Dragons Species in Other Realms | World Anvil

Dragons

True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities. Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise. Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed. True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.   Dragon Age Categories   Category Size Age Range  
Wyrmling Medium 5 years or less
Young Large 6-100 years
Adult Huge 101-800 years
Ancient Gargantuan 801 years or more
Variant Dragons as Innate Spellcasters Dragons are innately magical creatures that can master a few spells as they age, using this variant. A young or older dragon can innately cast a number of spells equal to its Charisma modifier. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). The dragon's bonus to hit with spell attacks is equal to its proficiency bonus+ its Charisma bonus. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier.   Chromatic Dragons The black, blue, green, red, and white dragons represent the evil side of dragon kind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures- including each other.   Driven by Greed Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have "stolen" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it.   Creatures of Ego Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect.   Dangerous Lairs A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures.   Queen of Evil Dragons Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multi verse and all its treasures will one day be hers and hers alone. Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws. Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power.  

Black Dragon Wyrmling

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 lizard folk 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.
 
Wealth of the Ancients Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself.
 
A Black Dragons Lair 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.
 
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 non magical 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.


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.


Armor Class17 (natural armor)
Hit Points 6d8+6
Speed30 ft.Fly 60ft.Swim 30ft.
Strength15 (+2)
Dexterity14 (+2)
Constitution13 (+1)
Intelligence10 (+0)
Wisdom11 (+0)
Charisma13 (+1)
Saving ThrowsDexterity d20+4 Constitution d20+3 Wisdom d20+2
Charisma d20+3
SkillsPerception d20+4 Stealth d20+4
Damage ImmunitiesAcid
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d10+2 piercing damageplus 1d4 acid damage
Action 2Acid 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 5d8 acid damage on a failed save,or half as much damage on a successful one

Young Black Dragon


Armor Class18 (natural armor)
Hit Points 15d10+45
Speed40ft.Fly 80ft.Swim 40ft.
Strength19 (+4)
Dexterity14 (+2)
Constitution17 (+3)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsDexterity d20+5 Constitution d20+6 Wisdom d20+3
Charisma d20+5
SkillsPerception d20+6 Stealth d20+5
Damage ImmunitiesAcid
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 16
LanguagesCommonDraconic
Challenge7 (2,900 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1MultiattackThe dragon makes three attacks: one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 10ft., one targetHit 2d10+4 piercing damageplus 1d8 acid damage
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d6+4 slashing damage
Action 4Acid 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 11d8 acid damage on a failed save,or half as much damage on a successful one

Adult Black Dragon


Armor Class19 (natural armor)
Hit Points 17d12+85
Speed40ft.Fly 80 ft.Swim 40ft.
Strength23 (+6)
Dexterity14 (+2)
Constitution21 (+5)
Intelligence14 (+2)
Wisdom13 (+1)
Charisma17(+3)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 2d10+6 piercing damageplus 1d8 acid damage
Action 3ClawMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4TailMelee Weapon Attack d20+11 to hit
Reach 15 ft., one targetHit 2d8+6 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice thatis within 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successful orthe effect ends for it, the creature is immuneto the dragon's Frightful Presence for the next 24 hours
Action 6Acid 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 12d8 acid damage on a failed save,or half as much damage on a successful one

Ancient Black Dragon


Armor Class22 (natural armor)
Hit Points 21d20+147
Speed40 ft.Fly 80ft.Swim 40ft.
Strength27 (+8)
Dexterity14 (+2)
Constitution25 (+7)
Intelligence16 (+3)
Wisdom15 (+2)
Charisma19 (+4)
Saving ThrowsDexterity d20+9 Constitution d20+14 Wisdom d20+9
Charisma d20+11
SkillsPerception d20+16 Stealth d20+9
Damage ImmunitiesAcid
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 26
LanguagesCommonDraconic
Challenge21 (27,500 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+15 to hit
Reach 15 ft., one targetHit 2d10+8 piercing damageplus 2d8 acid damage
Action 3ClawMelee Weapon Attack d20+15 to hit
Reach 10ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+15 to hit
Reach 20 ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice thatis within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it, the creatureis immune to the dragon's Frightful Presence for the next 24 hours
Action 6Acid 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 15d8 acid damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+8 bludgeoning damage and be knocked prone.The dragon can then fly up to half its flying speed

Blue Dragon Wyrmling

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.
 
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 herdanimals, 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, andassassins 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.
 
A Blue Dragons Lair 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.
 
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.


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 x 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.


Armor Class17 (natural armor)
Hit Points 8d8+16
Speed30ft.Burrow 15ft.Fly 60ft.
Strength17 (+3)
Dexterity10 (+0)
Constitution15 (+2)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsDexterity d20+2 Constitution d20+4 Wisdom d20+2
Charisma d20+4
SkillsPerception d20+4 Stealth d20+2
Damage ImmunitiesLightning
SensesBlindsight 10ft.Darkvlsion 60 ft.Passive Perception 14
LanguagesDraconic
Challenge3 (700 XP)
Action 1BiteMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d10+3 piercing damageplus 1d6 lightning damage
Action 2Lightning 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 4d10 lightning damage on a failed save,or half as much damage on a successful one

Young Blue Dragon


Armor Class18 (natural armor)
Hit Points 16d10+64
Speed40ft.Burrow 20ft.Fly 80ft.
Strength21 (+5)
Dexterity10 (+0)
Constitution19 (+4)
Intelligence14 (+2)
Wisdom13 (+ 1)
Charisma17 (+3)
Saving ThrowsDexterity d20+4 Constitution d20+8 Wisdom d20+5
Charisma d20+7
SkillsPerception d20+9 Stealth d20+4
Damage ImmunitiesLightning
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 19
LanguagesCommonDraconic
Challenge9 (5,000 XP)
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+9 to hit
Reach 10 ft., one targetHit 2d10+5 piercing damageplus 1d10 lightning damage
Action 3ClawMelee Weapon Attack d20+9 to hit
Reach 5 ft., one targetHit 2d6+5 slashing damage
Action 4Lightning Breath (Recharge 5-6)The dragon exhales lightning in a 60-foot line that is 5 feet wide.Each creature in that line must make
a DC 16 Dexterity saving throw,taking 10d10 lightning damage on a failed save,or half as much damage on a successful one

Adult Blue Dragon


Armor Class19 (natural armor)
Hit Points 18d12+108
Speed40ft.Burrow 30ft.Fly 80ft.
Strength25 (+7)
Dexterity10 (+0)
Constitution23 (+6)
Intelligence16 (+3)
Wisdom15 (+2)
Charisma19 (+4)
Saving ThrowsDexterity d20+5 Constitution d20+11 Wisdom d20+7
Charisma d20+9
SkillsPerception d20+12 Stealth d20+5
Damage ImmunitiesLightning
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 22
LanguagesCommonDraconic
Challenge16 (15,000 XP)
SpecialLegendary Resistance (3fDay)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 10ft., one targetHit 2d10+7 piercing damageplus 1d10 lightning damage
Action 3ClawMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 2d6+7 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 15ft., one targetHit 2d8+7 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice thatis within 120 feet of the dragon and aware of
it must succeed on a DC 17 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Lightning 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 12d10 lightning damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+7 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Ancient Blue Dragon


Armor Class22 (natural armor)
Hit Points 26d20+208
Speed40ft.Burrow 40ft.Fly 80ft.
Strength29 (+9)
Dexterity10 (+0)
Constitution27 (+8)
Intelligence18 (+4)
Wisdom17 (+3)
Charisma21 (+5)
Saving ThrowsDexterity d20+7 Constitution d20+15 Wisdom d20+10
Charisma d20+12
SkillsPerception d20+17 Stealth d20+7
Damage ImmunitiesLightning
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge23 (32,500 XP)
SpecialLegendary Resistance (3JDay)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+16 to hit
Reach 15 ft., one targetHit 2d10+9 piercing damageplus 2d10 lightning damage
Action 3ClawMelee Weapon Attack d20+16 to hit
Reach 10ft., one targetHit 2d6+9 slashing damage
Action 4TailMelee Weapon Attack d20+16 to hit
Reach 20ft., one targetHit 2d8+9 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for ' the next 24 hours
Action 6Lightning Breath (Recharge 5-6)The dragon exhales lightning ina 120-foot line that is 10 feet wide.
Each creature in that line must makea DC 23 Dexterity saving throw,taking 16d10 lightning damageon a failed save,
or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+9 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Green Dragon Wyrmling

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 age, 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.
 
A Green Dragons Lair 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 lakesor streams. Others conceal the entrances to their lairs with vegetation.
 
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.


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.


Armor Class17 (natural armor)
Hit Points 7d8+7
Speed30ft.Fly 60ft.Swim 30ft.
Strength15 (+2)
Dexterity12 (+1)
Constitution13 (+1)
Intelligence14 (+2)
Wisdom11 (+0)
Charisma13 (+1)
Saving ThrowsDexterity d20+3 Constitution d20+3 Wisdom d20+2
Charisma d20+3
SkillsPerception d20+4 Stealth d20+3
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d10+2 piercing damageplus 1d6 poison damage
Action 2Poison 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 6d6 poison damage on a failed save,or half as much damage on a successful one

Young Green Dragon



 


Armor Class18 (natural armor)
Hit Points 16d10+48
Speed40 ft.Fly 80 ft.Swim 40 ft.
Strength19 (+4)
Dexterity12 (+1)
Constitution17 (+3)
Intelligence16 (+3)
Wisdom13 (+1)
Charisma15 (+2)
Saving ThrowsDexterity d20+4 Constitution d20+6 Wisdom d20+4
Charisma d20+5
SkillsDeception d20+5 Perception d20+7 Stealth d20+4
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 17
LanguagesCommonDraconic
Challenge8 (3,900 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 10ft., one targetHit 2d10+4 piercing damageplus 2d6 poison damage
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d6+4 slashing damage
Action 4Poison 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 12d6 poison damage on a failed save,or half as much damage on a successful one

Adult Green Dragon


Armor Class19 (natural armor)
Hit Points 18d12+90
Speed40 ft.Fly 80 ft.Swim 40 ft.
Strength23 (+6)
Dexterity12 (+1)
Constitution21 (+5)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma17 (+3)
Saving ThrowsDexterity d20+6 Constitution d20+10 Wisdom d20+7
Charisma d20+8
SkillsDeception d20+8 Insight d20+7 Perception d20+12
Persuasion d20+8 Stealth d20+6
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 22
LanguagesCommonDraconic
Challenge15 (13,000 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 2d10+6 piercing damageplus 2d6 poison damage
Action 3ClawMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4TailMelee Weapon Attack d20+11 to hit
Reach 15ft., one targetHit 2d8+6 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to the
dragon's Frightful Presence for the next 24 hours
Action 6Poison 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 16d6 poison damage on a failed save,or half as much damage on a successful one.

Ancient Green Dragon



 


Armor Class21 (natural armor)
Hit Points 22d20+154
Speed40ft.Fly 80ft.Swim 40ft.
Strength27 (+8)
Dexterity12 (+1)
Constitution25 (+7)
Intelligence20 (+5)
Wisdom17 (+3)
Charisma19 (+4)
Saving ThrowsDexterity d20+8 Constitution d20+14 Wisdom d20+10
Charisma d20+11
SkillsDeception d20+11 Insight d20+10 Perception d20+17
Persuasion d20+11 Stealth d20+8
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge22 (30,000 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+15 to hit
Reach 15 ft., one targetHit 2d10+8 piercing damageplus 3d6 poison damage.
Action 3ClawMelee Weapon Attack d20+15 to hit
Reach 10ft., one targetHit 4d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+15 to hit
Reach 20 ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successful orthe effect ends for it,the creature is immune to the
dragon's Frightful Presence for the next 24 hours
Action 6Poison 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 22d6 poison damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+8 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Red Dragon Wyrmling

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 dragon kind 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 Slaves 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 exactlocation. 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.
 
A Red Dragon's Lair 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 themountain 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.
 
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 a round 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.


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 Realm 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.

 


Armor Class17 (natural armor)
Hit Points 10d8+30
Speed30ft.Climb 30 ft.Fly 60ft.
Strength19 (+4)
Dexterity10 (+0)
Constitution17 (+3)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsDexterity d20+2 Constitution d20+5 Wisdom d20+2
Charisma d20+4
SkillsPerception d20+4 Stealth d20+2
Damage ImmunitiesFire
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge4 (1,100 XP)
Action 1BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d10+4 piercing damageplus 1d6 fire damage
Action 2Fire 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 7d6 fire damage on a failed save,or half as much damage on a successful one

Young Red Dragon


Armor Class18 (natural armor)
Hit Points 17d10+85
Speed40ft.Climb 40ft.Fly 80ft.
Strength23 (+6)
Dexterity10 (+0)
Constitution21 (+5)
Intelligence14 (+2)
Wisdom11 (+0)
Charisma19 (+4)
Saving ThrowsDexterity d20+4 Constitution d20+9 Wisdom d20+4
Charisma d20+8
SkillsPerception d20+8 Stealth d20+4
Damage ImmunitiesFire
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 18
LanguagesCommonDraconic
Challenge10 (5,900 XP)
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 2d10+6 piercing damageplus 1d6 fire damage
Action 3ClawMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4Fire 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 16d6 fire damage on a failed save,or half as much damage on a successful one

Adult Red Dragon



 


Armor Class19 (natural armor)
Hit Points 19d12+133
Speed40ft.Climb 40ft.Fly 80ft.
Strength27 (+8)
Dexterity10 (+0)
Constitution25 (+7)
Intelligence16 (+3)
Wisdom13 (+1)
Charisma21 (+5)
Saving ThrowsDexterity d20+6 Constitution d20+13 Wisdom d20+7
Charisma d20+11
SkillsPerception d20+13 Stealth d20+6
Damage ImmunitiesFire
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 23
LanguagesCommonDraconic
Challenge17 (18,000 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 10ft., one targetHit 2d10+8 piercing damageplus 2d6 fire damage
Action 3ClawMelee Weapon Attack d20+14 to hit
Reach 5 ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+14 to hit
Reach 15ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within 120 feet of the dragonand aware of it must succeed on a
DC 19 Wisdom saving throw or become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,ending the effect on itself on a success.
If a creature's saving throw is successful orthe effect ends for it, the creature is immune tothe dragon's Frightful Presence for the next 24 hours.
Action 5Fire 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 18d6 fire damage on a failed save,or half as much damage on a successful one

Ancient Red Dragon


Armor Class22 (natural armor)
Hit Points 28d20+252
Speed40ft.Climb 40ft.Fly 80ft.
Strength30 (+10)
Dexterity10 (+0)
Constitution29 (+9)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma23 (+6)
Saving ThrowsDexterity d20+7 Constitution d20+16 Wisdom d20+9
Charisma d20+13
SkillsPerception d20+16 Stealth d20+7
Damage ImmunitiesFire
SensesBlindsight 60 ft.Darkvision 120 ft.Passive Perception 26
LanguagesCommonDraconic
Challenge24 (36,500 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+17 to hit
Reach 15ft., one targetHit 2d10+10 piercing damageplus 4d6 fire damage
Action 3ClawMelee Weapon Attack d20+17 to hit
Reach 10ft., one targetHit 2d6+10 slashing damage
Action 4TailMelee Weapon Attack d20+17 to hit
Reach 20 ft., one targetHit 2d8+10 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice thatis within 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat 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 tothe dragon's Frightful Presence for the next 24 hours
Action 6Fire 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 26d6 fire damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 ortake 2d6+10 bludgeoning damage and be knocked prone.The dragon can then fly up to half its flying speed

White Dragon Wyrmling

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 spine 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 fore 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.
 
White Dragon's Lair 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 lovevertical 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.
 
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.


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.


Armor Class16 (natural armor)
Hit Points 5d8+10
Speed30ft.Burrow 15ft.Fly 60ft.
Swim 30ft.
Strength14 (+2)
Dexterity10 (+0)
Constitution14 (+2)
Intelligence5 (-3)
Wisdom10 (+0)
Charisma11 (+0)
Saving ThrowsDexterity d20+2 Constitution d20+4 Wisdom d20+2
Charisma d20+2
SkillsPerception d20+4 Stealth d20+2
Damage ImmunitiesCold
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d10+2 piercing damageplus 1d4 cold damage
Action 2Cold 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 [roll:5d8) cold damage on a failed save,or half as much damage on a successful one

Young White Dragon


Armor Class17 (natural armor)
Hit Points 14d10+56
Speed40ft.Burrow 20ft.Fly 80ft.
Swim 40ft.
Strength18 (+4)
Dexterity10 (+0)
Constitution18 (+4)
Intelligence6 (- 2)
Wisdom11 (+0)
Charisma12 (+1)
Saving ThrowsDexterity d20+3 Constitution d20+7 Wisdom d20+3
Charisma d20+4
SkillsPerception d20+6 Stealth d20+3
Damage ImmunitiesCold
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 16
LanguagesCommonDraconic
Challenge6 (2,300 XP)
SpecialIce WalkThe dragon can move across and climb icy surfaceswithout needing to make an ability check.
Additionally, difficult terrain composed of iceor snow doesn't cost it an extra moment
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 10ft., one targetHit 2d10+4 piercing damageplus 1d8 cold damage
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d6+4 slashing damage
Action 4Cold 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 10d8 cold damage on a failed save,or half as much damage on a successful one

Adult White Dragon


Armor Class18 (natural armor)
Hit Points 16d12+96
Speed40ft.Burrow 30ft.Fly 80ft.
Swim 40ft.
Strength22 (+6)
Dexterity10 (+0)
Constitution22 (+6)
Intelligence8 (-1)
Wisdom12 (+1)
Charisma12 (+1)
Saving ThrowsDexterity d20+5 Constitution d20+11 Wisdom d20+6
Charisma d20+6
SkillsPerception d20+11 Stealth d20+5
Damage ImmunitiesCold
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 21
LanguagesCommonDraconic
Challenge13 (10,000 XP)
Special 1Ice WalkThe dragon can move across and climb icy surfaceswithout needing to make an ability check. Additionally, difficult terrain composed of ice
or snow doesn't cost it an extra moment
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 2d10+6 piercing damageplus 1d8 cold damage
Action 3ClawMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4TailMelee Weapon Attack d20+11 to hit
Reach 15ft., one targetHit 2d8+6 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 14 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Cold 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 12d8 cold damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 regain s spent legendaryactions at the start of its turn
Legendary Actions 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Actions 2Tail AttackThe dragon makes a tail attack
Legendary Actions 3Wing 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 throwor take 2d6+6 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Ancient White Dragon


Armor Class20 (natural armor)
Hit Points 18d20+144
Speed40 ft.Burrow 40 ft.Fly 80ft.
Swim 40 ft.
Strength26 (+8)
Dexterity10 (+0)
Constitution26 (+8)
Intelligence10 (+0)
Wisdom13 (+1)
Charisma14 (+2)
Saving ThrowsDexterity d20+6 Constitution d20+14 Wisdom d20+7
Charisma d20+8
SkillsPerception d20+13 Stealth d20+6
Damage ImmunitiesCold
SensesBlindsight 60ft.Darkvision 120 ft.Passive Perception 23
LanguagesCommonDraconic
Challenge20 (24,500 XP)
Special 1Ice WalkThe dragon can move across and climb icy surfaceswithout needing to make an ability check.
Additionally, difficult terrain composed of iceor snow doesn't cost it an extra moment
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 15ft., one targetHit 2d10+8 piercing damageplus 2d8 cold damage
Action 3ClawMelee Weapon Attack d20+14 to hit
Reach 10 ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+14 to hit
Reach 20ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Cold 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 16d8 cold damage on a failed save,or half as much damage on a successful one
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Actions 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Actions 2Tail AttackThe dragon makes a tail attack
Legendary Actions 3Wing 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 throwor take 2d6+8 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed
  Metallic Dragons Metallic dragons seek to preserve and protect, viewing themselves as one powerful race among the many races that have a place in the world.   Noble Curiosity Metallic dragons covet treasure as do their evil chromatic kin, but they aren't driven as much by greed in their pursuit of wealth. Rather, metallic dragons are driven to investigate and collect, taking unclaimed relics and storing them in their Jars. A metallic dragon's treasure hoard is filled with items that reflect its persona, tell its history, and preserve its memories. Metallic dragons also seek to protect other creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon's hoard. A metallic dragon can be persuaded to part with an item in its hoard for the greater good. However, another creature's need for or right to the item is often unclear from the dragon's point of view. A metallic dragon must be bribed or otherwise convinced to part with the item.   Solitary Shapeshifters At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to disguise itself, it might immerse itself in other cultures for a time. Some dragons are too shy or paranoid to stray far from their lairs and their treasure hoards, but bolder dragons Jove to wander city streets in humanoid form, taking in the local culture and cuisine, and amusing themselves by observing how the smaller races live. Some metallic dragons prefer to stay as far away from civilization as possible so as to not attract enemies. However, this means that they are often far out of touch with current events.   The Persistence of Memory Metallic dragons have long memories, and they form opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On the other hand, the dragon might resent a noble paladin whose ancestor stole a silver statue from the dragon's hoard three centuries before.   King of Good Dragons The chief deity of the metallic dragons is Bahamut, the Platinum Dragon. He dwells in the Seven Heavens of Mount Celestia, but often wanders the Material Plane in the magical guise of a venerable human male in peasant robes. In this form, he is usually accompanied by seven golden canaries- actually seven ancient gold dragons in polymorphed form. Bahamut seldom interferes in the affairs of mortal creatures, though he makes exceptions to help thwart the machinations of Tiamat the Dragon Queen and her evil brood. Good-aligned clerics and paladins sometimes worship Bahamut for his dedication to justice and protection. As a lesser god, he has the power to grant divine spells.  

Brass Dragon Wyrmling

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, thecreature 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.
 
A Brass Dragon's Lair A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
 
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.


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.


Armor Class16 (natural armor)
Hit Points 3d8+3
Speed30ft.Burrow 15ft.Fly 60ft.
Strength15 (+2)
Dexterity10 (+0)
Constitution13 (+1)
Intelligence10 (+0)
Wisdom11 (+0)
Charisma13 (+1)
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d10+2 piercing damage
Action 2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Fire BreathThe dragon exhales fire in a 20-foot line that is 5 feet wide.Each creature in that line must
make a DC 11 Dexterity saving throw,taking 4d6 fire damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Sleep BreathThe dragon exhales sleep gas in a 15-foot cone.Each creature in that area
must succeed on a DC 11 Constitution saving throwor fall unconscious for 1 minute.This effect ends for a creature if the creature takes damageor someone uses an action to wake it

Young Brass Dragon


Armor Class18 (natural armor)
Hit Points 15d10+60
Speed40ft.Fly 80ft.Swim 40ft.
Strength21 (+5)
Dexterity10 (+0)
Constitution19 (+4)
Intelligence14 (+2)
Wisdom13 (+1)
Charisma17 (+3)
Saving ThrowsDexterity d20+3 Constitution d20+7 Wisdom d20+4
Charisma d20+6
SkillsInsight d20+4 Perception d20+7 Stealth d20+3
Damage ImmunitiesLightning
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 17
LanguagesCommonDraconic
Challenge8 (3,900 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+8 to hit
Reach 10ft., one targetHit 2d10+5 piercing damage
Action 3ClawMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 2d6+5 slashing damage
Action 4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe dragon exhales lightning ina 60-foot line that is 5 feet wide.
Each creature in that line must makea DC 15 Dexterity saving throw,taking 10d10 lightning damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed40 feet away from the dragon

Adult Brass Dragon


Armor Class19 (natural armor)
Hit Points 17d12+102
Speed40ft.Fly 80ft.Swim 40ft.
Strength25 (+7)
Dexterity10 (+0)
Constitution23 (+6)
Intelligence16 (+3)
Wisdom15 (+2)
Charisma19 (+4)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 10ft., one targetHit 2d10+7 piercing damage
Action 3ClawMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 2d6+7 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 15 ft., one targetHit 2d8+7 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 17 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successful orthe effect ends for it,the creature is immune to the
dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe 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 12d10 lightning damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed60 feet away from the dragon
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 thenew 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 anyclass features or legendary actions of that form

Ancient Brass Dragon


Armor Class22 (natural armor)
Hit Points 24d20+192
Speed40ft.Fly 80ft.Swim 40ft.
Strength29 (+9)
Dexterity10 (+0)
Constitution27 (+8)
Intelligence18 (+4)
Wisdom17 (+3)
Charisma21 (+5)
Saving ThrowsDexterity d20+7 Constitution d20+15 Wisdom d20+10
Charisma d20+12
SkillsInsight d20+10 Perception d20+17 Stealth d20+7
Damage ImmunitiesLightning
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge22 (30,000 XP)
Special 1Amphibious The dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+16 to hit
Reach 15ft., one targetHit 2d10+9 piercing damage
Action 3ClawMelee Weapon Attack d20+16 to hit
Reach 10ft., one targetHit 2d6+9 slashing damage
Action 4TailMelee Weapon Attack d20+16 to hit
Reach 20ft., one targetHit 2d8+9 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe dragon exhales lightning ina 120·foot line that is 10 feet wide.
Each creature in that line must makea DC 23 Dexterity saving throw,taking 16d10 lightning damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed60 feet away from the dragon
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 absorbedor 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 capabilitiesare otherwise replaced by those of the new form,except any class features orlegendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+9 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Bronze Dragon Wyrmling

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 sea beds 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.
 
A Bronze Dragon's Lair 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.
 
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.


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.


Armor Class17 (natural armor)
Hit Points 5d8+10
Speed30 ft.Fly 60 ft.Swim 30ft.
Strength17 (+3)
Dexterity10 (+0)
Constitution15 (+2)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsDexterity d20+2 Constitution d20+4 Wisdom d20+2
Charisma d20+4
SkillsPerception d20+4 Stealth d20+2
Damage ImmunitiesLightning
SensesBlindsight 10ft.Darkvision 60 ft.Passive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1BiteMelee Weapon Attack d20+5 to hit
Reach 5 ft. , one targetHit 1d10+3 piercing damage
Action 2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe dragon exhales lightning in a40-foot line that is 5 feet wide.
Each creature in that line must makea DC 12 Dexterity saving throw,taking 3d10 lightning damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed30 feet away from the dragon

Young Bronze Dragon


Armor Class18 (natural armor)
Hit Points 15d10+60
Speed40ft.Fly 80ft.Swim 40ft.
Strength21 (+5)
Dexterity10 (+0)
Constitution19 (+4)
Intelligence14 (+2)
Wisdom13 (+1)
Charisma17 (+3)
Saving ThrowsDexterity d20+3 Constitution d20+7 Wisdom d20+4
Charisma d20+6
SkillsInsight d20+4 Perception d20+7 Stealth d20+3
Damage ImmunitiesLightning
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 17
LanguagesCommonDraconic
Challenge8 (3,900 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+8 to hit
Reach 10ft., one targetHit 2d10+5 piercing damage
Action 3ClawMelee Weapon Attack d20+8 to hit
Reach 5 ft., one targetHit 2d6+5 slashing damage
Action 4Breath Weapons (Recharge 5-6)The dragon uses one of the followingbreath weapons Breath Weapon
Breath Weapon 1Lightning BreathThe 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 10d10 lightning damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed40 feet away from the dragon

Adult Bronze Dragon


Armor Class19 (natural armor)
Hit Points 17d12+102
Speed40ft.Fly 80ft.Swim 40ft.
Strength25 (+7)
Dexterity10 (+0)
Constitution23 (+6)
Intelligence16 (+3)
Wisdom15 (+2)
Charisma19 (+4)
Saving ThrowsDexterity d20+5 Constitution d20+11 Wisdom d20+7
Charisma d20+9
SkillsInsight d20+7 Perception d20+12 Stealth d20+5
Damage ImmunitiesLightning
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 22
LanguagesCommonDraconic
Challenge15 (13,000 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+12 to hit
Reach 10ft., one targetHit 2d10+7 piercing damage
Action 3ClawMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 2d6+7 slashing damage
Action 4TailMelee Weapon Attack d20+12 to hit
Reach 15 ft., one targetHit 2d8+7 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 17 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe dragon exhales lightning ina 90-foot line that is 5 feet wide.
Each creature in that line must makea DC 19 Dexterity saving throw,taking 12d10 lightning
damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed60 feet away from the dragon
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 otherwisereplaced by those of the new form,
except any class features orlegendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Actions 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Actions 2Tail AttackThe dragon makes a tail attack
Legendary Actions 3Wing 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 throwor take 2d6+7 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Ancient Bronze Dragon


Armor Class22 (natural armor)
Hit Points 24d20+192
Speed40ft.Fly 80ft.Swim 40ft.
Strength29 (+9)
Dexterity10 (+0)
Constitution27 (+8)
Intelligence18 (+4)
Wisdom17 (+3)
Charisma21 (+5)
Saving ThrowsDexterity d20+7 Constitution d20+15 Wisdom d20+10
Charisma d20+12
SkillsInsight d20+10 Perception d20+17 Stealth d20+7
Damage ImmunitiesLightning
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge22 (30,000 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+16 to hit
Reach 15ft., one targetHit 2d10+9 piercing damage
Action 3ClawMelee Weapon Attack d20+16 to hit
Reach 10ft., one targetHit 2d6+9 slashing damage
Action 4TailMelee Weapon Attack d20+16 to hit
Reach 20ft., one targetHit 2d8+9 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 20 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Lightning BreathThe dragon exhales lightning ina 120·foot line that is 10 feet wide.
Each creature in that line must makea DC 23 Dexterity saving throw,taking 16d10 lightning damage on a failed save ,or half as much damage on a successful one
Breath Weapon 2Repulsion BreathThe 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 pushed60 feet away from the dragon
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 otherwisereplaced by those of the new form,
except any class features or legendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+9 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Copper Dragon Wyrmling

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.
 
A Copper Dragon's Lair 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.
 
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.


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.


Armor Class16 (natural armor)
Hit Points 4d8+4
Speed30ft.Climb 30ft.Fly 60ft.
Strength15 (+2)
Dexterity12 (+1)
Constitution13 (+1)
Intelligence14 (+2)
Wisdom11 (+0)
Charisma13 (+1)
Saving ThrowsDexterity d20+3 Constitution d20+3 Wisdom d20+2
Charisma d20+3
SkillsPerception d20+4 Stealth d20+3
Damage ImmunitiesAcid
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge1 (200 XP)
Action 1BiteMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d10+2 piercing damage
Action 2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Acid BreathThe dragon exhales acid ina 20-foot line that is 5 feet wide.
Each creature in that line must makea DC 11 Dexterity saving throw,taking 4d8 acid damage on a failed save,or half as much damage on a successful one.
Breath Weapon 2Slowing BreathThe dragon exhales gas in a 1 5-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 makemore than one attack on its turn.
In addition, the creature can use either an actionor 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

Young Copper Dragon


Armor Class17 (natural armor)
Hit Points 14d10+42
Speed40 ft.Climb 40 ft.Fly 80ft.
Strength19 (+4)
Dexterity12 (+1)
Constitution17 (+3)
Intelligence16 (+3)
Wisdom13 (+1)
Charisma15 (+2)
Saving ThrowsDexterity d20+4 Constitution d20+6 Wisdom d20+4
Charisma d20+5
SkillsDeception d20+5 Perception d20+7 Stealth d20-+4
Damage ImmunitiesAcid
SensesBlindsight 30 ft.Darkvision 120 ft.Passive Perception 17
LanguagesCommonDraconic
Challenge7 (2,900 XP)
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+7 to hit
Reach 10ft., one targetHit 2d10+4 piercing damage
Action 3ClawMelee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d6+4 slashing damage
Action 4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Acid BreathThe dragon exhales acid in a 40-foot line that is 5 feet wide.Each creature in that line must make
a DC 14 Dexterity saving throw,taking 9d8 acid damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Slowing BreathThe 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'tmake more than one attack on its turn.
In addition, the creature can use either an actionor 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

Adult Copper Dragon


Armor Class18 (natural armor)
Hit Points 16d12+80
Speed40ft.Climb 40ft.Fly 80 ft.
Strength23 (+6)
Dexterity12 (+1)
Constitution21 (+5)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma17 (+3)
Saving ThrowsDexterity d20+6 Constitution d20+10 Wisdom d20+7
Charisma d20+8
SkillsDeception d20+8 Perception d20+12 Stealth d20+6
Damage ImmunitiesAcid
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 22
LanguagesCommonDraconic
Challenge14 (11 ,500 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+11 to hit
Reach 10ft., one targetHit 2d10+6 piercing damage
Action 3ClawMelee Weapon Attack d20+11 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4TailMelee Weapon Attack d20+11 to hit
Reach 15ft., one targetHit 2d8+6 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 16 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Acid BreathThe 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 12d8 acid damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Slowing BreathThe 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'tmake more than one attack on its turn.
In addition, the creature can use either an actionor 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 ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+6 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Ancient Copper Dragon


Armor Class21 (natural armor)
Hit Points 20d20+140
Speed40ft.Climb 40 ft.Fly 80 ft.
Strength27 (+8)
Dexterity12 (+1)
Constitution25 (+7)
Intelligence20 (+5)
Wisdom17 (+3)
Charisma19 (+4)
Saving ThrowsDexterity d20+8 Constitution d20+14 Wisdom d20+10
Charisma d20+11
SkillsDeception d20+11 Perception d20+17 Stealth d20+8
Damage ImmunitiesAcid
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge21 (27,500 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+15 to hit
Reach 15ft., one targetHit 2d10+8 piercing damage
Action 3ClawMelee Weapon Attack d20+15 to hit
Reach 10ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+15 to hit
Reach 20ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Acid BreathThe 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 14d8 acid damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Slowing BreathThe 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 creations,its speed is halved, and it can't makemore than one attack on its turn.
In addition, the creature can use either an actionor 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
Action 7Change ShapeThe dragon magically polymorphs into a humanoid or beast that hasa 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 absorbedor 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 replacedby those of the new form, except any classfeatures or legendary actions of that form
Legendary ActionsThe dragon can take 3 legendary actions,choosing from the 1 option 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+8 bludgeoning damage and be knocked prone.The dragon can then fly up to half its flying speed

Silver Dragon Wyrmling

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-livedelves 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.
 
A Silver Dragon's Lair 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.
 
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 blistering 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.


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.


Armor Class17 (natural armor)
Hit Points 6d8+18
Speed30ft.Fly 60ft.
Strength19 (+4)
Dexterity10 (+0)
Constitution17 (+3)
Intelligence12 (+1)
Wisdom11 (+0)
Charisma15 (+2)
Saving ThrowsDexterity d20+2 Constitution d20+5 Wisdom d20+2
Charisma d20+4
SkillsPerception d20+4 Stealth d20+2
Damage ImmunitiesCold
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge2 (450 XP)
Action 1BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d10+4 piercing damage
Action 2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Cold BreathThe dragon exhales an icy blast in a 15-foot cone.Each creature in that area must make
a DC 13 Constitution saving throw,taking 4d8 cold damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Paralyzing BreathThe 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 throwat the end of each of its turns,ending the effect on itself on a success

Young Silver Dragon


Armor Class18 (natural armor)
Hit Points 16d10+80
Speed40ft.Fly 80ft.
Strength23 (+6)
Dexterity10 (+0)
Constitution21 (+5)
Intelligence14 (+2)
Wisdom11 (+0)
Charisma19 (+4)
Saving ThrowsDexterity d20+4 Constitution d20+9 Wisdom d20+4
Charisma d20+8
SkillsArcana d20+6 History d20+6 Perception d20+8
Stealth d20+4
Damage ImmunitiesCold
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 18
LanguagesCommonDraconic
Challenge9 (5 ,000 XP)
Action 1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 2d10+6 piercing damage
Action 3ClawMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Cold BreathThe dragon exhales an icy blast in a 30-foot cone.Each creature in that area must make
a DC 17 Constitution saving throw,taking 12d8 cold damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Paralyzing BreathThe 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 throwat the end of each of its turns,ending the effect on itself on a success

Adult Silver Dragon



 


Armor Class19 (natural armor)
Hit Points 18d12+126
Speed40ft.Fly 80ft.
Strength27 (+8)
Dexterity10 (+0)
Constitution25 (+7)
Intelligence16 (+3)
Wisdom13 (+1)
Charisma21 (+5)
Saving ThrowsDexterity d20+5 Constitution d20+12 Wisdom d20+6
Charisma d20+10
SkillsArcana d20+8 History d20+8 Perception d20+11
Stealth d20+5
Damage ImmunitiesCold
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 21
LanguagesCommonDraconic
Challenge16 (15,000 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+13 to hit
Reach 10ft., one targetHit 2d10+8 piercing damage
Action 3ClawMelee Weapon Attack d20+13 to hit
Reach 5 ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+13 to hit
Reach 15ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it must
succeed on a DC 18 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Cold BreathThe dragon exhales an icy blast in a 60-foot cone.Each creature in that area must make
a DC 20 Constitution saving throw,taking 13d8 cold damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Paralyzing BreathThe 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 throwat the end of each of its turns,ending the effect on itself on a success
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 bythe 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 capabilitiesare otherwise replaced by those of the new form,
except any class features orlegendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+8 bludgeoning damage andbe knocked prone.The dragon can then fly up to half its flying speed

Ancient Silver Dragon


Armor Class22 (natural armor)
Hit Points 25d20+225
Speed40ft.Fly 80ft.
Strength30 (+10)
Dexterity10 (+0)
Constitution29 (+9)
Intelligence18 (+4)
Wisdom15 (+2)
Charisma23 (+6)
Saving ThrowsDexterity d20+7 Constitution d20+16 Wisdom d20+9
Charisma d20+13
SkillsArcana d20+11 History d20+11 Perception d20+16
Stealth d20+7
Damage ImmunitiesCold
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 26
LanguagesCommonDraconic
Challenge23 (32,500 XP)
SpecialLegendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+17 to hit
Reach 15 ft., one targetHit 2d10+10 piercing damage
Action 3ClawMelee Weapon Attack d20+17 to hit
Reach 10ft., one targetHit 2d6+10 slashing damage
Action 4TailMelee Weapon Attack d20+17 to hit
Reach 20 ft., one targetHit 2d8+10 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that is within120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Cold BreathThe dragon exhales an icy blast in a 90-foot cone.Each creature in that area must
make a DC 24 Constitution saving throw,taking 15d8 cold damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Paralyzing BreathThe 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 throwat the end of each of its turns,ending the effect on itself on a success
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 wearingor 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 capabilitiesare otherwise replaced by those of the new form,except any class features or legendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+10 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Gold Dragon Wyrmling

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.
 
A Gold Dragon's Lair 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, ·eave complexes hidden behind sparkling waterfalls, or ancient ruins.
 
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 realm, a different realm 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.


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. 


Armor Class17 (natural armor)
Hit Points 8d8+24
Speed30ft.Fly 60ft.Swim 30ft.
Strength19 (+4)
Dexterity14 (+2)
Constitution17 (+3)
Intelligence14 (+2)
Wisdom11 (+0)
Charisma16 (+3)
Saving ThrowsDexterity d20+4 Constitution d20+6 Wisdom d20+2
Charisma d20+5
SkillsPerception d20+4 Stealth d20+4
Damage ImmunitiesFire
SensesBlindsight 10ft.Darkvision 60ft.Passive Perception 14
LanguagesDraconic
Challenge3 (700 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action 1BiteMelee Weapon Attack d20+6 to hit
Reach 5 ft., one targetHit 1d10+4 piercing damage
Action 2Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Fire BreathThe dragon exhales fire in a 15-foot cone.Each creature in that area must make
a DC 13 Dexterity saving throw,taking 4d10 fire damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Weakening BreathThe dragon exhales gas in a 15-foot cone.Each creature in that area must succeed on
a DC 13 Strength saving throw or havea 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

Young Gold Dragon


Armor Class18 (natural armor)
Hit Points 17d10+85
Speed40ft.Fly 80ft.Swim 40ft.
Strength23 (+6)
Dexterity14 (+2)
Constitution21 (+5)
Intelligence16 (+3)
Wisdom13 (+1)
Charisma20 (+5)
Saving ThrowsDexterity d20+6 Constitution d20+9 Wisdom d20+5
Charisma d20+9
SkillsInsight d20+5 Perception d20+9 Persuasion d20+9
Stealth d20+6
Damage ImmunitiesFire
SensesBlindsight 30ft.Darkvision 120ft.Passive Perception 19
LanguagesCommonDraconic
Challenge10 (5,900 XP)
SpecialAmphibiousThe dragon can breathe air and water
Action1MultiattackThe dragon makes three attacks:one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+10 to hit
Reach 10ft., one targetHit 2d10+6 piercing damage
Action 3ClawMelee Weapon Attack d20+10 to hit
Reach 5 ft., one targetHit 2d6+6 slashing damage
Action 4Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Fire BreathThe dragon exhales fire in a 30-foot cone.Each creature in that area must make
a DC 17 Dexterity saving throw,taking 10d10 fire damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Weakening BreathThe dragon exhales gas in a 30-foot cone.Each creature in that area must succeed on
a DC 17 Strength saving throw orhave a 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

Adult Gold Dragon


Armor Class19 (natural armor)
Hit Points 19d12+133
Speed40ft.Fly 80ft.Swim 40ft.
Strength27 (+8)
Dexterity14 (+2)
Constitution25 (+7)
Intelligence16 (+3)
Wisdom15 (+2)
Charisma24 (+7)
Saving ThrowsDexterity d20+8 Constitution d20+13 Wisdom d20+8
Charisma d20+13
SkillsInsight d20+8 Perception d20+14 Persuasion d20+13
Stealth d20+8
Damage ImmunitiesFire
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 24
LanguagesCommonDraconic
Challenge17 (18,000 XP)
Special 1AmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks:
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+14 to hit
Reach 10ft., one targetHit 2d10+8 piercing damage
Action 3ClawMelee Weapon Attack d20+14 to hit
Reach 5 ft., one targetHit 2d6+8 slashing damage
Action 4TailMelee Weapon Attack d20+14 to hit
Reach 15ft., one targetHit 2d8+8 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 21 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successfulor the effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6)The dragon uses one of the following breath weapons
Breath Weapon 1Fire BreathThe dragon exhales fire in a 60-foot cone.Each creature in that area must make
a DC 21 Dexterity saving throw,taking 12d10 fire damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Weakening BreathThe dragon exhales gas in a 60-foot cone.Each creature in that area must succeed on
a DC 21 Strength saving throwor have a 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
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 capabilitiesare otherwise replaced by those of the new form,except any class features or legendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail Attack. The dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+8 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

Ancient Gold Dragon


Armor Class22 (natural armor)
Hit Points 28d20+252
Speed40 ft.Fly 80 ft.Swim 40 ft.
Strength30 (+10)
Dexterity14 (+2)
Constitution29 (+9)
Intelligence18 (+4)
Wisdom17 (+3)
Charisma28 (+9)
Saving ThrowsDexterity d20+9 Constitution d20+16 Wisdom d20+10
Charisma d20+16
SkillsInsight d20+10 Perception d20+17 Persuasion d20+16
Stealth d20+9
Damage ImmunitiesFire
SensesBlindsight 60ft.Darkvision 120ft.Passive Perception 27
LanguagesCommonDraconic
Challenge24 (36,500 XP)
SpecialAmphibiousThe dragon can breathe air and water
Special 2Legendary Resistance (3/Day)If the dragon fails a saving throw,it can choose to succeed instead
Action 1MultiattackThe dragon can use its Frightful Presence.It then makes three attacks
one with its bite and two with its claws
Action 2BiteMelee Weapon Attack d20+17 to hit
Reach 15 ft., one targetHit 2d10+10 piercing damage
Action 3ClawMelee Weapon Attack d20+17 to hit
Reach 10ft., one targetHit 2d6+10 slashing damage
Action 4TailMelee Weapon Attack d20+17 to hit
Reach 20ft., one targetHit 2d8+10 bludgeoning damage
Action 5Frightful PresenceEach creature of the dragon's choice that iswithin 120 feet of the dragon and aware of it
must succeed on a DC 24 Wisdom saving throwor become frightened for 1 minute.A creature can repeat the saving throwat the end of each of its turns,
ending the effect on itself on a success.If a creature's saving throw is successful orthe effect ends for it,the creature is immune to
the dragon's Frightful Presence for the next 24 hours
Action 6Breath Weapons (Recharge 5-6}The dragon uses one of the following breath weapons
Breath Weapon 1Fire BreathThe dragon exhales fire in a 90-foot cone.Each creature in that area must make
a DC 24 Dexterity saving throw,taking 13d10 fire damage on a failed save,or half as much damage on a successful one
Breath Weapon 2Weakening BreathThe dragon exhales gas in a 90-foot cone.Each creature in that area must succeed on
a DC 24 Strength saving throw or havea 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
Action 7Change ShapeThe dragon magically polymorphs into a humanoidor 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 orcarrying 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 otherwisereplaced by those of the new form,
except any class features orlegendary actions of that form
Legendary ActionsThe 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 legendaryactions at the start of its turn
Legendary Action 1DetectThe dragon makes a Wisdom (Perception) check
Legendary Action 2Tail AttackThe dragon makes a tail attack
Legendary Action 3Wing 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 throwor take 2d6+10 bludgeoning damageand be knocked prone.The dragon can then fly up to half its flying speed

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