| 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 | |
17 (natural armour)
168 (16d12 + 64)
50 ft., climb 40ft.
Perception +6, Stealth +7
lightning
darkvision 90 ft., passive Perception 16
Draconic
11 (7,200 XP)
The behir makes two attacks: one with its bite and one to constrict.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
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.
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.
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.
19 (natural armour)
195 (17d12 + 85)
40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +10, Wis +6, Cha +8
Perception +11, Stealth +7
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
14 (11,500 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
367 (21d20 + 147)
40 ft., fly 80 ft., swim 40 ft.
Dex +9, Con +14, Wis +9, Cha +11
Perception +16, Stealth +9
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
21 (33,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
33 (6d8 + 6)
30 ft., fly 60 ft., swim 30 ft.
Dex +4, Con +3, Wis +2, Cha +3
Perception +4, Stealth +4
acid
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
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.
18 (natural armour)
127 (15d10 + 45)
40 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +6, Wis +3, Cha +5
Perception +6, Stealth +5
acid
blindsight 30 ft., darkvision 120 ft., passive Perception 16
Common, Draconic
7 (2,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
19 (natural armour)
225 (18d12 + 108)
40 ft., burrow 30 ft., fly 80 ft.
Dex +5, Con +11, Wis +7, Cha +9
Perception +12, Stealth +5
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
16 (15,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
481 (26d20 + 208)
40 ft., burrow 40 ft., fly 80 ft.
Dex +7, Con +15, Wis +10, Cha +12
Perception +17, Stealth +7
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
23 (50,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
52 (8d8 + 16)
30 ft., burrow 15 ft., fly 60 ft.
Dex +2, Con +4, Wis +2, Cha +4
Perception +4, Stealth +2
lightning
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
3 (700 XP)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
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.
18 (natural armour)
152 (16d10 + 64)
40 ft., burrow 20 ft., fly 80 ft.
Dex +4, Con +8, Wis +5, Cha +7
Perception +9, Stealth +4
lightning
blindsight 30 ft., darkvision 120 ft., passive Perception 19
Common, Draconic
9 (5,000 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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.
18 (natural armour)
172 (15d12 + 75)
40 ft., burrow 30 ft., fly 80 ft.
Dex +5, Con +10, Wis +6, Cha +8
History +7, Perception +11, Persuasion +8, Stealth +5
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
13 (10,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
20 (natural armour)
297 (17d20 + 119)
40 ft., burrow 40 ft., fly 80 ft.
Dex +6, Con +13, Wis +8, Cha +10
History +9, Perception +14, Persuasion +10, Stealth +6
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Common, Draconic
20 (25,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
The dragon uses one of the following breath weapons:
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
16 (natural armour)
16 (3d8 + 3)
30 ft., burrow 15 ft., fly 60 ft.
Dex +2, Con +3, Wis +2, Cha +3
Perception +4, Stealth +2
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
1 (200 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
The dragon uses one of the following breath weapons.
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.
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.
17 (natural armour)
110 (13d10 + 39)
40 ft., burrow 20 ft., fly 80 ft.
Dex +3, Con +6, Wis +3, Cha +5
Perception +6, Persuasion +5, Stealth +3
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 16
Common, Draconic
6 (2,300 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon uses one of the following breath weapons.
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.
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.
19 (natural armour)
212 (17d12 + 102)
40 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +11, Wis +7, Cha +9
Insight +7, Perception +12, Stealth +5
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
444 (24d20 + 192)
40 ft., fly 80 ft., swim 40 ft.
Dex +7, Con +15, Wis +10, Cha +12
Insight +10, Perception +17, Stealth +7
lightning
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
22 (41,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
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.
The dragon uses one of the following breath weapons:
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
32 (5d8 + 10)
30 ft., fly 60 ft., swim 30 ft.
Dex +2, Con +4, Wis +2, Cha +4
Perception +4, Stealth +2
lightning
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
The dragon uses one of the following breath weapons.
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.
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.
18 (natural armour)
142 (15d10 + 60)
40 ft., fly 80 ft., swim 40 ft.
Dex +3, Con +7, Wis +4, Cha +6
Insight +4, Perception +7, Stealth +3
lightning
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
The dragon uses one of the following breath weapons.
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.
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.
18 (natural armour)
184 (16d12 + 80)
40 ft., climb 40 ft., fly 80 ft.
Dex +6, Con +10, Wis +7, Cha +8
Deception +8, Perception +12, Stealth +6
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
21 (natural armour)
350 (20d20 + 140)
40 ft., climb 40 ft., fly 80 ft.
Dex +8, Con +14, Wis +10, Cha +11
Deception +11, Perception +17, Stealth +8
acid
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
21 (33,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
The dragon uses one of the following breath weapons:
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
16 (natural armour)
22 (4d8 + 4)
30 ft., climb 30 ft., fly 60 ft.
Dex +3, Con +3, Wis +2, Cha +3
Perception +4, Stealth +3
acid
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
1 (200 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
The dragon uses one of the following breath weapons.
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.
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.
17 (natural armour)
119 (14d10 + 42)
40 ft., climb 40 ft., fly 80 ft.
Dex +4, Con +6, Wis +4, Cha +5
Deception +5, Perception +7, Stealth +4
acid
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
7 (2,900 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
The dragon uses one of the following breath weapons.
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.
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.
19 (natural armour)
256 (19d12 + 133)
40 ft., fly 80 ft., swim 40 ft.
Dex +8, Con +13, Wis +8, Cha +13
Insight +8, Perception +14, Persuasion +13, Stealth +8
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 24
Common, Draconic
17 (18,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
546 (28d20 + 252)
40 ft., fly 80 ft., swim 40 ft.
Dex +9, Con +16, Wis +10, Cha +16
Insight +10, Perception +17, Persuasion +16, Stealth +9
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
24 (62,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
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.
The dragon uses one of the following breath weapons:
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
60 (8d8 + 24)
30 ft., fly 60 ft., swim 30 ft.
Dex +4, Con +5, Wis +2, Cha +5
Perception +4, Stealth +4
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
3 (700 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
The dragon uses one of the following breath weapons.
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.
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.
18 (natural armour)
178 (17d10 + 85)
40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +9, Wis +5, Cha +9
Insight +5, Perception +9, Persuasion +9, Stealth +6
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
10 (5,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon uses one of the following breath weapons.
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.
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.
19 (natural armour)
207 (18d12 + 90)
40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +10, Wis +7, Cha +8
Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
poison
Poisoned
blindsight 60 ft., darkvision 120 ft., passive Perception 22
Common, Draconic
15 (13,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
21 (natural armour)
385 (22d20 + 154)
40 ft., fly 80 ft., swim 40 ft.
Dex +8, Con +14, Wis +10, Cha +11
Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
poison
Poisoned
blindsight 60 ft., darkvision 120 ft., passive Perception 27
Common, Draconic
22 (41,000 XP)
The dragon can breathe air and water.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
38 (7d8 + 7)
30 ft., fly 60 ft., swim 30 ft.
Dex +3, Con +3, Wis +2, Cha +3
Perception +4, Stealth +3
poison
Poisoned
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
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.
18 (natural armour)
136 (16d10 + 48)
40 ft., fly 80 ft., swim 40 ft.
Dex +4, Con +6, Wis +4, Cha +5
Deception +5, Perception +7, Stealth +5
poison
Poisoned
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
19 (natural armour)
256 (19d12 + 133)
40 ft., climb 40 ft., fly 80 ft.
Dex +6, Con +13, Wis +7, Cha +11
Perception +13, Stealth +6
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 23
Common, Draconic
17 (18,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
546 (28d20 + 252)
40 ft., climb 40 ft., fly 80 ft.
Dex +7, Con +16, Wis +9, Cha +13
Perception +16, Stealth +7
fire
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
24 (62,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) poison damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
75 (10d8 + 30)
30 ft., climb 30 ft., fly 60 ft.
Dex +2, Con +5, Wis +2, Cha +4
Perception +4, Stealth +2
fire
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
4 (1,100 XP)
The dragon can breathe air and water.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
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.
18 (natural armour)
178 (17d10 + 85)
40 ft., climb 40 ft., fly 80 ft.
Dex +4, Con +9, Wis +4, Cha +8
Perception +8, Stealth +4
fire
blindsight 30 ft., darkvision 120 ft., passive Perception 18
Common, Draconic
10 (5,900 XP)
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
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.
19 (natural armour)
243 (18d12 + 126)
40 ft., fly 80 ft.
Dex +5, Con +12, Wis +6, Cha +10
Arcana +8, History +8, Perception +11, Stealth +5
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
16 (15,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
The dragon uses one of the following breath weapons.
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
22 (natural armour)
487 (25d20 + 225)
40 ft., fly 80 ft.
Dex +7, Con +16, Wis +9, Cha +13
Arcana +11, History +11, Perception +16, Stealth +7
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 26
Common, Draconic
23 (50,000 XP)
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
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.
The dragon uses one of the following breath weapons:
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.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
17 (natural armour)
45 (6d8 + 18)
30 ft., fly 60 ft.
Dex +2, Con +5, Wis +2, Cha +4
Perception +4, Stealth +2
cold
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
The dragon uses one of the following breath weapons.
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.
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.
18 (natural armour)
168 (16d10 + 80)
40 ft., fly 80 ft.
Dex +4, Con +9, Wis +4, Cha +8
Arcana +6, History +6, Perception +8, Stealth +4
cold
blindsight 30 ft., darkvision 120 ft., passive Perception 18
Common, Draconic
9 (5,000 XP)
The dragon can breathe air and water.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
The dragon uses one of the following breath weapons.
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.
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.
18 (natural armour)
200 (16d12 + 96)
40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
Dex +5, Con +11, Wis +6, Cha +6
Perception +11, Stealth +5
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 21
Common, Draconic
13 (10,000 XP)
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.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
20 (natural armour)
333 (18d20 + 144)
40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
Dex +6, Con +14, Wis +7, Cha +8
Perception +13, Stealth +6
cold
blindsight 60 ft., darkvision 120 ft., passive Perception 23
Common, Draconic
20 (25,000 XP)
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.
If the dragon fails a saving throw, it can choose to succeed instead.
The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
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.
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.
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.
The dragon makes a Wisdom (Perception) check.
The dragon makes a tail attack.
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.
16 (natural armour)
32 (5d8 + 10)
30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
Dex +2, Con +4, Wis +2, Cha +2
Perception +4, Stealth +2
cold
blindsight 10 ft., darkvision 60 ft., passive Perception 14
Draconic
2 (450 XP)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
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.
17 (natural armour)
133 (14d10 + 56)
40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
Dex +3, Con +7, Wis +3, Cha +4
Perception +6, Stealth +3
cold
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Common, Draconic
8 (3,900 XP)
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.
The dragon makes three attacks: one with its bite and two with its claws.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
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.
20 (natural armour)
341 (22d20 + 110)
20 ft., swim 40 ft.
Dex +6, Con +11, Wis +7
fire
darkvision 120 ft., passive Perception 11
Aquan, Draconic
17 (18,000 XP)
The dragon turtle can breathe air and water.
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.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
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.
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.
13 (natural armour)
7 (2d4 + 2)
15 ft., fly 60 ft.
Perception +3, Stealth +4
blindsight 10 ft., darkvision 60 ft., passive Perception 13
understands Common and Draconic but can’t speak
1/4 (50 XP)
The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
The pseudodragon has advantage on saving throws against spells and other magical effects.
The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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.
13 (natural armour)
110 (13d10 + 39)
20 ft., fly 80 ft.
Perception +4
darkvision 60 ft., passive Perception 14
—
6 (2,300 XP)
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.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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.