragon’s lair are just barely wide enough to accommodate the dragon’s body, and they typically loop around and reconnect with themselves so the dragon can double back without having to reverse direction.   Copper dragon lair features:

    • Concealed Entrances. Four sloping tunnels emerge onto the surface among the hills, concealed by brush and tumbled stone. These openings allow the dragon to enter and depart the lair via multiple routes. Additionally, the sunken areas shown on the surface map correspond to areas where the dragon can burst through the ceiling to reach the surface.
    • Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a passage junction reshaping itself at the dragon’s command to open a passage or close it again (similar to the effect of a stone shape spell). Whenever a creature with an Intelligence of 3 or higher comes within 10 feet of one of these secret doors, the dragon becomes aware of that creature’s presence and location. Each secret door radiates an aura of transmutation magic but is otherwise indistinguishable from solid stone.
    • Hoard Chamber. At the bottom of the underground map, a chamber hidden beyond two secret passages and carved out beneath a low hill contains the bulk of the dragon’s hoard. The dragon often sleeps in the adjoining chamber, acting as a final line of defense against intruders.

    Regional Effects

    The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
    • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
    • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
    If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.   Some additional possible copper dragon regional effects are as follows:
    • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon’s lair.
    • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon’s lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

    Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
    A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.
      Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.
    Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.
      Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.
    A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

    Suggested Environments

    Hill

    SRD (p.299)

    Adult Copper Dragon CR: 14

    Huge dragon, chaotic good
    Armor Class: 18
    Hit Points: 184
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    23 +6

    DEX

    12 +1

    CON

    21 +5

    INT

    18 +4

    WIS

    15 +2

    CHA

    17 +3

    Skills: Deception +8, Perception +12, Stealth +6
    Damage Immunities: Acid
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 22
    Languages: Common, Draconic
    Challenge Rating: 14 ( 11500 XP)
    Proficiency Bonus: +5

    Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.   Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Acid Breath. The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.   Slowing Breath. The dragon exhales gas in a 60-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 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.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
    • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
    Some additional lair features that might be a part of a copper dragon lair are as follows:
    • Laughing Gas. The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is incapacitated with laughter until the end of its next turn.
    • Torpid Energy. The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can’t use reactions or bonus actions until the end of its next turn.

    Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

    Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and caverns of a copper dragon’s lair might be carved out or expanded by the dragon’s powerful acid breath.

    Copper dragon burrows are often sinuous and winding, featuring twists, turns, and dead ends. Blank walls in the lair can conceal cunning hidden passages or might be stone or clay thin enough for the dragon to burst through them. The narrowest tunnels in a copper dragon’s lair are just barely wide enough to accommodate the dragon’s body, and they typically loop around and reconnect with themselves so the dragon can double back without having to reverse direction.

    Some potential lair features are as follows:

    • Concealed Entrances. Four sloping tunnels emerge onto the surface among the hills, concealed by brush and tumbled stone. These openings allow the dragon to enter and depart the lair via multiple routes. Additionally, the sunken areas shown on the surface map correspond to areas where the dragon can burst through the ceiling to reach the surface.
    • Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a passage junction reshaping itself at the dragon’s command to open a passage or close it again (similar to the effect of a stone shape spell). Whenever a creature with an Intelligence of 3 or higher comes within 10 feet of one of these secret doors, the dragon becomes aware of that creature’s presence and location. Each secret door radiates an aura of transmutation magic but is otherwise indistinguishable from solid stone.
    • Hoard Chamber. At the bottom of the underground map, a chamber hidden beyond two secret passages and carved out beneath a low hill contains the bulk of the dragon’s hoard. The dragon often sleeps in the adjoining chamber, acting as a final line of defense against intruders.

    Regional Effects

    The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Magic carvings of the dragon’s smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
    • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
    • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
    If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

    Some additional regional effects to consider are as follows:
    • Distant Melodies. The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon’s lair.
    • Starlit Stones. Standing stones are common on hilltops within 1 mile of the dragon’s lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)

    Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
    A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.
      Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.
    Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.
      Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.
    A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

    Suggested Environments

    Hill

    SRD (p.300)

    Young Copper Dragon CR: 7

    Large dragon, chaotic good
    Armor Class: 17
    Hit Points: 119
    Speed: 40 ft , fly: 80 ft , climb: 40 ft

    STR

    19 +4

    DEX

    12 +1

    CON

    17 +3

    INT

    16 +3

    WIS

    13 +1

    CHA

    15 +2

    Saving Throws: DEX +4, CON +6, WIS +4, CHA +5
    Skills: Deception +5, Perception +7, Stealth +4
    Damage Immunities: Acid
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 17
    Languages: Common, Draconic
    Challenge Rating: 7 ( 2900 XP)
    Proficiency Bonus: +3

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.   Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Acid Breath. The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.   Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 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 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.

    Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
    A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.
      Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.
    Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.
      Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.
    A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

    SRD (p.301)

    Copper Dragon Wyrmling CR: 1

    Medium dragon, chaotic good
    Armor Class: 16
    Hit Points: 22
    Speed: 30 ft , fly: 60 ft , climb: 30 ft

    STR

    15 +2

    DEX

    12 +1

    CON

    13 +1

    INT

    14 +2

    WIS

    11 +0

    CHA

    13 +1

    Saving Throws: DEX +3, CON +3, WIS +2, CHA +3
    Skills: Perception +4, Stealth +3
    Damage Immunities: Acid
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 1 ( 200 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Acid Breath. The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.   Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 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 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.

    Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.
    A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon’s scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon’s pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.
      Good Hosts. A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn’t laugh at its jokes or accept its tricks with good humor.
    Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.
      Cautious and Crafty. When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.
    A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

    SRD (p.301)

    Ancient Gold Dragon CR: 24

    Gargantuan dragon, lawful good
    Armor Class: 22
    Hit Points: 546
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    30 +10

    DEX

    14 +2

    CON

    29 +9

    INT

    18 +4

    WIS

    17 +3

    CHA

    28 +9

    Saving Throws: DEX +9, CON +16, WIS +10, CHA +16
    Skills: Insight +10. Perception +17, Persuasion +16, Stealth +9
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 27
    Languages: Common, Draconic
    Challenge Rating: 24 ( 62000 XP)
    Proficiency Bonus: +7

    Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.   Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.   Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.   Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
    • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
    Another golden dragon lair action to consider is:
    • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

    Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.   Despite their affection for people and their diverse cultures, gold dragons typically make their lairs in hidden places far from civilization, where only the most desperate and dedicated can find them. Many live in the ruins of vanished cultures, appreciating the beautiful inevitability of entropy and the reminder of how easily progress can be lost without careful tending. Crumbling shrines, towers reclaimed by the wilderness, and fallen fortresses all appeal to a gold dragon’s sense of history—though they can be equally enraptured by picturesque natural settings. A gold dragon lair almost always involves water, be it a river, a lake, or an ocean shore.   Some golden dragon lair features could be as follows:

    • Waterfall Cave. A rushing river cascades over the cliff in a scintillating waterfall, concealing the entrance to the dragon’s cavern complex. Past this thundering curtain, a cave opens into the grand hall.
    • Grand Hall. Six glowing crystalline columns support the ceiling of this cave. The columns’ colors reflect the dragon’s mood, and they can animate to defend the lair.
    • Gallery. A passageway running left from the grand hall is lined with busts of allies and enemies from the dragon’s past. This area contains the water mirror, a magical glass case filled by seepage from the river above, which the dragon uses to scry across both distance and time.
    • Sleeping Chamber. At the end of the gallery passage, the dragon’s sleeping chamber opens up, its walls lined with shelves holding books and useful magic items.
    • Treasury Hall. Armored doors within the sleeping chamber lead to the dragon’s treasury hall, which features an 80-foot sheer drop into a viewing gallery.
    • Hoard and Vault. A chamber on the right side of the treasury hall holds the dragon’s hoard, which serves to distract would-be thieves from a store of dangerous and corrupting artifacts hidden in a secret vault opposite the hoard chamber.
    • Pantry. A rough chamber off the right side of the great hall acts as the dragon’s pantry, holding racks of pearls and other gems.
    • Apartments. In the top right corner of the map, a worked-stone alcove leads to Humanoid-scale apartments to accommodate the dragon’s most honored comrades, as well as the dragon in Humanoid form.
    • Pavilions. Outside the lair, weathered pavilions climb the cliffs overlooking the waterfall’s plunge pool, offering a convenient place for the dragon to meet visitors. Beyond the pavilions, an elegant pathway winds through self-manicuring gardens before ending abruptly in trackless wilderness.

    Regional Effects

    The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
    • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
    • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
    If the dragon dies, these effects end immediately.   Some additional potential regional effects are as follows:
    • Beneficent Trail. Within 10 miles of the dragon’s lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon’s lair.
    • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon’s lair value fairness and justice over their personal feelings.
    • Liar’s Revelation. Within 6 miles of the dragon’s lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

    The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.
    A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.
      Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes.   Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.
    Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.
      Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

    Suggested Environments

    Forest, Grassland

    SRD (p.302)

    Adult Gold Dragon CR: 17

    Huge dragon, lawful good
    Armor Class: 19
    Hit Points: 256
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    27 +8

    DEX

    14 +2

    CON

    25 +7

    INT

    16 +3

    WIS

    15 +2

    CHA

    24 +7

    Saving Throws: DEX +8, CON +13, WIS +8, CHA +13
    Skills: Insight +8, Perception +14, Persuasion +13, Stealth +8
    Damage Immunities: Fire
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 24
    Languages: Common, Draconic
    Challenge Rating: 17 ( 18000 XP)
    Proficiency Bonus: +6

    Amphibious. The dragon can breathe air and water.   Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each 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 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.   Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 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.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

    • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
    • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
    An additional lair action to consider are as follows:
    • Beguiling Glow. Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

    Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.   Despite their affection for people and their diverse cultures, gold dragons typically make their lairs in hidden places far from civilization, where only the most desperate and dedicated can find them. Many live in the ruins of vanished cultures, appreciating the beautiful inevitability of entropy and the reminder of how easily progress can be lost without careful tending. Crumbling shrines, towers reclaimed by the wilderness, and fallen fortresses all appeal to a gold dragon’s sense of history—though they can be equally enraptured by picturesque natural settings. A gold dragon lair almost always involves water, be it a river, a lake, or an ocean shore.

    Some lair features to consider are as follows:

    • Waterfall Cave. A rushing river cascades over the cliff in a scintillating waterfall, concealing the entrance to the dragon’s cavern complex. Past this thundering curtain, a cave opens into the grand hall.
    • Grand Hall. Six glowing crystalline columns support the ceiling of this cave. The columns’ colors reflect the dragon’s mood, and they can animate to defend the lair.
    • Gallery. A passageway running left from the grand hall is lined with busts of allies and enemies from the dragon’s past. This area contains the water mirror, a magical glass case filled by seepage from the river above, which the dragon uses to scry across both distance and time.
    • Sleeping Chamber. At the end of the gallery passage, the dragon’s sleeping chamber opens up, its walls lined with shelves holding books and useful magic items.
    • Treasury Hall. Armored doors within the sleeping chamber lead to the dragon’s treasury hall, which features an 80-foot sheer drop into a viewing gallery.
    • Hoard and Vault. A chamber on the right side of the treasury hall holds the dragon’s hoard, which serves to distract would-be thieves from a store of dangerous and corrupting artifacts hidden in a secret vault opposite the hoard chamber.
    • Pantry. A rough chamber off the right side of the great hall acts as the dragon’s pantry, holding racks of pearls and other gems.
    • Apartments. In the top right corner of the map, a worked-stone alcove leads to Humanoid-scale apartments to accommodate the dragon’s most honored comrades, as well as the dragon in Humanoid form.
    • Pavilions. Outside the lair, weathered pavilions climb the cliffs overlooking the waterfall’s plunge pool, offering a convenient place for the dragon to meet visitors. Beyond the pavilions, an elegant pathway winds through self-manicuring gardens before ending abruptly in trackless wilderness.

    Regional Effects

    The region containing a legendary gold dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

    • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
    • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
    • Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
    If the dragon dies, these effects end immediately.

    Additional regional effects to consider are as follows:
    • Beneficent Trail. Within 10 miles of the dragon’s lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon’s lair.
    • Emanation of Justice. Creatures that spend a year within 6 miles of the dragon’s lair value fairness and justice over their personal feelings.
    • Liar’s Revelation. Within 6 miles of the dragon’s lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.

    The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.
    A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.
      Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes.   Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.
    Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.
      Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

    Suggested Environments

    Forest, Grassland

    SRD (p.303)

    Young Gold Dragon CR: 10

    Large dragon, lawful good
    Armor Class: 18
    Hit Points: 178
    Speed: 40 ft , fly: 80 ft , swim: 40 ft

    STR

    23 +6

    DEX

    14 +2

    CON

    21 +5

    INT

    16 +3

    WIS

    13 +1

    CHA

    20 +5

    Saving Throws: DEX +6, CON +9, WIS +5, CHA +9
    Skills: Insight +5, Perception +9, Persuasion +9, Stealth +6
    Damage Immunities: Fire
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 19
    Languages: Common, Draconic
    Challenge Rating: 10 ( 5900 XP)
    Proficiency Bonus: +4

    Amphibious. The dragon can breathe air and water.

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.   Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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.

    The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.
    A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.
      Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes.   Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.
    Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.
      Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

    SRD (p.303)

    Gold Dragon Wyrmling CR: 3

    Medium dragon, lawful good
    Armor Class: 17
    Hit Points: 60
    Speed: 30 ft , fly: 60 ft , swim: 30 ft

    STR

    19 +4

    DEX

    14 +2

    CON

    17 +3

    INT

    14 +2

    WIS

    11 +0

    CHA

    16 +3

    Saving Throws: DEX +4, CON +5, WIS +2, CHA +5
    Skills: Perception +4, Stealth +4
    Damage Immunities: Fire
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 3 ( 700 XP)
    Proficiency Bonus: +2

    Amphibious. The dragon can breathe air and water.

    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.   Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.

    The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.
    A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon’s sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.
      Devourer of Wealth. Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn’t need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren’t bribes.   Reserved Shapeshifters. Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.
    Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.
      Master Hoarders. A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

    SRD (p.304)

    Ancient Silver Dragon CR: 23

    Gargantuan dragon, lawful good
    Armor Class: 22
    Hit Points: 487
    Speed: 40 ft , fly: 80 ft

    STR

    30 +10

    DEX

    10 +0

    CON

    29 +9

    INT

    18 +4

    WIS

    15 +2

    CHA

    23 +6

    Saving Throws: DEX +7, CON +16, WIS +9, CHA +13
    Skills: Arcana +11, History +11, Perception +16, Stealth +7
    Damage Immunities: Cold
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 26
    Languages: Common, Draconic
    Challenge Rating: 23 ( 50000 XP)
    Proficiency Bonus: +7

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.   Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.   Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.   Frightful Presence. Each 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 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.   Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 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.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.   Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
    • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
    An additional potential lair action is:
    • Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon’s choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.

    Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.   Silver dragons make their lairs on mountaintops and in the clouds. Often, this has less to do with concerns such as security and privacy, and more to do with meeting or exceeding expectations. If humans, elves, and dwarves expect dragons to be found in such lofty environs, that’s what they’ll get.   This inclination toward using high-altitude locales as sites for lairs isn’t without complications, though. Silver dragons often end up in competition with other dragons, notably red dragons, for control of such places. And even after establishing their lairs, silver dragons often need to fight to protect their dominion.   The lair of a silver dragon is always an impressive sight. Young dragons make their homes in icy cliffs, excavating space for themselves within the mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with its highest levels extending fully into the sky.   Silver dragon lair features could include some of the following:

    • Antechamber. The antechamber was once an ancient throne room or mountain shrine, but time has eroded any clues as to its original builders. Its walls are hung with velvet tapestries featuring heroic figures performing a variety of glorious acts.
    • Side Chambers. A few small private side chambers allow the dragon (usually in Humanoid guise) to meet with visitors.
    • Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of railings and the literal airiness of each footstep might suggest.
    • Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts visitors in grand style. Though this court is often surrounded by clouds, the dragon can clear them away with a moment’s thought, revealing a breathtaking view of the surrounding region.
    • Majestic Temple. The final section of the lair is a grand domed temple set with a plethora of comfortable furnishings. Here and there, souvenirs from the silver dragon’s long life are positioned with great care.
    • Under Temple. A broad shaft in the temple opens into a treasury chamber below, where the dragon’s hoard is arranged in gleaming splendor.

    Regional Effects

    The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

    • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
    • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
    • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

    The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
    A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
      Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.   Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.
    Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.
      Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating.   Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

    Suggested Environments

    Mountain, Urban

    SRD (p.305)

    Adult Silver Dragon CR: 16

    Huge dragon, lawful good
    Armor Class: 19
    Hit Points: 243
    Speed: 40 ft , fly: 80 ft

    STR

    27 +8

    DEX

    10 +0

    CON

    25 +7

    INT

    16 +3

    WIS

    13 +1

    CHA

    21 +5

    Saving Throws: DEX +5, CON +12, WIS +6, CHA +10
    Skills: Arcana +8, History +8, Perception +11, Stealth +5
    Damage Immunities: Cold
    Senses: Blindsight 60ft., Darkvision 120ft., Passive Perception 21
    Languages: Common, Draconic
    Challenge Rating: 16 ( 15000 XP)
    Proficiency Bonus: +5

    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

    Actions

    Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.   Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.   Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.   Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened 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. 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.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.   Paralyzing Breath. 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.   Change Shape. The dragon magically polymorphs into a humanoid or beast 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 or carrying is absorbed or borne by the new form (the dragon's choice).

    In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    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 another creature's turn. The dragon regains spent legendary actions at the start of its turn.

    Detect. The dragon makes a Wisdom (Perception) check.   Tail Attack. The dragon makes a tail attack.   Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

    Lair Actions

    On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

    • The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
    • A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
    An additional lair action to consider is:
    • Icy Grip. A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon’s choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be restrained until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.

    Silver dragons make their lairs on mountaintops and in the clouds. Often, this has less to do with concerns such as security and privacy, and more to do with meeting or exceeding expectations. If humans, elves, and dwarves expect dragons to be found in such lofty environs, that’s what they’ll get.

    This inclination toward using high-altitude locales as sites for lairs isn’t without complications, though. Silver dragons often end up in competition with other dragons, notably red dragons, for control of such places. And even after establishing their lairs, silver dragons often need to fight to protect their dominion.   The lair of a silver dragon is always an impressive sight. Young dragons make their homes in icy cliffs, excavating space for themselves within the mountainside. Older silver dragons sometimes decorate their cliff-side habitats with ruins carefully collected from other places in the world. Depending on the dragon, a lair can be a multi-tiered affair, with its highest levels extending fully into the sky.

    Some silver dragon features to consider are as follows:

    • Antechamber. The antechamber was once an ancient throne room or mountain shrine, but time has eroded any clues as to its original builders. Its walls are hung with velvet tapestries featuring heroic figures performing a variety of glorious acts.
    • Side Chambers. A few small private side chambers allow the dragon (usually in Humanoid guise) to meet with visitors.
    • Cloud Bridge. From the antechamber, visitors travel upward along a path of clouds. The impressive route is not as dangerous as its lack of railings and the literal airiness of each footstep might suggest.
    • Open Court. Past the cloud bridge is an enormous expanse of smooth stone ringed with broken pillars, where the silver dragon hosts visitors in grand style. Though this court is often surrounded by clouds, the dragon can clear them away with a moment’s thought, revealing a breathtaking view of the surrounding region.
    • Majestic Temple. The final section of the lair is a grand domed temple set with a plethora of comfortable furnishings. Here and there, souvenirs from the silver dragon’s long life are positioned with great care.
    • Under Temple. A broad shaft in the temple opens into a treasury chamber below, where the dragon’s hoard is arranged in gleaming splendor.

    Regional Effects

    The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.

    • Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
    • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
    • Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
    If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

    The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
    A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
      Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.   Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.
    Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.
      Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating.   Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

    Suggested Environments

    Mountain, Urban

    SRD (p.306)

    Young Silver Dragon CR: 9

    Large dragon, lawful good
    Armor Class: 18
    Hit Points: 168
    Speed: 40 ft , fly: 80 ft

    STR

    23 +6

    DEX

    10 +0

    CON

    21 +5

    INT

    14 +2

    WIS

    11 +0

    CHA

    19 +4

    Saving Throws: DEX +4, CON +9, WIS +4, CHA +8
    Skills: Arcana +6, History +6, Perception +8, Stealth +4
    Damage Immunities: Cold
    Senses: Blindsight 30ft., Darkvision 120ft., Passive Perception 18
    Languages: Common, Draconic
    Challenge Rating: 9 ( 5000 XP)
    Proficiency Bonus: +4

    Actions

    Multiattack. The dragon makes three attacks: one with its bite and two with its claws.   Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.   Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.   Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 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.

    The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
    A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
      Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.   Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.
    Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.
      Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating.   Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

    SRD (p.306)

    Silver Dragon Wyrmling CR: 2

    Medium dragon, lawful good
    Armor Class: 17
    Hit Points: 45
    Speed: 30 ft , fly: 60 ft

    STR

    19 +4

    DEX

    10 +0

    CON

    17 +3

    INT

    12 +1

    WIS

    11 +0

    CHA

    15 +2

    Saving Throws: DEX +2, CON +5, WIS +2, CHA +4
    Skills: Perception +4, Stealth +2
    Damage Immunities: Cold
    Senses: Blindsight 10ft., Darkvision 60ft., Passive Perception 14
    Languages: Draconic
    Challenge Rating: 2 ( 450 XP)
    Proficiency Bonus: +2

    Actions

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.   Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.   Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.   Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 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.

    The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.
    A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.
      Dragons of Virtue. Silver dragons believe that living a moral life involves doing good deeds and ensuring that one’s actions cause no undeserved harm to other sentient beings. They don’t take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.   Friends of the Small Races. Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.
    Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.
      Respect for Humanity. Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don’t. Humans have a drive and zest for life that silver dragons find fascinating.   Hoarding History. Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

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