D&D 5E 5e Updates: Monstrous Compendium

dave2008

Legend
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Red Dragon by Bruno Cesar

Red Dragon, Wyrm
Gargantuan dragon, chaotic evil
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Armor Class 25 (Natural Armor)
Hit Points 656 (32d20 + 320; bloodied 328)
Speed 80 ft., climb 60 ft., fly 240 ft., swim 60 ft.
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STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)22 (+6)20 (+5)28 (+9)
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Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances force, lightning, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Brutal. The dragon's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 40 feet by 40 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

Ignite. When an area is hit by the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames 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.

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

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 fire blast. The dragon can substitute a tail attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 53 (6d10 + 20) piercing damage plus 21 (6d6) fire damage and, if the dragon wishes, the target must make a DC 27 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 41 (6d6 + 20) slashing damage and, if the dragon wishes, the target must make a DC 27 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 46 (6d8 + 20) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of flames. Each creature in the area must make DC 27 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Immolate Foe. The dragon selects two target it can see within 210 feet of it, which become wrapped in magical flames. The target must make a DC 26 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 22 (5d8) fire damage on failed save and half as much damage on a successful one.

Frightful Presence. Each creature of the dragon’s choice within 240 feet of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute and suffer an indefinite madness (DMG pg 260). A creature can repeat the saving throw at the end of each of its turns, and it is no longer frightened 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. Additionally, targets that fail their saving throw by 10 or more (DC 17) take maximum damage from these attacks.

Fire Beam. The dragon exhales a beam of fire in a 300-foot line that is 5 feet wide. The first creature in the line must make a DC 27 Dexterity saving throw, taking 130 (20d12) fire damage plus 130 (20d12) force damage on a failed save, or half as much damage on a successful one. Additionally, each creature within a 20-foot radius of the initial target must make a DC 27 Dexterity saving throw, taking 16 (3d10) force damage and 16 (3d10) thunder damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is burned to a pile of ash.

Fire Breath. The dragon exhales fire in a 200-foot cone or eight 25-foot-by-25-foot contiguous areas within 100 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 159 (29d10) fire damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell of 9th 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 (9/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 26, +18 to hit with attacks) as if they are 9th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, incendiary cloud, wall of fire

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 tremors, or volcanic gasses lair actions, even if it is not in its lair.
Immolate. The dragon uses its Immolate Foe action.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Pillar of Fire (Cost 2 Actions). The dragon can use its pillar of fire lair actions, even if it is not in its lair.
Blast (Costs 3 Actions). The dragon uses its Fire Blast attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 27 Dexterity saving throw, taking 35 (6d4 + 20) 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.

Red Dragon, Wyrm of KrynnChallenge 30
Gargantuan elite dragon, typically chaotic evil310,000 Elite XP
View attachment 126948
Red Dragon, Wyrm
Gargantuan dragon, chaotic evil
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Armor Class 24 (Natural Armor)
Hit Points 1,312 (64d20 + 640; bloodied 656)
Speed 80 ft., climb 60 ft., fly 240 ft., swim 60 ft.
1601476848876.png

STRDEXCONINTWISCHA
30 (+10)10 (+0)30 (+10)22 (+6)20 (+5)28 (+9)
1601476850013.png

Saving Throws Str +19, Dex +9, Con +19, Int +15, Wis +14, Cha +18
Skills Arcana +15, Athletics +19, Intimidation +17, Perception +22
Damage Resistances force, lightning, piercing, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, Ignan, Primordial
Proficiency Bonus +9; Maneuver DC 27
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Brutal. The dragon's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).

Colossal. The dragon's space is 40 feet by 40 feet and it has advantage on saving throws against being physically pushed or knocked prone by a Huge or smaller opponents.

Dragon Fear. Each creature of the dragon’s choice that starts its turn within 120 feet of it, and is aware of it, must succeed on a DC 17 Wisdom saving throw or have disadvantage on d20 rolls until the end of its next turn. The dragon has advantage on attacks against creatures affected by its dragon fear. If a creature's saving throw is successful or the effect ends for it, the creature is immune to dragon fear for the next 24 hours.

Draconic of Krynn (Elite Trait, recharges after a Rest). When the dragon is first bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and it immediately uses its charge breath.

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

Ignite. When an area is hit by the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 20 feet high, opaque, and cover the whole area. A creature takes 21 (6d6) fire damage when it ends is turn within 10 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

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

ACTIONS
Multiattack.
The dragon makes two claw attacks, one of which can be replaced by an Immolate Foe or Fire Blast attack.

Bite. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 75 (7d12 + 20) piercing damage plus 21 (6d6) fire damage and, if the dragon wishes, the target must make a DC 27 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 51 (7d8 + 20) slashing damage and, if the dragon wishes, the target must make a DC 27 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit: 48 (7d10 + 20) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 27 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 200 feet of it, it then explodes into a 15-foot radius ball of flames. Each creature in the area must make DC 27 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Immolate Foe. The dragon selects two target it can see within 210 feet of it, which become wrapped in magical flames. The target must make a DC 26 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 22 (5d8) fire damage on failed save and half as much damage on a successful one.

Dragon Magic (9/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 26, +18 to hit with attacks) as if they are 9th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, incendiary cloud, wall of fire

Charge Breath (Recharge 5-6).
The dragon inhales and charges its breath weapon. It must use its Fire Breath before the start of its next turn.

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.
Attack (Cost 2 Actions). The dragon makes one bite, blast, or tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 60 feet of the dragon must succeed on a DC 27 Dexterity saving throw, taking 37 (7d4 + 20) 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 without provoking opportunity attacks.
Fire Breath (Costs 3 Actions). If the dragon has charged its breath weapon, it exhales fire in ten 25-foot-by-25-foot contiguous areas within 200 feet of it. Each creature in that area must make a DC 27 Dexterity saving throw, taking 195 (30d12) fire damage and be incapacitated until the end of its next turn on a failed save, or half as much damage on a successful one. Additionally, any magic or active spell in the area ends. If a creature is reduced to 0 hit points by this attack it is burned to ashes and dies.

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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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Dragons Lair by Ironshod

Red Dragon, Ancient
Gargantuan dragon, chaotic evil
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Armor Class 24 (Natural Armor)
Hit Points 526 (27d20 + 243; bloodied 263)
Speed 70 ft., climb 50 ft., fly 210 ft., swim 50 ft.
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STRDEXCONINTWISCHA
29 (+9)12 (+1)29 (+9)20 (+5)17 (+3)26 (+8)
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Saving Throws Str +17, Dex +9, Con +17, Int +13, Wis +11, Cha +16
Skills Arcana +13, Athletics +17, Intimidation +16, Perception +19
Damage Resistances force, poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 90 ft., darkvision 180 ft., passive perception 29
Languages Common, Draconic, Giant, Ignan
Challenge 26 (90,000 XP) Proficiency Bonus +8
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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 90 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, snatch, throw, strafing, sustained breath, tail sweep, wing buffet

Ignite. When an area takes fire damage from the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 15 feet high, opaque, and cover the whole area. A creature takes 14 (4d6) fire damage when it ends is turn within 5 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

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.

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 fire blast. The dragon can substitute a tail attack for a bite or two claw attacks.

Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 41 (5d10 + 14) piercing damage plus 17 (5d6) fire damage and, if the dragon wishes, the target must make a DC 25 Strength throw or be grappled. A Large or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (5d6 + 14 ) slashing damage and, if the dragon wishes, the target must make a DC 25 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Tail. Melee Weapon Attack: +17 to hit, reach 45 ft., one target. Hit: 36 (5d8 + 14) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 25 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 160 feet of it, it then explodes into a 10-foot radius ball of flames. Each creature in the area must make DC 25 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.

Immolate Foe. The dragon selects two target it can see within 180 feet of it, which become wrapped in magical flames. The target must make a DC 24 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 18 (4d8) fire damage on failed save and half as much damage on a successful one.

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

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

Fire Breath. The dragon exhales fire in a 160-foot cone or eight 20-foot-by-20-foot contiguous areas within 80 feet of it. . Each creature in that area must make a DC 25 Dexterity saving throw, taking 115 (21d10) fire damage and be incapacitated until the end of its 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 in the area ends.

Fire Beam. The dragon exhales a beam of fire in a 220-foot line that is 5 feet wide. The first creature in the line must make a DC 25 Dexterity saving throw, taking 93 (17d10) fire damage plus 93 (17d10) force damage on a failed save, or half as much damage on a successful one. Additionally, each creature within a 15-foot radius of the initial target must make a DC 27 Dexterity saving throw, taking 11 (2d10) force damage and 11 (2d10) thunder damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this attack dies and is reduced to a pile of ash.

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

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 24, +16 to hit with attacks) as if they are 8th level spells: continual flame, fireball, fire storm, flaming sphere, heat metal, immolation, wall of fire

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 tremors, or volcanic gasses lair actions, even if it is not in its lair.
Immolate. The dragon uses its Immolate Foe action.
Move. The dragon can move half its current speed.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.
Blast (Costs 3 Actions). The dragon uses is Fire Blast attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 45 feet of the dragon must succeed on a DC 25 Strength saving throw, taking 26 (5d4 + 14) 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
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Red Dragon by makangeni

Red Dragon, Elder
Gargantuan dragon, chaotic evil
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Armor Class 22 (Natural Armor)
Hit Points 407 (22d20 + 176; bloodied 203)
Speed 60 ft., climb 40 ft., fly 180 ft., swim 40 ft.
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STRDEXCONINTWISCHA
27 (+8)14 (+2)27 (+8)18 (+4)15 (+2)24 (+7)
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Saving Throws Dex +9, Con +15, Wis +9, Cha +14
Skills Arcana +11, Athletics +15, Intimidation +14, Perception +16
Damage Resistances poison
Damage Immunities fire
Condition Immunities poisoned
Senses blindsight 90 ft., darkvision 180 ft., passive perception 26
Languages Common, Draconic, Ignan
Challenge 22 (41,000 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

Ignite. When an area takes fire damage from the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 10 feet high, opaque, and cover the whole area. A creature takes 10 (3d6) fire damage when it ends is turn within 5 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

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.

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 fire blast. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) piercing damage plus 14 (4d6) fire damage and, if the dragon wishes, the target must make a DC 23 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.

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 30 ft., one target. Hit: 26 (4d8 + 8) bludgeoning damage. If the target is a Huge 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.

Fire Blast. The dragon exhales a ball of fire that streaks to a point of its choice it can see within 120 feet of it, it then explodes into a 10-foot radius ball of flames. Each creature in the area must make DC 23 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Immolate Foe. The dragon selects two target it can see within 150 feet of it, which become wrapped in magical flames. The target must make a DC 22 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 13 (3d8) fire damage on failed save and half as much damage on a successful one.

Frightful Presence. Each creature of the dragon’s choice within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fire Breath (1/Rest). The dragon exhales fire in a 120-foot cone or eight 15-foot-by-15-foot contiguous areas within 60 feet of it. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage and be incapacitated until the end of its 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 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 22, +14 to hit with attacks) as if they are 7th level spells: continual flame, fireball, flaming sphere, heat metal, immolation, wall of fire

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 tremors lair action, even if it is not in its lair.
Immolate. The dragon uses its Immolate Foe action.
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 30 feet of the dragon must succeed on a DC 23 Strength saving throw, taking 18 (4d4 + 8) 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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Red Dragon by YamiGriffin

Red Dragon, Adult
Huge dragon, chaotic evil
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Armor Class 21 (Natural Armor)
Hit Points 297 (22d12 + 154; bloodied 148)
Speed 50 ft., climb 30 ft., fly 150 ft., swim 30 ft.
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STRDEXCONINTWISCHA
25 (+7)16 (+3)25 (+7)17 (+3)14 (+2)22 (+6)
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Saving Throws Dex +9, Con +13, Wis +8, Cha +12
Skills Athletics +13, Intimidation +12, Perception +14
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive perception 24
Languages Common, Draconic
Challenge 18 (20,000 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

Ignite. When an area takes fire damage from the dragon’s Fire Breath it ignites, becoming engulfed in flames for 1 minute. The flames are 10 feet high, opaque, and cover the whole area. A creature takes 7 (2d6) fire damage when it ends is turn within 5 feet of the flames. Additionally, a creature takes the same damage when it enters the flames for the first time on a turn or ends its turn there.

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

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

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 tail. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage plus 10 (3d6) fire damage and, if the dragon wishes, the target must make a DC 21 Strength throw or be grappled. A Medium or smaller creature grappled this way is also restrained.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage and, if the dragon wishes, the target must make a DC 21 Strength saving throw or knocked prone or pushed 10 feet, the dragon's choice.

Immolate Foe. The dragon selects two target it can see within 120 feet of it, which become wrapped in magical flames. The target must make a DC 20 Constitution saving throw, loosing any resistance to fire damage for 1 hour and taking than taking 9 (2d8) fire damage on failed save and half as much damage on a successful one.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 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.

Frightful 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 for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.

Fire Breath (1/Rest). The dragon exhales fire in a 90-foot cone or eight 10-foot-by-10-foot contiguous areas within 40 feet of it. . Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage and be incapacitated until the end of its 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 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 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: continual flame, fireball, flaming sphere, heat metal, wall of fire

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.
Immolate (Cost 2 Actions). The dragon uses its Immolate Foe action.
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 21 Strength saving throw, taking 14 (3d4 + 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 these traits and actions does not affect the CR of the dragon.
 
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dave2008

Legend
1627844719583.png

Imperial Dragon by erickenji

Red Dragon, Young Adult
Large dragon, chaotic evil
1601730751776.png

Armor Class 20 (Natural Armor)
Hit Points 241 (21d10 + 126; bloodied 120)
Speed 40 ft., climb 20 ft., fly 120 ft., swim 25 ft.
1601730752977.png

STRDEXCONINTWISCHA
23 (+6)16 (+3)23 (+6)16 (+3)13 (+1)20 (+5)
1601730753888.png

Saving Throws Dex +8, Con +11, Wis +6, Cha +10
Skills Athletics +11, Perception +11, Stealth +8
Damage Immunities fire
Senses blindsight 50 ft., darkvision 120 ft., passive perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP) Proficiency Bonus +5
1601730754875.png

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 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 makes three attacks: two with is claws and one with its bite or tail.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone and incapacitated until the end of the dragon's next turn.

Fire Breath (1/Rest). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 55 (10d10) fire 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 (5/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 18, +10 to hit with attacks) as if they are 4th level spells: continual flame, fireball, flaming sphere, heat metal

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 one Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Strength saving throw, taking 11 (2d4 + 6) 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
Red Dragon, Young
Large dragon, chaotic evil
1601731334811.png

Armor Class 19 (Natural Armor)
Hit Points 199 (19d10 + 95; bloodied 99)
Speed 40 ft., climb 20 ft., fly 100 ft., swim 25 ft.
1601731336062.png

STRDEXCONINTWISCHA
21 (+5)16 (+3)21 (+5)15 (+2)12 (+1)19 (+4)
1601731336950.png

Saving Throws Dex +7, Con +9, Wis +5
Skills Athletics +9, Perception +9, Stealth +7
Damage Immunities fire
Senses blindsight 40 ft., darkvision 120 ft., passive perception 19
Languages Common, Draconic
Challenge 10 (5,900 XP) Proficiency Bonus +4
1601731338822.png

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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) fire damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Fire Breath (1/Rest). The dragon exhales fire in a 45-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 49 (9d10) fire 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 (4/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 18, +10 to hit with attacks) as if they are 3rd level spells: continual flame, flaming sphere, heat metal

---

*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
1628556114995.png

Red Dragon by Aries483

Red Dragon, Juvenile
Medium dragon, chaotic evil
1601731439781.png

Armor Class 18 (Natural Armor)
Hit Points 102 (12d8 + 48; bloodied 51)
Speed 35 ft., climb 20 ft., fly 80 ft., swim 20 ft.
1601731440910.png

STRDEXCONINTWISCHA
19 (+4)16 (+3)19 (+4)13 (+1)11 (+0)17 (+3)
1601731441816.png

Saving Throws Dex +6, Con +7, Wis +3
Skills Athletics +7, Perception +6, Stealth +6
Damage Immunities fire
Senses blindsight 30 ft., darkvision 90 ft., passive perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP) Proficiency Bonus +3
1601731442741.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 or tail.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

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

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Fire Breath (1/Rest). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire 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
Red Dragon, Wyrmling
Small dragon, chaotic evil
1601728501228.png

Armor Class 16 (Natural Armor)
Hit Points 52 (8d6 + 24; bloodied 26)
Speed 30 ft., climb 20 ft., fly 60 ft., swim 15 ft.
1601728502488.png

STRDEXCONINTWISCHA
17 (+3)18 (+4)17 (+3)10 (+0)10 (+0)14 (+2)
1601728503552.png

Saving Throws Dex +6, Con +5
Skills Acrobatics +6, Perception +4, Stealth +6
Damage Immunities fire
Senses blindsight 20 ft., darkvision 60 ft., passive perception 14
Languages Draconic
Challenge 2 (450 XP) Proficiency Bonus +2
1601728504716.png

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: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 2 (1d4) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Fire Breath (1/Rest). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 27 (5d10) fire 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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dave2008

Legend
White Dragon, Wyrm
Gargantuan dragon, chaotic evil
1602422887420.png

Armor Class 22 (Natural Armor)
Hit Points 546 (28d20 + 252; bloodied 273)
Speed 70 ft., burrow 50 ft., climb 60 ft., fly 200 ft., swim 70 ft.
1602422889192.png

STRDEXCONINTWISCHA
27 (+8)10 (+0)28 (+9)16 (+3)18 (+4)21 (+5)
1602422892971.png

Saving Throws Str +16. Dex +8, Con +17, Wis +12
Skills Athletics +16, Intimidation +13, Perception +20,
Damage Resistances force, lightning, necrotic
Damage Immunities cold
Condition Immunities frightened, petrified (ice)
Senses blindsight 120 ft., darkvision 240 ft., passive perception 30
Languages Aquan, Common, Draconic, Giant,
Challenge 26 (90,000 XP) Proficiency Bonus +8
1602422894359.png

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 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 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

Frost Bite.
When an area is subject to the dragon’s Cold Breath it is covered in ice and becomes difficult terrain. If a creature without the Ice Walk trait attempts to go over the frozen area at normal speed, it must succeed on a DC 21 Dexterity (Acrobatics) check for every 10 feet of movement or fall prone. If the temperature is below freezing, the area remains covered in ice indefinitely. If the temperature is above freezing it last 8d6 minutes.

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

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.

Savage. If the dragon has advantage on an attack and both rolls are a hit, the attack is considered a critical hit.

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. The dragon can substitute a tail attack for one bite or two claw attacks.

Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 35 (4d10 + 13) piercing damage plus 21 (6d6) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 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 be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 30 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 stunned until the end of the dragon’s next turn.

Ice Bolt. Ranged Spell Attack. +13 to hit, range 180 ft., one target. Hit. 24 (7d6) cold damage and the target must make a DC 24 Constitution or loose all resistance to cold damage for 1 hour.

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

Cold Breath (1/Rest). The dragon exhales an icy blast in a 150-foot cone or eight 20-foot-by-20-foot contiguous areas within 80 feet of it. Each creature in the area must make a DC 25 Constitution saving throw. taking 88 (16d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 50 fire damage. 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 21, +13 to hit with attacks) as if they are 8th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), sleet storm, tidal wave(snow), ice storm, & cone of cold

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 heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 30 temporary hit points and it can move up to half its walking speed. The dragon looses any temporary hit points after it stops this movement.
Lair Action. The dragon can use its Freezing Fog, Ice Shards, or Wall of Ice lair actions, even if it is not in its lair.
Move. The dragon can move half its current speed.
Bolt (Cost 2 Actions). The dragon makes an Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 14 (3d4 + 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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dave2008

Legend
White Dragon, Ancient
Gargantuan dragon, chaotic evil
1602422887420.png

Armor Class 21 (Natural Armor)
Hit Points 407 (22d20 + 176; bloodied 203)
Speed 65 ft., burrow 45 ft., climb 60 ft., fly 160 ft., swim 60 ft.
1602422889192.png

STRDEXCONINTWISCHA
25 (+7)10 (+0)27 (+8)15 (+2)17 (+3)19 (+4)
1602422892971.png

Saving Throws Str +14. Dex +7, Con +15, Wis +10
Skills Athletics +14, Intimidation +11, Perception +17,
Damage Resistances lightning, necrotic
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 90 ft., darkvision 180 ft., passive perception 27
Languages Common, Draconic, Giant
Challenge 22 (41,000 XP) Proficiency Bonus +7
1602422894359.png

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

Frost Bite.
When an area is subject to the dragon’s Cold Breath it is covered in ice and becomes difficult terrain. If a creature without the Ice Walk trait attempts to go over the frozen area at normal speed, it must succeed on a DC 19 Dexterity (Acrobatics) check for every 10 feet of movement or fall prone. If the temperature is below freezing, the area remains covered in ice indefinitely. If the temperature is above freezing it last 4d6 minutes.

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

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.

Savage. If the dragon has advantage on an attack and both rolls are a hit, the attack is considered a critical hit.

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. The dragon can substitute a tail 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 17 (5d6) cold damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 7) slashing damage and, if the dragon wishes, the target must make a DC 22 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 25 (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 stunned until the end of the dragon’s next turn.

Ice Bolt. Ranged Spell Attack. +11 to hit, range 150 ft., one target. Hit. 24 (7d6) cold damage and the target must make a DC 22 Constitution or loose all resistance to cold damage for 1 hour.

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

Cold Breath (1/Rest). The dragon exhales an icy blast in a 120-foot cone or ten 10-foot-by-10-foot contiguous areas within 60 feet of it. Each creature in the area must make a DC 23 Constitution saving throw. taking 66 (12d10) cold damage, beginning freeze and be restrained on a failure, or half as much damage on a success. Additionally, a creature that fails the saving throw must repeat the saving throw at the end of its next turn. On a success, it stops freezing and is no longer restrained. On a failure, the creature is petrified (ice). A frozen creature can be thawed by a greater restoration spell, similar powerful magic, or by heat equivalent to 40 fire damage. 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 19, +11 to hit with attacks) as if they are 7th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), sleet storm, tidal wave (snow), ice storm

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 heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 30 temporary hit points and it can move up to half its walking speed. The dragon looses any temporary hit points after it stops this movement.
Lair Action. The dragon can use its Freezing Fog or Wall of Ice lair actions, even if it is not in its lair.
Move. The dragon can move half its current speed.
Bolt (Cost 2 Actions). The dragon makes an Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Strength saving throw, taking 14 (3d4 + 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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