Level Up (A5E) A Leveled-Up Bestiary: Volume Two

IIRC, a while ago, I promised you another magical horse-creature. And here it is! The blood horse, sometimes called a blood pegasus, a bat-winged, blood-drinking beast magically created by Zhetarim sky mages as steeds. Pegasi (I still say the plural should be pegases) are celestials in this edition, for some reason I still don’t get, and 3e’s blood horses are not only Chaotic Evil but also have a detect good ability (I’m ignoring these both), so I guess they’re going to be listed as fiends, at least in part.

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Blood Horse
The Bestiary, Dragon Magazine #299
Creature by Thomas Costa; art by Mike May

Blood horses are sleek, night-black horses; they would be beautiful, if extremely dangerous animals if not for their batlike features. Blood horses have a pair of enormous, leathery wings and large, batlike ears, and their eyes are small and dark pink. Their teeth are sharply pointed for bloodletting, and their hooves are divided into sharp, talon-like toes. Their tail is long, thin, and hairless, and constantly lashes back and forth.

Magically Bred. These fierce steeds were originally created as mounts by fiend-touched spellcasters. Most are still in this service, but a few escaped into the wild and from there, the Waking, and their numbers have grown—although rarely, since they breed slowly. In a few evil-minded nations, heralds and other warrior-mages in service to the crown or evil gods ride blood horses and view it as a mark of honor to be able to catch and tame a wild one for their own.

Wild Things. Despite being magically created into servitude, blood horses remain wild at heart. They don’t take well to domestication and it takes a strong-willed being with fiendish ties or powerful magic to truly tame one—and even then, they will escape as soon as they can. When in the wild, they congregate into herds. Such herds can become a dire threat, as they gain confidence in numbers and become even more aggressive.

Climate/Terrain: Temperate, subtropical; forest, grassland, hill

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. Sometimes called the blood pegasus, these are powerful, bat-winged horses who drink blood. They are physically tougher than pegasi are, but not as intelligent.

DC 15. These creatures have fiendish origin. It’s said they were originally crafted out of the nightmares of children.

DC 20. Blood horses have a deadly screech and a bat-like ability to “see” with echolocation.

Blood Horse Encounters
Challenge Rating 3-4
Blood horse

Challenge Rating 5-10 Two blood horses; blood horse and 1-2 foals (statistics of a pony with 6 Intelligence and a fly speed of 30 ft.)

Challenge Rating 11-16 Five blood horses

Signs
1-2. An exsanguinated and mutilated corpse.
3. Hoofprints similar to a horse's, but cloven; they abruptly stop where the blood horse had flown away.
4. A horrible shrieking whinny from above.

Behavior
1-2. Flying overhead
3. Chasing a pegasus through the air.
4. Hungry; will attack on sight.

Blood Horse
Large monstrosity (fiend); Challenge 3 (750 XP)
AC
16 (natural armor)
HP 51 (6d10+18; bloodied 25)
Speed 50 ft., fly 80 ft.

STR 18 (+4) DEX 14 (+2) CON 17 (+3)
INT 6 (-2) WIS 14 (+2) CHA 8 (-1)

Proficiency +2; Maneuver DC 14
Skills Perception +4, Stealth +4
Senses blindsight 60 ft., passive Perception 12
Languages understands Abyssal and Common but can’t speak.

Echolocation. The blood horse can’t use blindsight while deafened.

Keen Hearing. The blood horse has advantage on Perception checks that rely on hearing.

Actions
Multiattack.
The blood horse makes two hooves attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. If the target is prone, the target takes 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the blood horse regains this number of hit points. The reduction lasts until the target finishes a short or long rest. If the target’s hit point maximum is reduced to 0 hit points by this attack, it dies.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. If the blood horse moves at least 20 feet straight towards the target before the attack, the target must make a DC 14 Strength saving throw, falling prone on a failure.

Scream (Recharge 5-6). The blood horse emits a piercing, blood-curdling screech. Each creature within 20 feet of the blood horse that can hear it must make a DC 13 Constitution saving throw. On a failure, the creature takes 14 (4d6) thunder damage and is stunned until the end of its next turn and deafened for 1 minute. On a success, the creature takes half damage and is not stunned and deafened until the end of its next turn. A deafened creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions
Crush.
Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. The target is pinned to the ground and restrained by the blood horse (escape DC 14). While the target is restrained, the blood horse can’t move or use its hooves attacks.

Combat
A blood horse starts with its scream in order to soften up its foes, then attacks with teeth and hooves.
 

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IIRC, a while ago, I promised you another magical horse-creature. And here it is! The blood horse, sometimes called a blood pegasus, a bat-winged, blood-drinking beast magically created by Zhetarim sky mages as steeds. Pegasi (I still say the plural should be pegases) are celestials in this edition, for some reason I still don’t get, and 3e’s blood horses are not only Chaotic Evil but also have a detect good ability (I’m ignoring these both), so I guess they’re going to be listed as fiends, at least in part.

View attachment 373283

Blood Horse
The Bestiary, Dragon Magazine #299
Creature by Thomas Costa; art by Mike May

Blood horses are sleek, night-black horses; they would be beautiful, if extremely dangerous animals if not for their batlike features. Blood horses have a pair of enormous, leathery wings and large, batlike ears, and their eyes are small and dark pink. Their teeth are sharply pointed for bloodletting, and their hooves are divided into sharp, talon-like toes. Their tail is long, thin, and hairless, and constantly lashes back and forth.

Magically Bred. These fierce steeds were originally created as mounts by fiend-touched spellcasters. Most are still in this service, but a few escaped into the wild and from there, the Waking, and their numbers have grown—although rarely, since they breed slowly. In a few evil-minded nations, heralds and other warrior-mages in service to the crown or evil gods ride blood horses and view it as a mark of honor to be able to catch and tame a wild one for their own.

Wild Things. Despite being magically created into servitude, blood horses remain wild at heart. They don’t take well to domestication and it takes a strong-willed being with fiendish ties or powerful magic to truly tame one—and even then, they will escape as soon as they can. When in the wild, they congregate into herds. Such herds can become a dire threat, as they gain confidence in numbers and become even more aggressive.

Climate/Terrain: Temperate, subtropical; forest, grassland, hill

Legends and Lore
With an Arcana check, the characters can learn the following:

DC 10. Sometimes called the blood pegasus, these are powerful, bat-winged horses who drink blood. They are physically tougher than pegasi are, but not as intelligent.

DC 15. These creatures have fiendish origin. It’s said they were originally crafted out of the nightmares of children.

DC 20. Blood horses have a deadly screech and a bat-like ability to “see” with echolocation.

Blood Horse Encounters
Challenge Rating 3-4
Blood horse

Challenge Rating 5-10 Two blood horses; blood horse and 1-2 foals (statistics of a pony with 6 Intelligence and a fly speed of 30 ft.)

Challenge Rating 11-16 Five blood horses

Signs
1-2. An exsanguinated and mutilated corpse.
3. Hoofprints similar to a horse's, but cloven; they abruptly stop where the blood horse had flown away.
4. A horrible shrieking whinny from above.

Behavior
1-2. Flying overhead
3. Chasing a pegasus through the air.
4. Hungry; will attack on sight.

Blood Horse
Large monstrosity (fiend); Challenge 3 (750 XP)
AC
16 (natural armor)
HP 51 (6d10+18; bloodied 25)
Speed 50 ft., fly 80 ft.

STR 18 (+4) DEX 14 (+2) CON 17 (+3)
INT 6 (-2) WIS 14 (+2) CHA 8 (-1)

Proficiency +2; Maneuver DC 14
Skills Perception +4, Stealth +4
Senses blindsight 60 ft., passive Perception 12
Languages understands Abyssal and Common but can’t speak.

Echolocation. The blood horse can’t use blindsight while deafened.

Keen Hearing. The blood horse has advantage on Perception checks that rely on hearing.

Actions
Multiattack.
The blood horse makes two hooves attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 piercing damage. If the target is prone, the target takes 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the blood horse regains this number of hit points. The reduction lasts until the target finishes a short or long rest. If the target’s hit point maximum is reduced to 0 hit points by this attack, it dies.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. If the blood horse moves at least 20 feet straight towards the target before the attack, the target must make a DC 14 Strength saving throw, falling prone on a failure.

Scream (Recharge 5-6). The blood horse emits a piercing, blood-curdling screech. Each creature within 20 feet of the blood horse that can hear it must make a DC 13 Constitution saving throw. On a failure, the creature takes 14 (4d6) thunder damage and is stunned until the end of its next turn and deafened for 1 minute. On a success, the creature takes half damage and is not stunned and deafened until the end of its next turn. A deafened creature can make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions
Crush.
Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. The target is pinned to the ground and restrained by the blood horse (escape DC 14). While the target is restrained, the blood horse can’t move or use its hooves attacks.

Combat
A blood horse starts with its scream in order to soften up its foes, then attacks with teeth and hooves.
i think that blood horses are meant to be fallen celestial equivalent to pegasuses (note how all the fallen angels still keep the celestial tag but are still evil).
 



Sorry about yesterday; I completely forgot what day it was.

I’m not a big fan of the Forgotten Realms and am know very little of its lore. I am aware that they keep killing off and resurrecting gods willy-nilly (or at least with every edition change). This next monster, the glamer, was created out of the incorporeal remains of Leira, goddess of illusions. As such, they are whimsical, capricious beings who have mastered the art of illusion.

I’m choosing to use them, but genericized away from the Realms-specific deity. Their 3e listing puts them as outsiders who happen to be able to speak both Celestial and Sylvan, so it’s really a toss-up as to whether they should be considered celestials or fey (I think I’ll go with both), but considering they’re divinely-infused wisps of fog, aberration and elemental are also possibilities. If you prefer a different creature type, you have plenty of options.

The original writeup for this creature basically gave it every illusion spell in the book. I’ve cut that number down considerably. Like, do you really need invisibility and improved invisibility and invisibility sphere and mass invisibility? (Yes, I know they were all slightly different, but still.) Also, the original creature had no attack spells, but I gave the glamer a 1/day weird, so they’re not completely defenseless.

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Glamer
The Bestiary, Dragon Magazine #299
Creature by Thomas Costa; art by Mike May

It is said that the true form of a glamer resembles that of a large will-o’-wisp, but with a smudged and shifting form, but few have seen it, as these creatures are always cloaked in illusion. They often appear in the form of fey or other sylvan creatures—but often like to switch it up by appearing as a humanoid, animal, or monster. These shapes are completely illusory, but these illusions, as well as every other illusion they make, are startingly realistic and only an attempt to touch one reveals its true nature—and not always then, either.

For reasons they refuse to share, glamers are always found either alone or in groups of three. Should a group of three lose a member, the two remaining glamers immediately split up.

Divine Creations. Glamers are figments of the imagination from a deity of illusions and mysteries. Understandably, little is known about this deity, as it hides behind deceit, phantasms, and riddles, to the point that some glamers have claimed that they imagined their creator into existence at the same time it imagined them.

The glamers themselves have little to say on the subject other than to be smug that this roundabout origin story gives most people headaches.

Capricious and Cryptic. Glamers are beings of whimsy, deceit, and riddles. They never tell the entire truth or an entire lie unless they really need to. They also rarely say a single sentence when they can say a paragraph with footnotes. Even other fey find their loquaciousness irritating at time, but they grudgingly admit that even the best fey illusions pale before those of the glamers. Some fey lords employ glamers for this ability.

Legends and Lore
With an Arcana or Religion check, the characters can learn the following:

DC 15. Glamers are able to cast incredibly realistic and long-lasting illusions. Their true form is unknown and they may not even be truly real in a way that other creatures understand.

DC 20. A glamer is harmed when it is targeted by a spell from the negation school.

Glamer Encounters
Challenge Rating 3-4
glamer

Challenge Rating 5-10 Three glamers

Signs
1. An area under the effect of a hallucinatory terrain or mirage arcane spell, made to look like a different type of terrain.
2. An area under the effect of one of the above spells, made to look like fantastical terrain.
3. A random item that pings as magical due to being targeted by an arcanist’s magic aura spell.
4. A programmed illusion that springs into existence and speaks a riddle.

Behavior
1. Creating obviously-illusory artwork, designed purely for aesthetics. It is interested in the party’s opinion.
2. Telepathically posing a riddle to the party while invisible and surrounded by illusory threats.
3. Appears to the party under an illusory guise, acting in an erratic manner.
4. Creating multiple illusions in order to yank the party back and forth to amuse itself.

Names
Glamer names are aspects of the name of the dead god that spawned them—shortened or diminutive versions of the name, anagrams, names with the same etymological root, and so forth.

Glamer
Medium celestial (fey); Challenge 3 (700 XP)
AC
21
HP 35 (10d8-10; bloodied 17)
Speed 0 ft., fly 120 ft. (hover)

STR 2 (-4) DEX 23 (+6) CON 9 (-1)
INT 14 (+2) WIS 12 (+1) CHA 21 (+5)

Proficiency +2; Maneuver DC 16
Saving Throws Dex +9, Int +4, Cha +7
Skills Arcana +4 (illusions +1d8), Deception +7 (+1d6), Insight +3 (+1d6), Perception +3, Persuasion +7, Religion +4, Stealth +8
Damage Vulnerabilities necrotic
Senses passive Perception 13
Languages Common, Celestial, Sylvan, telepathy 120 ft.

Chaotic. The glamer radiates an aura of Chaos.

Illumination. The glamer sheds light in a 30-foot radius.

Immortal Nature. A glamer doesn’t require air, sustenance, or sleep.

Innate Spellcasting. The glamer’s spellcasting trait is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no only Seen components:
At will: detect magic, disguise self (can appear as any Small, Medium, or Large creature), flex, invisibility, mage hand, major image, minor illusion
3/day each: arcanist’s magic aura, color spray, hallucinatory terrain, hypnotic pattern, seeming
1/day each: creation, mirage arcane, misdirection, programmed illusion, weird

Inscrutable. The glamer is immune to divination and to any effect that would sense its emotions or read its thoughts. Insight checks made to determine the glamer’s intentions or whether it is lying are made with disadvantage.

Insubstantial. The glamer can’t pick up or move objects or creatures. It can move through creatures and objects, taking 5 (1d10) force damage if it ends its turn inside an object.

Limited Magic Immunity. The glamer automatically succeeds on saving throws against spells from the illusion school. It has advantage on saving throws against all other spells and other magical effects, except for spells from the negation school, against which it makes saving throws at disadvantage.

Master of Illusions. When the glamer casts an illusion spell with a duration of 1 minute or longer, the duration is doubled. The glamer’s illusions can’t be seen through with visual inspection. Instead, a creature must attempt to touch an illusion and make a DC 15 Insight check to determine the illusion’s true nature.

Additionally, they can cast a spell with a range of Self or Touch at any creature within 20 feet, and the range of all other spells is doubled.

Negation Weakness. If the glamer is targeted by a spell from the negation school, it takes (4) 1d8 necrotic damage per slot level with which the spell was cast.

Protective Aura. The glamer’s AC includes its Charisma bonus.

Regeneration. The glamer regains 5 hit points at the start of its turn. If the glamer is targeted by a spell from the negation school or takes necrotic damage, this trait doesn’t function on its next turn. The glamer dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Actions
Color Spray (1st-Level; VSM).
Dazzling multicolored light blinds 12d10 hit points worth of creatures in a 15-foot cone.

Hypnotic Pattern (3rd-Level; S, Concentration). A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.

Bonus Actions
Alter Illumination.
The glamer can alter the radius of its glow (shedding bright light in a 5- to 30-foot radius and dim light for the same number of feet beyond that radius), change the color of its glow, or extinguish its glow (making it invisible).

Cantrip. The glamer casts minor illusion or mage hand.

Nimble Escape. The glamer takes the Disengage or Hide action.

Combat
Glamers don’t fight unless truly cornered, at which point they will cast weird and escape in the confusion.
 
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Limited Magic Immunity. The glamer automatically succeeds on saving throws against spells from the illusion school. It has advantage on saving throws against all other spells and other magical effects, except for spells from the negation school, against which is makes saving throws at disadvantage.
I suppose your meant to write "against which it makes saving throws at disadvantage".
 

Those of you who own issue #300 may have noticed that there are dragons in it. I am not doing the dragons now. I’m working on them, but they take a lot of time and energy, and I don’t have nearly enough energy. Instead, I’m going to do some golems. I mean guardians.

Anyway, first up is the alchemical guardian, which is something that your artificer players can look forward to making. There’s a couple of possibilities here. You could make a schematic for one of these as an artificer-only variant on the manual of guardians. Optionally, it could be a replacement for the Spell Automaton you can make at 20th level. It’s quite a bit more powerful than the automaton, but c’mon, you’re 20th level.

So anyway, these guardians use the Legends and Lore, Signs, Behavior, and treasure tables of the main entry in the Monster Manual, although I’ll give them their own Encounters.

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Alchemical Guardian
The Bestiary, Dragon Magazine #302
Creature by Eric Cagle; art by Marc Sasso

Alchemical guardians are disturbing to look at. Only vaguely humanoid in shape, they are translucent, membranous sacs of swirling, oily liquids—a mixture of potions, alchemical reagents, and other noxious chemicals. The membrane that makes up their skin is relatively fragile; any puncture causes the liquid inside to spew outwards with disastrous results.

These guardians are particularly rare, as they pose just as much a hazard to their creators as they do to any interlopers. Not only can the liquids inside them damage delicate equipment and notes if spilled, but they are prone to going berserk—and will go after their creators when berserk as readily as they will attack anyone else.

Alchemical Guardian Encounters
Challenge Rating 5-10
Alchemical guardian; alchemical guardian and bolt-thrower.
Treasure: Use the treasure under Guardian Encounters in Monstrous Menagerie.

Alchemical Guardian
Large construct; Challenge 7 (2,900 XP)
AC
12 (natural armor)
HP 114 (12d10+48; bloodied 57)
Speed 20 ft.

STR 19 (+4) DEX 9 (-1) CON 18 (+4)
INT 3 (-4) WIS 10 (+0) CHA 1 (-5)

Proficiency +3; Maneuver DC 15
Damage Immunities acid, fire, poison, psychic, bludgeoning; damage from nonmagical, non-adamantine piercing and slashing weapons
Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak

Alchemical Healing. If the guardian consumes an alchemical liquid (acid, alchemist’s fire, antitoxin, or ether), it regains 2d4+2 hit points. At the Narrator’s discretion, other liquids created by alchemists (including potions) also heal the golem.

Berserk. When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can’t reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.

Constructed Nature. The guardian doesn’t require air, sustenance, or sleep.

Immutable Form. The guardian is immune to any effect that would alter its form.

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

Rupture. If the guardian takes piercing or slashing damage, noxious, burning chemicals spray from the wound. Each creature within 5 feet of the guardian must make a DC 15 Dexterity saving throw. A creature takes 5 (1d10) acid damage and 5 (1d10) fire damage and one level of fatigue on a failed save. On a successful save, the creature takes half damage and doesn’t take fatigue.

Toxic Makeup. The guardian can be detected by a detect poison and disease spell. If the guardian is targeted by a lesser restoration spell or any other effect that neutralizes poison, it must make a Constitution saving throw against the caster’s spell save DC or be slowed for 1 minute. It may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Actions
Multiattack.
The guardian makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4 bludgeoning) damage

Vile Breath (Recharge 5-6). The guardian spews poisonous, corrosive vapors in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. A creature takes 18 (4d8) acid damage and 18 (4d8) poison damage and is poisoned until the end of its next turn on a failed save, or half as much damage and isn’t poisoned on a success.
 

While i do suppose we're gonna deal with the fiend dragons eventually, from the same issue there are also mummy, wraith, ghost brut, and wight templates from the same issue. We already did a bunch of skeleton templates awhile ago so why not.
 

The next guardian is the mud guardian, which I kinda feel sorry for. It’s just so unglamourous, kinda weak, and it’s primarily made by “primitive” creatures. Still, this gives you a way to spice up your encounters with lizardfolk, boggards, and other low-CR swamp-dwelling humanoids. If you remove the Immutable Form and Magic Resistance traits and switch the monster type around, you can even use it as a mud elemental.

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Mud Guardian
The Bestiary, Dragon Magazine #302
Creature by Eric Cagle; art by Marc Sasso

Mud guardians are commonly made by people who, due to technological limitations, don’t have the ability to fire clay in a kiln. They are particularly common in wet, swampy areas and remain the guardian of choice by boggards, lizardfolk, and other swamp-dwelling humanoids. They are far weaker than clay golems are, but being made of mud and unfired clay, are also far easier to make.

Mud golems are usually amorphous in shape, with only a slash for a mouth and scooped-out pits for eyes.

Mud Guardian Encounters
Challenge Rating 5-10
1-2 mud golems; mud golem and lizardfolk chosen one; mud golem and 1d4+4 boggards bravos or lizardfolk
Treasure: Use the treasure under Guardian Encounters in Monstrous Menagerie.

Mud Guardian
Large construct; Challenge 5 (1,800 XP)
AC
13 (natural armor)
HP 85 (10d10+30; bloodied 42
Speed 30 ft., swim 30 ft.

STR 17 (+3) DEX 9 (-1) CON 16 (+3)
INT 2 (-4) WIS 10 (+0) CHA 1 (-5)

Proficiency +3; Maneuver DC 14
Damage Resistances fire; piercing and slashing
Damage Immunities poison, psychic; damage from nonmagical, non-adamantine weapons
Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak

Constructed Nature. The guardian doesn’t require air, sustenance, or sleep.

Hardened By Fire. If the guardian takes fire damage, then until the end of its next turn, its walking and swim speeds are reduced to 20 feet, but its AC increases by 2 and its slam attacks inflict an additional 1d10 bludgeoning damage.

Immutable Form. The guardian is immune to any effect that would alter its form.

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

Mud-Walker. The guardian’s movement isn’t hindered by mud, silt, quicksand, or other soft terrain, including its own breath weapon. If it swims muddy or silty water, it is invisible while doing so.

Actions
Multiattack.
The guardian attacks twice with its slam.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10+3) bludgeoning damage. If both attacks hit one Medium or smaller creature, the target is grappled (escape DC 14), and the guardian uses Engulf against it.

Engulf. The guardian absorbs a Medium or smaller grappled creature into its body. The engulfed creature is blinded, restrained, can’t breathe, and moves with the guardian. At the start of each of the guardian’s turns, the target takes 11 (2d6 + 4) bludgeoning damage.

Muddy Breath (Recharge 5-6). The guardian exhales a gout of greasy mud in a 15-foot cone. The area remains difficult terrain until it dries in one hour or targeted by magical fire. Each creature in the area must make a DC 14 Dexterity saving throw. On a failure, the creature is blinded until the end of its next turn. A creature that enters or ends its turn within that area must make a DC 14 Dexterity saving throw or fall prone.
 

And finally, at long last… dragons! Actual dragons! It’s been a heck of a long time, hasn’t it?

So, as I mentioned a few entries ago, issue #300 had some dragons—specifically, planar dragons. Issues #321 and #344 had yet more planar dragons. And to top it off, there was the hellfire wyrm in Monster Manual II (without any age categories) and the 3x Draconomicon finished the collection by reprinting the dragons from #300 and adding a few more.

So I’m going to do them all. Yes, I even picked up the Draconomicon pdf to complete this list. Here’s the list of them:

Adamantine dragon (Bytopia)
Arboreal dragon (Arborea)
Astral dragon (Astral Plane)
Axial dragon (Mechanus)
Battle dragon (Ysgard)
Beast dragon (Beastlands)
Chaos dragon (Limbo)
Chole dragon (Abyss)
Concordant dragon (Outlands)
Elysian dragon (Elysium)
Ethereal dragon (Ethereal Plane)
Gloom dragon (Gray Waste)
Hellfire dragon (Hell)
Howling dragon (Pandamonium)
Oceanus dragon (river Oceanus/any upper plane)
Pyroclastic dragon (Gehenna)
Radiant dragon (Mt. Celestia)
Rust dragon (Acheron)
Styx dragon (river Styx/any lower plane)
Tarterian dragon (Carceri)

I’m actually kind of shocked that they never did elemental dragons just to fill up those inner planes. There was probably a template, though.

My initial desire was to do them all at once in a ginormous block, but, well, dragons are complicated and quickly get overwhelming. It’s not even the statblocks, really—those are simple enough. It’s all those other parts of the entries that get difficult. What I’m going to do is post them as I complete them, no matter what issue I’m actually up to.

Now obviously, these dragons were built for the Great Wheel, which isn’t “canon” for Level Up, and clearly most of the planes in the Planestrider’s Journal are not analogous to D&D’s planes. Where it makes sense, I’ll place these dragons in the planes of PSJ. But honestly, having read the PSJ planes, there’s very few places where it will make sense. None of these guys are going to work for Ingens or Objectio, for instance.

Anyway, to start: the adamantine dragon. Yes, I’m going in alphabetical order. Back in 2e, they were called adamantite dragons (spellings change). While they’re mostly the same, the 3e version (as well as the LU version) have a paralyzing breath weapon, while the 2e version breathed a cone of time stop. I kind of wonder what prompted the change; I’m assuming that paralysis is easier to write up.

Fun fact time: While we all know that adamant means hard or unbreakable—as it originally meant diamond—but in the Middle Ages it apparently also meant loadstone, and it was thought that diamonds could block magnets. That little bit of trivia has absolutely nothing to do with either the original monster or my adaptation, but it’s still kinda neat.

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Adamantine Dragon
Planar Dragons, Dragon Magazine #321
Creature Edward Bonny; art by Marc Sasso

Adamantine dragons have dark scales that gleam green in certain light and glitters as if coated in diamond dust. Their many horns form a resplendent crown. Their most noticeable feature, however, is that their claws, wings, and tail are disproportionately large and their limbs unusually long. They sometimes seem to have an almost humanoid body shape.

Bastions of Goodness. These dragons view themselves as protectors and caretakers. They are ever-alert for invaders from other planes, especially fiends and khalkoi. In fact, the only time they cease this watch is when they see a being in need of help, at which point they swoop in to provide assistance. They are willing to help good-natured beings of any sort. They are also willing to help those who don’t have a good nature if their assistance will get those creatures out of the dragon’s territory faster.

Beloved. Despite their unwavering stance against evil, adamantine dragons have a strong sense of humor and a kindly demeanor, which means that they are usually well-loved by everyone in their territory. Gnomes and halflings, especially, seem to love them. When an adamantine dragon and smallfolk live close together, it’s common for the gnomes to willingly act as the dragon’s servitors and housekeepers and to fully furnish its lair in lovingly-made and jewel-dripped decorations.

Climate/Terrain: subarctic, temperate, subtropical; Astral Plane, Dreaming, forest, grassland, hill, mountain, Plane of Earth, Silyōna

Legends and Lore
With an Arcana or History check, the characters can learn the following:

DC 10. Adamantine dragons are kind but stalwart defenders of goodness and often live on the more heavenly outer planes.

DC 15. The teeth of an an adamantine dragon can bite through armor with ease. They breathe a cone of flame that can burn anything, but can also breathe out clouds of paralyzing gas.

DC 20. Often considered to be a type of metallic dragon, they share those dragons’ ability to change shape. They are often found in the form of humanoids and beasts and spend much of their time socializing with gnomes and halflings, whom they tend to prefer over taller humanoids.

Adamantine Dragon Encounters
Challenge Rating 5-10
adamantine dragon wyrmling; adamantine dragon wyrmling with 1d4 dragonbound warriors.
Treasure: 40 pp, 500 gp, 4 spinels (500 gp each), air charm, gauntlets of ogre power, potion of animal friendship

Challenge Rating 11-16 young adamantine dragon; young adamantine dragon with 1d4 faerie dragons or animated armors
Treasure: 144 pp, 2,000 gp, 6 tourmalines (100 gp each), silk robe with gold embroidery (250 gp), 3 potions of healing, restorative ointment, ring of resistance

Challenge Rating 17-22 young adamantine dragon with gnome illusionist and 4 gnome scouts; young adamantine dragon with 1-2 earth elementals
Treasure: 500 pp, 3,000 gp, 3 opals (1,000 gp each), 2 adamantine shields made out of the dragon’s shed scales (1,000 gp each), silver chalice set with moonstones (1,500 gp), spell scroll of rope trick, +1 crossbow bolts

Challenge Rating 23-30 adult adamantine dragon, adult adamantine dragon and baku*
Treasure: 450 pp, 10,000 gp, diamond (5,000 gp), string of black pearls (7,500 gp), masterwork adamantine greatsword made out of the dragon’s own shed horns (5,000 gp), idol made from adamantine and platinum (7,500 gp), harp carved from exotic planar woods (1,000 gp), 2 arrows of slaying, spell scrolls of divination, ice storm, and locate creature, oil of sharpness

Challenge Rating 31+ ancient adamantine dragon with giant earth elemental; ancient adamantine dragon with lillend*; great wyrm adamantine dragon
Treasure: 30,000 gp, adamantine mask adorned with gold filigree (25,000 gp), the skull of a balor bound with iron chains, a landscape painting of the dragon’s domain by a famed artist (5,000 gp), tome of magical theory which leads to the discovery of a rare 5th-level spell, 2 potions each of invisibility and supreme healing, spell scroll of maze, rod of lordly might

* From A Leveled Up Bestiary vol. 1

Signs
1. Outcroppings of adamantine ore.
2. Occasional plumes of white flame burst from cracks the ground. These act as the flame strike glyph exploration challenge, except that it’s not a trap and can’t be dispelled. With a DC 10 Perception check, there are hissing and burbling noises before the flame, giving creatures enough time to get out of the way. Creatures with the Evil alignment can’t hear the warning signs, though.
3. Local humanoids speak of their beloved protector.
4. A faint, sparkling glow in the air
5. Good creatures have dreams that give them confidence to fight the dangers that are ahead.
6. A draconic footprint that is warm to the touch.

Behavior
1. In humanoid form; approaches the party in a friendly manner to determine their intent.
2. Discretely following a band of vulnerable travelers; will attack anyone who threatens them.
3. Flying overhead; patrolling
4. Gathering allies against a cosmic threat.
5. In battle against fiends; will appreciate any help.
6. In spirited conversation with a group of gnomes; will welcome respectful conversationalists

Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:

1. The walls of the dragon’s lair are lined with jagged spikes of adamantine. Any time the dragon hits a creature within 5 feet of the wall with a claw or tail attack, the creature takes an additional 5 (1d10) piercing damage.

2. The pathway to the dragon’s lair hides the dragon’s friends, who report back to it, ensuring it is never surprised.

3. The dragon’s lair is filled with ingenious traps and tricks made by fey and gnomes. On first entering the lair and every half-hour thereafter, a creature who is moving faster than half their normal speed must make a Dexterity saving throw or suffer one of the following effects (Narrator’s choice or roll a d4): 1 – the creature is poisoned for 1 hour; 2 – the creature is rattled for 1 hour; 3 – the creature is slowed for 1 hour; 4 – the creature is cursed for 1 hour, and each time they make an attack roll or saving throw, they must roll a d4 and subtract that number from the d20 roll. A lesser restoration or remove curse will end the effect.

4. When the dragon use its Burning Breath, the walls and ceiling grow white-hot. Each creature in contact with one of those surfaces must make a Constitution save or take 11 (2d10) fire damage.

Names
Alkastorhar, Hirevan, Nightshine, Watcher, Zommlaral

Ancient Adamantine Dragon
Legendary Gargantuan dragon; Challenge 28 (120,000 XP)
AC
24 (natural armor)
HP 507 (26d20+234; bloodied 253)
Speed 50 ft., fly 80 ft., swim 40 ft.

STR 30 (+10) DEX 10 (+0) CON 29 (+9)
INT 17 (+3) WIS 18 (+4) CHA 25 (+7)

Proficiency +8; Maneuver DC 26
Saving Throws Dex +8, Con +17, Wis +12, Cha +15
Skills Insight +12, Perception +12 (+1d6), Performance +15, Stealth +8
Damage Immunities fire, force
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Celestial, Common, Draconic, two more

Adamant Shield. The dragon radiates an invisible aura in a 30-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class. Additionally, any armor or shields they are wearing or carrying cannot be damaged by spells, combat maneuvers, or other effects.

Good. The dragon radiates a Good aura.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten adamantine. If it has no more uses of this ability its Armor Class is reduced to 22 until it finishes a long rest.

Unceasing Vigil. The dragon does not need to sleep.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can us Adamantine Beam.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 32 (4d10+10) piercing damage plus 11 (2d10) fire damage, and if the target is wearing armor or carrying a shield, the target must make a DC 26 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.

Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 32 (5d8+10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8+10) bludgeoning damage, and the dragon pushes the target 10 feet away.

Adamantine Shortsword (Humanoid Form Only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 13 (1d6+10) piercing damage

Adamantine Beam. The dragon targets a creature within 60 feet and exhales a beam of glittery, dark light, forcing it to make a DC 27 Constitution saving throw. The creature takes 22 (4d10) force damage on a failed save or half as much damage on a success. A creature that fails the save is also slowed until the end of its next turn.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Burning Breath. The dragon exhales white-hot fire in a 90-foot-long, 10-foot-wide line. Each creature in the area must make a DC 27 Dexterity saving throw taking 99 (18d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in the area must make a DC 27 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes 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 (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Adamantine Beam, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its greatsword.

Reactions
Tail Attack.
When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 23 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.

Unbreakable (Costs 2 Actions). The dragon or one creature it sees within 90 feet of it gains resistance to one damage type—cold, fire, lightning, poison, or thunder—until the start of the dragon’s next turn.

Variant: Adamantine Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:

Young Adult (save DC 16): 3/day each: dimension door, mirror image
Adult (save DC 21): 3/day each: dispel evil and good, power word stun
Ancient (save DC 23): 1/day each: time stop

Ancient Dragon Variant: Adamantine Great Wyrm
The dragon is an elite monster, equivalent to two CR 28 monsters (240,000 XP). It has 1,014 (52d20+468; bloodied 507) hit points and the following trait:

Purifying Fires (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if it is not already available. Its scales begin to glow with dark fire. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage. If the creature has the Evil alignment, it must succeed on a DC 27 Constitution saving throw or be stunned until the end of its next turn. The dragon can suppress this ability at will (no action required of it).

The dragon has the following additional legendary actions, which it can only use while bloodied:

Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.

Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.

Dragon Breath (Costs 2 Actions). The dragon uses its breath weapon.

Gathering Strength (Costs 2 Actions). The dragon recharges its breath weapons.

Adamantine Blade (Costs 3 Actions). The dragon uses Adamantine Beam. If the targeted creature fails its saving throw, it also loses any magical bonuses it has to its Armor Class until it completes a long rest.

*

Adult Adamantine Dragon
Legendary Huge dragon; Challenge 23 (50,000 XP)
AC
23 (natural armor)
HP 362 (25d12+200; bloodied 181)
Speed 50 ft., fly 80 ft., swim 40 ft.

STR 27 (+8) DEX 10 (+0) CON 25 (+8)
INT 15 (+2) WIS 16 (+3) CHA 23 (+6)

Proficiency +7; Maneuver DC 23
Saving Throws Dex +7, Con +15, Wis +10, Cha +13
Skills Insight +10, Perception +10 (+1d6), Performance +13, Stealth +7
Damage Immunities fire, force
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Celestial, Common, Draconic, two more

Adamant Shield. The dragon radiates an invisible aura in a 30-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class. Additionally, any armor or shields they are wearing or carrying cannot be damaged by spells, combat maneuvers, or other effects.

Good. The dragon radiates a Good aura.

Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten adamantine. If it has no more uses of this ability its Armor Class is reduced to 21 until it finishes a long rest.

Unceasing Vigil. The dragon does not need to sleep.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Adamantine Beam.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) piercing damage plus 11 (2d10) force damage, and if the target is wearing armor or carrying a shield, the target must make a DC 23 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.

Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 26 (4d8+8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 10 feet away.

Adamantine Longsword (Humanoid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (1d10+8) slashing damage

Adamantine Beam. The dragon targets a creature within 60 feet and exhales a beam of glittery, dark light, forcing it to make a DC 23 Constitution saving throw. The creature takes 16 (3d10) force damage on a failed save or half as much damage on a success. A creature that fails the save is also slowed until the end of its next turn.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Burning Breath. The dragon exhales white-hot fire in a 60-foot-long, 5-foot-wide line. Each creature in the area must make a DC 23 Dexterity saving throw taking 77 (14d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in the area must make a DC 23 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes 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 (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Adamantine Beam, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its greatsword.

Reactions
Tail Attack.
When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.

Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.

Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.

Unbreakable (Costs 2 Actions). The dragon or one creature it sees within 90 feet of it gains resistance to one damage type—cold, fire, lightning, poison, or thunder—until the start of the dragon’s next turn.

*

Young Adamantine Dragon
Large dragon; Challenge 12 (8,400 XP)
AC
21 (natural armor)
HP 195 (17d10+102; bloodied 97)
Speed 50 ft., fly 80 ft., swim 40 ft.

STR 23 (+6) DEX 10 (+0) CON 21 (+6)
INT 14 (+2) WIS 15 (+2) CHA 19 (+4)

Proficiency +4; Maneuver DC 18
Saving Throws Dex +4, Con +10, Wis +6, Cha +8
Skills Insight +6, Perception +6 (+1d6), Performance +8, Stealth +4
Damage Immunities fire, force
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic
Adamant Shield. The dragon radiates an invisible aura in a 15-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class.

Good. The dragon radiates a Good aura.

Unceasing Vigil. The dragon does not need to sleep.

Actions
Multiattack.
The dragon attacks once with its bite and twice with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10+6) piercing damage plus 5 (1d10) force damage, and if the target is wearing armor or carrying a shield, the target must make a DC 18 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (3d8+6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Burning Breath. The dragon exhales white-hot fire in a 30-foot-long, 5-foot-wide line. Each creature in the area must make a DC 18 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.

*

Adamantine Dragon Wyrmling
Large dragon; Challenge 5 (8,400 XP)
AC
19 (natural armor)
HP 93 (11d8+44; bloodied 46)
Speed 40 ft., fly 60 ft., swim 30 ft.

STR 19 (+4) DEX 10 (+0) CON 18 (+4)
INT 12 (+1) WIS 13 (+1) CHA 17 (+3)

Proficiency +3; Maneuver DC 15
Skills Perception +4, Stealth +3
Damage Immunities fire, force
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic

Good. The dragon radiates a Good aura.

Actions
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage plus 5 (1d10) force damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
Burning Breath. The dragon exhales white-hot fire in a 15-foot-long, 5-foot-wide line. Each creature in the area must make a DC 18 Dexterity saving throw taking 27 (5d10) fire damage on a failed save or half damage on a success. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
 
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