D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
Black Dragon, Juvenile
Large dragon, chaotic evil
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Armor Class 18 (Natural Armor)
Hit Points 123 (13d10 + 52; bloodied 61)
Speed 40 ft., climb 25 ft., fly 90 ft., swim 40 ft.
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STRDEXCONINTWISCHA
17 (+3)19 (+4)18 (+4)13 (+1)12 (+1)14 (+2)
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Saving Throws Dex +7, Con +7, Wis +4, Cha +6
Skills Acrobatics +7, Athletics +6, Perception +7, Stealth +7
Damage Immunities acid
Senses blindsight 50 ft., darkvision 120 ft., passive perception 17
Languages Common, Draconic
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it has advantage on a Dexterity (Stealth) check.

Unstoppable (1/Short Rest). At any time, requiring no action, the dragon can take 20 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite or tail or tail sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) acid damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Tail Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) poison damage.

Acid Breath (1/Rest). The dragon exhales acid in a 50-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 38 (7d10) acid damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (2/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 13, +5 to hit with attacks) as if they are 2nd level spells: acid splash & melf's acid arrow

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*DM's Note: Dragon Magic provides more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Black Dragon, Young
Medium dragon, chaotic evil
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Armor Class 17 (Natural Armor)
Hit Points 52 (7d8 + 21; bloodied 26)
Speed 35 ft., climb 20 ft., fly 70 ft., swim 30 ft.
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STRDEXCONINTWISCHA
15 (+2)20 (+5)16 (+3)11 (+0)10 (+0)12 (+)1
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Saving Throws Dex +7, Con +5, Wis +2
Skills Acrobatics +7, Perception +4, Stealth +7
Damage Immunities acid
Senses blindsight 40 ft., darkvision 90 ft., passive perception 14
Languages Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
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Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Swamp Glide. While in a swamp, marsh, or similar environment, the dragon ignores difficult terrain caused by mud, plants, and organic debris.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it has advantage on a Dexterity (Stealth) check.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite or tail or tail sting.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) acid damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Tail Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 2 (1d4) poison damage.

Acid Breath (1/Rest). The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 27 (5d10) acid damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

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*DM's Note: Dragon Magic provides more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
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Black Dragon Whelpling by Anya

Black Dragon, Wyrmling
Small dragon, chaotic evil
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Armor Class 15 (Natural Armor)
Hit Points 27 (5d6 + 10; bloodied 13)
Speed 30 ft., climb 20 ft., fly 60 ft., swim 30 ft.
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STRDEXCONINTWISCHA
13 (+2)18 (+4)14 (+2)9 (-1)10 (+0)11 (+0)
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Saving Throws Dex +6,Wis +2
Skills Acrobatics +6, Perception +4, Stealth +6
Damage Immunities acid
Senses blindsight 30 ft., darkvision 60 ft., passive perception 14
Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2
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Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Slippery. The dragon has advantage on checks to escape being grappled.

Swamp Stealth. While in a swamp, marsh, or similar environment, if the dragon remains motionless it has advantage on a Dexterity (Stealth) check.

ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) acid damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4(1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Tail Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4(1d4 + 2) piercing damage plus 1 (1d3) poison damage.

Acid Breath (1/Rest). The dragon exhales acid in a 30-foot line that is 2 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
 
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dave2008

Legend
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Blue Dragon by Bruno Cesar

Blue Dragon, Wyrm
Gargantuan dragon, lawful evil
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Armor Class 24 (Natural Armor)
Hit Points 604 (31d20 + 279; bloodied 302)
Speed 70 ft., climb 50 ft., fly 280 ft., swim 45 ft.
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STRDEXCONINTWISCHA
29 (+9)11 (+0)28 (+9)22 (+6)20 (+5)27 (+8)
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Saving Throws Dex +9, Con +16, Int + 13, Wis +12, Cha +15
Skills Athletics +16, Diplomacy +12, Intimidation +15, Perception +22
Damage Resistances force, thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 240 ft., passive perception 32
Languages Auran, Common, Draconic, Giant
Challenge 29 (135,000 XP) Proficiency Bonus +9
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Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 8 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Static Discharge. If the dragon wishes, when a creature touches it or hits it with a melee attack while within 10 feet of it takes 17 (5d6) lightning damage.

Siege Monster. The dragon deals double damage to objects and structures.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or Thunderbolt. The dragon can substitute a tail or horn attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 36 (5d10 + 9) piercing damage plus 21 (6d6) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 26 (5d6 + 9) slashing damage and, if the dragon wishes, the target must make a DC 26 Strength saving throw or be grappled.

Horn. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 31 (5d8 + 9) piercing damage plus 21 (6d6) lightning damage. This attack is a critical hit on a roll of 15 or higher.

Tail. Melee Weapon Attack: +16 to hit, reach 50 ft., one target. Hit: 31 (5d8 + 9) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 26 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderbolt. The dragon exhales two bolts of lightning. Ranged Spell Attack: +17 to hit, range 660 ft., one or two targets. Hit: 14 (4d6) lightning damage and 14 (4d6) thunder damage and the target must succeed on a DC 26 Constitution saving throw or loose any resistance to lightning damage for 1 hour.

Frightful Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (1/Rest). The dragon uses one of the following breath weapons.

Lightning Arc. The dragon exhales lightning in a 180-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 166 (37d8) lightning damage and be incapacitated until the end of its turn on a failed save, or half as much damage on a successful one.

Lightning Breath. The dragon exhales lightning in a 300-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 166 (37d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 8th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn. Until the dragon uses its Breath Weapon, its Static Discharge trait inflicts 28 (8d6) lightning damage.

Dragon Magic (8/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 25, +17 to hit with attacks) as if they are 9th level spells: call lightning, chain lightning, lightning bolt, power word stun, storm sphere, thunder step, thunderwave, & warding wind

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its Sand Cloud lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Thunderous Wave (Cost 2 Actions). A wave of thunderous force sweeps out from the dragon. Each creature in 30-foot radius centered on the dragon must make a DC 26 Strength saving throw. On a failure, the target takes 18 (4d8) thunder damage, drops anything it is holding, and is pushed to the outside edge of the wave. On a successful save the target takes half as much damage.
Thunderbolt (Cost 3 Actions). The dragon uses its Thunderbolt action.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 26 Strength saving throw, taking 21 (5d4 + 9) bludgeoning damage and be pushed 20 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
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Blue Dragon by Tiffashe

Blue Dragon, Ancient
Gargantuan dragon, lawful evil
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Armor Class 22 (Natural Armor)
Hit Points 462 (25d20 + 200; bloodied 231)
Speed 65 ft., climb 45 ft., fly 240 ft., swim 40 ft.
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STRDEXCONINTWISCHA
27 (+8)13 (+1)27 (+8)20 (+5)18 (+4)24 (+7)
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Saving Throws Dex +9, Con +16, Int + 13, Wis +12, Cha +15
Skills Athletics +16, Diplomacy +12, Intimidation +15, Perception +22
Damage Resistances force, thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 240 ft., passive perception 32
Languages Auran, Common, Draconic, Giant
Challenge 25 (75,000 XP) Proficiency Bonus +8
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Colossal. The dragon's space is 25 feet by 25 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 90 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, throw, strafing, sustained breath, tail sweep, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered rare magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 90 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Static Discharge. If the dragon wishes, when a creature touches it or hits it with a melee attack while within 10 feet of it takes 14 (4d6) lightning damage.

Siege Monster. The dragon deals double damage to objects and structures.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or Thunderbolt. The dragon can substitute a tail or horn attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 17 (5d6) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or be grappled.

Horn. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 17 (5d6) lightning damage. This attack is a critical hit on a roll of 16 or higher.

Tail. Melee Weapon Attack: +14 to hit, reach 35 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderbolt. The dragon exhales two bolts of lightning. Ranged Spell Attack: +15 to hit, range 600 ft., one or two targets. Hit: 10 (3d6) lightning damage and 10 (3d6) thunder damage and the target must succeed on a DC 24 Constitution saving throw or loose any resistance to lightning damage for 1 hour.

Frightful Presence. Each creature of the dragon’s choice within 180 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Breath Weapons (1/Rest). The dragon uses one of the following breath weapons.

Lightning Arc. The dragon exhales lightning in a 120-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 126 (28d8) lightning damage and be incapacitated until the end of its turn on a failed save, or half as much damage on a successful one.

Lightning Breath. The dragon exhales lightning in a 200-foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 126 (28d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 7th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn. Until the dragon uses its Breath Weapon, its Static Discharge trait inflicts 28 (8d6) lightning damage.

Dragon Magic (7/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23, +15 to hit with attacks) as if they are 8th level spells: call lightning, chain lightning, lightning bolt, storm sphere, thunder step, thunderwave, & warding wind

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its Sand Cloud lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Thunderous Wave (Cost 2 Actions). A wave of thunderous force sweeps out from the dragon. Each creature in 30-foot radius centered on the dragon must make a DC 24 Strength saving throw. On a failure, the target takes 13 (3d8) thunder damage, drops anything it is holding, and is pushed to the outside edge of the wave. On a successful save the target takes half as much damage.
Thunderbolt (Cost 3 Actions). The dragon uses its Thunderbolt action.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 40 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 18 (4d4 + 8) bludgeoning damage and be pushed 15 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
Blue Dragon, Elder
Gargantuan dragon, lawful evil
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Armor Class 20 (Natural Armor)
Hit Points 367 (21d20 + 147; bloodied 183)
Speed 55 ft., climb 40 ft., fly 200 ft., swim 30 ft.
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STRDEXCONINTWISCHA
25 (+7)15 (+2)25 (+7)18 (+4)16 (+3)22 (+6)
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Saving Throws Dex +9, Con +14, Wis +10, Cha +13
Skills Athletics +14, Intimidation +13, Perception +17
Damage Resistances thunder
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 90 ft., darkvision 200 ft., passive perception 27
Languages Auran, Common, Draconic
Challenge 21 (33,000 XP) Proficiency Bonus +7
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Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 120 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 60 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Static Discharge. If the dragon wishes, when a creature touches it or hits it with a melee attack while within 10 feet of it takes 10 (3d6) lightning damage.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or Thunderbolt. The dragon can substitute a tail or horn attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 14 (4d6) lightning damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage and, if the dragon wishes, the target must make a DC 22 Strength saving throw or be grappled.

Horn. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) piercing damage plus 14 (4d6) lightning damage. This attack is a critical hit on a roll of 17 or higher.

Tail. Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit: 26 (4d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 22 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderbolt. The dragon exhales two bolts of lightning. Ranged Spell Attack: +13 to hit, range 540 ft., one or two targets. Hit: 7 (2d6) lightning damage and 7 (2d6) thunder damage and the target must succeed on a DC 21 Constitution saving throw or loose any resistance to lightning damage for 1 hour.

Frightful Presence. Each creature of the dragon’s choice within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (1/Rest). The dragon exhales lightning in a 160-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 90 (20d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 6th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn. Until the dragon uses its Lightning Breath, its Static Discharge trait inflicts 21 (6d6) lightning damage.

Dragon Magic (6/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 21, +13 to hit with attacks) as if they are 7th level spells: call lightning, lightning bolt, storm sphere, thunder step, thunderwave, & warding wind

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Thunderous Wave (Cost 2 Actions). A wave of thunderous force sweeps out from the dragon. Each creature in 30-foot radius centered on the dragon must make a DC 22 Strength saving throw. On a failure, the target takes 9 (2d8) thunder damage, drops anything it is holding, and is pushed to the outside edge of the wave. On a successful save the target takes half as much damage.
Thunderbolt (Cost 3 Actions). The dragon uses its Thunderbolt action.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 17 (4d4 + 7) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
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Dungeons and Dragons - Blue Dragon by polwalker

Blue Dragon, Adult
Huge dragon, lawful evil
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Armor Class 20 (Natural Armor)
Hit Points 262 (21d12 + 126; bloodied 131)
Speed 45 ft., climb 30 ft., fly 160 ft., swim 30 ft.
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STRDEXCONINTWISCHA
23 (+6)16 (+3)23 (+6)17 (+3)15 (+2)20 (+5)
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Saving Throws Dex +9, Con +12, Wis +8, Cha +11
Skills Athletics +12, Intimidation +11, Perception +14
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 60 ft., darkvision 150 ft., passive perception 24
Languages Common, Draconic
Challenge 17 (18,000 XP) Proficiency Bonus +6
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Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 150 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: dive, multi-claw, snatch, strafing, tail sweep, wing buffet

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Magic Weapons. The dragon’s weapon attacks are considered magical weapons.

Static Discharge. If the dragon wishes, when a creature touches it or hits it with a melee attack while within 10 feet of it takes 7 (2d6) lightning damage.

Unstoppable (3/Short Rest). At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or horn. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 10 (3d6) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage and, if the dragon wishes, the target must make a DC 20 Strength saving throw or be grappled.

Horn. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 10 (3d6) lightning damage. This attack is a critical hit on a roll of 18 or higher.

Tail. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderbolt. The dragon exhales two bolts of lightning. Ranged Spell Attack: +11 to hit, range 480 ft., one or two targets. Hit: 7 (2d6) lightning damage and 7 (2d6) thunder damage and the target must succeed on a DC 19 Constitution saving throw or loose any resistance to lightning damage for 1 hour.

Frightful Presence. Each creature of the dragon’s choice within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Lightning Breath (1/Rest). The dragon exhales lightning in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 75 (17d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 5th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn. Until the dragon uses its Lightning Breath, its Static Discharge trait inflicts 14 (4d6) lightning damage.

Dragon Magic (5/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 19, +11 to hit with attacks) as if they are 5th level spells: call lightning, storm sphere, thunder step, thunderwave, & warding wind

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Thunderbolt (Cost 3 Actions). The dragon uses its Thunderbolt action.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
Blue Dragon, Young Adult
Large dragon, lawful evil
1602256202043.png

Armor Class 19 (Natural Armor)
Hit Points 220 (21d10 + 105; bloodied 110)
Speed 40 ft., climb 20 ft., fly 130 ft., swim 20 ft.
1602256207010.png

STRDEXCONINTWISCHA
21 (+5)18 (+4)21 (+5)15 (+2)13 (+1)19 (+4)
1602256205621.png

Saving Throws Dex +9, Con +10, Wis +6, Cha +9
Skills Athletics +10, Intimidation +9, Perception +11
Damage Immunities lightning
Condition Immunities incapacitated
Senses blindsight 50 ft., darkvision 120 ft., passive perception 21
Languages Common, Draconic
Challenge 13 (10,000 XP) Proficiency Bonus +5
1602256208263.png

Dragon Traits.* The dragon can use the following Dragon Tactics: dive, snatch, wing buffet

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Magic Weapons. The dragon’s weapon attacks are considered magical weapons.

Unstoppable (2/Short Rest). At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Frightful Presence. It then makes three attacks: two with is claws and one with its bite or horn. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) lightning damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Horn. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage and 7 (2d6) lightning damage. This attack is a critical hit on a roll of 19 or higher.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone and incapacitated until the end of the dragon's next turn.

Lightning Breath (1/Rest). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 63 (14d8) lightning damage and have disadvantage on of its attacks and checks until the end of the dragons next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 4th level or lower the line crosses ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (4/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17, +9 to hit with attacks) as if they are 4th level spells: call lightning, thunder step, thunderwave, & warding wind

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 20 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 10 (2d4 + 5) bludgeoning damage and be pushed 5 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
Blue Dragon, Juvenile
Large dragon, lawful evil
1602256202043.png

Armor Class 18 (Natural Armor)
Hit Points 161 (17d10 + 68; bloodied 80)
Speed 35 ft., climb 20 ft., fly 120 ft., swim 20 ft.
1602256207010.png

STRDEXCONINTWISCHA
19 (+4)18 (+4)19 (+4)14 (+2)11 (+0)17 (+3)
1602256205621.png

Saving Throws Dex +8, Wis +4
Skills Athletics +8, Intimidation +7, Perception +8
Damage Immunities lightning
Senses blindsight 40 ft., darkvision 120 ft., passive perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP) Proficiency Bonus +4
1602256208263.png

Dragon Traits.* The dragon can use the following Dragon Tactics: dive

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Unstoppable (1/Short Rest). At any time, requiring no action, the dragon can take 20 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite, horn, or tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Horn. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 3 (1d6) lightning damage.

Tail. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Lightning Breath (1/Rest). The dragon exhales lightning in a 80-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 45 (10d8) lightning damage or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17, +9 to hit with attacks) as if they are 3rd level spells: call lightning, thunder step & warding wind

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
Blue Dragon, Young
Medium dragon, lawful evil
1602256202043.png

Armor Class 17 (Natural Armor)
Hit Points 82 (11d8 + 33; bloodied 41)
Speed 30 ft., climb 20 ft., fly 100 ft., swim 15 ft.
1602256207010.png

STRDEXCONINTWISCHA
17 (+3)16 (+3)17 (+3)12 (+1)10 (+0)15 (+2)
1602256205621.png

Saving Throws Dex +6, Wis +3
Skills Athletics +6, Perception +6
Damage Immunities lightning
Senses blindsight 30 ft., darkvision 90 ft., passive perception 16
Languages Common, Draconic
Challenge 5 (1,800 XP) Proficiency Bonus +3
1602256208263.png

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite, horn, or tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Lightning Breath (1/Rest). The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 36 (8d8) lightning damage or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
 
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dave2008

Legend
Blue Dragon, Wyrmling
Small dragon, lawful evil
1602256202043.png

Armor Class 15 (Natural Armor)
Hit Points 38 (7d6 + 14; bloodied 19)
Speed 25 ft., climb 15 ft., fly 80 ft., swim 10 ft.
1602256207010.png

STRDEXCONINTWISCHA
15 (+2)14 (+2)15 (+2)10 (+0)10 (+0)13 (+1)
1602256205621.png

Saving Throws Dex +4, Wis +2
Skills Athletics +4, Perception +4
Damage Immunities lightning
Senses blindsight 20 ft., darkvision 60 ft., passive perception 14
Languages Common, Draconic
Challenge 1 (200 XP) Proficiency Bonus +2
1602256208263.png

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) lightning damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Lightning Breath (1/Rest). The dragon exhales lightning in a 45-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (5d8) lightning damage or half as much damage on a successful one.
 
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dave2008

Legend
Green Dragon, Wyrm
Gargantuan dragon, lawful evil
1602230527480.png

Armor Class 24 (Natural Armor)
Hit Points 555 (30d20 + 240; bloodied 277)
Speed 65 ft., climb 50 ft., fly 220 ft., swim 70 ft.
1602230529179.png

STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)25 (+7)22 (+6)25 (+7)
1602230530722.png

Saving Throws Str +16, Dex +10, Con +16, Int +15, Wis +14, Cha +15
Skills Arcana +15, Insight +14, Perception +24, Persuasion +15
Damage Resistances acid, fire, psychic
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 34
Languages Common, Draconic, Giant, , Primordial, Sylvan, Terran
Challenge 28 (120,000 XP) Proficiency Bonus +8
1602230532268.png

Amphibious. The dragon can breathe air and water.

Brutal. The dragon's melee attacks deal an extra 5 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 30 feet by 30 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 60 feet or more from the dragon. Additionally, the dragon is immune to all damage, except psychic damage, unless the attack or effect inflicts more than 5 hit points of damage, in which case it takes damage as normal.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered very rare magical weapons.

Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 30 feet high, opaque, except to the dragon, and cover the whole area. A creature takes 21 (6d6) poison damage when it ends is turn within 10 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 120 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or dominating glare. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.

Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 27 (4d6 + 13) slashing damage and, if the dragon wishes, the target must make a DC 24 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +16 to hit, reach 45 ft., one target. Hit: 31 (4d8 + 13) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 24 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Dominating Glare. The dragon selects a creature it can see within 180 feet of it. The creature must make a DC 23 Wisdom saving throw, taking 45 (10d8) psychic damage and using a reaction to move up to half its speed in a direction the dragon wishes on a failed save, or half as much damage on a successful one. If the creature does not have a reaction available, it takes an additional 9 (2d8) psychic damage instead of moving.

Dread Whispers. The dragon selects on or two creatures it can see within 120 feet of it. The target must make a DC 23 Wisdom saving throw, taking 16 (3d10) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.

Beguiling Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw against being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 160-foot cone or 60-foot radius. Each creature in that area must make a DC 24 Constitution saving throw, taking 121 (22d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 7th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (7/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 23 +15 to hit with attacks) as if they are 9th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, mirage arcane, suggestion

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form.

In a new form, the dragon retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, innate spellcasting, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its entangling roots, fog, or wall of thorns lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Glare (Cost 2 Actions). The dragon makes a Dominating Glare attack.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 24 Strength saving throw, taking 23 (4d4 + 13) bludgeoning damage and be pushed 15 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Green Dragon, Ancient
Gargantuan dragon, lawful evil
1602202531423.png

Armor Class 22 (Natural Armor)
Hit Points 420 (24d20 + 168; bloodied 210)
Speed 65 ft., climb 50 ft., fly 180 ft., swim 70 ft.
1602202530486.png

STRDEXCONINTWISCHA
26 (+8)14 (+2)25 (+7)22 (+6)19 (+4)23 (+6)
1602202529447.png

Saving Throws Str +15, Dex +9, Con +14, Int +13, Wis +11, Cha +13
Skills Arcana +13, Insight +11, Perception +18, Persuasion +13
Damage Resistances acid, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 90 ft., darkvision 180 ft., passive perception 28
Languages Common, Draconic, Giant, Sylvan, Terran
Challenge 24 (62,000 XP) Proficiency Bonus +7
1602202527594.png

Amphibious. The dragon can breathe air and water.

Colossal. The dragon's space is 25 feet by 25 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 90 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, throw, strafing, sustained breath, tail sweep, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered rare magical weapons.

Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 20 feet high, opaque, and cover the whole area. A creature takes 14 (4d6) poison damage when it ends is turn within 10 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 90 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or dominating glare. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 17 (5d6) poison damage and the target must make a DC 22 Constitution saving throw or be poisoned.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage and, if the dragon wishes, the target must make a DC 23 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +15 to hit, reach 35 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 23 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Dominating Glare. The dragon selects a creature it can see within 150 feet of it. The creature must make a DC 21 Wisdom saving throw, taking 36 (8d8) psychic damage and using a reaction to move up to half its speed in a direction the dragon wishes on a failed save, or half as much damage on a successful one. If the creature does not have a reaction available, it takes an additional 9 (2d8) psychic damage instead of moving.

Dread Whispers. The dragon select one or two creatures it can see within 90 feet of it. The target must make a DC 21 Wisdom saving throw, taking 16 (3d10) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.

Beguiling Presence. Each creature of the dragon’s choice within 180 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw against being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 120-foot cone or 50-foot radius. Each creature in that area must make a DC 22 Constitution saving throw, taking 99 (18d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 6th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (6/Day).* The dragon use s its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 21 +13 to hit with attacks) as if they are 8th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, suggestion

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its entangling roots or fog lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Glare (Cost 2 Actions). The dragon makes a Dominating Glare attack.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 23 Strength saving throw, taking 18 (4d4 + 8) bludgeoning damage and be pushed 15 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Green Dragon, Elder
Gargantuan dragon, lawful evil
1602192990348.png

Armor Class 20 (Natural Armor)
Hit Points 330 (20d20 + 126; bloodied 165)
Speed 60 ft., climb 40 ft., fly 160 ft., swim 60 ft.
1602192991871.png

STRDEXCONINTWISCHA
24 (+7)16 (+3)23 (+6)20 (+5)17 (+3)21 (+5)
1602192993064.png

Saving Throws Dex +9, Con +12, Int +11, Wis +9, Cha +11
Skills Arcana +12, Insight +9, Perception +15, Persuasion +11
Damage Resistances acid
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 90 ft., darkvision 180 ft., passive perception 25
Languages Common, Draconic, Sylvan, Terran
Challenge 20 (25,000 XP) Proficiency Bonus +6
1602192994343.png

Amphibious. The dragon can breathe air and water.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 120 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: crush, dive, flyby slam, multi-claw, snatch, strafing, tail sweep, throw, wing buffet

Magic Weapons. The dragon’s weapon attacks are considered uncommon magical weapons.

Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 15 feet high, opaque, and cover the whole area. A creature takes 10 (3d6) poison damage when it ends is turn within 5 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.

Perceptive. The dragon has advantage on Wisdom (Perception) checks. Additionally, when the dragon succeeds on a Wisdom (Perception) check targeting a creature within 60 feet of it, the dragon learns the surface thoughts of the creature as in the spell detect thoughts.

Unstoppable. At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or dominating glare. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) piercing damage plus 14 (4d6) poison damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 25 ft., one target. Hit: 18 (4d8 + 7) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Dominating Glare. The dragon selects a creature it can see within 120 feet of it. The creature must make a DC 20 Wisdom saving throw, taking 27 (6d8) psychic damage and using a reaction to move up to half its speed in a direction the dragon wishes on a failed save, or half as much damage on a successful one. If the creature does not have a reaction available, it takes an additional 9 (2d8) psychic damage instead of moving.

Dread Whispers. The dragon select one creature it can see within 90 feet of it. The target must make a DC 20 Wisdom saving throw, taking 13 (3d8) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.

Beguiling Presence. Each creature of the dragon’s choice within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw agains being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 100-foot cone or 40-foot radius. Each creature in that area must make a DC 21 Constitution saving throw, taking 66 (12d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 5th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (5/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 20 +12 to hit with attacks) as if they are 6th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, suggestion

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Lair Action. The dragon can use its entangling roots lair action, even if it is not in its lair.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Tail Slam (Cost 2 Actions). The dragon makes a Tail Slam attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Strength saving throw, taking 17 (4d4 + 7) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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Stalker0

Legend
My other note on the new "unstoppable".

I'm never a fan of abilities that trade in offense for potential defense. Basically if you blow all your legendary actions, your going to kick yourself if you get hit with a condition that takes you out of the fight. If you wait to see if you need them, you may really miss out on some key times to hit the players.

I liked the 30 hp effect much more. Its both a resource you always have and always hate to lose. And for a player, they know that damage is the ultimate currency in beating a guy, so if they lose their cool effect, but still do hp damage, well then your at least still contributing to the guys down fall. Losing legendary actions can do that sometimes, but its not as concrete imo. That said, I think its fine if the 30 damage scales up or down depending on the HP of the creature, just to ensure the overcoming has roughly equal effect.
 
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dave2008

Legend
1628542298789.png

Dungeons and Dragons - Green Dragon by polwalker

Green Dragon, Adult
Huge dragon, lawful evil
1602170246564.png

Armor Class 20 (Natural Armor)
Hit Points 250 (20d12 + 120; bloodied 125)
Speed 50 ft., climb 30 ft., fly 130 ft., swim 40 ft.
1602170251068.png

STRDEXCONINTWISCHA
21 (+5)18 (+4)22 (+6)18 (+4)15 (+2)19 (+4)
1602170252389.png

Saving Throws Dex +9, Con + 11, Int +9, Wis +7, Cha +9
Skills Arcana +10, Insight +7, Perception +12, , Persuasion +9, Stealth +9
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive perception 22
Languages Common, Draconic, Sylvan
Challenge 16 (15,000 XP) Proficiency Bonus +5
1602170253537.png

Amphibious. The dragon can breathe air and water.

Dragon Scales. The dragon has resistance to all damage from an attack or effect that originates 150 feet or more from the dragon.

Dragon Traits.* The dragon can use the following Dragon Tactics: dive, multi-claw, snatch, strafing, tail sweep, wing buffet

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Magic Weapons. The dragon’s weapon attacks are considered magical weapons.

Miasma. When an area subject to the dragon’s Poison Breath it becomes filled with poisonous gas for 1 minute. The fumes are 10 feet high, opaque, and cover the whole area. A creature takes 7 (2d6) poison damage when it ends is turn within 5 feet of the gas. Additionally, a creature takes the same damage when it enters the gas for the first time on a turn or ends its turn there.

Unstoppable (3/Short Rest). At any time, requiring no action, the dragon can take 30 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon can use its Beguiling Presence. It then makes three attacks: two with is claws and one with its bite or tail.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Beguiling Presence. Each creature of the dragon’s choice within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened or charmed, the dragon's choice, for 1 minute. Creatures who the dragon is fighting have advantage on their saving throw agains being charmed. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, the charmed effect ends for a creature if the dragon or its allies does anything harmful to the creature. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Dread Whispers. The dragon selects one target it can see within 90 feet of it. The target must make a DC 17 Wisdom saving throw, taking 9 (2d8) psychic damage and loosing any resistance to poison damage for 1 hour on a failed save, or half as much damage on a successful one.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 80-foot cone or 30-foot radius. Each creature in that area must make a DC 19 Constitution saving throw, taking 60 (11d10) poison damage and be poisoned until the end of the dragon's next turn on a failed save, or half as much damage and be poisoned until the end of the dragon's next turn on a successful one. Additionally, any magic or active spell of 4th level or lower in the area ends.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (4/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17 +9 to hit with attacks) as if they are 5th level spells: charm monster, enthrall, hold person, hypnotic pattern, suggestion

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Move. The dragon can move half its current speed.
Whispers. The dragon uses its Dread Whispers action.
Tail Slam (Cost 2 Actions). The dragon makes a Tail Slam attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 18 Strength saving throw, taking 12 (3d4 + 5) bludgeoning damage and be pushed 5 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

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*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Green Dragon, Young Adult
Large dragon, lawful evil
1602170246564.png

Armor Class 19 (Natural Armor)
Hit Points 210 (20d10 + 100; bloodied 105)
Speed 40 ft., climb 20 ft., fly 110 ft., swim 40 ft.
1602170251068.png

STRDEXCONINTWISCHA
19 (+4)18 (+4)20 (+5)16 (+3)14 (+2)17 (+3)
1602170252389.png

Saving Throws Dex +8, Int +7, Wis +6, Cha +7
Skills Arcana +8, Insight +1, Perception +10, Persuasion +7, Stealth +8
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 50 ft., darkvision 120 ft., passive perception 20
Languages Common, Draconic
Challenge 12 (8,400 XP) Proficiency Bonus +4
1602170253537.png

Amphibious. The dragon can breathe air and water.

Dragon Traits.* The dragon can use the following Dragon Tactics: snatch, wing buffet

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Magic Weapons. The dragon’s weapon attacks are considered magical weapons.

Unstoppable (2/Short Rest). At any time, requiring no action, the dragon can take 20 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite or tail.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (9d10) poison damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 15 +7 to hit with attacks) as if they are 4th level spells: enthrall, hold person, hypnotic pattern, suggestion

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. If the dragon has unspent legendary actions at the end of the round, it may spend and immediately use its remaining legendary actions. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon extends its senses, making a Wisdom (Perception) check.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes a Tail Slam attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 16 Strength saving throw, taking 9 (2d4 + 4) bludgeoning damage and be pushed 5 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

*DM's Note: Dragon Magic and Dragon Traits provide more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Green Dragon, Juvenile
Large dragon, lawful evil
1602170246564.png

Armor Class 18 (Natural Armor)
Hit Points 133 (14d10 + 56; bloodied 66)
Speed 40 ft., climb 20 ft., fly 90 ft., swim 40 ft.
1602170251068.png

STRDEXCONINTWISCHA
17 (+3)16 (+3)18 (+4)15 (+2)12 (+1)15 (+2)
1602170252389.png

Saving Throws Dex +6, Wis +4, Cha +5
Skills Arcana +6, Insight +4, Perception +7, , Persuasion +5, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 40 ft., darkvision 120 ft., passive perception 17
Languages Common, Draconic
Challenge 8 (3,900 XP) Proficiency Bonus +3
1602170253537.png

Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Unstoppable (1/Short Rest). At any time, requiring no action, the dragon can take 20 hit points of damage and immediately end all conditions or effects it is suffering. After taking the damage, the dragon cannot take reactions until the start of its next turn.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite or tail.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) poison damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) poison damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.

Dragon Magic (2/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 13 +5 to hit with attacks) as if they are 2nd level spells: enthrall, suggestion

---

*DM's Note: Dragon Magic provides more choices for the dragon. However, the inclusion or exclusion of this traits does not affect the CR of the dragon.
 
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dave2008

Legend
Green Dragon, Young
Medium dragon, lawful evil
1602168144830.png

Armor Class 16 (Natural Armor)
Hit Points 52 (8d8 + 16; bloodied 26)
Speed 30 ft., climb 20 ft., fly 70 ft., swim 30 ft.
1602168146681.png

STRDEXCONINTWISCHA
15 (+2)16 (+3)15 (+2)14 (+2)11 (+0)13 (+1)
1602168148053.png

Saving Throws Dex +5, Wis +2, Cha +3
Skills Insight +2, Perception +4, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 90 ft., passive perception 14
Languages Draconic
Challenge 4 (1,100 XP) Proficiency Bonus +2
1602168149410.png

Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

ACTIONS
Multiattack.
The dragon makes three attacks: two with is claws and one with its bite or tail.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Recharge. The dragon recharges its breath weapon and it can use it on its next turn.
 
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dave2008

Legend
Green Dragon, Wyrmling
Small dragon, lawful evil
1602166079792.png

Armor Class 15 (Natural Armor)
Hit Points 27 (6d6 + 6; bloodied 13)
Speed 30 ft., climb 20 ft., fly 60 ft., swim 20 ft.
1602166078359.png

STRDEXCONINTWISCHA
14 (+2)18 (+4)13 (+1)12 (+1)10 (+0)11 (+0)
1602166077241.png

Saving Throws Dex +6, Wis +32, Cha +2
Skills Insight +2, Perception +4, Stealth +6
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 20 ft., darkvision 60 ft., passive perception 14
Languages Draconic
Challenge 1/2 (100 XP) Proficiency Bonus +2
1602166075928.png

Amphibious. The dragon can breathe air and water.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks.

Slippery. The dragon has advantage on checks to escape being grappled.

ACTIONS
Bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 2 (1d4) poison damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Poison Breath (1/Rest). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one.

REACTIONS
Clawing Escape.
When the dragon escapes a grapple, it can make a claw attack against the creature it escaped from.
 
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