Darkmantle

Small monstrosity, unaligned

Armor Class

11

Hit Points

22 (5d6 + 5)

Speed

10 ft., fly 30ft.

Skills

Stealth +3

Senses

blindsight 60 ft., passive Perception 10

Languages

Challenge

1/2 (100 XP)

Echolocation:

The darkmantle can’t use its blindsight while Deafened.

False Appearance:

While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush:

Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also Blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.

Darkness Aura (1/Day):

A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Death Dog

Medium monstrosity, neutral evil

Armor Class

12

Hit Points

39 (6d8 + 12)

Speed

40 ft.

Skills

Perception +5, Stealth +4

Senses

darkvision 120 ft., passive Perception 15

Languages

Challenge

1 (200 XP)

Two-Headed:

The dog has advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, or knocked Unconscious.

Actions

Multiattack:

The dog makes two bite attacks.

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become Poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone.

Deer

Medium beast, unaligned

Armor Class

13

Hit Points

4 (1d8)

Speed

50 ft.

Senses

passive Perception 12

Languages

Challenge

0 (10 XP)

Actions

Bite:

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

Deva

Medium celestial, lawful good

Armor Class

17 (natural armour)

Hit Points

136 (16d8 + 64)

Speed

30 ft., fly 90 ft.

Saving Throws

Wis +9, Cha +9

Skills

Insight +9, Perception +9

Damage Resistances

radiant; bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities

Charmed, Exhaustion, Frightened

Senses

darkvision 120 ft., passive Perception 19

Languages

all, telepathy 120 ft.

Challenge

10 (5,900 XP)

Angelic Weapons:

The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting:

The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will:

Detect Evil and Good

1/day each:

Commune, Raise Dead

Magic Resistance:

The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack:

The deva makes two melee attacks.

Mace:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/day):

The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape:

The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or 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 (the deva’s choice). In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Djinni

Large elemental, chaotic good

Armor Class

17 (natural armour)

Hit Points

161 (14d10 + 84)

Speed

30 ft., fly 90 ft.

Saving Throws

Dex +6, Wis +7, Cha +9

Damage Immunities

lightning, thunder

Senses

darkvision 120 ft., passive Perception 13

Languages

Auran

Challenge

11 (7,200 XP)

Elemental Demise:

If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting:

The djinni’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will:

Detect Evil and Good, Detect Magic, Thunderwave

3/day each:

Create Food and Water (can create wine instead of water), Tongues, Wind Walk

1/day each:

Conjure Elemental (air elemental only), Creation, Gaseous Form, Invisibility, Major Image, Plane Shift

Actions

Multiattack:

The djinni makes three scimitar attacks.

Scimitar:

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni’s choice).

Create Whirlwind:

A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be Restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures Restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature Restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer Restrained and moves to the nearest space outside the whirlwind.

Doppelganger

Medium monstrosity (shapechanger), neutral

Armor Class

14

Hit Points

52 (8d8 + 16)

Speed

30 ft.

Skills

Deception +6, Insight +3

Condition Immunities

Charmed

Senses

darkvision 60 ft., passive Perception 13

Languages

Common

Challenge

3 (700 XP)

Shapechanger:

The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Ambusher:

In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

Surprise Attack:

If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack:

The doppleganger makes two melee attacks.

Slam:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts:

The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Dragon, Black Adult

Huge dragon, chaotic evil

Armor Class

19 (natural armour)

Hit Points

195 (17d12 + 85)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +7, Con +10, Wis +6, Cha +8

Skills

Perception +11, Stealth +7

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages

Common, Draconic

Challenge

14 (11,500 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid 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.

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

Acid Breath (Recharge 5-6):

The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Black Ancient

Gargantuan dragon, chaotic evil

Armor Class

22 (natural armour)

Hit Points

367 (21d20 + 147)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +9, Con +14, Wis +9, Cha +11

Skills

Perception +16, Stealth +9

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 26

Languages

Common, Draconic

Challenge

21 (33,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw:

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Acid Breath (Recharge 5-6):

The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Black Wyrmling

Medium dragon, chaotic evil

Armor Class

17 (natural armour)

Hit Points

33 (6d8 + 6)

Speed

30 ft., fly 60 ft., swim 30 ft.

Saving Throws

Dex +4, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +4

Damage Immunities

acid

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

2 (450 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.

Acid Breath (Recharge 5-6):

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Dragon, Black Young

Large dragon, chaotic evil

Armor Class

18 (natural armour)

Hit Points

127 (15d10 + 45)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +5, Con +6, Wis +3, Cha +5

Skills

Perception +6, Stealth +5

Damage Immunities

acid

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 16

Languages

Common, Draconic

Challenge

7 (2,900 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Acid Breath (Recharge 5-6):

The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.

Dragon, Blue Adult

Huge dragon, lawful evil

Armor Class

19 (natural armour)

Hit Points

225 (18d12 + 108)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Saving Throws

Dex +5, Con +11, Wis +7, Cha +9

Skills

Perception +12, Stealth +5

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages

Common, Draconic

Challenge

16 (15,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw:

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail:

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

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.

Lightning Breath (Recharge 5-6):

The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Blue Ancient

Gargantuan dragon, lawful evil

Armor Class

22 (natural armour)

Hit Points

481 (26d20 + 208)

Speed

40 ft., burrow 40 ft., fly 80 ft.

Saving Throws

Dex +7, Con +15, Wis +10, Cha +12

Skills

Perception +17, Stealth +7

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages

Common, Draconic

Challenge

23 (50,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.

Claw:

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail:

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

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 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.

Lightning Breath (Recharge 5-6):

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Blue Wyrmling

Medium dragon, lawful evil

Armor Class

17 (natural armour)

Hit Points

52 (8d8 + 16)

Speed

30 ft., burrow 15 ft., fly 60 ft.

Saving Throws

Dex +2, Con +4, Wis +2, Cha +4

Skills

Perception +4, Stealth +2

Damage Immunities

lightning

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

3 (700 XP)

Actions

Bite:

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

Lightning Breath (Recharge 5-6):

The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragon, Blue Young

Large dragon, lawful evil

Armor Class

18 (natural armour)

Hit Points

152 (16d10 + 64)

Speed

40 ft., burrow 20 ft., fly 80 ft.

Saving Throws

Dex +4, Con +8, Wis +5, Cha +7

Skills

Perception +9, Stealth +4

Damage Immunities

lightning

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 19

Languages

Common, Draconic

Challenge

9 (5,000 XP)

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

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

Claw:

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

Lightning Breath (Recharge 5-6):

The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Dragon, Brass Adult

Huge dragon, chaotic good

Armor Class

18 (natural armour)

Hit Points

172 (15d12 + 75)

Speed

40 ft., burrow 30 ft., fly 80 ft.

Saving Throws

Dex +5, Con +10, Wis +6, Cha +8

Skills

History +7, Perception +11, Persuasion +8, Stealth +5

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages

Common, Draconic

Challenge

13 (10,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing 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.

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 16 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 (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath:

The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Brass Ancient

Gargantuan dragon, chaotic good

Armor Class

20 (natural armour)

Hit Points

297 (17d20 + 119)

Speed

40 ft., burrow 40 ft., fly 80 ft.

Saving Throws

Dex +6, Con +13, Wis +8, Cha +10

Skills

History +9, Perception +14, Persuasion +10, Stealth +6

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 24

Languages

Common, Draconic

Challenge

20 (25,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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 18 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 (Recharge 5-6):

The dragon uses one of the following breath weapons:

Fire Breath:

The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath:

The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall Unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Brass Wyrmling

Medium dragon, chaotic good

Armor Class

16 (natural armour)

Hit Points

16 (3d8 + 3)

Speed

30 ft., burrow 15 ft., fly 60 ft.

Saving Throws

Dex +2, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +2

Damage Immunities

fire

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

1 (200 XP)

Actions

Bite:

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

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath:

The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall Unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Dragon, Brass Young

Large dragon, chaotic good

Armor Class

17 (natural armour)

Hit Points

110 (13d10 + 39)

Speed

40 ft., burrow 20 ft., fly 80 ft.

Saving Throws

Dex +3, Con +6, Wis +3, Cha +5

Skills

Perception +6, Persuasion +5, Stealth +3

Damage Immunities

fire

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 16

Languages

Common, Draconic

Challenge

6 (2,300 XP)

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

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

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

Sleep Breath:

The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall Unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Dragon, Bronze Adult

Huge dragon, lawful good

Armor Class

19 (natural armour)

Hit Points

212 (17d12 + 102)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +5, Con +11, Wis +7, Cha +9

Skills

Insight +7, Perception +12, Stealth +5

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages

Common, Draconic

Challenge

15 (13,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.

Claw:

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail:

Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

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.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Lightning Breath:

The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath:

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Bronze Ancient

Gargantuan dragon, lawful good

Armor Class

22 (natural armour)

Hit Points

444 (24d20 + 192)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +7, Con +15, Wis +10, Cha +12

Skills

Insight +10, Perception +17, Stealth +7

Damage Immunities

lightning

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages

Common, Draconic

Challenge

22 (41,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw:

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail:

Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

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 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.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons:

Lighning Breath:

The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath:

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Bronze Wyrmling

Medium dragon, lawful good

Armor Class

17 (natural armour)

Hit Points

32 (5d8 + 10)

Speed

30 ft., fly 60 ft., swim 30 ft.

Saving Throws

Dex +2, Con +4, Wis +2, Cha +4

Skills

Perception +4, Stealth +2

Damage Immunities

lightning

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

2 (450 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Bite:

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

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Lightning Breath:

The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath:

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

Dragon, Bronze Young

Large dragon, lawful good

Armor Class

18 (natural armour)

Hit Points

142 (15d10 + 60)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +3, Con +7, Wis +4, Cha +6

Skills

Insight +4, Perception +7, Stealth +3

Damage Immunities

lightning

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages

Common, Draconic

Challenge

8 (3,900 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Lightning Breath:

The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Repulsion Breath:

The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.

Dragon, Copper Adult

Huge dragon, chaotic good

Armor Class

18 (natural armour)

Hit Points

184 (16d12 + 80)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +6, Con +10, Wis +7, Cha +8

Skills

Deception +8, Perception +12, Stealth +6

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages

Common, Draconic

Challenge

15 (13,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing 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.

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 16 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 (Recharge 5-6):

The dragon uses one of the following breath weapons.

Acid Breath:

The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath:

The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Copper Ancient

Gargantuan dragon, chaotic good

Armor Class

21 (natural armour)

Hit Points

350 (20d20 + 140)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +8, Con +14, Wis +10, Cha +11

Skills

Deception +11, Perception +17, Stealth +8

Damage Immunities

acid

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages

Common, Draconic

Challenge

21 (33,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw:

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons:

Acid Breath:

The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath:

The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Copper Wyrmling

Medium dragon, chaotic good

Armor Class

16 (natural armour)

Hit Points

22 (4d8 + 4)

Speed

30 ft., climb 30 ft., fly 60 ft.

Saving Throws

Dex +3, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +3

Damage Immunities

acid

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

1 (200 XP)

Actions

Bite:

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

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Acid Breath:

The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath:

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Dragon, Copper Young

Large dragon, chaotic good

Armor Class

17 (natural armour)

Hit Points

119 (14d10 + 42)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +4, Con +6, Wis +4, Cha +5

Skills

Deception +5, Perception +7, Stealth +4

Damage Immunities

acid

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages

Common, Draconic

Challenge

7 (2,900 XP)

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

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

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Acid Breath:

The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.

Slowing Breath:

The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

Dragon, Gold Adult

Huge dragon, lawful good

Armor Class

19 (natural armour)

Hit Points

256 (19d12 + 133)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +8, Con +13, Wis +8, Cha +13

Skills

Insight +8, Perception +14, Persuasion +13, Stealth +8

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 24

Languages

Common, Draconic

Challenge

17 (18,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw:

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath:

The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Gold Ancient

Gargantuan dragon, lawful good

Armor Class

22 (natural armour)

Hit Points

546 (28d20 + 252)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +9, Con +16, Wis +10, Cha +16

Skills

Insight +10, Perception +17, Persuasion +16, Stealth +9

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages

Common, Draconic

Challenge

24 (62,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw:

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail:

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

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 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 (Recharge 5-6):

The dragon uses one of the following breath weapons:

Fire Breath:

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath:

The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Gold Wyrmling

Medium dragon, lawful good

Armor Class

17 (natural armour)

Hit Points

60 (8d8 + 24)

Speed

30 ft., fly 60 ft., swim 30 ft.

Saving Throws

Dex +4, Con +5, Wis +2, Cha +5

Skills

Perception +4, Stealth +4

Damage Immunities

fire

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

3 (700 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath:

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Dragon, Gold Young

Large dragon, lawful good

Armor Class

18 (natural armour)

Hit Points

178 (17d10 + 85)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +6, Con +9, Wis +5, Cha +9

Skills

Insight +5, Perception +9, Persuasion +9, Stealth +6

Damage Immunities

fire

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages

Common, Draconic

Challenge

10 (5,900 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Fire Breath:

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.

Weakness Breath:

The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Dragon, Green Adult

Huge dragon, lawful evil

Armor Class

19 (natural armour)

Hit Points

207 (18d12 + 90)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +6, Con +10, Wis +7, Cha +8

Skills

Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 22

Languages

Common, Draconic

Challenge

15 (13,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

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

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 16 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.

Poison Breath (Recharge 5-6):

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Green Ancient

Gargantuan dragon, lawful evil

Armor Class

21 (natural armour)

Hit Points

385 (22d20 + 154)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +8, Con +14, Wis +10, Cha +11

Skills

Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages

Common, Draconic

Challenge

22 (41,000 XP)

Amphibious:

The dragon can breathe air and water.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw:

Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Poison Breath (Recharge 5-6):

The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Green Wyrmling

Medium dragon, lawful evil

Armor Class

17 (natural armour)

Hit Points

38 (7d8 + 7)

Speed

30 ft., fly 60 ft., swim 30 ft.

Saving Throws

Dex +3, Con +3, Wis +2, Cha +3

Skills

Perception +4, Stealth +3

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

2 (450 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Bite:

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

Poison Breath (Recharge 5-6):

The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

Dragon, Green Young

Large dragon, lawful evil

Armor Class

18 (natural armour)

Hit Points

136 (16d10 + 48)

Speed

40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +4, Con +6, Wis +4, Cha +5

Skills

Deception +5, Perception +7, Stealth +5

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages

Common, Draconic

Challenge

8 (3,900 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

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

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Poison Breath (Recharge 5-6):

The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Dragon, Red Adult

Huge dragon, chaotic evil

Armor Class

19 (natural armour)

Hit Points

256 (19d12 + 133)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +6, Con +13, Wis +7, Cha +11

Skills

Perception +13, Stealth +6

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 23

Languages

Common, Draconic

Challenge

17 (18,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw:

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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.

Fire Breath (Recharge 5-6):

The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Red Ancient

Gargantuan dragon, chaotic evil

Armor Class

22 (natural armour)

Hit Points

546 (28d20 + 252)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +7, Con +16, Wis +9, Cha +13

Skills

Perception +16, Stealth +7

Damage Immunities

fire

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 26

Languages

Common, Draconic

Challenge

24 (62,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage.

Claw:

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail:

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

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.

Fire Breath (Recharge 5-6):

The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Red Wyrmling

Medium dragon, chaotic evil

Armor Class

17 (natural armour)

Hit Points

75 (10d8 + 30)

Speed

30 ft., climb 30 ft., fly 60 ft.

Saving Throws

Dex +2, Con +5, Wis +2, Cha +4

Skills

Perception +4, Stealth +2

Damage Immunities

fire

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

4 (1,100 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 5-6):

The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Dragon, Red Young

Large dragon, chaotic evil

Armor Class

18 (natural armour)

Hit Points

178 (17d10 + 85)

Speed

40 ft., climb 40 ft., fly 80 ft.

Saving Throws

Dex +4, Con +9, Wis +4, Cha +8

Skills

Perception +8, Stealth +4

Damage Immunities

fire

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 18

Languages

Common, Draconic

Challenge

10 (5,900 XP)

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.

Claw:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Fire Breath (Recharge 5-6):

The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Dragon, Silver Adult

Huge dragon, lawful good

Armor Class

19 (natural armour)

Hit Points

243 (18d12 + 126)

Speed

40 ft., fly 80 ft.

Saving Throws

Dex +5, Con +12, Wis +6, Cha +10

Skills

Arcana +8, History +8, Perception +11, Stealth +5

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages

Common, Draconic

Challenge

16 (15,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw:

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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 18 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 (Recharge 5-6):

The dragon uses one of the following breath weapons.

Cold Breath:

The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath:

The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be Paralyzed 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.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Silver Ancient

Gargantuan dragon, lawful good

Armor Class

22 (natural armour)

Hit Points

487 (25d20 + 225)

Speed

40 ft., fly 80 ft.

Saving Throws

Dex +7, Con +16, Wis +9, Cha +13

Skills

Arcana +11, History +11, Perception +16, Stealth +7

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 26

Languages

Common, Draconic

Challenge

23 (50,000 XP)

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

Claw:

Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail:

Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

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.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons:

Cold Breath:

The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath:

The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be Paralyzed 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.

Change Shape:

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, Silver Wyrmling

Medium dragon, lawful good

Armor Class

17 (natural armour)

Hit Points

45 (6d8 + 18)

Speed

30 ft., fly 60 ft.

Saving Throws

Dex +2, Con +5, Wis +2, Cha +4

Skills

Perception +4, Stealth +2

Damage Immunities

cold

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

2 (450 XP)

Actions

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Cold Breath:

The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath:

The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be Paralyzed 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.

Dragon, Silver Young

Large dragon, lawful good

Armor Class

18 (natural armour)

Hit Points

168 (16d10 + 80)

Speed

40 ft., fly 80 ft.

Saving Throws

Dex +4, Con +9, Wis +4, Cha +8

Skills

Arcana +6, History +6, Perception +8, Stealth +4

Damage Immunities

cold

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 18

Languages

Common, Draconic

Challenge

9 (5,000 XP)

Amphibious:

The dragon can breathe air and water.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw:

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6):

The dragon uses one of the following breath weapons.

Cold Breath:

The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath:

The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be Paralyzed 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.

Dragon, White Adult

Huge dragon, chaotic evil

Armor Class

18 (natural armour)

Hit Points

200 (16d12 + 96)

Speed

40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +5, Con +11, Wis +6, Cha +6

Skills

Perception +11, Stealth +5

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 21

Languages

Common, Draconic

Challenge

13 (10,000 XP)

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 moment.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold 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.

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 14 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 (Recharge 5-6):

The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, White Ancient

Gargantuan dragon, chaotic evil

Armor Class

20 (natural armour)

Hit Points

333 (18d20 + 144)

Speed

40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +6, Con +14, Wis +7, Cha +8

Skills

Perception +13, Stealth +6

Damage Immunities

cold

Senses

blindsight 60 ft., darkvision 120 ft., passive Perception 23

Languages

Common, Draconic

Challenge

20 (25,000 XP)

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 moment.

Legendary Resistance (3/Day):

If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack:

The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.

Claw:

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail:

Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

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 16 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 (Recharge 5-6):

The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

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. The dragon regains spent legendary actions at the start of its turn.

Detect:

The dragon makes a Wisdom (Perception) check.

Tail Attack:

The dragon makes a tail attack.

Wing Attack (Costs 2 Actions):

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked Prone. The dragon can then fly up to half its flying speed.

Dragon, White Wyrmling

Medium dragon, chaotic evil

Armor Class

16 (natural armour)

Hit Points

32 (5d8 + 10)

Speed

30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

Saving Throws

Dex +2, Con +4, Wis +2, Cha +2

Skills

Perception +4, Stealth +2

Damage Immunities

cold

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 14

Languages

Draconic

Challenge

2 (450 XP)

Actions

Bite:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.

Cold Breath (Recharge 5-6):

The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

Dragon, White Young

Large dragon, chaotic evil

Armor Class

17 (natural armour)

Hit Points

133 (14d10 + 56)

Speed

40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

Saving Throws

Dex +3, Con +7, Wis +3, Cha +4

Skills

Perception +6, Stealth +3

Damage Immunities

cold

Senses

blindsight 30 ft., darkvision 120 ft., passive Perception 17

Languages

Common, Draconic

Challenge

8 (3,900 XP)

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 moment.

Actions

Multiattack:

The dragon makes three attacks: one with its bite and two with its claws.

Bite:

Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.

Claw:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Cold Breath (Recharge 5-6):

The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.

Dragon Turtle

Gargantuan dragon, neutral

Armor Class

20 (natural armour)

Hit Points

341 (22d20 + 110)

Speed

20 ft., swim 40 ft.

Saving Throws

Dex +6, Con +11, Wis +7

Damage Resistances

fire

Senses

darkvision 120 ft., passive Perception 11

Languages

Aquan, Draconic

Challenge

17 (18,000 XP)

Amphibious:

The dragon turtle can breathe air and water.

Actions

Multiattack:

The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

Bite:

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw:

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail:

Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked Prone.

Steam Breath (Recharge 5-6):

The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

Dretch

Small fiend (demon), chaotic evil

Armor Class

11 (natural armour)

Hit Points

18 (4d6 + 4)

Speed

20 ft.

Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

Poisoned

Senses

darkvision 60 ft., passive Perception 9

Languages

Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge

1/4 (50 XP)

Actions

Multiattack:

The dretch makes two attacks: one with its bite and one with its claws.

Bite:

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Claws:

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

Fetid Cloud (1/Day):

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be Poisoned until the start of its next turn. While Poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.

Drider

Large monstrosity, chaotic evil

Armor Class

19 (natural armour)

Hit Points

123 (13d10 + 52)

Speed

30 ft., climb 30ft.

Skills

Perception +5, Stealth +9

Senses

darkvision 120 ft., passive Perception 15

Languages

Elvish, Undercommon

Challenge

6 (2,300 XP)

Fey Ancestry:

The drider has advantage on saving throws against being Charmed, and magic can’t put the drider to sleep.

Innate Spellcasting:

The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:

At Will:

Dancing Lights

1/day each:

Darkness, Faerie Fire

Spider Climb:

The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity:

While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker:

The drider ignores movement restrictions caused by webbing.

Actions

Multiattack:

The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

Bite:

Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

Longsword:

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Longbow:

Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Dryad

Medium fey, neutral

Armor Class

11 (16 with Barkskin)

Hit Points

22 (5d8)

Speed

30 ft.

Skills

Perception +4, Stealth +5

Senses

darkvision 60 ft., passive Perception 14

Languages

Elvish, Sylvan

Challenge

1 (200 XP)

Innate Spellcasting:

The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The drider can innately cast the following spells, requiring no material components:

At Will:

Druidcraft

3/day each:

Entangle, Goodberry

1/day each:

Barkskin, Pass without Trace, Shillelagh

Magic Resistance:

The dryad has advantage on saving throws against spells and other magical effects.

Speak with Beasts and Plants:

The dryad can communicate with beasts and plants as if they shared a language.

Tree Stride:

Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club:

Melee Weapon Attack: +2 to hit (+6 to hit with Shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 9 (1d8 + 4) bludgeoning damage with Shillelagh.

Fey Charm:

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically Charmed. The Charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can. Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts Charmed at a time.

Duergar

Medium humanoid (dwarf), lawful evil

Armor Class

16 (scale mail, shield)

Hit Points

26 (4d8 + 8)

Speed

25 ft.

Damage Resistances

poison

Senses

darkvision 120 ft., passive Perception 10

Languages

Dwarvish, Undercommon

Challenge

1 (200 XP)

Duergar Resilience:

The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being Charmed or Paralyzed.

Sunlight Sensitivity:

While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest):

For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick:

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin:

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest):

The duergar magically turns Invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is Invisible with it.