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The Primal Dragons 2016 Laura Tamara Henson

The Primal Dragons is released under the Open Game Content, as described in section 1(d) of the Open
Game License. The license is found at the end of this document

The following art used in this book is copyright their respective artists and released under the
. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License

Cover: Homecoming by Aviaku

Brine Dragon: Blue Dragon by Sandara

Cloud Dragon (Adult): Sky Dance by Aviaku

Cloud Dragon (Ancient): Rainbow Dragon by Decadia

Crystal Dragon: Ice Dragon by Foxtails9

Magma Dragon: Ancient Volcanic Dragon by Drinke94

Umbral Dragon Adult: Black Dragon by Sandara

Umbral Dragon (Ancient): Umbre Ribmouth Dragon by Arvalis

Headers by Dee Dreslough (http://www.dreslough.com/) and is in the Public Domain.


Dragon Scale Divider from www.draconian.com clipart archives.
Scroll Background stock art from www.dreamstime.com

Legal Note: The authors of this document are not affiliated in any way with Wizards of the Coast, Inc.
(WOTC); any use of a trademark of WOTC or any other party is unauthorized, inadvertent, and is not
intended to infringe upon the intellectual property rights of such parties.

The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: The introduction, all illustrations (with the exception of those
in the public domain), and trade dress (formatting, borders, ect) are declared as closed content.

Open Content: Except for material designated as Product Identity (see above), the contents of product,
including monster names, monster descriptions, and statistics are Open Game Content, as defined in the
Open Gaming License version 1.0a Section 1(e). No portion of this work other than the material designated
as Open Game Content may be reproduced in any form without written permission.
Table of Contents
Introduction 3
Primal Dragons 4
Brine Dragon 5
Cloud Dragon 10
Crystal Dragon 16
Magma Dragon 21
Umbral Dragon 26
Primal Dragonborn 32
Dragons by CR 32
OGL 33

Introduction
The basic rulebooks are enough for most campaigns; however some would like to play in a particular
setting which is no longer supported by Hasbro. This setting is distinguished by having three main groups
of dragons, the good aligned Metallic dragons, evil aligned Chromatic dragons, and the neutral gem
dragons. However the Gem dragons were never released under the Open Game License. As a result Piazo
Inc replaced them with the Primal dragons.

The Primal dragons easily correspond to their mineral-based cousins in habitat and behavior, differing
mainly in coloration and magical abilities. Indeed in many ways the primal dragons are more appropriate
mythologically than their gemstone equivalents for they represent the elemental dragons of ancient
tradition. This also distinguishes the Umbral dragon from 5th editions Shadow dragon as modern Wicca
recognizes the Chaos dragon as representing the fifth element (Aether). These dragons are spirits of
elemental chaos and thus are the perfect dragons to fill out the primal dossier.

The Primal dragons given here will differ from their 3.75 versions in several respects. For one thing the
rules for spell use in dragons differ between editions and I had to radically change the spell lists. Breath
weapons and alignments have also been modified to give more variety to the game. To make the dragons
more compatible with 5th edition I am also going to use the intermediate dragon rules I created for
Converting Dragons for 5th Edition to determine the statistics instead of using the original 3.75 edition
statistics. I am also going to change and expand upon the fluff text to make these dragons a unique and
memorable addition to the game.

So without further ado, I give you the Primal dragons: a family of Neutral Dragons for use in 5th edition
games...

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Primal Dragons
The brine, cloud, crystal, magma, and umbral dominate its lair. As they age the coins and they
dragons represent the neutral side of dragonkind. lie upon become embedded in its skin making its
Neither good nor evil, these dragons represent hide even tougher than a typical dragons scales.
the elements that make up all creation. They are
vain but unlike their chromatic cousins they are Sometime during its adult stage the dragon will
rarely cruel for cruelties sake. Like the metallics have collected enough treasure to become wary
they are generous with their treasures but, like of traveling. It no longer feels safe leaving its
the chromatics they are always greedy for more. hoard for wandering. At this time it ventures
from its lair only when it has to find food or
Draconic Superiority: Primal dragons consider patrol its territory for intruders. At this time
dragonkind to be better than any other race. They adventurers may barter treasure for an item from
are incredibly proud and arrogant. They will the dragons hoard or knowledge gained from its
never admit that any mortal creature is braver, wandering. If an adventurer cannot exchange
stronger, wiser, or in any way better than a treasure the dragon will still give the item to
dragon. Even the smallest dragon has his dignity needy adventurers but such items are merely
and if overpowered he will simply reply that he borrowed, the dragon expects them to be
would be better than that once he gets his full returned promptly and with interest. If an item is
growth. Ancient dragons will take the killing of not returned the dragon will consider it stolen
another dragon by humanoids as the humorous and fly forth in a rampage of destruction as
boasting of harmless children; after all certainly violent as that of any chromatic.
the other dragon let them win.
Prince of the Neutral Dragons: the chief deity
Searchers for Knowledge: Once a wyrmling of the Primal dragons is Kur, the first dragon.
primal dragon is old enough to fend for itself it is The first born of Tiamat, Kur has the
abandoned by its parents. These wyrmlings then characteristics of all the primal dragons. At first
begin the wandering, a period of time when they he seems to be an enormous Umbral dragon than
simply wander about observing things. While the observer realizes that the ruby-colored scales
wandering the dragons will study and gather are crystalline and his wings are feathered. His
knowledge (often on one subject at a time) until magma breath can melt through any armor and
their curiosity is sated. Dragons may specialize the frill along his back ends in a massive fluked
in history, magical theory, nature, or (by tail that can smash the largest ships to kindling.
becoming the companion to an adventuring
party) humanoid society. It is also during the Kur inhabits the realm of Elemental Chaos in a
wandering that a dragon searches for treasure castle that floats upon the churning realm. Like
and for an easily defensible cave where he can all older primal dragons he tends to stay in his
eventually store this hoard. lair but will take in visitors in exchange for
treasure or information. As a lesser god Kur can
Paranoid Hoarders: Primal dragons are the grant divine spells and neutral clerics, especially
most covetous of dragons. They hoard mounds dragonborn and Lizardfolk, often worship him.
of coins, hundreds of gems, and as many magic The domains granted by Kur are Nature,
items as they can find. In many cases the dragon Knowledge, and Tempest.
will collect a single type of item that will

Variant: Primal Dragons as Innate Spellcasters


Using this variant Primal Dragons are innately cast a number of spells equal to its charisma modifier. Each
Spell can be cast once per day and is psionic in origin, requiring no material components. The level of the
spell can be no higher than one-third (rounded down) the dragons challenge rating and the dragons bonus
to hit with spell attacks is equal to its proficiency bonus + its Charisma bonus. The DC equals 8 + its
proficiency bonus + its Charisma modifier. The typical spells known by each dragon type will be given in
the individual dragon descriptions.
Brine Dragon food. Often the dragon will test their subjects
loyalty by requesting a rare treasure or even the
Brine dragons, also called sea dragons, are sacrifice of princesses. By ancient age a brine
connected to the elemental plain of Water. They dragon will consider itself a failure if it has not
are elongated and serpentine with frilly crests gathered a large collection of servant races, both
along the spine and scales of a shimmering blue- good and evil, under its power.
green color ranging from deep teal to turquoise
and aquamarine. As the dragon ages the edges of A BRINE DRAGONS LAIR
the scales lighten until by ancient age the dragon
has become a shimmering aqua color with The entrance of the lair of a brine dragon is
silvery highlights. almost always underwater, usually surrounded
by a forest of corals. Most of the lair will be
Kings of the Sea: Brine dragons are connected flooded except for a few dry areas dedicate to the
to the elemental plane of water and can feed dragons treasure hoard and air-breathing
upon water elementals and drink salt water. They servants. The most oldest and wealthy brine
love to dive deep into the ocean trenches after dragons may even have underwater castles built
giant squid and sharks or soar above the waves for them out of coral by their vassals. In all cases
to capture sea birds. While preferring the salty creatures from the elemental plane of water will
spray of the open ocean brine dragons may also abound and it is likely that the lair of a legendary
be found in inland seas and lakes, coral reefs, brine dragon will have a portal to the plane of
and even mangrove swamps. water large enough for the dragon to use.

Draconian Curmudgeons: While not evil, Most of the treasure hoarded by a brine dragon
brine dragons are not pleasant creatures to deal consists of booty collected from sunken ships or
with. They will act rude and erratic in the hope tribute given to the dragon by its vassals. In
that this will discourage visitors from bothering many cases the dragon will have an entire
them. If the unwanted pests refuse to take a hint sunken ship carefully restored in its lair or even a
the dragon will use deception to distract their foe collection of ships shrunk by magic and put on
before taking them prisoner and adding them to display.
its collection of servants.
LAIR ACTIONS
Pretentious Slave Drivers: As a brine dragon Lair Actions: On initiative count 20 (losing
ages it becomes more and more obsessed with initiative ties), the dragon takes a lair action to
power. It wants to seem more loved and cause one of the following effects; the dragon
prosperous than other dragons (especially cant use the same effect two rounds in a row.
bronzes) and to do this it starts collecting
servants. They fill the area around their lairs with The dragon can use 10 feet of its
vassal subjects, sending them good weather or movement to step into any pool of water
prosperous fishing for a tribute in treasure or within 5 feet of it and emerge from a
second pool of water within 60 feet of
the first pool. The dragon will appear in Longship 16 2 failed saves
an unoccupied space within 5 feet of the Galley 17 2 failed saves
second pool. Both pools must be at least Sailing Ship (Small) 18 2 failed saves
the same diameter as the dragons Hit Sailing Ship (Large) 19 3 failed saves
Dice (AKA: at least 22 feet in diameter Warship 20 3 failed saves
for an ancient brine dragon).
REGIONAL EFFECTS
The dragon can Control Water (as the The region containing a brine dragons lair is
spell with any of the effects given in the enchanted by the dragons magic, which creates
spells description), the effect lasts until one or more of the following effects:
the next initiative count of 20.
The dragon can commune with any
If in the water surrounding its lair the body of water within one mile of its lair.
dragon can attempt to capsize a boat or Any creature with an intelligence of 3
ship by ramming it. The dragon must be or higher, undead, or elemental is
able to move at least 20 feet straight automatically detected by the dragon.
toward a target and then hit it with a
melee attack on the same turn. The boat The water inhabited by the dragon
takes damage as normal plus the dragon becomes salty, even a freshwater lake
makes a strength check at a Difficulty will be brackish and undrinkable. Fish
equal to the ships Hull DC as given unable to adapt to salt water will die in
below. If the dragons roll succeeds droves and salt water aquatic life, like
then the boat will take on water or even sharks and whales, will become
sink depending on the amount of times common.
the ship fails the save. Once per day, the dragon can alter the
weather in a 6 mile radius centered on
Ship Type Hull DC Capsizes After its lair as in a Control Weather spell.
Rowboat 13 1 failed Save
Keelboat 15 1 failed save Upon the death of the dragon all of the regional
effects will return to normal in 1d10 days.
successful or the effect ends for it, the creature is
Ancient Brine Dragon immune to the dragon's Frightful Presence for
Gargantuan dragon, lawful neutral
the next 24 hours.
-----------------------------------------------------------
Armor Class: 19 (natural armor)
Acid Breath (Recharge 5-6). The dragon exhales
Hit Points: 346 (21d20+126)
a spray of acidic in a 90 foot line that is 10 feet
Speed: 40 ft, swim 60 ft., Fly 80 ft. wide. Each creature in that line must make a DC
----------------------------------------------------------- 21 dexterity based saving throw or take 45
Str 28 (+9) Dex 12 (+1) Con 23 (+6) Int 19 (+4) (15d6) points of acid damage on a failed save
Wis 15 (+2) Cha 18 (+4)
and half damage on a successful save.
-----------------------------------------------------------
Saving Throws: Dex +8 Con +13 Wis +9 Cha +11
Skills: Perception +9, Stealth +8 LEGENDARY ACTIONS
Damage immunities: acid..
The dragon can take 3 legendary actions,
Senses: blindsight 60 ft., darkvision 120 ft.
choosing from the options below. Only one
passive perception 18
Languages: Common, Draconic, Aquan legendary action can be used at a time and only
at the end of another creatures turn. The dragon
Challenge: 21 (33,000 XP) Proficiency: +7
regains spent legendary actions at the start of its
-----------------------------------------------------------
turn.
Amphibious: The dragon can breathe both air
Detect: The dragon can make a Wisdom
and water.
(Perception) check.
Legendary Resistance (3/day): if the dragon fails
Tail Attack: the dragon makes a tail attack.
a saving throw, it can choose to succeed instead.
-----------------------------------------------------------
ACTIONS Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 15 feet of the
dragon must succeed on a DC 24 saving throw or
Multiattack: the dragon can use its frightful
take 15 (2d6+9) points of bludgeoning damage
presence ability. It then makes three attacks:
and be knocked prone. The dragon can them fly
once with its bite and twice with its claws.
up to its flying speed
Bite: Melee Weapon Attack: +16 to hit, reach 15
ft., one target. Hit: 19 (2d10 +9) piercing damage
Variant Innate Spellcasting: The dragon can cast
plus 4 (2d4) points of necrotic damage.
four spells of up to 7th level of its choice. Its
bonus to hit with these spells is +11 and the save
Claws: Melee Weapon Attack: +16 to hit, reach
DC is 19. These spells recharge at sunrise.
10 ft., one target. Hit: 15 (2d6 +9) slashing
damage plus the claws are so laden with salt Typical spells known by a brine dragon are...
0th Mage Hand, Prestidigitation
crystals that the wounds burn with pain causing
the victim to be stunned for one round unless he 1st Fog Cloud, Detect Magic, Protection
from Evil and Good
successfully makes a Constitution saving throw
2nd Calm Emotions, Detect Thoughts
at DC 19 .
3rd Blink, Water Breathing, Water Walk
4th Blight, Control Water, Greater
Tail: Melee Weapon Attack: +16 to hit, reach 15
Invisibility
ft., one target. Hit: 18 (2d8 +9) bludgeoning
damage. 5th Scrying, Telekinesis
6th Mass Suggestion, True Seeing
Frightful Presence: Each creature of the dragon's 7th Plane Shift Elemental plane of water
choice that is within 120 feet of the dragon and only), Teleport
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
Adult Brine Dragon the next 24 hours.
Huge dragon, lawful neutral
-----------------------------------------------------------
Acid Breath (Recharge 5-6). The dragon exhales
Armor Class: 17 (natural armor)
a spray of acidic in a 60 foot line that is 5 feet
Hit Points: 157 (15d12+60)
wide. Each creature in that line must make a DC
Speed: 40 ft, swim 60 ft., Fly 80 ft. 17 dexterity based saving throw or take 36
----------------------------------------------------------- (12d6) points of acid damage on a failed save
Str 24 (+7) Dex 12 (+1) Con 19 (+4) Int 17 (+3) and half damage on a successful save.
Wis 13 (+1) Cha 16 (+3)
-----------------------------------------------------------
LEGENDARY ACTIONS
Saving Throws: Dex +6 Con +9 Wis +6 Cha +8
Skills: Perception +6, Stealth +6
The dragon can take 3 legendary actions,
Damage immunities: acid.
choosing from the options below. Only one
Senses: blindsight 60 ft., darkvision 120 ft.
legendary action can be used at a time and only
passive perception 16
Languages: Common, Draconic, Aquan at the end of another creatures turn. The dragon
regains spent legendary actions at the start of its
Challenge: 14 (7,200 XP) Proficiency: +5
turn.
-----------------------------------------------------------
Detect: The dragon can make a Wisdom
Amphibious: The dragon can breathe both air
(Perception) check.
and water.
Tail Attack: the dragon makes a tail attack.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead.
Wing Attack (cost 2 actions): the dragon beats its
-----------------------------------------------------------
ACTIONS wings and each creature within 10 feet of the
dragon must succeed on a DC 20 saving throw or
take 13 (2d6+7) points of bludgeoning damage
Multiattack: the dragon can use its frightful
and be knocked prone. The dragon can them fly
presence ability. It then makes three attacks:
up to its flying speed
once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +12 to hit, reach 10


Variant Innate Spellcasting: The dragon can cast
ft., one target. Hit: 12 (2d10 +7) piercing damage
three spells of up to 4th level of its choice. Its
plus 2 (1d4) points of necrotic damage.
bonus to hit with these spells is +8 and the save
DC is 16. These spells recharge at sunrise.
Claws: Melee Weapon Attack: +12 to hit, reach
Typical spells known by a brine dragon are...
5 ft., one target. Hit: 13 (2d6 +7) slashing
damage plus the claws are so laden with salt 0th Mage Hand, Prestidigitation
1st Fog Cloud, Detect Magic, Protection
crystals that the wounds burn with pain causing
the victim to be stunned for one round unless he from Evil and Good
2nd Calm Emotions, Detect Thoughts
successfully makes a Constitution saving throw
3rd Blink, Water Breathing, Water Walk
at DC 16 .
4th Blight, Control Water, Greater
Invisibility
Tail: Melee Weapon Attack: +12 to hit, reach 15
ft., one target. Hit: 15 (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 15 Wisdom
saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is

8
Young Brine Dragon 1st Fog Cloud, Detect Magic, Protection
Large dragon, lawful neutral from Evil and Good
----------------------------------------------------------- 2nd Calm Emotions, Detect Thoughts
Armor Class: 16 (natural armor) 3rd Blink, Water Breathing, Water Walk
Hit Points: 97 (13d10+26)
Speed: 40 ft, swim 60 ft., Fly 80 ft.
-----------------------------------------------------------
Str 20 (+5) Dex 12 (+1) Con 15 (+2) Int 15 (+2)
Wis 11 (+0) Cha 14 (+2)
----------------------------------------------------------- Wyrmling Brine Dragon
Saving Throws: Dex +5 Con +6 Wis +4 Cha +6 Medium dragon, lawful neutral
Skills: Perception +4, Stealth +5 -----------------------------------------------------------
Damage immunities: acid. Armor Class: 14 (natural armor)
Senses: blindsight 30 ft., darkvision 120 ft. Hit Points: 18 (4d8)
passive perception 14 Speed: 30 ft, swim 60 ft., Fly 60 ft.
Languages: Common, Draconic, Aquan -----------------------------------------------------------
Challenge: 9 (5,000 XP) Proficiency: +4 Str 16 (+3) Dex 12 (+1) Con 11 (+0) Int 13 (+2)
----------------------------------------------------------- Wis 10 (+0) Cha 11 (+0)
-----------------------------------------------------------
Amphibious: The dragon can breathe both air Saving Throws: Dex +3 Con 2 Wis +2 Cha +2
and water. Skills: Perception +2, Stealth +3
----------------------------------------------------------- Damage immunities: acid.
ACTIONS Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 12
Multiattack: the dragon makes three attacks: Languages: Common, Draconic, Aquan
once with its bite and twice with its claws. Challenge: 2 (450 XP) Proficiency: +2
-----------------------------------------------------------
Bite: Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 15 (2d10 +5) piercing Amphibious: The dragon can breathe both air
damage. and water.
-----------------------------------------------------------
Claws: Melee Weapon Attack: +9 to hit, reach 5 ACTIONS
ft., one target. Hit: 11 (2d6 +5) slashing damage .
Multiattack: the dragon makes three attacks:
Acid Breath (Recharge 5-6). The dragon exhales once with its bite and twice with its claws.
a spray of acidic in a 30 foot line that is 5 feet
wide. Each creature in that line must make a DC Bite: Melee Weapon Attack: +5 to hit, reach 5
14 dexterity based saving throw or take 30 ft., one target. Hit: 8 (1d10 +3) piercing damage.
(10d6) points of acid damage on a failed save
and half damage on a successful save. Acid Breath (Recharge 5-6). The dragon exhales
a spray of acidic in a 15 foot line that is 5 feet
wide. Each creature in that line must make a DC
Variant Innate Spellcasting: The dragon can cast 10 dexterity based saving throw or take 12 (4d6)
two spells of up to 3rd level of its choice. Its points of acid damage on a failed save and half
bonus to hit with these spells is +6 and the save damage on a successful save.
DC is 14. These spells recharge at sunrise.
Typical spells known by a brine dragon are...
0th Mage Hand, Prestidigitation

9
decide the fate of captured prisoners or to get
Cloud Dragon advice on how to handle some problem with
adventurers. Preferring to get the story from all
Cloud dragons, also known as storm dragons, sides the cloud dragon will then make a decision
are connected to the elemental plain of Air. They through discussion and negotiation, hoping to
are delicately built with leonine bodies and benefit both parties in the settlement.
feathery wings and manes of peacock-like
plumes. The scales of a cloud dragon are a pale
white at hatching and gain a golden shimmer by A CLOUD DRAGONS LAIR
young age. By adulthood the edges of the scales
become sky blue, a color that gradually fades to The entrance of the lair of a cloud dragon is
a pinkish tinge at the tips until, by ancient age, almost always from the air. Holes in the side of a
the dragon is the color of a cloud at dawn vertical cliffs or cloud castles are common lairs.
touched by sunlight. The easiest way to get to the lair is by flight,
though the dragons servants may have a hidden
Kings of the Sky: Cloud dragons are connected ground entrance for porting goods. Nevertheless
to the elemental plane of air and can feed upon most servants will be winged creatures or at least
air elementals and lie upon clouds as if they were have flying steeds used for transportation.
solid land. They are unmatched in the sky, able Creatures from the plane of air are common
to fly with amazing agility and speed. They around a cloud dragons lair and the lair of a
prefer to stay airborne, resting on clouds and legendry dragon will have a portal to the
coming to land only to find a solid spot to hide elemental plane of air large enough for the
their treasure. dragon to use somewhere near the lair.

Draconian Explorers: cloud dragons prefer to LAIR ACTIONS


live free lives where they can travel as the whim Lair Actions: On initiative count 20 (losing
strikes them. Exploring new lands and meeting initiative ties), the dragon takes a lair action to
new peoples are a cloud dragons greatest joy. cause one of the following effects; the dragon
As a result these dragons are often away from cant use the same effect two rounds in a row.
their lairs even at ancient age, trusting in loyal
vassals and guards to keep their hoards safe. A Wisps of fog surround the dragon as if
cloud dragon may be gone from its lair for it had cast a fog cloud spell. The fog
months, returning only when it has found a new lasts until initiative count 20 on the next
treasure that needs to be deposited into its hoard. round. This mist not only obscures sight
but is so thick that any creature
Adjudicator of Justice: While not lawful attempting to move through it
creatures, the cloud dragons wide traveling and progresses at a speed of 5 feet,
sociability with other races has earned them the regardless of its normal speed.
reputation of knowledge and fairness. Cloud The dragon flaps its wings creating a
dragons are often consulted by other dragons to torrent of wind that blast outward in a
60 foot cone from the front of the

10
dragon. This blast of air affects all Clouds abound in the sky within 6 miles
creatures within it. Affected creatures of the lair, becoming thicker the closer
must make a DC 15 Strength saving to the lair one goes.
throw or be knocked prone and stunned The cloud dragon has a mystical
until the end of their next turn. Flying connection to any birds within 6 miles
creatures caught in the wind fall if they of the lair. The dragon can see through
fail their save and may take damage. their eyes, thus spying on any
The dragon uses Misty Step (as the approaching intruders.
spell). Once per day, the dragon can alter the
weather in a 6 mile radius centered on
REGIONAL EFFECTS its lair as in a Control Weather spell.
The region containing a cloud dragons lair is
enchanted by the dragons magic, which creates Upon the death of the dragon all of the regional
one or more of the following effects: effects will return to normal immediately

11
Ancient Cloud Dragon
Gargantuan dragon, neutral Claws: Melee Weapon Attack: +13 to hit, reach
----------------------------------------------------------- 10 ft., one target. Hit: 12 (2d6 +6) slashing
Armor Class: 20 (natural armor) damage.
Hit Points: 402 (23d20+161)
Speed: 40 ft, swim 40 ft., Fly 80 ft. Tail: Melee Weapon Attack: +13 to hit, reach 15
----------------------------------------------------------- ft., one target. Hit: 14 (2d8 +6) bludgeoning
Str 22 (+6) Dex 10 (+0) Con 25 (+7) Int 16 (+3) damage.
Wis 19 (+4) Cha 20 (+5)
----------------------------------------------------------- Frightful Presence: Each creature of the dragon's
Saving Throws: Dex +7 Con +14 Wis +11 Cha +12 choice that is within 120 feet of the dragon and
Skills: Perception +11, Stealth +7 aware of it must succeed on a DC 20 Wisdom
Damage immunities: lightning. saving throw or become frightened for 1 minute.
Senses: blindsight 60 ft., darkvision 120 ft., Mist A creature can repeat the saving throw at the end
Vision 120 ft. (see below). passive perception 21 of each of its turns, ending the effect on itself on
Languages: Common, Draconic, Auran a success. If a creature's saving throw is
Challenge: 23 (50,000 XP) Proficiency: +7 successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for
Change Shape: The dragon magically the next 24 hours.
polymorphs into a humanoid or beast that has a
challenge rating no higher than its own, or back Storm Breath (Recharge 5-6): The dragon
into its true form. It reverts to its true form if it exhales a 90-foot cone-shaped cloud. The cloud
dies. Any equipment it is wearing or carrying is is charged with electricity and is accompanied by
absorbed or borne by the new form (the dragon's a crack of thunder. Each creature in that cloud
choice). In a new form, the dragon retains its must make a DC 22 dexterity based saving throw
alignment, hit points, Hit Dice, ability to speak, or take 68 (17d8) points of lightning damage on
proficiencies, Legendary Resistance, lair actions, a failed save and half damage on a successful
and Intelligence, Wisdom, and Charisma scores, save. In addition the thunderous causes the
as well as this action. Its statistics and victim to be deafened for one round unless he
capabilities are otherwise replaced by those of successfully makes a Constitution saving throw
the new form, except any class features or at DC 20.
legendary actions of that form.
LEGENDARY ACTIONS
Cloud Form: The cloud dragon transforms itself
into a cloudy vapor for a number of rounds equal The dragon can take 3 legendary actions,
to its HIt Dice. This ability functions just like choosing from the options below. Only one
the spell Gaseous Form except that the dragons legendary action can be used at a time and only
flight speed is unchanged. at the end of another creatures turn. The dragon
regains spent legendary actions at the start of its
Mist Vision: The cloud dragon can see through turn.
fog, clouds, and similar obscuring effects
(including magical ones) with perfect clarity. Detect: The dragon can make a Wisdom
(Perception) check.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead. Tail Attack: the dragon makes a tail attack.
-----------------------------------------------------------
ACTIONS Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 15 feet of the
Multiattack: the dragon can use its frightful dragon must succeed on a DC 21 dexterity
presence ability. It then makes three attacks: saving throw or take 12 (2d6+6) points of
once with its bite and twice with its claws. bludgeoning damage and be knocked prone. The
dragon can them fly up to its flying speed
Bite: Melee Weapon Attack: +13 to hit, reach 15
ft., one target. Hit: 16 (2d10 +6) piercing damage
plus 6 (2d6) points of thunder damage. Variant Innate Spellcasting: The dragon can cast
five spells of up to 7th level of its choice. Its

12
bonus to hit with these spells is +12 and the save Mist Vision: The cloud dragon can see through
DC is 20. These spells recharge at sunrise. fog, clouds, and similar obscuring effects
Typical spells known by a cloud dragon are... (including magical ones) with perfect clarity.
0th Dancing Lights, Mage Hand,
Prestidigitation Legendary Resistance (3/day): if the dragon fails
1st Charm Person, Feather Fall, Fog Cloud a saving throw, it can choose to succeed instead.
2nd Detect Thoughts, Levitate -----------------------------------------------------------
3rd Call Lightning, Stinking Cloud ACTIONS
4th Ice Storm, Divination
5th Cloudkill, Dream Multiattack: the dragon can use its frightful
6th Chain Lightning, Wind Walk presence ability. It then makes three attacks:
7th Plane Shift Elemental plane of air only), once with its bite and twice with its claws.
Reverse Gravity
Bite: Melee Weapon Attack: +9 to hit, reach 10
ft., one target. Hit: 14 (2d10 +4) piercing damage
plus 3 (1d6) points of thunder damage.
Adult Cloud Dragon
Huge dragon, neutral
Claws: Melee Weapon Attack: +9 to hit, reach 5
-----------------------------------------------------------
ft., one target. Hit: 10 (2d6 +4) slashing damage.
Armor Class: 18 (natural armor)
Hit Points: 195 (17d12+85)
Tail: Melee Weapon Attack: +9 to hit, reach 15
Speed: 40 ft, swim 40 ft., Fly 80 ft.
ft., one target. Hit: 12 (2d8 +4) bludgeoning
-----------------------------------------------------------
damage.
Str 18 (+4) Dex 10 (+0) Con 21 (+5) Int 14 (+2)
Wis 17 (+3) Cha 18 (+4)
Frightful Presence: Each creature of the dragon's
-----------------------------------------------------------
choice that is within 120 feet of the dragon and
Saving Throws: Dex +5 Con +10 Wis +8 Cha +9
aware of it must succeed on a DC 17 Wisdom
Skills: Perception +8, Stealth +5
saving throw or become frightened for 1 minute.
Damage immunities: lightning.
A creature can repeat the saving throw at the end
Senses: blindsight 60 ft., darkvision 120 ft., Mist
of each of its turns, ending the effect on itself on
Vision 120 ft. (see below). Passive perception 18
a success. If a creature's saving throw is
Languages: Common, Draconic, Auran
successful or the effect ends for it, the creature is
Challenge: 15 (13,000 XP) Proficiency: +5
immune to the dragon's Frightful Presence for
the next 24 hours.
Change Shape: The dragon magically
polymorphs into a humanoid or beast that has a
Storm Breath (Recharge 5-6): The dragon
challenge rating no higher than its own, or back
exhales a 60-foot cone-shaped cloud. The cloud
into its true form. It reverts to its true form if it
is charged with electricity and is accompanied by
dies. Any equipment it is wearing or carrying is
a crack of thunder. Each creature in that cloud
absorbed or borne by the new form (the dragon's
must make a DC 18 dexterity based saving throw
choice). In a new form, the dragon retains its
or take 56 (14d8) points of lightning damage on
alignment, hit points, Hit Dice, ability to speak,
a failed save and half damage on a successful
proficiencies, Legendary Resistance, lair actions,
and Intelligence, Wisdom, and Charisma scores, save. In addition the thunderous causes the
as well as this action. Its statistics and victim to be deafened for one round unless he
capabilities are otherwise replaced by those of successfully makes a Constitution saving throw
the new form, except any class features or at DC 17.
legendary actions of that form.
LEGENDARY ACTIONS
Cloud Form: The cloud dragon transforms itself
The dragon can take 3 legendary actions,
into a cloudy vapor for a number of rounds equal
choosing from the options below. Only one
to its HIt Dice. This ability functions just like
legendary action can be used at a time and only
the spell Gaseous Form except that the dragons
at the end of another creatures turn. The dragon
flight speed is unchanged.
regains spent legendary actions at the start of its
turn.

13
Mist Vision: The cloud dragon can see through
Detect: The dragon can make a Wisdom fog, clouds, and similar obscuring effects
(Perception) check. (including magical ones) with perfect clarity.
-----------------------------------------------------------
Tail Attack: the dragon makes a tail attack. ACTIONS

Wing Attack (cost 2 actions): the dragon beats its Multiattack: the dragon makes three attacks:
wings and each creature within 10 feet of the once with its bite and twice with its claws.
dragon must succeed on a DC 17 dexterity
saving throw or take 10 (2d6+4) points of Bite: Melee Weapon Attack: +6 to hit, reach 10
bludgeoning damage and be knocked prone. The ft., one target. Hit: 12 (2d10 +2) piercing
dragon can them fly up to its flying speed damage.

Claws: Melee Weapon Attack: +6 to hit, reach 5


Variant Innate Spellcasting: The dragon can cast ft., one target. Hit: 8 (2d6 +2) slashing damage.
four spells of up to 5th level of its choice. Its
bonus to hit with these spells is +9 and the save Storm Breath (Recharge 5-6): The dragon
DC is 17. These spells recharge at sunrise. exhales a 30-foot cone-shaped cloud that is
Typical spells known by a cloud dragon are... charged with electricity. Each creature in that
0th Dancing Lights, Mage Hand, cloud must make a DC 15 dexterity based saving
Prestidigitation throw or take 48 (12d8) points of lightning
1st Charm Person, Feather Fall, Fog Cloud damage on a failed save and half damage on a
2nd Detect Thoughts, Levitate successful save.
3rd Call Lightning, Stinking Cloud
4th Ice Storm, Divination
5th Cloudkill, Dream Variant Innate Spellcasting: The dragon can cast
three spells of up to 3rd level of its choice. Its
bonus to hit with these spells is +7 and the save
DC is 15. These spells recharge at sunrise.
Typical spells known by a cloud dragon are...
Young Cloud Dragon 0th Dancing Lights, Mage Hand,
Large dragon, neutral Prestidigitation
----------------------------------------------------------- 1st Charm Person, Feather Fall, Fog Cloud
Armor Class: 17 (natural armor) 2nd Detect Thoughts, Levitate
Hit Points: 127 (15d10+45) 3rd Call Lightning, Stinking Cloud
Speed: 40 ft, swim 40 ft., Fly 80 ft.
-----------------------------------------------------------
Str 14 (+2) Dex 10 (+0) Con 17 (+3) Int 12 (+1)
Wis 15 (+2) Cha 16 (+3)
----------------------------------------------------------- Wyrmling Cloud Dragon
Saving Throws: Dex +6 Con +7 Wis +6 Cha +7 Medium dragon, neutral
Skills: Perception +6, Stealth +4 -----------------------------------------------------------
Damage immunities: lightning. Armor Class: 15 (natural armor)
Senses: blindsight 30 ft., darkvision 120 ft., Mist Hit Points: 33 (6d8+6)
Vision 120 ft. (see below). Passive perception 16 Speed: 30 ft, swim 30 ft., Fly 60 ft.
Languages: Common, Draconic, Auran -----------------------------------------------------------
Challenge: 11 (7,200 XP) Proficiency: +4 Str 10 (+0) Dex 10 (+0) Con 13 (+1) Int 10 (+0)
Wis 14 (+2) Cha 13 (+1)
Cloud Form: The cloud dragon transforms itself -----------------------------------------------------------
into a cloudy vapor for a number of rounds equal Saving Throws: Dex +2 Con +3 Wis +4 Cha +3
to its HIt Dice. This ability functions just like Skills: Perception +4, Stealth +2
the spell Gaseous Form except that the dragons Damage immunities: lightning.
flight speed is unchanged. Senses: blindsight 10 ft., darkvision 60 ft., Mist
Vision 60 ft. (see below). Passive perception 14
Languages: Common, Draconic, Auran

14
Challenge: 3 (700 XP) Proficiency: +2 throw or take 24 (6d8) points of lightning
damage on a failed save and half damage on a
successful save.
Mist Vision: The cloud dragon can see through
fog, clouds, and similar obscuring effects
(including magical ones) with perfect clarity. Variant Innate Spellcasting: The dragon can cast
----------------------------------------------------------- one 1st level spell of its choice. Its bonus to hit
ACTIONS with this spell is +3 and the save DC is 11. This
spell recharges at sunrise. Typical spells known
Bite: Melee Weapon Attack: +2 to hit, reach 5 by a cloud dragon are...
ft., one target. Hit: 5 (1d10) piercing damage. 0th Dancing Lights, Mage Hand,
Prestidigitation
Storm Breath (Recharge 5-6): The dragon 1st Charm Person, Feather Fall, Fog Cloud
exhales a 15-foot cone-shaped cloud that is
charged with electricity. Each creature in that
cloud must make a DC 11 dexterity based saving

15
Crystal Dragon Alas a crystal dragon is aware of its physical
might and beauty and will also seem conceited
Crystal dragons, also known as glass dragons, and arrogant. The dragon will become enraged if
are connected to the elemental plain of earth. it feels insulted,
Born a glossy white, the scales of a crystal
dragon pick up hints of color and began to
become more translucent as it ages. By ancient A CRYSTAL DRAGONS LAIR
age the dragon looks like a living gemstone with
wings like flexible panes stained glass and razor A crystal dragons lair is always a beautiful and
sharp blades on the tail like shards of diamond. well organized place. The entrance will be on the
Coloration by adult age ranges from ruby red, ground and the lair itself will be a work of art.
sapphire blue, onyx black, amethyst purple, or Even simple caves will have tastefully decorative
any gemstone hue. plants and waterfalls on the outside and smooth
walls bedecked with glittering crystals and
Masters of the Earth: Crystal dragons are stalagmites. Older dragons prefer forming
connected to the elemental plane of Earth and magnificent castles out of snow and ice,
can live by eating minerals and rocks, though enchanted to become as hard as crystal.
gemstones and precious metals are preferred
over simple stone. While able to fly, crystal Inside the lair will be well ordered with every
dragons feel more comfortable on the ground and piece of treasure carefully placed and cataloged.
can leap and run as well as a great cat. Unlike Earth elemental servants will guard most of this
cats, crystal dragons can dig and burrow with loot while humanoid will be charged to care for
astonishing speed making them fearsome and catalog the trove. Like all primal dragons a
predators. portal to the dragons home plane (in this case
the Elemental plane of Earth) will be located
Youthful Plunderers: Young crystal dragons inside or near the lair.
travel far and wide to find treasure. They will
raid and pillage with a greed worthy of any LAIR ACTIONS
chromatic. They are often mistaken for white Lair Actions: On initiative count 20 (losing
dragons at this stage but are less likely to kill for initiative ties), the dragon takes a lair action to
sport than their chromatic cousins. cause one of the following effects; the dragon
cant use the same effect two rounds in a row.
Frolicsome Adults: By adult age a crystal
dragon becomes less concerned with material The dragon focuses its inner radiance
wealth and more concerned with gathering through its scales causing them to glow
knowledge. They seek to discover new things brightly in an aura of scintillating color.
and are openly welcoming of visitors, especially All opponents within 60-feet of the
if that visitor has some tasty gems. Such visitors dragon must make a DC15 Wisdom
will be treated well and will find the dragon to saving throw or become blinded for 1d4
eager to hear all the latest news and rumors. rounds.

16
Fragments of sharp crystal are torn from The crystal is vulnerable to bludgeoning
the lairs wall and flung in a 15-foot damage and immune to acid, cold,
cone. Creatures within the cone take 16 necrotic, and poison damage. If the
(4d8) points of cutting damage or half dragon wishes to move through one of
damage with a successful DC 15 these walls it smash through them
dexterity saving throw. without slowing its movement in any
The dragon targets one opponent that is way.
within 100-feet and within sight of the The crystals covering the walls of the
dragon. The target must make a DC 10 lair give off a faint glow, creating dim
Willpower saving throw or become light throughout the lair. If the dragon
trapped inside one of the crystals in the wishes this light may become as bright
dragons lair as in the Minimus as daylight in certain areas.
Containment variant of the Within a mile of the lair all dead
Imprisonment spell. The character will animals and plants that lie within this
be trapped until the dragon dies or until radius for more than 24 hours will
he is released by the dragon. become petrified and stones will
crystallize. Animal bones will fossilize,
REGIONAL EFFECTS dead wood will become petrified and
The region containing a crystal dragons lair is rocks will become chunks if quartz.
enchanted by the dragons magic, which creates
one or more of the following effects: Upon the death of the dragon all of the regional
effects will return to normal immediately.
The dragons lair is divided by walls of
transparent crystal about 3 inches thick.
This crystal is AC 13 and has 10 hit
points to break through a 10 foot gap.

17
Ancient Crystal Dragon Scream of Rage (Recharge 5-6): The dragon
Gargantuan dragon, lawful neutral utters a 90-foot cone of agonizing sound. Each
----------------------------------------------------------- creature in the cone must make a DC 21
Armor Class: 18 (natural armor) dexterity based saving throw or take 30 (15d4)
Hit Points: 350 (20d20+140) points of thunder damage on a failed save and
Speed: 40 ft, Burrow 60 ft., Climb 30 ft., Fly 80 half damage on a successful saving throw. In
ft. addition the sound causes the victim to become
----------------------------------------------------------- stunned for one round unless he successfully
Str 21 (+5) Dex 13 (+1) Con 25 (+7) Int 16 (+3) makes a Constitution saving throw at DC 20.
Wis 16 (+3) Cha 23 (+6)
----------------------------------------------------------- LEGENDARY ACTIONS
Saving Throws: Dex +7 Con +13 Wis +9 Cha +12
Skills: Perception +9, Stealth +7 The dragon can take 3 legendary actions,
Damage immunities: Thunder. choosing from the options below. Only one
Senses: blindsight 60 ft., darkvision 120 ft., legendary action can be used at a time and only
tremorsense 60 ft. passive perception 21 at the end of another creatures turn. The dragon
Languages: Common, Draconic, Terran regains spent legendary actions at the start of its
Challenge: 19 (22,000 XP) Proficiency: +6 turn.

Ray Reflection: The dragons crystalline hide Detect: The dragon can make a Wisdom
reflects ray spells back upon the rays source if (Perception) check.
the dragon succeeds in a saving throw against the
spell. Tail Attack: the dragon makes a tail attack.

Legendary Resistance (3/day): if the dragon fails


a saving throw, it can choose to succeed instead. Wing Attack (cost 2 actions): the dragon beats its
----------------------------------------------------------- wings and each creature within 15 feet of the
ACTIONS dragon must succeed on a DC 19 dexterity
saving throw or take 11 (2d6+5) points of
Multiattack: the dragon can use its frightful bludgeoning damage and be knocked prone. The
presence ability. It then makes three attacks: dragon can them fly up to its flying speed
once with its bite and twice with its claws.

Bite: Melee Weapon Attack: +11 to hit, reach 15 Variant Innate Spellcasting: The dragon can cast
ft., one target. Hit: 15 (2d10 +5) piercing damage six spells of up to 6th level of its choice. Its
plus 6 (2d6) points of radiant damage. bonus to hit with these spells is +12 and the save
DC is 19. These spells recharge at sunrise.
Claws: Melee Weapon Attack: +11 to hit, reach Typical spells known by a crystal dragon are...
10 ft., one target. Hit: 11 (2d6 +5) slashing 0th Dancing Lights, Mage Hand, Minor
damage. Illusion
1st Blindness/Deafness, Color Spray, Silent
Tail: Melee Weapon Attack: +11 to hit, reach 15 ` Image
ft., one target. Hit: 13 (2d8 +5) slashing damage. 2nd Invisibility, Mirror Image, Shatter
3rd Hypnotic Pattern, Lightning Bolt
Frightful Presence: Each creature of the dragon's 4th Dimension Door, Confusion,
choice that is within 120 feet of the dragon and Stoneshape
aware of it must succeed on a DC 20 Wisdom 5th Legend Lore, Scrying, Telekinesis
saving throw or become frightened for 1 minute. 6th Eyebite, Sunbeam, True Seeing
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 Adult Crystal Dragon
the next 24 hours. Huge dragon, lawful neutral
-----------------------------------------------------------

18
Armor Class: 16 (natural armor) points of thunder damage on a failed save and
half damage on a successful saving throw. In
Hit Points: 161 (14d12+70) addition the sound causes the victim to become
Speed: 40 ft, Burrow 60 ft., Climb 30ft., Fly 80 stunned for one round unless he successfully
ft. makes a Constitution saving throw at DC 17.
-----------------------------------------------------------
Str 17 (+3) Dex 13 (+1) Con 21 (+5) Int 14 (+2) LEGENDARY ACTIONS
Wis 14 (+2) Cha 21 (+5)
----------------------------------------------------------- The dragon can take 3 legendary actions,
Saving Throws: Dex +5 Con +9 Wis +6 Cha +9 choosing from the options below. Only one
Skills: Perception +6, Stealth +5 legendary action can be used at a time and only
Damage immunities: Thunder. at the end of another creatures turn. The dragon
Senses: blindsight 60 ft., darkvision 120 ft., regains spent legendary actions at the start of its
tremorsense 60 ft. passive perception 15 turn.
Languages: Common, Draconic, Terran
Challenge: 10 (5,900 XP) Proficiency: +4 Detect: The dragon can make a Wisdom
(Perception) check.
Ray Reflection: The dragons crystalline hide
reflects ray spells back upon the rays source if Tail Attack: the dragon makes a tail attack.
the dragon succeeds in a saving throw against the
spell. Wing Attack (cost 2 actions): the dragon beats its
wings and each creature within 10 feet of the
Legendary Resistance (3/day): if the dragon fails dragon must succeed on a DC 15 dexterity
a saving throw, it can choose to succeed instead. saving throw or take 6 (2d6+3) points of
----------------------------------------------------------- bludgeoning damage and be knocked prone. The
ACTIONS dragon can them fly up to its flying speed

Multiattack: the dragon can use its frightful


presence ability. It then makes three attacks: Variant Innate Spellcasting: The dragon can cast
once with its bite and twice with its claws. five spells of up to 3rd level of its choice. Its
bonus to hit with these spells is +9 and the save
Bite: Melee Weapon Attack: +7 to hit, reach 10 DC is 17. These spells recharge at sunrise.
ft., one target. Hit: 13 (2d10 +3) piercing damage Typical spells known by a ccrystal dragon are...
plus 3 (1d6) points of radiant damage. 0th Dancing Lights, Mage Hand, Minor
Illusion
Claws: Melee Weapon Attack: +7 to hit, reach 5 1st Blindness/Deafness, Color Spray, Silent
ft., one target. Hit: 9 (2d6 +3) slashing damage. Image
2nd Invisibility, Mirror Image, Shatter
Tail: Melee Weapon Attack: +7 to hit, reach 15 3rd Hypnotic Pattern, Lightning Bolt
ft., one target. Hit: 11 (2d8 +3) slashing 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 Young Crystal Dragon
saving throw or become frightened for 1 minute. Large dragon, lawful neutral
A creature can repeat the saving throw at the end -----------------------------------------------------------
of each of its turns, ending the effect on itself on Armor Class: 15 (natural armor)
a success. If a creature's saving throw is Hit Points: 102 (12d10+36)
successful or the effect ends for it, the creature is Speed: 40 ft, Burrow 60 ft., Climb 30ft., Fly 80
immune to the dragon's Frightful Presence for ft.
the next 24 hours. -----------------------------------------------------------
Str 13 (+1) Dex 13 (+1) Con 17 (+3) Int 12 (+1)
Scream of Rage (Recharge 5-6): The dragon Wis 12 (+1) Cha 19 (+4)
utters a 60-foot cone or agonizing sound. Each -----------------------------------------------------------
creature in the cone must make a DC 17 Saving Throws: Dex +4 Con +6 Wis +4 Cha +7
dexterity based saving throw or take 24 (12d4) Skills: Perception +4, Stealth +4

19
Damage immunities: Thunder. Wyrmling Crystal Dragon
Senses: blindsight 30 ft., darkvision 120 ft., Medium dragon, lawful neutral
tremorsense 30 ft. passive perception 14 -----------------------------------------------------------
Armor Class: 13 (natural armor)
Languages: Common, Draconic, Terran
Hit Points: 16 (3d8+3)
Challenge: 7 (2,900 XP) Proficiency: +3
Speed: 30 ft, Burrow 15 ft., Climb 15ft., Fly 60
ft.
ACTIONS
-----------------------------------------------------------
Str 9 (-1) Dex 13 (+1) Con 13 (+1) Int 10 (+0)
Multiattack: the dragon makes three attacks:
Wis 11 (+0) Cha 16 (+3)
once with its bite and twice with its claws.
-----------------------------------------------------------
Saving Throws: Dex +3 Con +3 Wis +2 Cha +5
Bite: Melee Weapon Attack: +4 to hit, reach 10 Skills: Perception +2, Stealth +3
ft., one target. Hit: 11 (2d10 +1) piercing Damage immunities: Thunder.
damage. Senses: blindsight 30 ft., darkvision 120 ft.,
tremorsense 30 ft. passive perception 12
Claws: Melee Weapon Attack: +4 to hit, reach 5 Languages: Common, Draconic, Terran
ft., one target. Hit: 7 (2d6 +1) slashing damage. Challenge: (100 XP) Proficiency: +2
Scream of Rage (Recharge 5-6): The dragon ACTIONS
utters a 30-foot cone or agonizing sound. Each
creature in the cone must make a DC 14 Bite: Melee Weapon Attack: +1 to hit, reach 10
dexterity based saving throw or take 20 (10d4) ft., one target. Hit: 4 (1d10 -1) piercing damage.
points of thunder damage on a failed save and
half damage on a successful saving throw. Scream of Rage (Recharge 5-6): The dragon
utters a 15-foot cone or agonizing sound. Each
creature in the cone must make a DC 13
Variant Innate Spellcasting: The dragon can cast dexterity based saving throw or take 8 (4d4)
four spells of up to 1st level of its choice. Its points of thunder damage on a failed save and
bonus to hit with these spells is +9 and the save half damage on a successful saving throw.
DC is 15. These spells recharge at sunrise.
Typical spells known by a crystal dragon are...
0th Dancing Lights, Mage Hand, Minor Variant Innate Spellcasting: The dragon can cast
Illusion three cantrips of its choice. Its bonus to hit with
1st Blindness/Deafness, Color Spray, Silent these spells is +5 and the save DC is 13. These
Image spells recharge at sunrise. Typical spells known
by a crystal dragon are...
0th Dancing Lights, Mage Hand, Minor
Illusion

20
Magma Dragon the hoards of these dragons. Obscure knowledge
is the forte of these dragons but it takes a lot of
Magma dragons, also known as volcano dragons, negotiation and trust to part a magma dragon
are connected to the elemental plain of fire. with a bit of knowledge.
Magma dragons are born a brilliant reddish-
orange with glossy black armored plates upon A MAGMA DRAGONS LAIR
the back. By adulthood these plates have begun
to dull to grey and moss often grows upon these Magma dragon lairs are always inside an active
plates so that the dragon looks like a piece of volcano, often on islands of rock surrounded by
volcanic rock through which runnels of lava a sea of liquid magma. Tunnels leading to the
seep. lair will be filled with alarms and traps in order
to both alert the dragon and to delay intruders
Swimmers in Fire: Magma dragons are while the dragon watches them from
connected to the elemental plane of Fire and can concealment. Fire elementals and salamanders
survive by drinking lava or hot coals. They like will abound in the lair and a portal to the plane of
to spend most of the time immersed in hot lava, elemental fire will connect to some part of it.
soaking in the burning lifes blood of the earth.
Not only are magma dragons totally unharmed LAIR ACTIONS
by any form of heat and fire but they can walk Lair Actions: On initiative count 20 (losing
upon burning lava as if it was solid ground. initiative ties), the dragon takes a lair action to
cause one of the following effects; the dragon
Unpredictable Recluses: Magma dragons are cant use the same effect two rounds in a row.
the most reclusive and suspicious of all dragons.
They fear that the entire universe covets their A river of magma rises up from the
treasure hoard. Their desire for privacy is so ground within 120 feet of the dragon.
severe that that they are prone to sporadic The stream is up to 60 feet long, 5 feet
violence just to frighten visitors away. If unable high, and 10 feet thick, can take any
to scare visitors away a magma dragon prefers to shape the dragon wants. When the
surprise opponents by attacking from ambush magma flow appears, each creature in
when they least expect it. Unlike a red dragon, its area must make a DC 15 Dexterity
magma dragons will not hesitate to flee if they saving throw. A creature that fails the
feel outmatched. Once in a place of safety the saving throw takes 18 (6d6) fire damage
dragon will wait years, even centuries, carefully (half damage on a failed save). Each
planning its revenge. creature that enters the wall for the first
time each turn or ends its turn there
Gatherers of Lore: Unlike most dragons takes damage as above. The lava
magmas do not just gather gold and jewels but immediately cools to stone when the
rather keep track of the history, lore, and dragon uses this lair action again or
customs of lost or ancient civilizations. Statues, when the dragon dies.
cuneiform tablets, and other ancient artifacts fill The dragon spits lava onto a target it
can see who is within 120-feet of the

21
dragon. The spit is treated as a ranged
attack (Proficiency + Dexterity mod to Temperatures within 6 miles of the lair
hit) and if it strikes its target takes 3 will be noticeably hot and the air will
(1d6) points of damage and then the smell of brimstone.
sputum cools instantly into a hard Within a mile of the lair pools of lava
substance that entraps the victim. will dot the ground and the sky will be
Entrapped victims take no damage but covered with clouds of ash that dims
are restrained and cannot move. The sunlight. Noxious fumes will fill the air
entrapped creature can try to escape that will poison any character that fails
each round by making a successful DC a DC15 Constitution saving throw.
17 Strength check. A success means he Once per day the dragon can cause any
bursts through the restraining stone a volcano to erupt spewing lava, white
failure means he is still trapped. hot ash, and poisonous vapor for miles.
Four blazing orbs of molten rock Anyone within 10 miles will be
plummet to the ground at four different poisoned until out of range and anyone
points in line of sight and within 120 who steps within 5 feet of the lava will
feet of the dragon. Any creature within instantly take 200 (20d20) points of
a 40 foot radius of each impact must damage (half damage on a successful
make a DC 15 Dexterity saving throw DC 15 Dexterity saving throw.
or take 6 points (2d6) of bludgeoning
damage and 18 (6d6) points of fire Upon the death of the dragon all of the regional
damage on a failed save, or half damage effects, except for the scorched plants, will return
on a successful one. to normal immediately. The plants will
eventually re-grow as normal within a few
REGIONAL EFFECTS months of the dragons death.
The region containing a magma dragons lair is
enchanted by the dragons magic, which creates
one or more of the following effects:

22
Ancient Magma Dragon
Gargantuan dragon, chaotic neutral Magma Breath (Recharge 5-6): The dragon
----------------------------------------------------------- exhales a 90-foot cone-shaped of boiling lava.
Armor Class: 20 (natural armor) Each creature within the cone must make a
Hit Points: 385 (22d20+154) DC22 dexterity based saving throw or take 51
Speed: 40 ft, Burrow 30 ft, Swim 40 ft., Fly 80 (17d6) points of fire damage on a failed save and
ft. half damage on a successful one. In addition the
----------------------------------------------------------- fluid clings to those it strikes and inflicts fire
Str 25 (+7) Dex 13 (+1) Con 25 (+7) Int 18 (+4) damage for three rounds. The clinging magma
Wis 17 (+3) Cha 24 (+7) deals 24 points (8d6) points of fire damage the
----------------------------------------------------------- first round, 12 (4d6) points the second and 6
Saving Throws: Dex +8 Con +14 Wis +10 Cha +14 (2d6) points the third (half damage if the initial
Skills: Perception +10, Stealth +8 saving throw was made). After this the magma
Damage immunities: Fire. cools and turns to dust.
Senses: blindsight 60 ft., darkvision 120 ft.
passive perception 20 LEGENDARY ACTIONS
Languages: Common, Draconic, Ignan
Challenge: 22 (41,000 XP) Proficiency: +7 The dragon can take 3 legendary actions,
choosing from the options below. Only one
Lava Walk: The dragon can walk over molten legendary action can be used at a time and only
lava or pools of magma without taking damage at the end of another creatures turn. The dragon
or sinking beneath the surface. regains spent legendary actions at the start of its
turn.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead. Detect: The dragon can make a Wisdom
----------------------------------------------------------- (Perception) check.
ACTIONS
Tail Attack: the dragon makes a tail attack.
Multiattack: the dragon can use its frightful
presence ability. It then makes three attacks: Wing Attack (cost 2 actions): the dragon beats its
once with its bite and twice with its claws. wings and each creature within 15 feet of the
dragon must succeed on a DC 22 dexterity
Bite: Melee Weapon Attack: +14 to hit, reach 15 saving throw or take 13 (2d6+7) points of
ft., one target. Hit: 17 (2d10 +7) piercing damage bludgeoning damage and be knocked prone. The
plus 6 (2d6) points of fire damage. dragon can them fly up to its flying speed

Claws: Melee Weapon Attack: +14 to hit, reach


10 ft., one target. Hit: 13 (2d6 +7) slashing Variant Innate Spellcasting: The dragon can cast
damage plus 4 points (2d4) points of fire seven spells of up to 7th level of its choice. Its
damage. bonus to hit with these spells is +14 and the save
DC is 22. These spells recharge at sunrise.
Tail: Melee Weapon Attack: +14 to hit, reach 15 Typical spells known by a cloud dragon are...
ft., one target. Hit: 15 (2d8 +7) bludgeoning 0th Fire Bolt, Mage Hand, Mending
damage. 1st Alarm, Burning Hands, Grease
2nd Hold Person, Scorching Ray,
Frightful Presence: Each creature of the dragon's Suggestion
choice that is within 120 feet of the dragon and 3rd Fireball, Hypnotic Pattern, Water Walk
aware of it must succeed on a DC 22 Wisdom 4th Fire Shield, Stoneskin, Wall of Fire
saving throw or become frightened for 1 minute. 5th Dominate Person, Geas, Telekinesis
A creature can repeat the saving throw at the end 6th Eyebite, Mass Suggestion, Move Earth
of each of its turns, ending the effect on itself on 7th Delayed Blast Fireball, Plane Shift
a success. If a creature's saving throw is (Elemental plane of fire only), Teleport
successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for
the next 24 hours.

23
Adult Magma Dragon
Magma Breath (Recharge 5-6): The dragon
Huge dragon, chaotic neutral
exhales a 60-foot cone-shaped of boiling lava.
----------------------------------------------------------- Each creature within the cone must make a
Armor Class: 18 (natural armor) DC18 dexterity based saving throw or take 22
Hit Points: 184 (16d12+80) (14d6) points of fire damage on a failed save and
Speed: 40 ft, Burrow 30 ft, Swim 40 ft., Fly 80 half damage on a successful one. In addition the
ft. fluid clings to those it strikes and inflicts fire
----------------------------------------------------------- damage for two rounds. The clinging magma
Str 21 (+5) Dex 13 (+1) Con 21 (+5) Int 16 (+3) deals 24 points (7d6) points of fire damage the
Wis 15 (+2) Cha 16 (+3) first round and 9 (3d6) points the second (half
----------------------------------------------------------- damage if the initial saving throw was made).
Saving Throws: Dex +6 Con +10 Wis +7 Cha +8 After this the magma cools and turns to dust.
Skills: Perception +7, Stealth +6
Damage immunities: Fire.
LEGENDARY ACTIONS
Senses: blindsight 60 ft., darkvision 120 ft.
passive perception 20
Languages: Common, Draconic, Ignan The dragon can take 3 legendary actions,
choosing from the options below. Only one
Challenge: 14 (11,500 XP) Proficiency: +5
legendary action can be used at a time and only
at the end of another creatures turn. The dragon
Lava Walk: The dragon can walk over molten
regains spent legendary actions at the start of its
lava or pools of magma without taking damage
turn.
or sinking beneath the surface.
Detect: The dragon can make a Wisdom
Legendary Resistance (3/day): if the dragon fails
(Perception) check.
a saving throw, it can choose to succeed instead.
-----------------------------------------------------------
Tail Attack: the dragon makes a tail attack.
ACTIONS
Wing Attack (cost 2 actions): the dragon beats its
Multiattack: the dragon can use its frightful
wings and each creature within 10 feet of the
presence ability. It then makes three attacks:
once with its bite and twice with its claws. dragon must succeed on a DC 18 dexterity
saving throw or take 11 (2d6+5) points of
bludgeoning damage and be knocked prone. The
Bite: Melee Weapon Attack: +10 to hit, reach 10
dragon can them fly up to its flying speed
ft., one target. Hit: 15 (2d10 +5) piercing damage
plus 3 (1d6) points of fire damage.
Variant Innate Spellcasting: The dragon can cast
Claws: Melee Weapon Attack: +10 to hit, reach
three spells of up to 4th level of its choice. Its
5 ft., one target. Hit: 11 (2d6 +5) slashing
damage plus 2 points (1d4) points of fire bonus to hit with these spells is +8 and the save
damage. DC is 16. These spells recharge at sunrise.
Typical spells known by a cloud dragon are...
Tail: Melee Weapon Attack: +10 to hit, reach 15 0th Fire Bolt, Mage Hand, Mending
1st Alarm, Burning Hands, Grease
ft., one target. Hit: 13 (2d8 +5) bludgeoning
damage. 2nd Hold Person, Scorching Ray,
Suggestion
3rd Fireball, Hypnotic Pattern, Water Walk
Frightful Presence: Each creature of the dragon's
4th Fire Shield, Stoneskin, Wall of Fire)
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
Young Magma Dragon
a success. If a creature's saving throw is
Large dragon, chaotic neutral
successful or the effect ends for it, the creature is
-----------------------------------------------------------
immune to the dragon's Frightful Presence for
Armor Class: 17 (natural armor)
the next 24 hours.

24
Hit Points: 119 (14d10+42) DC is 14. These spells recharge at sunrise.
Typical spells known by a cloud dragon are...
Speed: 40 ft, Burrow 30 ft, Swim 40 ft., Fly 80 0th Fire Bolt, Mage Hand, Mending
ft. 1st Alarm, Burning Hands, Grease
----------------------------------------------------------- 2nd Hold Person, Scorching Ray,
Str 17 (+3) Dex 13 (+1) Con 17 (+3) Int 14 (+2) Suggestion
Wis 13 (+1) Cha 14 (+2) 3rd Fireball, Hypnotic Pattern, Water Walk
-----------------------------------------------------------
Saving Throws: Dex +5 Con +7 Wis +5 Cha +6
Skills: Perception +5, Stealth +5
Damage immunities: Fire.
Senses: blindsight 30 ft., darkvision 120 ft. Wyrmling Magma Dragon
passive perception 15 Medium dragon, chaotic neutral
Languages: Common, Draconic, Ignan -----------------------------------------------------------
Challenge: 11 (7,200 XP) Proficiency: +4 Armor Class: 15 (natural armor)
Hit Points: 27 (5d8+5)
Lava Walk: The dragon can walk over molten Speed: 30 ft, Burrow 20 ft, Swim 30 ft., Fly 60
lava or pools of magma without taking damage ft.
or sinking beneath the surface. -----------------------------------------------------------
----------------------------------------------------------- Str 13 (+1) Dex 13 (+1) Con 13 (+1) Int 12 (+1)
ACTIONS Wis 12 (+1) Cha 11 (+0)
-----------------------------------------------------------
Multiattack: the dragon can make three attacks: Saving Throws: Dex +3 Con +3 Wis +3 Cha +2
once with its bite and twice with its claws. Skills: Perception +3, Stealth +3
Damage immunities: Fire.
Bite: Melee Weapon Attack: +7 to hit, reach 10 Senses: blindsight 10 ft., darkvision 60 ft.
ft., one target. Hit: 13 (2d10 +3) piercing passive perception 13
damage. Languages: Common, Draconic, Ignan
Challenge: 2 (450 XP) Proficiency: +2
Claws: Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 9 (2d6 +3) slashing damage. Lava Walk: The dragon can walk over molten
lava or pools of magma without taking damage
Magma Breath (Recharge 5-6): The dragon or sinking beneath the surface.
exhales a 30-foot cone-shaped of boiling lava. -----------------------------------------------------------
Each creature within the cone must make a ACTIONS
DC15 dexterity based saving throw or take 36
(12d6) points of fire damage on a failed save and Bite: Melee Weapon Attack: +3 to hit, reach 5
half damage on a successful one. In addition the ft., one target. Hit: 6 (1d10 +1) piercing damage.
fluid clings to those it strikes and inflicts 18
points (6d6) points of fire damage the next round Magma Breath (Recharge 5-6): The dragon
(half damage if the initial saving throw was exhales a 15-foot cone-shaped of boiling lava.
made). After this the magma cools and turns to Each creature within the cone must make a
dust. DC11 dexterity based saving throw or take 18
(6d6) points of fire damage on a failed save and
half damage on a successful one.
Variant Innate Spellcasting: The dragon can cast
two spells of up to 3rd level of its choice. Its
bonus to hit with these spells is +6 and the save

25
Umbral Dragon are common goods, as are magical jewelry and
weapons. Their collection of ancient lore may
Umbral dragons, also known as chaos dragons, make them deal with magma dragons but they
are connected to the plain of elemental chaos. will watch their fiery visitor more closely than
They are massive dragons born with dark scales any hawk and will demand the magma dragon
of a glossy indigo, red, blue, or green so dark as provide much in return for any borrowed lore.
to look black. They gain an iridescent tinge to
their scales as they age until an ancient umbral AN UMBRAL DRAGONS LAIR
dragon constantly shifts into rainbow hues like
oil in water. An umbral dragons lair is always a dark and
dismal place. Often a cave or crypt located in a
Soul Food: Umbral dragons encompass all four deep swamp, dark forest, or shadowy canyon. It
primal elements and, while they can feed upon prefers a lair surrounded by stone, easily
elemental substances, rotting flesh and negative defended from invaders. Due to their anti-social
energy are their foods of choice. Umbral dragons nature these dragons use traps, constructs, and
are considered to be omens of disaster for they unintelligent beasts to guard their lairs. They
are often found sulking about areas devastated by simply do not trust sentient species around their
floods, volcanic eruptions, earthquakes, plagues hoards.
and other areas of mass death. The dragon
(usually) does not cause the disasters but wishes The lair itself will have a portal to the plain of
to feed upon the corpses of the dead or at the elemental chaos somewhere in its depths. This
very least upon ghostly ectoplasm. portal is usually sealed (so nothing from it can
get in and steal the dragons treasure) so, unlike
Antisocial Recluses: Umbral dragons are the other primal dragons, elemental beings are rare
most territorial of all dragons and rarely have around an umbral dragons demesne.
servants. They dont even like their own kind as
they constantly fear that the other dragon is
scheming to steal their hoard. The only time an
umbral dragon is found in a group is when it is LAIR ACTIONS
courting a mate or raising young, otherwise it is Lair Actions: On initiative count 20 (losing
a solitary breed. initiative ties), the dragon takes a lair action to
cause one of the following effects; the dragon
Madness and Knowledge: as creatures of cant use the same effect two rounds in a row.
primal chaos, umbral dragons seem unhinged,
cruel and sadistic one moment yet treating one as The dragon can use 10 feet of its
a lost friend the next. Their tempers are notorious movement to step into any shadow
yet they are also famed as great teachers of (other than its own) within 5 feet of it
ancient lore. The treasure of an umbral dragon and emerge from a second shadow
takes the form of magical lore and items. Books within 60 feet of the first. The dragon
of necromancy and the worship of ancient gods will appear in an unoccupied space
within 5 feet of the second shadow.

26
The dragon causes a spot within its line
of sight and within 120 feet of the The light is muted and dim within six
dragon to erupt into elemental chaos. miles of the lair. This shadowy effect
All parts of the lair covering a 30 foot will seen to be caused by an overgrown
radius burst into flames, lighting, acid tree canopy, steep canyon walls, or
rain, and earthquakes. Characters unusually thick clouds depending upon
caught in the chaos must make a DC 15 the terrain
Dexterity saving throw of take 10 (3d6) A creepy feeling fills the air within 3
points of damage. Damage type is miles of the lair. This feeling of
determined randomly using 1d4: 1 = uneasiness and being watched results in
acid, 2 = fire, 3 = bludgeoning, and 4 = disturbed sleep and paranoia in living
lightning. creatures so the land will seem
The dragon can summon (or return) any mysteriously deserted of animal life. A
one item from its hoard by reaching into successful DC 15 Perception check will
any shadow. The item may be a find the aura is the result of infrasonic
weapon, magic item, or simply a heavy vibrations emerging from the dragons
item the dragon wishes to throw at the lair.
party. The dragon can use its action to Skeletons and half decayed corpses will
activate/use the item for the rest of the litter the ground within a mile of the
combat or until it is returned to the lair. These may be undead stationed to
hoard. guard the lair or simply food stashed
about for the dragons later
REGIONAL EFFECTS consumption.
The region containing an umbral dragons lair is Upon the death of the dragon all of the regional
enchanted by the dragons magic, which creates effects will return to normal immediately.
one or more of the following effects:

27
Ancient Umbral Dragon Frightful Presence: Each creature of the dragon's
Gargantuan dragon, chaotic neutral choice that is within 120 feet of the dragon and
----------------------------------------------------------- aware of it must succeed on a DC 20 Wisdom
Armor Class: 21 (natural armor) saving throw or become frightened for 1 minute.
Hit Points: 420 (24d20+168) A creature can repeat the saving throw at the end
Speed: 40 ft, Fly 80 ft. of each of its turns, ending the effect on itself on
----------------------------------------------------------- a success. If a creature's saving throw is
Str 25 (+7) Dex 11 (+0) Con 25 (+7) Int 20 (+5) successful or the effect ends for it, the creature is
Wis 20 (+5) Cha 21 (+5) immune to the dragon's Frightful Presence for
----------------------------------------------------------- the next 24 hours.
Saving Throws: Dex +7 Con +14 Wis +12 Cha
+12 Shadow Breath (Recharge 5-6): The dragon
Skills: Perception +12, Stealth +7 exhales a 90-foot cone-shaped cloud of darkness.
Damage immunities: necrotic. Each creature in that cloud must make a DC 20
Senses: blindsight 60 ft., darkvision 120 ft. dexterity based saving throw or take 72 (18d8)
passive perception 22 points of necrotic damage on a failed save and
Languages: Common, Draconic, Primordial half damage on a successful save. In addition the
Challenge: 23 (50,000 XP) Proficiency: +7 victim must make a second DC 20 Constitution
save or be blinded for 2 (1d4) rounds (a
Ghost Bane: an umbral dragons physical attacks successful save negates the blindness). Any
and breath can damage incorporeal creatures as if creature killed by an ancient umbral dragons
they were solid and entirely upon the physical breath weapon will rise as a Shadow under the
plane. In addition any necrotic attacks that would umbral dragons control 1d4 rounds after death.
normally heal undead actually harm it as if it was
non-necrotic damage. LEGENDARY ACTIONS

Shadow Meld: as long as the dragon is in dim The dragon can take 3 legendary actions,
light or darkness than it can take the Hide action choosing from the options below. Only one
as a bonus action. legendary action can be used at a time and only
at the end of another creatures turn. The dragon
Umbral Scion: Umbral dragons are immune to regains spent legendary actions at the start of its
level draining effects such as those used by many turn.
undead.
Detect: The dragon can make a Wisdom
Legendary Resistance (3/day): if the dragon fails (Perception) check.
a saving throw, it can choose to succeed instead.
----------------------------------------------------------- Tail Attack: the dragon makes a tail attack.
ACTIONS
Wing Attack (cost 2 actions): the dragon beats its
Multiattack: the dragon can use its frightful wings and each creature within 15 feet of the
presence ability. It then makes three attacks: dragon must succeed on a DC 22 dexterity
once with its bite and twice with its claws. saving throw or take 13 (2d6+7) points of
bludgeoning damage and be knocked prone. The
Bite: Melee Weapon Attack: +14 to hit, reach 15 dragon can them fly up to its flying speed
ft., one target. Hit: 17 (2d10 +7) piercing damage
plus 6 (2d6) points of necrotic damage.
Variant Innate Spellcasting: The dragon can cast
Claws: Melee Weapon Attack: +14 to hit, reach five spells of up to 7th level of its choice. Its
10 ft., one target. Hit: 13 (2d6 +7) slashing bonus to hit with these spells is +12 and the save
damage. DC is 20. These spells recharge at sunrise.
Typical spells known by a cloud dragon are...
Tail: Melee Weapon Attack: +14 to hit, reach 15 0th Chill Touch, Light, Mage Hand,
ft., one target. Hit: 15 (2d8 +7) bludgeoning 1st Command, Comprehend Languages,
damage. False Life
2nd Darkness, Invisibility,Web

28
3rd Animate Dead, Bestow Curse, Vampiric Bite: Melee Weapon Attack: +11 to hit, reach 15
Touch ft., one target. Hit: 15 (2d10 +5) piercing damage
4th Blight, Compulsion, Stone Shape, plus 3 (1d6) points of necrotic damage.
5th Contagion, Creation, Dream
6th Circle of Death, Create Undead, Claws: Melee Weapon Attack: +11 to hit, reach
Forbiddance 10 ft., one target. Hit: 11 (2d6 +5) slashing
7th Finger of Death, Passwall, Project damage.
Image
Tail: Melee Weapon Attack: +11 to hit, reach 15
ft., one target. Hit: 13 (2d8 +5) bludgeoning
damage.
Adult Umbral Dragon
Huge dragon, chaotic neutral Frightful Presence: Each creature of the dragon's
----------------------------------------------------------- choice that is within 120 feet of the dragon and
Armor Class: 19 (natural armor) aware of it must succeed on a DC 18 Wisdom
Hit Points: 207 (18d12+90) saving throw or become frightened for 1 minute.
Speed: 40 ft, Fly 80 ft. A creature can repeat the saving throw at the end
----------------------------------------------------------- of each of its turns, ending the effect on itself on
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) a success. If a creature's saving throw is
Wis 18 (+4) Cha 19 (+4) successful or the effect ends for it, the creature is
----------------------------------------------------------- immune to the dragon's Frightful Presence for
Saving Throws: Dex +6 Con +11 Wis +10 Cha the next 24 hours.
+10
Skills: Perception +10, Stealth +6 Shadow Breath (Recharge 5-6): The dragon
Damage immunities: necrotic. exhales a 60-foot cone-shaped cloud of darkness.
Senses: blindsight 60 ft., darkvision 120 ft. Each creature in that cloud must make a DC 19
passive perception 20 dexterity based saving throw or take 60 (15d8)
Languages: Common, Draconic, Primordial points of necrotic damage on a failed save and
Challenge: 17 (18,000 XP) Proficiency: +6 half damage on a successful save. In addition the
victim must make a second DC 18 Constitution
Ghost Bane: an umbral dragons physical attacks save or be blinded for 2 (1d4) rounds (a
and breath can damage incorporeal creatures as if successful save negates the blindness).
they were solid and entirely upon the physical
plane. In addition any necrotic attacks that would LEGENDARY ACTIONS
normally heal undead actually harm it as if it was
non-necrotic damage. The dragon can take 3 legendary actions,
choosing from the options below. Only one
Shadow Meld: as long as the dragon is in dim legendary action can be used at a time and only
light or darkness than it can take the Hide action at the end of another creatures turn. The dragon
as a bonus action. regains spent legendary actions at the start of its
turn.
Umbral Scion: Umbral dragons are immune to Detect: The dragon can make a Wisdom
level draining effects such as those used by many (Perception) check.
undead.
Tail Attack: the dragon makes a tail attack.
Legendary Resistance (3/day): if the dragon fails
a saving throw, it can choose to succeed instead. Wing Attack (cost 2 actions): the dragon beats its
----------------------------------------------------------- wings and each creature within 10 feet of the
ACTIONS dragon must succeed on a DC 19 dexterity
saving throw or take 11 (2d6+5) points of
Multiattack: the dragon can use its frightful bludgeoning damage and be knocked prone. The
presence ability. It then makes three attacks: dragon can them fly up to its flying speed
once with its bite and twice with its claws.

Variant Innate Spellcasting: The dragon can cast


four spells of up to 5th level of its choice. Its

29
bonus to hit with these spells is +10 and the save
DC is 18. These spells recharge at sunrise. Claws: Melee Weapon Attack: +8 to hit, reach 5
Typical spells known by a cloud dragon are... ft., one target. Hit: 9 (2d6 +3) slashing damage.
0th Chill Touch, Light, Mage Hand,
1st Command, Comprehend Languages, Shadow Breath (Recharge 5-6): The dragon
False Life exhales a 30-foot cone-shaped cloud of darkness.
2nd Darkness, Invisibility,Web Each creature in that cloud must make a DC 16
3rd Animate Dead, Bestow Curse, Vampiric dexterity based saving throw or take 52 (13d8)
Touch points of necrotic damage on a failed save and
4th Blight, Compulsion, Stone Shape, half damage on a successful save. In addition the
5th Contagion, Creation, Dream victim must make a second DC 16 Constitution
save or be blinded for 2 (1d4) rounds (a
successful save negates the blindness).
Young Umbral Dragon
Large dragon, chaotic neutral
----------------------------------------------------------- Variant Innate Spellcasting: The dragon can cast
Armor Class: 18 (natural armor) three spells of up to 4th level of its choice. Its
Hit Points: 136 (16d10+48) bonus to hit with these spells is +6 and the save
Speed: 40 ft, Fly 80 ft. DC is 16. These spells recharge at sunrise.
----------------------------------------------------------- Typical spells known by a cloud dragon are...
Str 17 (+3) Dex 11 (+0) Con 17 (+3) Int 16 (+3) 0th Chill Touch, Light, Mage Hand,
Wis 16 (+3) Cha 17 (+3) 1st Command, Comprehend Languages,
----------------------------------------------------------- False Life
Saving Throws: Dex +5 Con +8 Wis +8 Cha +8 2nd Darkness, Invisibility,Web
Skills: Perception +8, Stealth +5 3rd Animate Dead, Bestow Curse, Vampiric
Damage immunities: necrotic. Touch
Senses: blindsight 30 ft., darkvision 120 ft. 4th Blight, Compulsion, Stone Shape,
passive perception 18
Languages: Common, Draconic, Primordial
Challenge: 13 (10,000 XP) Proficiency: +5
Wyrmling Umbral Dragon
Ghost Bane: an umbral dragons physical attacks Medium dragon, chaotic neutral
and breath can damage incorporeal creatures as if -----------------------------------------------------------
they were solid and entirely upon the physical Armor Class: 16 (natural armor)
plane. In addition any necrotic attacks that would Hit Points: 38 (7d8+7)
normally heal undead actually harm it as if it was Speed: 30 ft, Fly 60 ft.
non-necrotic damage. -----------------------------------------------------------
Str 13 (+1) Dex 11 (+0) Con 13 (+1) Int 14 (+2)
Shadow Meld: as long as the dragon is in dim Wis 15 (+2) Cha 14 (+2)
light or darkness than it can take the Hide action -----------------------------------------------------------
as a bonus action. Saving Throws: Dex +3 Con +4 Wis +5 Cha +5
Skills: Perception +5, Stealth +3
Umbral Scion: Umbral dragons are immune to Damage immunities: necrotic.
level draining effects such as those used by many Senses: blindsight 10 ft., darkvision 60 ft.
undead. passive perception 18
Languages: Common, Draconic, Primordial
----------------------------------------------------------- Challenge: 5 (1,800 XP) Proficiency: +3
ACTIONS
Shadow Meld: as long as the dragon is in dim
Multiattack: the dragon can make three attacks: light or darkness than it can take the Hide action
once with its bite and twice with its claws. as a bonus action.

Bite: Melee Weapon Attack: +8 to hit, reach 10 Umbral Scion: Umbral dragons are immune to
ft., one target. Hit: 13 (2d10 +3) piercing level draining effects such as those used by many
damage. undead.

30
save or be blinded for 2 (1d4) rounds (a
----------------------------------------------------------- successful save negates the blindness).
ACTIONS

Bite: Melee Weapon Attack: +4 to hit, reach 5 Variant Innate Spellcasting: The dragon can cast
ft., one target. Hit: 11 (2d10 +1) piercing two spells of up to 2nd level of its choice. Its
damage. bonus to hit with these spells is +5 and the save
DC is 13. These spells recharge at sunrise.
Shadow Breath (Recharge 5-6): The dragon Typical spells known by a cloud dragon are...
exhales a 15-foot cone-shaped cloud of darkness. 0th Chill Touch, Light, Mage Hand,
Each creature in that cloud must make a DC 12 1st Command, Comprehend Languages,
dexterity based saving throw or take 28 (7d8) False Life
points of necrotic damage on a failed save and 2nd Darkness, Invisibility,Web
half damage on a successful save. In addition the
victim must make a second DC 13 Constitution

31
Primal dragons may be used to create dragonborn and sorcerers native to the lands they frequent. Such
characters use the same rules as normal for the race and class with the following changes...

Draconic Ancestry/Ancestor
Dragon Damage Type Breath Weapon (Dragonborn only)
Brine Dragon Acid 5 by 30 ft. line (Dex. Save)
Cloud Dragon Lightning 15 ft. cone (Dex. Save)
Crystal Dragon Thunder 15 ft. cone (Dex. Save)
Magma Dragon Fire 15 cone (Dex. Save)
Umbral Dragon Necrotic 15 cone (Dex. Save)

Dragons by CR
CR Dragon
Wyrmling crystal dragon
2 Wyrmling brine and magma dragon
3 Wyrmling cloud dragon
5 Wyrmling umbral dragon
7 Young crystal dragon
9 Young brine dragon
10 Adult crystal dragon
11 Young magma and cloud dragon
13 Young umbral dragon
14 Adult brine and magma dragon
15 Adult cloud dragon
17 Adult umbral dragon
19 Ancient crystal dragon
21 Ancient brine dragon
22 Ancient magma dragon
23 Ancient cloud and umbral dragon

32
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License. You must affix such a notice to any Open Game and Dave Arneson.
Content that you Use. No terms may be added to or
subtracted from this License except as described by the Wizards of the Coast, Inc. System Reference Document
License itself. No other terms or conditions may be applied to 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet,
any Open Game Content distributed using this License. 3. Monte Cook, Skip Williams, based on material by E. Gary
Offer and Acceptance: By Using the Open Game Content Gygax and Dave Arneson.
You indicate Your acceptance of the terms of this License. 4.
Grant and Consideration: In consideration for agreeing to use Fifth Edition Foes, 2014, Frog God Games, LLC.
this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact Converting Dragons for 5th Edition, 2016. Scribid.com;
terms of this License to Use, the Open Game Content. 5. Author Tamara Henson.
Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You Pathfinder Roleplaying Game Bestiary 2, 2010, Paizo
represent that Your Contributions are Your original creation Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn,
and/ or You have sufficient rights to grant the rights Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost,
conveyed by this License. 6. Notice of License Copyright: Tim Hitchcock, Brandon Hodge, James Jacobs, Steve
You must update the COPYRIGHT NOTICE portion of this Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik
License to include the exact text of the COPYRIGHT Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F.
NOTICE of any Open Game Content You are copying, Wesley Schneider, Owen K.C. Stephens, James L. Sutter,
modifying Russ Taylor, and Greg A. Vaughan, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams.

33
Men & Monsters of Ethiopia 2016, Skirmisher
Publishing LLC.

Tome of Beasts. 2016, Open Design; Authors Chris


Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang
Baur.

The Primal Dragons. 2017. Scribid.com; Author Tamara


Henson.

OPEN GAME LICENSE Version 1.0a

END OF LICENSE

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