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

dave2008

Legend
Red Dragon, Wyrm
Gargantuan dragon, chaotic evil
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Armor Class 25 (Natural Armor)
Hit Points 656 (32d20 + 320)
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)
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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 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

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: 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 600 hit points, and immediately uses its Fire Aura mythic action.

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.

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.

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.

Fire Aura. The dragon erupts in flames that lash out in a 10-foot radius from the dragon until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits the dragon with a melee attack while in the aura takes 21 (6d6) fire damage. In addition, the dragon sheds bright light in a 60-foot radius, dim light for an additional 60 feet and it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Innate Casting (Costs 3 Actions). The dragon can use its Dragon Magic to create one spell-like effect.
Draconic Fury (Cost 3 Actions). The dragon makes a bite and two claw attacks

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The Great Wyrm Red 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 30 creatures in one encounter. Award a party 310,000 XP for defeating the dragon after it uses Great Wyrm.

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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
Red Dragon, Ancient
Gargantuan dragon, chaotic evil
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Armor Class 24 (Natural Armor)
Hit Points 526 (27d20 + 243)
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)
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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 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

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: 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.

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
Red Dragon, Elder
Gargantuan dragon, chaotic evil
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Armor Class 22 (Natural Armor)
Hit Points 407 (22d20 + 176)
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)
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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

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

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.

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
Red Dragon, Adult
Huge dragon, chaotic evil
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Armor Class 21 (Natural Armor)
Hit Points 297 (22d12 + 154)
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)
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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

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.

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.

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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
Red Dragon, Young Adult
Large dragon, chaotic evil
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Armor Class 20 (Natural Armor)
Hit Points 241 (21d10 + 126)
Speed 40 ft., climb 20 ft., fly 120 ft., swim 25 ft.
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STRDEXCONINTWISCHA
23 (+6)16 (+3)23 (+6)16 (+3)13 (+1)20 (+5)
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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)
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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

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.

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, Juvenile
Large dragon, chaotic evil
1601731334811.png

Armor Class 19 (Natural Armor)
Hit Points 199 (19d10 + 95)
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)
1601731338822.png

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

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.

---

*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
Red Dragon, Young
Medium dragon, chaotic evil
1601731439781.png

Armor Class 18 (Natural Armor)
Hit Points 102 (12d8 + 48)
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)
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)
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)
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 / Great Wyrm
Gargantuan dragon, chaotic evil
1602422887420.png

Armor Class 22 (Natural Armor)
Hit Points 546 (28d20 + 252)
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)
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 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

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

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.

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 Cold Aura mythic action.

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.

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.

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.

Cold Aura. Powerful cold wind swirls around the dragon in a 15-foot radius from the dragon until the end of its next turn. Any creature that starts or ends its turn in the area of the aura, or that touches or hits the dragon with a melee attack while in the aura takes 21 (6d6) cold damage. In addition, it gains a +4 bonus to its AC from ranged attacks that originate outside the aura while the aura is active.
Icy Tomb (Costs 2 Actions). Ranged Spell Attack: +13 to hit, range 180 ft., one target. Hit. the target is encased in ice; takes 17 (5d6) cold damage and is restrained. Additionally, the target takes 17 (5d6) cold damage at the start of each of its turn, until it, or an adjacent ally, takes an action to break the ice (DC 21 Strength check) or apply heat equivalent to 20 fire damage, ending the effects on itself on a success.
Draconic Fury (Cost 3 Actions). The dragon makes a bite or two claw attacks

---

The Great Wyrm White 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 26 creatures in one encounter. Award a party 180,000 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.
 
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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)
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)
1602422894359.png

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

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

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.

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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dave2008

Legend
White Dragon, Elder
Huge dragon, chaotic evil
1602422887420.png

Armor Class 20 (Natural Armor)
Hit Points 297 (22d12 + 154)
Speed 60 ft., burrow 40 ft., climb 50 ft., fly 140 ft., swim 60 ft.
1602422889192.png

STRDEXCONINTWISCHA
23 (+6)12 (+1)25 (+7)14 (+2)16 (+3)17 (+3)
1602422892971.png

Saving Throws Str +12. Dex +7, Con +13, Wis +9
Skills Athletics +12, Intimidation +9, Perception +15,
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 90 ft., darkvision 180 ft., passive perception 25
Languages Common, Draconic
Challenge 18 (20,000 XP)
1602422894359.png

Dragon Magic (3/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 17, +9 to hit with attacks) as if they are 6th level spells: armor of agathys, fog cloud, ice knife, spike growth (ice spikes), & sleet storm

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

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 17 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 2d6 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 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.

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: +12 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage plus 14 (4d6) cold damage.

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

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20Strength saving throw or be stunned until the end of the dragon’s next turn.

Ice Bolt. Ranged Spell Attack. +9 to hit, range 120 ft., one target. Hit. 21 (6d6) cold damage and the target must make a DC 20 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 17 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 100-foot cone or eight 10-foot-by-10-foot contiguous areas within 60 feet of it. Each creature in the area must make a DC 21 Constitution saving throw. taking 55 (10d10) 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 30 fire damage. Additionally, any magic or active spell of 3rd 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 heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 20 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.
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 13 (3d4 + 6) bludgeoning damage and be pushed 10 feet on a failed save, or half as much damage on a successful one. The dragon can then fly up to half its flying speed.

---

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

Legend
White Dragon, Adult
Huge dragon, chaotic evil
1602422887420.png

Armor Class 19 (Natural Armor)
Hit Points 243 (18d12 + 126)
Speed 50 ft., burrow 30 ft., climb 40 ft., fly 120 ft., swim 50 ft.
1602422889192.png

STRDEXCONINTWISCHA
21 (+5)14 (+2)23 (+6)12 (+1)14 (+2)15 (+2)
1602422892971.png

Saving Throws Str +10. Dex +7, Con +11, Wis +6
Skills Athletics +10, Perception +11, Stealth +7
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 60 ft., darkvision 120 ft., passive perception 21
Languages Common, Draconic
Challenge 14 (11,500 XP)
1602422894359.png

Dragon Magic (2/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 15, +7 to hit with attacks) as if they are 3rd level spells: armor of agathys1, fog cloud1, ice knife & spike growth (ice spikes)

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

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 15 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 2d4 minutes.

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

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 uncommon magical weapons.

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

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.

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

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.

Ice Bolt. Ranged Spell Attack. +7 to hit, range 120 ft., one target. Hit. 14 (4d6) cold damage and the target must make a DC 20 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 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.

Cold Breath (1/Rest). The dragon exhales an icy blast in a 80-foot cone or six 10-foot-by-10-foot contiguous areas within 30 feet of it. Each creature in the area must make a DC 19 Constitution saving throw. taking 45 (8d10) 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 20 fire damage. Additionally, any magic or active spell of 2nd 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 heightens its senses, it makes a Wisdom (Perception) check and gains advantage on its next attack.
Juggernaut. The dragon gains 15 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.
Bolt (Cost 2 Actions). The dragon makes one Ice Bolt attack.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.

---

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

Legend
White Dragon, Young Adult
Large dragon, chaotic evil
1602422887420.png

Armor Class 18 (Natural Armor)
Hit Points 198 (18d10 + 108)
Speed 45 ft., burrow 30 ft., climb 35 ft., fly 100 ft., swim 45 ft.
1602422889192.png

STRDEXCONINTWISCHA
19 (+4)12 (+1)22 (+6)11 (+0)12 (+1)13 (+1)
1602422892971.png

Saving Throws Str +8. Dex +5, Con +10, Wis +5
Skills Athletics +8, Perception +9, Stealth +5
Damage Immunities cold
Condition Immunities petrified (ice)
Senses blindsight 60 ft., darkvision 120 ft., passive perception 19
Languages Common, Draconic
Challenge 10 (5,900 XP)
1602422894359.png

Dragon Magic (1/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 13 +5 to hit with attacks) as if they are 3rd level spells: armor of agathys, fog cloud, & ice knife

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

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

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 magical weapons

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

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) cold damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and, if the dragon wishes, the target must make a DC 16 Strength saving throw or be knocked prone.

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be incapacitated until the end of the dragon’s next turn.

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.

Cold Breath (1/Rest). The dragon exhales an icy blast in a 60-foot cone. Each creature in the area must make a DC 18 Constitution saving throw, taking 33 (6d10) cold damage and its speed is reduced in half on a failure, or half as much damage and no speed reduction on a success. A creature may make additional saving throws at the end of each of its turns, and its speed is no longer reduced by this effect on a success.

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.
Juggernaut. The dragon gains 15 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.
Tail Slam (Cost 2 Actions). The dragon makes a Tail attack.

---

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

Legend
White Dragon, Juvenile
Large dragon, chaotic evil
1602422887420.png

Armor Class 18 (Natural Armor)
Hit Points 136 (12d10 + 65)
Speed 40 ft., burrow 30 ft., climb 40 ft., fly 100 ft., swim 40 ft.
1602422889192.png


STRDEXCONINTWISCHA
17 (+3)10 (+1)20 (+5)8 (+0)11 (+0)12 (+1)
1602422892971.png

Saving Throws Dex +4, Wis +3
Skills Athletics +6, Perception +6, Stealth +4
Damage Immunities cold
Senses blindsight 40 ft., darkvision 120 ft., passive perception 16
Languages Common, Draconic
Challenge 6 (2,300 XP)
1602422894359.png

Dragon Magic (1/Day).* The dragon uses its innate magic, requiring no components, to create one of the following spell-like effects (spell save DC 12, +4 to hit with attacks) as if they are 2nd level spells: armor of agathys & fog cloud

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.

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

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

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) cold damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and, if the dragon wishes, the target must make a DC 14 Strength saving throw or be knocked prone.

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

Cold Breath (1/Rest). The dragon exhales an icy blast in a 40-foot cone. Each creature in the area must make a DC 16 Constitution saving throw, taking 27 (5d10) cold damage and its speed is reduced in half on a failure, or half as much damage and no speed reduction on a success. A creature may make additional saving throws at the end of each of its turns, and its speed is no longer reduced by this effect on a success.

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

Legend
White Dragon, Young
Medium dragon, chaotic evil
1602422887420.png

Armor Class 17 (Natural Armor)
Hit Points 59 (7d8 + 28)
Speed 30 ft., burrow 20 ft., climb 30 ft., fly 90 ft., swim 30 ft.
1602422889192.png

STRDEXCONINTWISCHA
16 (+3)10 (+0)18 (+4)6 (-2)10 (+0)11 (+0)
1602422892971.png

Saving Throws Dex +2, Wis +2
Skills Athletics +5, Perception +4, Stealth +2
Damage Immunities cold
Senses blindsight 30 ft., darkvision 90 ft., passive perception 14
Languages Common, Draconic
Challenge 2 (450 XP)
1602422894359.png

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.

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: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.

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

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

Cold Breath (1/Rest). The dragon exhales an icy blast in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. taking 16 (3d10) cold damage cold damage and its speed is reduced in half on a failure, or half as much damage and no speed reduction on a success. A creature may make additional saving throws at the end of each of its turns, and its speed is no longer reduced by this effect on a success.

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

Legend
White Dragon, Wyrmling
Small dragon, chaotic evil
1602422887420.png

Armor Class 14 (Natural Armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft., burrow 15 ft., climb 20 ft., fly 50 ft., swim 20 ft.
1602422889192.png

STRDEXCONINTWISCHA
15 (+2)12 (+1)14 (+2)6 (-2)8 (-1)10 (+0)
1602422892971.png

Saving Throws Dex +3, Wis +1
Skills Athletics +4, Perception +3, Stealth +3
Damage Immunities cold
Senses blindsight 20 ft., darkvision 60 ft., passive perception 13
Languages Draconic
Challenge 1/4 (50 XP)
1602422894359.png

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.

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

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

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

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

Cold Breath (1/Rest). The dragon exhales an icy blast in a 30-foot cone. Each creature in the area must make a DC 12 Constitution saving throw. taking 9 (2d8) cold damage cold damage.
 
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dave2008

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.
OK, I want to get this figured out before I do the dragons, so here is what I am thinking. I think we have a basic trait that is then modified by: the amount of damage, the number of conditions, the number of uses. Something like this:

Unstoppable (# of uses). The (monster) can use a reaction, take (#) hit points of damage and immediately end (#) condition(s) or effect(s) it is suffering.

CRDamage/Condition# of conditions# of uses
0-5511/Short Rest
6-101012/Short Rest
11-151513/Short Rest
16-202023/Short Rest
21-25252unlimited
26-30303unlimited

What do you think?
 

Stalker0

Legend
Since your going to do so many dragons, I'll just note a few of my desires and pet peeves about the standard dragons.

To me, Dragons are supposed to be Alpha Predators, top dogs on the planetary food chain (and of course the namesake of the franchise). They are the embodiment of the living tank....they combine a strong durable defense with an incredible offense. Its not that dragons are the toughest things, and its not that they are the most damaging things....its that they combine high strengths in both to generate a weapon you just do not mess with.

So a few notes:

1) Dragons as written have incredible senses and even get detect as a legendary action. But it doesn't do anything, its just perception. I wish this was pushed further, dragons don't just see you....they see "through you". They see your soul, your thoughts, your intentions. This could be manifested as a form of foresight, advantage against foes they use detect on, able to exploit a vulnerability (aka vulnerability the game mechanic) you didn't even know you had, etc.

2) Dragon breath weapons are their hallmark, and though they do good damage, they aren't always the sexiest option. I like to see breath's really scale up on the higher dragons, they can burn away magics, alter their shapes, linger and shape the battlefield, recharge more often at high levels, etc.

3) Dragon defenses should always be tough....and the high level dragons are I think worthy of true Damage Reduction (similar to the heavy armor mastery feat, but against magic weapons too). Its not a damage threshold, but true honest to god damage reduction. Also top dragons should get proficiencies in all saves, dragons don't have weak points to exploit like lesser monsters, they are always tough, its just some things are tougher than others. That said, I wouldn't not give them magic resistance, as dragons are innate creatures of magic, and frankly that mechanic is used way too often for higher CR monsters. Though of course, some kind of "unstoppable" ability as you have already used in other monsters.

4) I like that dragons are magical creatures and so get magical effects as they age, but spellcasting never feels right for them. I would love to see some magics imbued into their abilities. They have mage armor on all the time (reflected in their AC), some dragons breath blows you away like gust of wind (included in the breath stat block), some essence dragons have a passwall innate abiity that they can literally just pass through walls and barriers. So just ideas, but the thought being is that dragons should not "cast" spells in a fight, magic is an innate part of them, they are magic, so its either always on, or always applied to their attacks and movements.
 
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Stalker0

Legend
OK, I want to get this figured out before I do the dragons, so here is what I am thinking. I think we have a basic trait that is then modified by: the amount of damage, the number of conditions, the number of uses. Something like this:

Unstoppable (# of uses). The (monster) can use a reaction, take (#) hit points of damage and immediately end (#) condition(s) or effect(s) it is suffering.

CRDamage/Condition# of conditions# of uses
0-5511/Short Rest
6-101012/Short Rest
11-151513/Short Rest
16-202023/Short Rest
21-25252unlimited
26-30303unlimited

What do you think?

So I think the 30 damage number felt right at the CR 16ish level where I have used some of your monster ideas, so I would be fine with that.

In terms of number of conditions, again its too much to track (well which effects will I remove, how many do I have left, etc). I think unstoppable is unstoppable, if its activated, all conditions are dropped. Realistically I rarely see that many conditions stacked on a monster at one time, once he's disabled the party moves on to condition another creature....or they just wail on it.

# of uses: My combats very consistently last about 3 rounds (in fact one of my players actually noted that recently himself). Also looking at the boards, 3 rounds seems to be a common duration for your general fights. So again I say...just make it an innate part of the monster, very rarely are you going to eck out more than 3 uses of it.

What you could do is keep the damage high at the lower CRs. So yeah, those monsters can use it as much as they want....except they are REALLY killing themselves to do it, so they are going to be loathe to commit to it that often. So the system balances itself, if the DM wants to keep using it at lower levels to do a ton of damage to his monster, than the party kills it all the quicker.
 

dave2008

Legend
Since your going to do so many dragons, I'll just note a few of my desires and pet peeves about the standard dragons.

To me, Dragons are supposed to be Alpha Predators, top dogs on the planetary food chain (and of course the namesake of the franchise). They are the embodiment of the living tank....they combine a strong durable defense with an incredible offense. Its not that dragons are the toughest things, and its not that they are the most damaging things....its that they combine high strengths in both to generate a weapon you just do not mess with.

So a few notes:

1) Dragons as written have incredible senses and even get detect as a legendary action. But it doesn't do anything, its just perception. I wish this was pushed further, dragons don't just see you....they see "through you". They see your soul, your thoughts, your intentions. This could be manifested as a form of foresight, advantage against foes they use detect on, able to exploit a vulnerability (aka vulnerability the game mechanic) you didn't even know you had, etc.

2) Dragon breath weapons are their hallmark, and though they do good damage, they aren't always the sexiest option. I like to see breath's really scale up on the higher dragons, they can burn away magics, alter their shapes, linger and shape the battlefield, recharge more often at high levels, etc.

3) Dragon defenses should always be tough....and the high level dragons are I think worthy of true Damage Reduction (similar to the heavy armor mastery feat, but against magic weapons too). Its not a damage threshold, but true honest to god damage reduction. Also top dragons should get proficiencies in all saves, dragons don't have weak points to exploit like lesser monsters, they are always tough, its just some things are tougher than others. That said, I wouldn't not give them magic resistance, as dragons are innate creatures of magic, and frankly that mechanic is used way too often for higher CR monsters. Though of course, some kind of "unstoppable" ability as you have already used in other monsters.

4) I like that dragons are magical creatures and so get magical effects as they age, but spellcasting never feels right for them. I would love to see some magics imbued into their abilities. They have mage armor on all the time (reflected in their AC), some dragons breath blows you away like gust of wind (included in the breath stat block), some essence dragons have a passwall innate abiity that they can literally just pass through walls and barriers. So just ideas, but the thought being is that dragons should not "cast" spells in a fight, magic is an innate part of them, they are magic, so its either always on, or always applied to their attacks and movements.
I generally agree with this and feel I captured most of the concepts to some extent in my red dragon drafts. However, I will keep them in my mind as I move forward.

On of my issues with 5e dragons is that they are all the same. Other than breathweapon, the dragons are basically indistinguishable. The will change with my dragons.

PS - from my avatar I hope you can guess I have a bit of a dragon crush. I too agree they are alpha predators and plan to stat them as such.
 

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