log in or register to remove this ad

 

5E 5e Updates: Mythic, Epic, and Hardcore Monsters

dave2008

Legend
Black Dragon, Adult
Huge dragon, chaotic evil
1602585224161.png

Armor Class 20 (Natural Armor)
Hit Points 237 (19d12 + 114)
Speed 50 ft., climb 40 ft., fly 130 ft., swim 50 ft.
1602585222267.png

STRDEXCONINTWISCHA
21 (+5)20 (+5)22 (+6)15 (+2)14 (+2)17 (+3)
1602585221099.png

Saving Throws Dex +10, Con +11, Wis +7, Cha +8
Skills Acrobatics +10, Athletics +10, Perception +12, Stealth +10
Damage Resistances poison
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive perception 22
Languages Common, Draconic
Challenge 15 (13,000 XP)
1602585219782.png

Amphibious. The dragon can breathe air and water.

Dissolve. When an area is subject to the dragon’s Acid Breath it is covered in pool of acid for 1 minute. Objects in the area take 5 (1d10) acid damage each round on initiative count 20 (loosing ties) and creatures that pass through or end their turn in the area take 5 (1d10) acid damage.

Dragon Magic (4/Day).* The dragon uses its innate magic, requiring no components, to create the following spell-like effects (spell save DC 16 +8 to hit with attacks) as if they are 3rd level spells: chill touch, melf's acid arrow, vampiric touch

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 uncommon magical weapons.

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 gains a +10 bonus on its Dexterity (Stealth) check . Additionally, if it is also in dim light or darkness, the dragon can take the Hide action as a bonus action.

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

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

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage and, if the dragon wishes, the target must make a DC 18 Strength saving throw or be knocked prone or pushed 10 feet, the dragon's choice.

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 18 Strength saving throw or be stunned until the end of the dragon’s next turn.

Tail Sting. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 7 (2d6) poison damage and target must succeed on a DC 18 Constitution saving throw or loose all resistance to acid 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 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Acid Breath (1/Rest). The dragon exhales acid in a 100-foot line that is 5 feet wide or five 10-foot-by-10-foot contiguous areas within 30 feet of it.. Each creature in the line or area must make a DC 19 Dexterity saving throw. On a failed saving throw the target takes 55 (10d10) acid damage and at that start of each of the target's turns it takes an additional 11 (2d10) acid damage. On a successful save, the target takes half as much damage and does not take any continuing damage. The target, or an ally within 5 feet of it, can use an action to make a DC 15 Intelligence (Nature) check to neutralize the poison, ending the continuing damage on a success. Additionally, any magic or active spell of 3rd level or lower crossed by the line ends.

Recharge. The dragon recharges its breath weapon and it can use it on 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 heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Slippery Move. The dragon can move half its walking or swimming speed without provoking opportunity attacks.
Tail Sting (Cost 2 Actions). The dragon makes a Tail Sting attack.
Gloom (Costs 3 Actions). The dragon creates a 30-foot radius area of magical darkness centered on a point the dragon can see within 300 feet of it. The area of darkness blocks line of sight and creature with darkvision can't see through or in this area. Sources of nonmagical or magic light of 3rd level or lower cannot illuminate the area and are extinguished if they overlap with the area of darkness.

The dragon can use a bonus action on its turn to move the area of darkness up to 20 feet in a direction of its choice.
 
Last edited:

log in or register to remove this ad








dave2008

Legend
Blue Dragon, Adult
Huge dragon, lawful evil
1602256202043.png

Armor Class 20 (Natural Armor)
Hit Points 262 (21d12 + 126)
Speed 45 ft., climb 30 ft., fly 160 ft., swim 30 ft.
1602256207010.png

STRDEXCONINTWISCHA
23 (+6)16 (+3)23 (+6)17 (+3)15 (+2)20 (+5)
1602256205621.png

Saving Throws Dex +9, Con +12, Wis +8, Cha +11
Skills Athletics +12, Intimidation +11, Perception +14
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive perception 24
Languages Common, Draconic
Challenge 17 (18,000 XP)
1602256208263.png

Dragon Magic (5/Day).* The dragon uses its innate magic, requiring no components, to create 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

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 Charge. If the dragon wishes, when creature that touches the 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 one bite or two claw attacks for a tail attack.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 10 (3d6) lightning damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Horn. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 10 (3d6) lightning damage and the target must make a DC 20 Strength throw or be pushed 10 feet and knocked prone.

Tail. Melee Weapon Attack: +13 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 21 Strength saving throw or be knocked prone and stunned until the end of the dragon’s next turn.

Thunderclap. The dragon selects a point it can see within 120 feet of it and creates a thunderous crack centered on that point. Each creature within a 10-foot radius of the point takes 5 damage and must make a DC 19 Constitution saving throw or lose all 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 150-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 77 (14d10) 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 10 (3d6) lightning damage.

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.
Thunder. The dragon uses its Thunderclap action.
Wind Buffet. The violently flaps its wings. All creatures within 30 feet of the dragon must make a DC 20 Dexterity saving throw or be pushed 10 feet. The dragon can then fly up to half its speed without provoking opportunity attacks.
Tail Slam (Cost 2 Actions). The dragon makes one Tail attack.

---

*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.
 
Last edited:





dave2008

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

Armor Class 24 (Natural Armor)
Hit Points 555 (30d20 + 240)
Speed 65 ft., climb 50 ft., fly 180 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 +22, Persuasion +15
Damage Resistances acid, fire, psychic
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., darkvision 240 ft., passive perception 32
Languages Common, Draconic, Giant, , Primordial, Sylvan, Terran
Challenge 28 (120,000 XP)
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 Magic (9/Day).* The dragon uses its innate magic, requiring no components, to create the following spell-like effects (spell save DC 23 +15 to hit with attacks) as if they are 7th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, mirage arcane, suggestion

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: dive, flyby slam, multi-claw, shaped breath, snatch, strafing, sustained breath, tail sweep, throw, wing buffet

Great Wyrm (Mythic Trait, recharges after a short or long rest).
If the dragon is over 2,000 years old and it is reduced to 0 hit points, it doesn’t die or fall unconscious. Instead, all conditions and effects it is suffering end for it, it recharges all of its abilities, regains 500 hit points, and immediately uses its Mind Poison mythic action.

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.

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.

MYTHIC ACTIONS
If the dragon's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Great Wyrm.

Dominating Presence. Any creature that is charmed by the dragon must make a DC 23 Charisma saving throw or be dominated by the dragon as in the spell dominate monster until the end of the dragon's next turn. The dragon can use a bonus action to exert precise control on all creatures it has dominated.
Mind Poison (Cost 2 Actions). The dragon emits waves of psychic energy in a 20-foot radius. Each creature in the area must make a DC 23 Intelligence saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one.
Change Shape (Cost 2 Actions). 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.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.

---

The Great Wyrm Green Dragon as a Mythic Encounter
A wyrm dragon is among the most dangerous creatures in the world; however, if you determine this is a particularly old and powerful dragon, use the Great Wyrm mythic trait. When this happens the dragon unleashes its full might and it can choose one of its mythic actions when it uses a legendary action.

Read or paraphrase the following text when the dragon uses its Great Wyrm trait:

Future descriptive text goes here

Fighting the dragon as a mythic encounter is equivalent to taking on two CR 28 creatures in one encounter. Award a party 240,000 XP for defeating the dragon after it uses Great Wyrm.

---

*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.
 
Last edited:

dave2008

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

Armor Class 22 (Natural Armor)
Hit Points 420 (24d20 + 168)
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)
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 Magic (8/Day).* The dragon use s its innate magic, requiring no components, to create the following spell-like effects (spell save DC 21 +13 to hit with attacks) as if they are 6th level spells: charm monster, enthrall, geas, hold person, hypnotic pattern, mental prison, suggestion

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: 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.

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.
 
Last edited:

dave2008

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

Armor Class 20 (Natural Armor)
Hit Points 330 (20d20 + 126)
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)
1602192994343.png

Amphibious. The dragon can breathe air and water.

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

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: 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.

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.
 
Last edited:

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.
 
Last edited:

dave2008

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

Armor Class 20 (Natural Armor)
Hit Points 250 (20d12 + 120)
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)
1602170253537.png

Amphibious. The dragon can breathe air and water.

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

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.

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.

---

*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.
 
Last edited:

dave2008

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

Armor Class 19 (Natural Armor)
Hit Points 210 (20d10 + 100)
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)
1602170253537.png

Amphibious. The dragon can breathe air and water.

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

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.

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.
 
Last edited:

dave2008

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

Armor Class 18 (Natural Armor)
Hit Points 133 (14d10 + 56)
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)
1602170253537.png

Amphibious. The dragon can breathe air and water.

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

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.

---

*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.
 
Last edited:

Presents for Goblins

Advertisement2

Advertisement4

Top