CR Comparison of Chromatic & Metallic Dragons

  Chromatic Dragons   Metallic Dragons
Type: White Black Green Blue Red   Brass Copper Bronze Silver Gold
Age: CE CE LE LE CE   CG CG LG LG LG
Wyrmling 2 2 2 3 4   1 1 2 2 3
Young 6 7 8 9 10   6 7 8 9 10
Adult 13 14 15 16 17   13 14 15 16 17
Ancient 20 21 22 23 24   20 21 22 23 24

Behir

Huge monstrosity, neutral evil

Armor Class

17 (natural armour)

Hit Points

168 (16d12 + 64)

Speed

50 ft., climb 40ft.

Skills

Perception +6, Stealth +7

Damage Immunities

lightning

Senses

darkvision 90 ft., passive Perception 16

Languages

Draconic

Challenge

11 (7,200 XP)

Actions

Multiattack:

The behir makes two attacks: one with its bite and one to constrict.

Bite:

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

Constrict:

Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is Grappled (escape DC 16) if the behir isn’t already constricting a creature, and the target is Restrained until this grapple ends.

Lightning Breath (Recharge 5-6):

The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Swallow:

The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is Blinded and Restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir’s turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls Prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 feet of movement, exiting Prone.

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.

Pseudodragon

Tiny drgaon, neutral good

Armor Class

13 (natural armour)

Hit Points

7 (2d4 + 2)

Speed

15 ft., fly 60 ft.

Skills

Perception +3, Stealth +4

Senses

blindsight 10 ft., darkvision 60 ft., passive Perception 13

Languages

understands Common and Draconic but can’t speak

Challenge

1/4 (50 XP)

Keen Senses:

The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance:

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

Limited Telepathy:

The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Bite:

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

Sting:

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become Poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls Unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

Wyvern

Large dragon, unaligned

Armor Class

13 (natural armour)

Hit Points

110 (13d10 + 39)

Speed

20 ft., fly 80 ft.

Skills

Perception +4

Senses

darkvision 60 ft., passive Perception 14

Languages

Challenge

6 (2,300 XP)

Actions

Multiattack:

The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.

Bite:

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws:

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger:

Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.