And finally, at long last… dragons! Actual dragons! It’s been a heck of a long time, hasn’t it?
So, as I mentioned a few entries ago, issue #300 had some dragons—specifically, planar dragons. Issues #321 and #344 had yet
more planar dragons. And to top it off, there was the hellfire wyrm in
Monster Manual II (without any age categories) and the 3x
Draconomicon finished the collection by reprinting the dragons from #300 and adding a few more.
So I’m going to do them all. Yes, I even picked up the
Draconomicon pdf to complete this list. Here’s the list of them:
Adamantine dragon (Bytopia)
Arboreal dragon (Arborea)
Astral dragon (Astral Plane)
Axial dragon (Mechanus)
Battle dragon (Ysgard)
Beast dragon (Beastlands)
Chaos dragon (Limbo)
Chole dragon (Abyss)
Concordant dragon (Outlands)
Elysian dragon (Elysium)
Ethereal dragon (Ethereal Plane)
Gloom dragon (Gray Waste)
Hellfire dragon (Hell)
Howling dragon (Pandamonium)
Oceanus dragon (river Oceanus/any upper plane)
Pyroclastic dragon (Gehenna)
Radiant dragon (Mt. Celestia)
Rust dragon (Acheron)
Styx dragon (river Styx/any lower plane)
Tarterian dragon (Carceri)
I’m actually kind of shocked that they never did elemental dragons just to fill up those inner planes. There was probably a template, though.
My initial desire was to do them all at once in a ginormous block, but, well, dragons are complicated and quickly get overwhelming. It’s not even the statblocks, really—those are simple enough. It’s all those other parts of the entries that get difficult. What I’m going to do is post them as I complete them, no matter what issue I’m actually up to.
Now obviously, these dragons were built for the Great Wheel, which isn’t “canon” for Level Up, and clearly most of the planes in the Planestrider’s Journal are not analogous to D&D’s planes. Where it makes sense, I’ll place these dragons in the planes of PSJ. But honestly, having read the PSJ planes, there’s very few places where it will make sense. None of these guys are going to work for Ingens or Objectio, for instance.
Anyway, to start: the
adamantine dragon. Yes, I’m going in alphabetical order. Back in 2e, they were called adamanti
te dragons (spellings change). While they’re mostly the same, the 3e version (as well as the LU version) have a paralyzing breath weapon, while the 2e version breathed a cone of
time stop. I kind of wonder what prompted the change; I’m assuming that paralysis is easier to write up.
Fun fact time: While we all know that adamant means hard or unbreakable—as it originally meant diamond—but in the Middle Ages it apparently also meant loadstone, and it was thought that diamonds could block magnets. That little bit of trivia has absolutely nothing to do with either the original monster or my adaptation, but it’s still kinda neat.
Adamantine Dragon
Planar Dragons, Dragon Magazine #321
Creature Edward Bonny; art by Marc Sasso
Adamantine dragons have dark scales that gleam green in certain light and glitters as if coated in diamond dust. Their many horns form a resplendent crown. Their most noticeable feature, however, is that their claws, wings, and tail are disproportionately large and their limbs unusually long. They sometimes seem to have an almost humanoid body shape.
Bastions of Goodness. These dragons view themselves as protectors and caretakers. They are ever-alert for invaders from other planes, especially fiends and khalkoi. In fact, the only time they cease this watch is when they see a being in need of help, at which point they swoop in to provide assistance. They are willing to help good-natured beings of any sort. They are also willing to help those who don’t have a good nature if their assistance will get those creatures out of the dragon’s territory faster.
Beloved. Despite their unwavering stance against evil, adamantine dragons have a strong sense of humor and a kindly demeanor, which means that they are usually well-loved by everyone in their territory. Gnomes and halflings, especially, seem to love them. When an adamantine dragon and smallfolk live close together, it’s common for the gnomes to willingly act as the dragon’s servitors and housekeepers and to fully furnish its lair in lovingly-made and jewel-dripped decorations.
Climate/Terrain: subarctic, temperate, subtropical; Astral Plane, Dreaming, forest, grassland, hill, mountain, Plane of Earth, Silyōna
Legends and Lore
With an Arcana or History check, the characters can learn the following:
DC 10. Adamantine dragons are kind but stalwart defenders of goodness and often live on the more heavenly outer planes.
DC 15. The teeth of an an adamantine dragon can bite through armor with ease. They breathe a cone of flame that can burn anything, but can also breathe out clouds of paralyzing gas.
DC 20. Often considered to be a type of metallic dragon, they share those dragons’ ability to change shape. They are often found in the form of humanoids and beasts and spend much of their time socializing with gnomes and halflings, whom they tend to prefer over taller humanoids.
Adamantine Dragon Encounters
Challenge Rating 5-10 adamantine dragon wyrmling; adamantine dragon wyrmling with 1d4 dragonbound warriors.
Treasure: 40 pp, 500 gp, 4 spinels (500 gp each),
air charm, gauntlets of ogre power, potion of animal friendship
Challenge Rating 11-16 young adamantine dragon; young adamantine dragon with 1d4 faerie dragons or animated armors
Treasure: 144 pp, 2,000 gp, 6 tourmalines (100 gp each), silk robe with gold embroidery (250 gp),
3 potions of healing, restorative ointment, ring of resistance
Challenge Rating 17-22 young adamantine dragon with gnome illusionist and 4 gnome scouts; young adamantine dragon with 1-2 earth elementals
Treasure: 500 pp, 3,000 gp, 3 opals (1,000 gp each), 2 adamantine shields made out of the dragon’s shed scales (1,000 gp each), silver chalice set with moonstones (1,500 gp),
spell scroll of rope trick, +1 crossbow bolts
Challenge Rating 23-30 adult adamantine dragon, adult adamantine dragon and baku*
Treasure: 450 pp, 10,000 gp, diamond (5,000 gp), string of black pearls (7,500 gp), masterwork adamantine greatsword made out of the dragon’s own shed horns (5,000 gp), idol made from adamantine and platinum (7,500 gp), harp carved from exotic planar woods (1,000 gp),
2 arrows of slaying, spell scrolls of divination, ice storm, and locate creature, oil of sharpness
Challenge Rating 31+ ancient adamantine dragon with giant earth elemental; ancient adamantine dragon with lillend*; great wyrm adamantine dragon
Treasure: 30,000 gp, adamantine mask adorned with gold filigree (25,000 gp), the skull of a balor bound with iron chains, a landscape painting of the dragon’s domain by a famed artist (5,000 gp), tome of magical theory which leads to the discovery of a rare 5th-level spell, 2 potions each of
invisibility and
supreme healing,
spell scroll of maze, rod of lordly might
* From
A Leveled Up Bestiary vol. 1
Signs
1. Outcroppings of adamantine ore.
2. Occasional plumes of white flame burst from cracks the ground. These act as the
flame strike glyph exploration challenge, except that it’s not a trap and can’t be dispelled. With a DC 10 Perception check, there are hissing and burbling noises before the flame, giving creatures enough time to get out of the way. Creatures with the Evil alignment can’t hear the warning signs, though.
3. Local humanoids speak of their beloved protector.
4. A faint, sparkling glow in the air
5. Good creatures have dreams that give them confidence to fight the dangers that are ahead.
6. A draconic footprint that is warm to the touch.
Behavior
1. In humanoid form; approaches the party in a friendly manner to determine their intent.
2. Discretely following a band of vulnerable travelers; will attack anyone who threatens them.
3. Flying overhead; patrolling
4. Gathering allies against a cosmic threat.
5. In battle against fiends; will appreciate any help.
6. In spirited conversation with a group of gnomes; will welcome respectful conversationalists
Lair Features
The save DC for the following effects is 13 + the dragon’s proficiency bonus. Choose or roll one or more of the following lair features:
1. The walls of the dragon’s lair are lined with jagged spikes of adamantine. Any time the dragon hits a creature within 5 feet of the wall with a claw or tail attack, the creature takes an additional 5 (1d10) piercing damage.
2. The pathway to the dragon’s lair hides the dragon’s friends, who report back to it, ensuring it is never surprised.
3. The dragon’s lair is filled with ingenious traps and tricks made by fey and gnomes. On first entering the lair and every half-hour thereafter, a creature who is moving faster than half their normal speed must make a Dexterity saving throw or suffer one of the following effects (Narrator’s choice or roll a d4): 1 – the creature is poisoned for 1 hour; 2 – the creature is rattled for 1 hour; 3 – the creature is slowed for 1 hour; 4 – the creature is cursed for 1 hour, and each time they make an attack roll or saving throw, they must roll a d4 and subtract that number from the d20 roll. A
lesser restoration or
remove curse will end the effect.
4. When the dragon use its Burning Breath, the walls and ceiling grow white-hot. Each creature in contact with one of those surfaces must make a Constitution save or take 11 (2d10) fire damage.
Names
Alkastorhar, Hirevan, Nightshine, Watcher, Zommlaral
Ancient Adamantine Dragon
Legendary Gargantuan dragon; Challenge 28 (120,000 XP)
AC 24 (natural armor)
HP 507 (26d20+234; bloodied 253)
Speed 50 ft., fly 80 ft., swim 40 ft.
STR 30 (+10)
DEX 10 (+0)
CON 29 (+9)
INT 17 (+3)
WIS 18 (+4)
CHA 25 (+7)
Proficiency +8;
Maneuver DC 26
Saving Throws Dex +8, Con +17, Wis +12, Cha +15
Skills Insight +12, Perception +12 (+1d6), Performance +15, Stealth +8
Damage Immunities fire, force
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Celestial, Common, Draconic, two more
Adamant Shield. The dragon radiates an invisible aura in a 30-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class. Additionally, any armor or shields they are wearing or carrying cannot be damaged by spells, combat maneuvers, or other effects.
Good. The dragon radiates a Good aura.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten adamantine. If it has no more uses of this ability its Armor Class is reduced to 22 until it finishes a long rest.
Unceasing Vigil. The dragon does not need to sleep.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can us Adamantine Beam.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 32 (4d10+10) piercing damage plus 11 (2d10) fire damage, and if the target is wearing armor or carrying a shield, the target must make a DC 26 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.
Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 32 (5d8+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 28 (4d8+10) bludgeoning damage, and the dragon pushes the target 10 feet away.
Adamantine Shortsword (Humanoid Form Only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 13 (1d6+10) piercing damage
Adamantine Beam. The dragon targets a creature within 60 feet and exhales a beam of glittery, dark light, forcing it to make a DC 27 Constitution saving throw. The creature takes 22 (4d10) force damage on a failed save or half as much damage on a success. A creature that fails the save is also slowed until the end of its next turn.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
•
Burning Breath. The dragon exhales white-hot fire in a 90-foot-long, 10-foot-wide line. Each creature in the area must make a DC 27 Dexterity saving throw taking 99 (18d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
•
Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in the area must make a DC 27 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Adamantine Beam, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its greatsword.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 23 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 26 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Unbreakable (Costs 2 Actions). The dragon or one creature it sees within 90 feet of it gains resistance to one damage type—cold, fire, lightning, poison, or thunder—until the start of the dragon’s next turn.
Variant: Adamantine Dragon Spellcaster
Some dragons develop the ability to innately cast spells. A dragon spellcaster’s spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components. Each age category knows its own spells and those of younger age categories:
Young Adult (save DC 16): 3/day each: dimension door, mirror image
Adult (save DC 21): 3/day each: dispel evil and good, power word stun
Ancient (save DC 23): 1/day each: time stop
Ancient Dragon Variant: Adamantine Great Wyrm
The dragon is an elite monster, equivalent to two CR 28 monsters (240,000 XP). It has 1,014 (52d20+468; bloodied 507) hit points and the following trait:
Purifying Fires (1/Day). When the dragon is first bloodied, it immediately recharges its breath weapon, if it is not already available. Its scales begin to glow with dark fire. A creature that touches the dragon or hits it with a melee attack for the first time on a turn takes 14 (4d6) fire damage. If the creature has the Evil alignment, it must succeed on a DC 27 Constitution saving throw or be stunned until the end of its next turn. The dragon can suppress this ability at will (no action required of it).
The dragon has the following additional legendary actions, which it can only use while bloodied:
Elite Recovery. The dragon ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.
Mortal Terror (Gaze). A creature within 120 feet makes a saving throw against Roar, even if it has already successfully saved within the past 24 hours.
Dragon Breath (Costs 2 Actions). The dragon uses its breath weapon.
Gathering Strength (Costs 2 Actions). The dragon recharges its breath weapons.
Adamantine Blade (Costs 3 Actions). The dragon uses Adamantine Beam. If the targeted creature fails its saving throw, it also loses any magical bonuses it has to its Armor Class until it completes a long rest.
*
Adult Adamantine Dragon
Legendary Huge dragon; Challenge 23 (50,000 XP)
AC 23 (natural armor)
HP 362 (25d12+200; bloodied 181)
Speed 50 ft., fly 80 ft., swim 40 ft.
STR 27 (+8)
DEX 10 (+0)
CON 25 (+8)
INT 15 (+2)
WIS 16 (+3)
CHA 23 (+6)
Proficiency +7;
Maneuver DC 23
Saving Throws Dex +7, Con +15, Wis +10, Cha +13
Skills Insight +10, Perception +10 (+1d6), Performance +13, Stealth +7
Damage Immunities fire, force
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Celestial, Common, Draconic, two more
Adamant Shield. The dragon radiates an invisible aura in a 30-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class. Additionally, any armor or shields they are wearing or carrying cannot be damaged by spells, combat maneuvers, or other effects.
Good. The dragon radiates a Good aura.
Legendary Resistance (3/Day). When the dragon fails a saving throw, it can choose to succeed instead. When it does, some of its scales fall away, forming pools of molten adamantine. If it has no more uses of this ability its Armor Class is reduced to 21 until it finishes a long rest.
Unceasing Vigil. The dragon does not need to sleep.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws. In place of its bite attack, it can use Adamantine Beam.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 24 (3d10+8) piercing damage plus 11 (2d10) force damage, and if the target is wearing armor or carrying a shield, the target must make a DC 23 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.
Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 26 (4d8+8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 21 (3d8+8) bludgeoning damage, and the dragon pushes the target 10 feet away.
Adamantine Longsword (Humanoid Form Only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 13 (1d10+8) slashing damage
Adamantine Beam. The dragon targets a creature within 60 feet and exhales a beam of glittery, dark light, forcing it to make a DC 23 Constitution saving throw. The creature takes 16 (3d10) force damage on a failed save or half as much damage on a success. A creature that fails the save is also slowed until the end of its next turn.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
•
Burning Breath. The dragon exhales white-hot fire in a 60-foot-long, 5-foot-wide line. Each creature in the area must make a DC 23 Dexterity saving throw taking 77 (14d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
•
Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in the area must make a DC 23 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically takes the shape of a humanoid or beast, or changes back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (dragon’s choice). In the new form, the dragon’s stats are unchanged except for its size. It can’t use Adamantine Beam, Breath Weapons, Tail Attack, or Wing Attack except in dragon form. In beast form, it can attack only with its bite and claws, if appropriate to its form. If the beast form is Large or smaller, the reach of these attacks is reduced to 5 feet. In humanoid form, it can attack only with its greatsword.
Reactions
Tail Attack. When a creature the dragon can see within 10 feet hits the dragon with a melee attack, the dragon makes a tail attack against it.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Roar. Each creature of the dragon’s choice within 120 feet that can hear it makes a DC 21 Charisma saving throw. On a failure, it is frightened for 1 minute. A creature repeats the saving throw at the end of its turns, ending the effect on itself on a success. When it succeeds on a saving throw or the effect ends for it, it is immune to Roar for 24 hours.
Wing Attack. The dragon beats its wings. Each creature within 15 feet makes a DC 23 Dexterity saving throw. On a failure, it is pushed 10 feet away and knocked prone. The dragon can then fly up to half its fly speed.
Unbreakable (Costs 2 Actions). The dragon or one creature it sees within 90 feet of it gains resistance to one damage type—cold, fire, lightning, poison, or thunder—until the start of the dragon’s next turn.
*
Young Adamantine Dragon
Large dragon; Challenge 12 (8,400 XP)
AC 21 (natural armor)
HP 195 (17d10+102; bloodied 97)
Speed 50 ft., fly 80 ft., swim 40 ft.
STR 23 (+6)
DEX 10 (+0)
CON 21 (+6)
INT 14 (+2)
WIS 15 (+2)
CHA 19 (+4)
Proficiency +4;
Maneuver DC 18
Saving Throws Dex +4, Con +10, Wis +6, Cha +8
Skills Insight +6, Perception +6 (+1d6), Performance +8, Stealth +4
Damage Immunities fire, force
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
Languages Celestial, Common, Draconic
Adamant Shield. The dragon radiates an invisible aura in a 15-foot radius. Each of the dragon’s allies who are within that area receive a +2 bonus to their Armor Class.
Good. The dragon radiates a Good aura.
Unceasing Vigil. The dragon does not need to sleep.
Actions
Multiattack. The dragon attacks once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 22 (3d10+6) piercing damage plus 5 (1d10) force damage, and if the target is wearing armor or carrying a shield, the target must make a DC 18 Dexterity saving throw. On a failure, the dragon bites through the armor, and the armor takes a permanent -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed, whether or not it is magical.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 26 (3d8+6) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
•
Burning Breath. The dragon exhales white-hot fire in a 30-foot-long, 5-foot-wide line. Each creature in the area must make a DC 18 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success. A creature that failed its saving throw also takes 5 (1d10) ongoing fire damage. A creature can use an action to end the ongoing damage. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
•
Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.
*
Adamantine Dragon Wyrmling
Large dragon; Challenge 5 (8,400 XP)
AC 19 (natural armor)
HP 93 (11d8+44; bloodied 46)
Speed 40 ft., fly 60 ft., swim 30 ft.
STR 19 (+4)
DEX 10 (+0)
CON 18 (+4)
INT 12 (+1)
WIS 13 (+1)
CHA 17 (+3)
Proficiency +3;
Maneuver DC 15
Skills Perception +4, Stealth +3
Damage Immunities fire, force
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
Languages Draconic
Good. The dragon radiates a Good aura.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10+4) piercing damage plus 5 (1d10) force damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:
•
Burning Breath. The dragon exhales white-hot fire in a 15-foot-long, 5-foot-wide line. Each creature in the area must make a DC 18 Dexterity saving throw taking 27 (5d10) fire damage on a failed save or half damage on a success. Items in the area have a 50% chance of being set on fire, whether or not they are normally flammable.
•
Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in the area must make a DC 18 Constitution saving throw or be paralyzed for 1 minute. A creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.