FIZBAN’S TREASURY OF DRAGONS 1
ALSO BY ANNE GREGERSEN
CREDITS
Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan
Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by
Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.
2 BLOODIED & BRUISED
TABLE OF CONTENTS
BLOODIED & BRUISED Dragonnel ��������������������������������������������������������������������������������������������� 17
Dragon Turtles ������������������������������������������������������������������������������������� 17
The Bloodied Condition ����������������������������������������������������������������������� 4
Bloodied Abilities ������������������������������������������������������������������������������������5 Ancient Dragon Turtle ��������������������������������������������������������������������������17
Young Dragon Turtle �����������������������������������������������������������������������������17
Death Throes ������������������������������������������������������������������������������������������ 5 Dragon Turtle Wyrmling ����������������������������������������������������������������������17
Egg Hunters ������������������������������������������������������������������������������������������ 18
CREATURE ENTRIES Egg Hunter Hatchling ���������������������������������������������������������������������������18
Egg Hunter Adult �����������������������������������������������������������������������������������18
Amethyst Dragons ��������������������������������������������������������������������������������� 6 Elder Brain Dragon ����������������������������������������������������������������������������� 18
Ancient Amethyst Dragon ����������������������������������������������������������������������6 Emerald Dragons ��������������������������������������������������������������������������������� 18
Adult Amethyst Dragon �������������������������������������������������������������������������6 Ancient Emerald Dragon ����������������������������������������������������������������������18
Young Amethyst Dragon ������������������������������������������������������������������������7 Adult Emerald Dragon �������������������������������������������������������������������������19
Amethyst Dragon Wyrmling ������������������������������������������������������������������7 Young Emerald Dragon ������������������������������������������������������������������������19
Emerald Dragon Wyrmling ������������������������������������������������������������������19
Animated Breath ����������������������������������������������������������������������������������� 7 Eyedrake ����������������������������������������������������������������������������������������������� 19
Aspect of Bahamut �������������������������������������������������������������������������������� 8 Gem Greatwyrm ���������������������������������������������������������������������������������� 20
Aspect of Tiamat ������������������������������������������������������������������������������������ 8 Gem Stalker ������������������������������������������������������������������������������������������ 20
Chromatic Greatwyrm �������������������������������������������������������������������������� 9 Ghost Dragon ��������������������������������������������������������������������������������������� 21
Crystal Dragons ����������������������������������������������������������������������������������� 10 Hoard Mimic ���������������������������������������������������������������������������������������� 21
Hoard Scarabs �������������������������������������������������������������������������������������� 21
Ancient Crystal Dragon ������������������������������������������������������������������������10 Hoard Scarab ������������������������������������������������������������������������������������������21
Adult Crystal Dragon ���������������������������������������������������������������������������11 Swarm of Hoard Scarabs �����������������������������������������������������������������������21
Young Crystal Dragon ���������������������������������������������������������������������������11 Hollow Dragon ������������������������������������������������������������������������������������ 21
Crystal Dragon Wyrmling ��������������������������������������������������������������������11 Liondrake ��������������������������������������������������������������������������������������������� 22
Deep Dragons �������������������������������������������������������������������������������������� 12 Metallic Greatwyrm �������������������������������������������������������������������������������22
Ancient Deep Dragon ���������������������������������������������������������������������������12 Metallic Sentinels �������������������������������������������������������������������������������� 23
Adult Deep Dragon ������������������������������������������������������������������������������12 Metallic Peacekeeper �����������������������������������������������������������������������������23
Young Deep Dragon ������������������������������������������������������������������������������13 Metallic Warbler ������������������������������������������������������������������������������������23
Deep Dragon Wyrmling �����������������������������������������������������������������������13 Moonstone Dragons ���������������������������������������������������������������������������� 23
Dracohydra ������������������������������������������������������������������������������������������� 13 Ancient Moonstone Dragon �����������������������������������������������������������������23
Draconians ������������������������������������������������������������������������������������������� 13 Adult Moonstone Dragon ��������������������������������������������������������������������24
Draconian Dreadnought �����������������������������������������������������������������������13 Young Moonstone Dragon �������������������������������������������������������������������24
Draconian Foot Soldier �������������������������������������������������������������������������14 Moonstone Dragon Wyrmling �������������������������������������������������������������24
Draconian Infiltrator �����������������������������������������������������������������������������14 Sapphire Dragons �������������������������������������������������������������������������������� 25
Draconian Mage �������������������������������������������������������������������������������������14 Ancient Sapphire Dragon ���������������������������������������������������������������������25
Draconian Mastermind �������������������������������������������������������������������������14 Adult Sapphire Dragon ������������������������������������������������������������������������25
Draconic Shard ������������������������������������������������������������������������������������ 15 Young Sapphire Dragon ������������������������������������������������������������������������26
Dragonblood Ooze ������������������������������������������������������������������������������ 15 Sapphire Dragon Wyrmling �����������������������������������������������������������������26
Dragonbone Golem ����������������������������������������������������������������������������� 15 Sea Serpents ����������������������������������������������������������������������������������������� 26
Dragonborn Champions �������������������������������������������������������������������� 15 Ancient Sea Serpent ������������������������������������������������������������������������������26
Dragonborn of Bahamut �����������������������������������������������������������������������15 Young Sea Serpent ���������������������������������������������������������������������������������26
Dragonborn of Sardior ��������������������������������������������������������������������������15 Topaz Dragons ������������������������������������������������������������������������������������� 27
Dragonborn of Tiamat ��������������������������������������������������������������������������16 Ancient Topaz Dragon ��������������������������������������������������������������������������27
Dragonflesh Grafters ��������������������������������������������������������������������������� 16 Adult Topaz Dragon �����������������������������������������������������������������������������27
Dragonflesh Grafter �������������������������������������������������������������������������������16 Young Topaz Dragon �����������������������������������������������������������������������������28
Dragonflesh Abomination ��������������������������������������������������������������������16 Topaz Dragon Wyrmling ����������������������������������������������������������������������28
Dragon Followers �������������������������������������������������������������������������������� 16
Dragon Blessed ���������������������������������������������������������������������������������������16
Dragon Chosen ��������������������������������������������������������������������������������������16
Dragon Speaker ��������������������������������������������������������������������������������������16
FIZBAN’S TREASURY OF DRAGONS 3
BLOODIED & BRUISED
MORDENKAINEN’S TOME OF FOES
T he bugbear chief nurses a gushing condition. This number is static and doesn’t take
wound in her side before issuing an into account things like additional hit points or
order of retreat to her allies. A bright similar effects.
light forms around the angel’s dying
body, blinding everyone near it as it passes on from Some creatures gain new abilities when they
the world of the living. With blood streaming down become bloodied, making them fight harder or
its torso, an enraged hill giant slams its fists into the more desperately than before. Some abilities can
ground and causes the earth around it to quake. only be triggered once during an encounter, while
others persist for as long as the creature is bloodied.
Bloodied & Bruised provides special combat
actions to the creatures in Fizban’s Treasury of • While Bloodied… Traits that have this or
Dragons offering new tactics for them to employ similar text in the opening, persist for as long
in battle. Some of these abilities only have a light as the creature is bloodied.
impact on how the creature acts, while other
“bloodied features” completely change how the • When First Bloodied… Traits that have this
monster behaves in battle. Bloodied & Bruised is text in the opening are only triggered when
designed to make the latter half of battle more the creature is first bloodied in an encounter.
teeth-clenching than the rounds that came before it. If the creature is healed out of its bloodied
state and then made bloodied again later
THE BLOODIED CONDITION during the same encounter, this ability doesn’t
trigger again.
The “bloodied” condition, originally from 4e, is
used to signify how a creature is faring in a combat Player characters can become bloodied as well.
scenario. A creature becomes bloodied when it This information can be useful for the party’s
reaches half of its hit point maximum (rounded opponents, as they can see who among the party
down), which acts as a way of communicating is closest to falling unconscious and target them
the state of an opponent in a fight. Telling the accordingly. Some creatures, like lycanthropes, even
players the creature they are fighting is bloodied get abilities that make them extra deadly against
shows them how far along in the fight they are and bloodied characters.
whether they should be planning a retreat or going
in for the kill. What is an Encounter? An “encounter” is any
physical conflict that the party has against enemies,
For consistency’s sake, all creatures listed in this monsters, or the environment. Its beginning is
document are given the “bloodied” condition, even signified by rolling initiative, and it ends when all
where that word may not be the most suitable to characters are out of initiative. Trigger abilities, as
use. In some cases, such as with constructs and presented in this document, can only be used once
oozes, the terms “bruised” or “battered” better per encounter.
describe how a creature is faring in a fight. This
document also notes the hit point amount a Bloodied Critters. If a creature has 10 hit points
specific creature must have to receive the bloodied or less, this document provides it with no bloodied
abilities. A creature with so few hit points would
rarely be in a fight for more than a round or two,
4 BLOODIED & BRUISED
and bloodied abilities are excessive for its stat block. DEATH THROES
However, if you wish to add a bloodied ability to
such a creature, we suggest adding the Cornered Death Throes is a new effect added by this book,
bloodied ability or Made It Angry strength, as meant to make the defeat of an enemy stand out as
defined by this document. See the dracohydra it makes a final show of defiance when slain. It’s a
entry for details on these abilities. unique effect triggered when certain creatures reach
0 hit points and die. Some creatures already have
BLOODIED ABILITIES a Death Throes trait written into their stat block.
This document adds new Death Throes to several
A creature’s abilities depend on the resources the other creatures that the DM can use to make an
creature has on hand. If a creature is animal-like in encounter more destructive or unique.
nature, it lashes out in desperation or grows tired
as the fight goes on, while humanoid opponents Depending on the nature of the creature’s death,
might look for ways to leave combat as they see the the Death Throes might not
fight turning against them. For this reason, some activate. For instance, if
bloodied features recur throughout the document, the creature dies from fall
as they are associated with a specific type of damage, is obliterated such
creature. as with the disintegrate
spell, or suffers instant
The amount of bloodied abilities also depends on death, it’s up to the DM
the creature’s CR. There is no reason for a creature whether the Death Throes
with only a few hit points to have a ton of new occur or not.
possible actions it can do if it’s gonna be defeated
in a couple of rounds anyway. Lower CR creatures
don’t have as many or as complex bloodied abilities
as a result.
Bloodied abilities can look as follows:
Ability Recharge. A trait or action is immediately
recharged without the creature having to roll for it.
New Ability. The creature gains a new trait or
action while in its bloodied state.
Strength or Frailty. The creature is made stronger
or weaker in its bloodied state. This can include
changes to its AC, speed, or damage resistances.
Trigger Ability. When the creature becomes
bloodied, a unique ability is triggered. The ability
only triggers if the creature is able to act it out,
meaning that incapacitated creatures can’t use
trigger abilities in most cases. Likewise, if the
trigger ability requires a reaction to fulfill, the
creature can’t use the ability if it has already used
its reaction that round.
FIZBAN’S TREASURY OF DRAGONS 5
CREATURE ENTRIES
AMETHYST DRAGONS failed the save, the creature is grappled (escape DC
18) and restrained. On a success, the creature takes
ANCIENT AMETHYST DRAGON no damage, isn’t knocked prone, and is pushed 5
feet out of the dragon‘s space into an unoccupied
When bloodied at 222 HP, the ancient amethyst space of the creature’s choice. A creature that
dragon has the following features. cannot move or chooses not to move suffers the
consequences of a failed saving throw.
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses New Ability: Splintery Hide. While bloodied,
of its legendary actions. the dragon’s crystalline hide shatters when
struck. If a creature hits the dragon with a melee
Ability Recharge: Singularity Breath. When weapon attack while within 5 feet of the dragon,
first bloodied, the dragon’s Singularity Breath the creature takes 7 (3d4) piercing damage from
ability is recharged. splintered crystals.
New Ability: Fling. While bloodied, the dragon Trigger Ability: Cornered. When first bloodied,
can replace one of its Claw attacks with a Fling the dragon can use its reaction to make a Claw
attack, but only if it just successfully hit a Large attack against a creature within range.
or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is ADULT AMETHYST DRAGON
thrown up to 30 feet in a direction of the dragon’s
choice, landing prone. If a thrown target strikes When bloodied at 114 HP, the adult amethyst
a solid surface, the target takes 1d6 bludgeoning dragon has the following features.
damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must Ability Recharge: Legendary Actions. When
succeed on a DC 19 Dexterity saving throw or take first bloodied, the dragon regains all expended uses
the same damage and be knocked prone. of its legendary actions.
New Ability: Heavy Step. While bloodied, if the Ability Recharge: Singularity Breath. When
dragon moves at least 20 feet and doesn’t leave the first bloodied, the dragon’s Singularity Breath
ground, it can replace its Bite attack with a Heavy ability is recharged.
Step attack. While doing so, it can enter the spaces
of Large or smaller creatures. Whenever the dragon New Ability: Fling. While bloodied, the dragon
enters a creature’s space, the creature must make a can replace one of its Claw attacks with a Fling
DC 18 Dexterity saving throw. attack, but only if it just successfully hit a Medium
or smaller creature with a Bite attack on the same
On a failed save, the creature takes 35 (10d6) turn. Then, the creature the dragon just bit is
bludgeoning damage and is knocked prone. If the thrown up to 30 feet in a direction of the dragon’s
dragon ends its turn in that space and the creature choice, landing prone. If a thrown target strikes
6 BLOODIED & BRUISED
a solid surface, the target takes 1d6 bludgeoning AMETHYST DRAGON WYRMLING
damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must When bloodied at 37 HP, the amethyst dragon
succeed on a DC 17 Dexterity saving throw or take wyrmling has the following features.
the same damage and be knocked prone.
Ability Recharge: Singularity Breath. When
New Ability: Splintery Hide. While bloodied, first bloodied, the dragon’s Singularity Breath
the dragon’s crystalline hide shatters when ability is recharged.
struck. If a creature hits the dragon with a melee
weapon attack while within 5 feet of the dragon, New Ability: Nimble Dodge. While bloodied,
the creature takes 7 (3d4) piercing damage from the dragon can use its reaction to add 2 to its AC
splintered crystals. against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw New Ability: Splintery Hide. While bloodied,
attack against a creature within range. the dragon’s crystalline hide shatters when
struck. If a creature hits the dragon with a melee
YOUNG AMETHYST DRAGON weapon attack while within 5 feet of the dragon,
the creature takes 7 (3d4) piercing damage from
When bloodied at 84 HP, the young amethyst splintered crystals.
dragon has the following features.
Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Singularity Breath. When the dragon can use its reaction to make a Claw
first bloodied, the dragon’s Singularity Breath attack against a creature within range.
ability is recharged.
ANIMATED BREATH
New Ability: Bite Back. While bloodied, if a
creature misses the dragon with a melee attack, it When bloodied at 47 HP, the animated breath has
can use its reaction to make a Bite attack against the following features.
the creature.
New Ability: Creator Emboldened. While
New Ability: Splintery Hide. While bloodied, bloodied and within 30 feet of the dragon that
the dragon’s crystalline hide shatters when created it, the animated breath deals one additional
struck. If a creature hits the dragon with a melee die of damage with its Slam attack and its
weapon attack while within 5 feet of the dragon, Chromatic Form abilities. The extra damage is of
the creature takes 7 (3d4) piercing damage from the animated breath’s Chromatic Form type.
splintered crystals.
Strength: Immunity. While bloodied, the
Trigger Ability: Cornered. When first bloodied, animated breath is immune to the damage type
the dragon can use its reaction to make a Claw granted by its Chromatic Form.
attack against a creature within range.
Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of
energy. Each creature in a 10-foot radius of the
animated breath when it dies must succeed on a
DC 15 Dexterity saving throw or take 11 (2d10)
piercing damage.
FIZBAN’S TREASURY OF DRAGONS 7
ASPECT OF BAHAMUT space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
When bloodied at 292 HP or under the effects of consequences of a failed saving throw.
Platinum Brilliance, the aspect of Bahamut has the
following features. Trigger Ability: Cornered. When first bloodied,
Bahamut can use its reaction to make a Claw attack
Ability Recharge: Breath Weapon. When against a creature within range.
first bloodied, Bahamut’s Breath Weapon
ability is recharged. Death Throes: Wrath of Dragons. When
Bahamut dies, the loss of the draconic aspect
Ability Recharge: Legendary Actions. When rocks the surrounding environment. The ground
first bloodied, Bahamut regains all expended uses of within 300 feet of where Bahamut died becomes
its legendary actions. difficult terrain, and all creatures in the area must
succeed on a DC 26 Dexterity saving throw or fall
New Ability: Fling. While bloodied, Bahamut prone. In addition, all living metallic dragons feel
can replace one of its Claw attacks with a Fling a profound wrath against the creature that killed
attack, but only if it just successfully hit a Large or Bahamut. For the next 30 days, if a metallic dragon
smaller creature with a Bite attack on the same turn. sees the creature that killed Bahamut, the dragon
Then, the creature Bahamut just bit is thrown up to must succeed on a DC 20 Wisdom saving throw
30 feet in a direction of the dragon’s choice, landing or become hostile to the creature. The dragon can
prone. If a thrown target strikes a solid surface, the choose to fail its saving throw.
target takes 1d6 bludgeoning damage for every 10
feet it was thrown. If the target is thrown at another ASPECT OF TIAMAT
creature, that creature must succeed on a DC 19
Dexterity saving throw or take the same damage When bloodied at 287 HP or under the effects
and be knocked prone. of Chromatic Wrath, the aspect of Tiamat has the
following features.
New Ability: Heavy Step. While bloodied, if
Bahamut moves at least 20 feet and doesn’t leave the Ability Recharge: Chromatic Flames.
ground, it can replace its Bite attack with a Heavy When first bloodied, Tiamat’s Chromatic Flames
Step attack. While doing so, it can enter the spaces ability is recharged.
of Large or smaller creatures. Whenever Bahamut
enters a creature’s space, the creature must make a Ability Recharge: Legendary Actions. When
DC 18 Dexterity saving throw. first bloodied, Tiamat regains all expended uses of
its legendary actions.
On a failed save, the creature takes 35 (10d6)
bludgeoning damage and is knocked prone. If the New Ability: Fling. While bloodied, Tiamat can
dragon ends its turn in that space and the creature replace one of its Claw attacks with a Fling attack,
failed the save, the creature is grappled (escape DC but only if it just successfully hit a Large or smaller
18) and restrained. On a success, the creature takes creature with a Bite attack on the same turn. Then,
no damage, isn’t knocked prone, and is pushed 5
feet out of Bahamut‘s space into an unoccupied
8 BLOODIED & BRUISED
the creature Tiamat just bit is thrown up to 30 feet CHROMATIC GREATWYRM
in a direction of the dragon’s choice, landing prone.
If a thrown target strikes a solid surface, the target When bloodied at 266 HP or under the effects of
takes 1d6 bludgeoning damage for every 10 feet Chromatic Awakening, the Chromatic Greatwyrm
it was thrown. If the target is thrown at another has the following features.
creature, that creature must succeed on a DC 19
Dexterity saving throw or take the same damage Ability Recharge: Breath Weapon. When
and be knocked prone. first bloodied, the dragon’s Breath Weapon
ability is recharged.
New Ability: Heavy Step. While bloodied, if
Tiamat moves at least 20 feet and doesn’t leave the Ability Recharge: Legendary Actions. When
ground, it can replace its Bite attack with a Heavy first bloodied, the dragon regains all expended uses
Step attack. While doing so, it can enter the spaces of its legendary actions.
of Large or smaller creatures. Whenever the dragon
enters a creature’s space, the creature must make a New Ability: Fear Aura. While bloodied, any
DC 18 Dexterity saving throw. creature hostile to the dragon that starts its turn
within 30 feet of the dragon must succeed on a DC
On a failed save, the creature takes 35 (10d6) 26 Wisdom saving throw or be frightened of the
bludgeoning damage and is knocked prone. If the dragon until the start of its next turn. If a creature’s
dragon ends its turn in that space and the creature saving throw is successful, it is immune to the
failed the save, the creature is grappled (escape DC dragon’s Fear Aura for the next 24 hours. This trait
18) and restrained. On a success, the creature takes is suppressed while the dragon is incapacitated.
no damage, isn’t knocked prone, and is pushed 5
feet out of Tiamat‘s space into an unoccupied space New Ability: Fling. While bloodied, the dragon
of the creature’s choice. A creature that cannot move can replace one of its Claw attacks with a Fling
or chooses not to move suffers the consequences of attack, but only if it just successfully hit a Large
a failed saving throw. or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is
Trigger Ability: Cornered. When first bloodied, thrown up to 30 feet in a direction of the dragon’s
Tiamat can use its reaction to make a Claw attack choice, landing prone. If a thrown target strikes
against a creature within range. a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
Death Throes: Wrath of Dragons. When is thrown at another creature, that creature must
Tiamat dies, the loss of the draconic aspect rocks succeed on a DC 19 Dexterity saving throw or take
the surrounding environment. The ground within the same damage and be knocked prone.
300 feet of where Tiamat died becomes difficult
terrain, and all creatures in the area must succeed New Ability: Heavy Step. While bloodied, if the
on a DC 26 Dexterity saving throw or fall prone. dragon moves at least 20 feet and doesn’t leave the
In addition, all living chromatic dragons feel a ground, it can replace its Bite attack with a Heavy
profound wrath against the creature that killed Step attack. While doing so, it can enter the spaces
Tiamat. For the next 30 days, if a chromatic dragon of Large or smaller creatures. Whenever the dragon
sees the creature that killed Tiamat, the dragon enters a creature’s space, the creature must make a
must succeed on a DC 20 Wisdom saving throw or DC 18 Dexterity saving throw.
become hostile against the creature. The dragon can
choose to fail its saving throw. On a failed save, the creature takes 35 (10d6)
bludgeoning damage and is knocked prone. If the
dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC
FIZBAN’S TREASURY OF DRAGONS 9
18) and restrained. On a success, the creature takes attack, but only if it just successfully hit a Large
no damage, isn’t knocked prone, and is pushed 5 or smaller creature with a Bite attack on the same
feet out of the dragon‘s space into an unoccupied turn. Then, the creature the dragon just bit is
space of the creature’s choice. A creature that thrown up to 30 feet in a direction of the dragon’s
cannot move or chooses not to move suffers the choice, landing prone. If a thrown target strikes
consequences of a failed saving throw. a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
New Ability: Outsmarted, Outwitted, is thrown at another creature, that creature must
Outplayed. While bloodied, the dragon has succeed on a DC 19 Dexterity saving throw or take
advantage on Intelligence, Wisdom, and Charisma the same damage and be knocked prone.
saving throws.
New Ability: Heavy Step. While bloodied, if the
Trigger Ability: Cornered. When first bloodied, dragon moves at least 20 feet and doesn’t leave the
the dragon can use its reaction to make a Claw ground, it can replace its Bite attack with a Heavy
attack against a creature within range. Step attack. While doing so, it can enter the spaces
of Large or smaller creatures. Whenever the dragon
CRYSTAL DRAGONS enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw.
ANCIENT CRYSTAL DRAGON
On a failed save, the creature takes 35 (10d6)
When bloodied at 111 HP, the ancient crystal bludgeoning damage and is knocked prone. If the
dragon has the following features. dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC
Ability Recharge: Legendary Actions. When 18) and restrained. On a success, the creature takes
first bloodied, the dragon regains all expended uses no damage, isn’t knocked prone, and is pushed 5
of its legendary actions. feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that
Ability Recharge: Scintillating Breath. When cannot move or chooses not to move suffers the
first bloodied, the dragon’s Scintillating Breath consequences of a failed saving throw.
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
New Ability: Blinded by Starlight. While the dragon can use its reaction to make a Claw
bloodied, the dragon emits pure starlight from attack against a creature within range.
its body. At the beginning of each of its turns, the
dragon targets 1d4 random hostile creatures within
60 feet of it. Each targeted creature must succeed on
a DC 19 Constitution saving throw or be blinded
until the beginning of its next turn.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
10 BLOODIED & BRUISED
ADULT CRYSTAL DRAGON YOUNG CRYSTAL DRAGON
When bloodied at 86 HP, the adult crystal dragon When bloodied at 47 HP, the young crystal dragon
has the following features. has the following features.
Ability Recharge: Legendary Actions. When Ability Recharge: Scintillating Breath. When
first bloodied, the dragon regains all expended uses first bloodied, the dragon’s Scintillating Breath
of its legendary actions. ability is recharged.
Ability Recharge: Scintillating Breath. When New Ability: Bite Back. While bloodied, if a
first bloodied, the dragon’s Scintillating Breath creature misses the dragon with a melee attack, it
ability is recharged. can use its reaction to make a Bite attack against
the creature.
New Ability: Blinded by Starlight. While
bloodied, the dragon emits pure starlight from New Ability: Blinded by Starlight. While
its body. At the beginning of each of its turns, the bloodied, the dragon emits pure starlight from
dragon targets 1d4 random hostile creatures within its body. At the beginning of each of its turns, the
60 feet of it. Each targeted creature must succeed on dragon targets 1d2 random hostile creatures within
a DC 17 Constitution saving throw or be blinded 60 feet of it. Each targeted creature must succeed on
until the beginning of its next turn. a DC 14 Constitution saving throw or be blinded
until the beginning of its next turn.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling Trigger Ability: Cornered. When first bloodied,
attack, but only if it just successfully hit a Medium the dragon can use its reaction to make a Claw
or smaller creature with a Bite attack on the same attack against a creature within range.
turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s CRYSTAL DRAGON WYRMLING
choice, landing prone. If a thrown target strikes
a solid surface, the target takes 1d6 bludgeoning When bloodied at 16 HP, the crystal dragon
damage for every 10 feet it was thrown. If the target wyrmling has the following features.
is thrown at another creature, that creature must
succeed on a DC 17 Dexterity saving throw or take Ability Recharge: Scintillating Breath. When
the same damage and be knocked prone. first bloodied, the dragon’s Scintillating Breath
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw New Ability: Blinded by Starlight. While
attack against a creature within range. bloodied, the dragon emits pure starlight from
its body. At the beginning of each of its turns, the
dragon targets 1 random hostile creature within
60 feet of it. The targeted creature must succeed on
a DC 12 Constitution saving throw or be blinded
until the beginning of its next turn.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.
FIZBAN’S TREASURY OF DRAGONS 11
DEEP DRAGONS space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
ANCIENT DEEP DRAGON consequences of a failed saving throw.
When bloodied at 100 HP, the ancient deep dragon Strength: Earthly Plating. While bloodied
has the following features. and touching the ground, the dragon’s AC
increases by 2.
Ability Recharge: Nightmare Breath. When
first bloodied, the dragon’s Nightmare Breath Trigger Ability: Cornered. When first bloodied,
ability is recharged. the dragon can use its reaction to make a Claw
attack against a creature within range.
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses ADULT DEEP DRAGON
of its legendary actions.
When bloodied at 73 HP, the adult deep dragon
New Ability: Fling. While bloodied, the dragon has the following features.
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large Ability Recharge: Nightmare Breath. When
or smaller creature with a Bite attack on the same first bloodied, the dragon’s Nightmare Breath
turn. Then, the creature the dragon just bit is ability is recharged.
thrown up to 30 feet in a direction of the dragon’s
choice, landing prone. If a thrown target strikes Ability Recharge: Legendary Actions. When
a solid surface, the target takes 1d6 bludgeoning first bloodied, the dragon regains all expended uses
damage for every 10 feet it was thrown. If the target of its legendary actions.
is thrown at another creature, that creature must
succeed on a DC 19 Dexterity saving throw or take New Ability: Fling. While bloodied, the dragon
the same damage and be knocked prone. can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Medium
New Ability: Heavy Step. While bloodied, if the or smaller creature with a Bite attack on the same
dragon moves at least 20 feet and doesn’t leave the turn. Then, the creature the dragon just bit is
ground, it can replace its Bite attack with a Heavy thrown up to 30 feet in a direction of the dragon’s
Step attack. While doing so, it can enter the spaces choice, landing prone. If a thrown target strikes
of Large or smaller creatures. Whenever the dragon a solid surface, the target takes 1d6 bludgeoning
enters a creature’s space, the creature must make a damage for every 10 feet it was thrown. If the target
DC 18 Dexterity saving throw. is thrown at another creature, that creature must
succeed on a DC 17 Dexterity saving throw or take
On a failed save, the creature takes 35 (10d6) the same damage and be knocked prone.
bludgeoning damage and is knocked prone. If the
dragon ends its turn in that space and the creature Strength: Earthly Plating. While bloodied
failed the save, the creature is grappled (escape DC and touching the ground, the dragon’s AC
18) and restrained. On a success, the creature takes increases by 2.
no damage, isn’t knocked prone, and is pushed 5
feet out of the dragon‘s space into an unoccupied Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.
12 BLOODIED & BRUISED
YOUNG DEEP DRAGON DRACOHYDRA
When bloodied at 46 HP, the young deep dragon When bloodied at 109 HP, the dracohydra has the
has the following features. following features.
Ability Recharge: Nightmare Breath. When Ability Recharge: Prismatic Breath. When
first bloodied, the dragon’s Nightmare Breath first bloodied, the dracohydra’s Prismatic Breath
ability is recharged. ability is recharged.
New Ability: Bite Back. While bloodied, if a Frailty: Worn Out. While bloodied, the
creature misses the dragon with a melee attack, it dracohydra’s speed is lowered by 10 feet (to a
can use its reaction to make a Bite attack against minimum of 5 feet).
the creature.
Strength: Made It Angry. While bloodied,
Strength: Earthly Plating. While bloodied the dracohydra has advantage on saving throws
and touching the ground, the dragon’s AC against being charmed, frightened, knocked
increases by 2. prone, and stunned.
Trigger Ability: Cornered. When first bloodied, Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw the dracohydra can use its reaction to make an
attack against a creature within range. attack against a creature within range. The hydra
can use this ability as many times as it has heads,
DEEP DRAGON WYRMLING provided it has the available reactions.
When bloodied at 13 HP, the deep dragon DRACONIANS
wyrmling has the following features.
DRACONIAN DREADNOUGHT
Ability Recharge: Nightmare Breath. When
first bloodied, the dragon’s Nightmare Breath When bloodied at 28 HP, the draconian
ability is recharged. dreadnought has the following features.
New Ability: Nimble Dodge. While bloodied, New Ability: Battle Presence. While bloodied,
the dragon can use its reaction to add 2 to its AC the draconian has two reactions per round.
against one weapon attack that would hit it. To do
so, the dragon must see the attacker. Trigger Ability: Cornered. When first bloodied,
the draconian can make a melee attack against a
Strength: Earthly Plating. While bloodied creature within range as a reaction.
and touching the ground, the dragon’s AC
increases by 2. Death Throes: Taken from the Stat Block.
When the draconian dies, it bursts into flames and
Trigger Ability: Cornered. When first bloodied, is reduced to ashes. Each creature in a 10-foot-
the dragon can use its reaction to make a Claw radius sphere centered on the draconian must
attack against a creature within range. succeed on a DC 13 Dexterity saving throw or take
10 (3d6) fire damage.
FIZBAN’S TREASURY OF DRAGONS 13
DRACONIAN FOOT SOLDIER DRACONIAN MAGE
When bloodied at 11 HP, the draconian foot When bloodied at 20 HP, the draconian mage has
soldier has the following features. the following features.
Trigger Ability: Cornered. When first bloodied, New Ability: Cast Attack. While bloodied, if the
the draconian can make a melee attack against a draconian uses an action to cast a spell, it can make
creature within range as a reaction. a melee attack as a bonus action.
Death Throes: Taken from the Stat Block. Death Throes: Taken from the Stat Block.
When the draconian dies, its body turns to stone When the draconian dies, its scales and flesh
and releases a petrifying gas. Each creature within immediately shrivel away and its bones explode.
5 feet of the draconian must succeed on a DC 11 Each creature within 10 feet of it must succeed
Constitution saving throw or be restrained as it on a DC 10 Dexterity saving throw or take 9
begins to turn to stone. The restrained creature (2d8) force damage.
must repeat the saving throw at the end of its next
turn. On a success, the effect ends; otherwise the DRACONIAN MASTERMIND
creature is petrified for 1 minute. After 1 minute,
the body of the draconian crumbles to dust. When bloodied at 33 HP, the draconian
mastermind has the following features.
DRACONIAN INFILTRATOR
Ability Recharge: Noxious Breath. When
When bloodied at 19 HP, the draconian infiltrator first bloodied, the draconian’s Noxious Breath
has the following features. ability is recharged.
New Ability: Ambush Predator. While New Ability: Cast Attack. While bloodied, if the
bloodied, the draconian can take the Hide action draconian uses an action to cast a spell, it can make
as a bonus action and has advantage on Dexterity a melee attack as a bonus action.
(Stealth) checks.
Death Throes: Taken from the Stat Block.
Death Throes: Taken from the Stat Block. When the draconian dies, its magical essence lashes
When the draconian dies, it turns into a puddle out as a ball of lightning at the closest creature
of acid and splashes acid on those around it. Each within 30 feet of it before arcing out to up to two
creature within 5 feet of the draconian must succeed other creatures within 15 feet of the first. Each
on a DC 12 Dexterity saving throw or be covered in creature must make a DC 14 Dexterity saving
acid for 1 minute. A creature can use its action to throw. On a failed save, the creature takes 9 (2d8)
scrape or wash the acid off itself or another creature. lightning damage and is stunned until the end of its
A creature covered in the acid takes 7 (2d6) acid next turn. On a successful save, the creature takes
damage at the start of each of its turns. half as much damage and isn’t stunned.
14 BLOODIED & BRUISED
DRACONIC SHARD a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
When bloodied at 84 HP, the draconic shard has is thrown at another creature, that creature must
the following features. succeed on a DC 20 Dexterity saving throw or take
the same damage and be knocked prone.
Ability Recharge: Psychic Crush. When first
bloodied, the draconic shard’s Psychic Crush Strength: Immunity. While bloodied, the
ability is recharged. dragonbone golem is immune to necrotic damage.
Ability Recharge: Legendary Actions. When DRAGONBORN CHAMPIONS
first bloodied, the draconic shard regains all
expended uses of its legendary actions. DRAGONBORN OF BAHAMUT
New Ability: Soulful Companion. While When bloodied at 46 HP, the dragonborn of
bloodied and inhabiting an object, the draconic Bahamut has the following features.
shard can offer additional protection to creatures
holding the object. In addition to the benefits Ability Recharge: Radiant Breath. When
already granted, a creature that wears or carries first bloodied, the dragonborn’s Radiant Breath
the inhabited object has advantage on Intelligence, ability is recharged.
Wisdom, and Charisma saving throws.
New Ability: Battle Presence. While bloodied,
DRAGONBLOOD OOZE the dragonborn has two reactions per round.
When bloodied at 34 HP, the dragonblood ooze Trigger Ability: Cornered. When first bloodied,
has the following feature. the dragonborn can make a melee attack against a
creature within range as a reaction.
Strength: Bludgeoning Resistance. While
bloodied, the dragonblood ooze is resistant to DRAGONBORN OF SARDIOR
bludgeoning damage.
When bloodied at 37 HP, the dragonborn of
DRAGONBONE GOLEM Sardior has the following features.
When bloodied at 80 HP, the dragonbone golem Ability Recharge: Heat Breath. When
has the following features. first bloodied, the dragonborn’s Heat Breath
ability is recharged.
Ability Recharge: Petrifying Breath. When
first bloodied, the dragonbone golem’s Petrifying New Ability: Mind Over Matter. While
Breath ability is recharged. bloodied, the dragonborn reacts more swiftly
to danger. When forced to make a Strength or
New Ability: Fling. While bloodied, the Dexterity saving throw, the dragonborn can choose
dragonbone golem can replace one of its Rend to make an Intelligence saving throw instead.
attacks with a Fling attack, but only if it just
successfully hit a Large or smaller creature with a
Pinion attack on the same turn. Then, the creature
the dragonbone golem just pinned is thrown up
to 30 feet in a direction of the dragonbone golem’s
choice, landing prone. If a thrown target strikes
FIZBAN’S TREASURY OF DRAGONS 15
DRAGONBORN OF TIAMAT DRAGON FOLLOWERS
When bloodied at 42 HP, the dragonborn of DRAGON BLESSED
Tiamat has the following features.
When bloodied at 37 HP, the dragon blessed has
Ability Recharge: Necrotic Breath. When the following features.
first bloodied, the dragonborn’s Necrotic Breath
ability is recharged. New Ability: Divine Wrath. If the dragon
blessed is concentrating on a spell while bloodied,
Strength: Made It Angry. While bloodied, its weapon attacks deal an additional 2 (1d4)
the dragonborn has advantage on saving throws radiant damage.
against being charmed, frightened, knocked
prone, and stunned. Trigger Ability: Tactical Retreat. When first
bloodied, the dragon blessed can use its reaction
Trigger Ability: Cornered. When first bloodied, to move up to its speed without provoking
the dragonborn can make a melee attack against a opportunity attacks. It then makes one attack with
creature within range as a reaction. its radiant bolt.
DRAGONFLESH GRAFTERS DRAGON CHOSEN
DRAGONFLESH GRAFTER When bloodied at 22 HP, the dragon chosen has
the following features.
When bloodied at 26 HP, the dragonflesh grafter
has the following features. Strength: Made It Angry. While bloodied, the
dragon chosen has advantage on saving throws
Ability Recharge: Acid Retch. When first against being charmed, frightened, knocked
bloodied, the dragonflesh grafter’s Acid Retch prone, and stunned.
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
Strength: Patchwork Defenses. While the dragon chosen can make a melee attack against
bloodied, the dragonflesh grafter is resistant to two a creature within range as a reaction.
damage types, chosen randomly from the following
list: acid, cold, fire, lightning, or poison. DRAGON SPEAKER
Trigger Ability: Cornered. When first bloodied, When bloodied at 18 HP, the dragon speaker has
the dragonflesh grafter can make a melee attack the following features.
against a creature within range as a reaction.
New Ability: Cast Attack. While bloodied, if
DRAGONFLESH ABOMINATION the bard uses an action to cast a spell, it can make a
melee attack as a bonus action.
When bloodied at 33 HP, the dragonflesh
abomination has the following features. Trigger Ability: Cornered. When first bloodied,
the dragon speaker can make a melee attack against
Ability Recharge: Acid Retch. When first a creature within range as a reaction.
bloodied, the dragonflesh abomination’s Acid Belch
ability is recharged.
Strength: Patchwork Defenses. While
bloodied, the dragonflesh abomination is resistant
to two damage types, chosen randomly from the
following list: acid, cold, fire, lightning, or poison.
Trigger Ability: Cornered. When first bloodied,
the dragonflesh abomination can make a melee
attack against a creature within range as a reaction.
16 BLOODIED & BRUISED
DRAGONNEL YOUNG DRAGON TURTLE
When bloodied at 29 HP, the dragonnel has the When bloodied at 89 HP, the young dragon turtle
following features. has the following features.
New Ability: Trained for This. While bloodied, Ability Recharge: Steam Breath. When
the dragonnel has advantage on Wisdom saving first bloodied, the dragon turtle’s Steam Breath
throws and it automatically succeeds on all checks ability is recharged.
and saving throws that would make it throw its
rider from its back. Frailty: Chipped Shell. While bloodied, the
dragon turtle’s natural armor becomes damaged,
Trigger Ability: Cornered. When first bloodied, lowering its AC by 2.
the dragonnel can make a melee attack against a
creature within range as a reaction. New Ability: Boiling Blood. While bloodied,
the dragon turtle’s blood scalds whoever gets near
DRAGON TURTLES it. If a creature hits the dragon with a melee weapon
attack that deals either piercing or slashing damage,
ANCIENT DRAGON TURTLE the creature takes 4 (1d8) fire damage from being
scalded with hot blood.
When bloodied at 204 HP, and when under the
effects of Blessing of the Sea, the ancient dragon New Ability: Retract. While bloodied, the
turtle has the following features. dragon turtle can use its reaction to add 5 to its
AC against one weapon attack that would hit it by
Ability Recharge: Legendary Actions. retracting into its shell.
When first bloodied, the dragon turtle regains all
expended uses of its legendary actions. DRAGON TURTLE WYRMLING
Ability Recharge: Steam Breath. When When bloodied at 45 HP, the dragon turtle
first bloodied, the dragon turtle’s Steam Breath wyrmling has the following features.
ability is recharged.
Ability Recharge: Steam Breath. When
Frailty: Chipped Shell. While bloodied, the first bloodied, the dragon turtle’s Steam Breath
dragon turtle’s natural armor becomes damaged, ability is recharged.
lowering its AC by 2.
New Ability: Boiling Blood. While bloodied,
New Ability: Boiling Blood. While bloodied, the dragon turtle’s blood scalds whoever gets near
the dragon turtle’s blood scalds whoever gets near it. If a creature hits the dragon with a melee weapon
it. If a creature hits the dragon with a melee weapon attack that deals either piercing or slashing damage,
attack that deals either piercing or slashing damage, the creature takes 4 (1d8) fire damage from being
the creature takes 4 (1d8) fire damage from being scalded with hot blood.
scalded with hot blood.
New Ability: Retract. While bloodied, the
New Ability: Retract. While bloodied, the dragon turtle can use its reaction to add 3 to its
dragon turtle can use its reaction to add 5 to its AC against one weapon attack that would hit it by
AC against one weapon attack that would hit it by retracting into its shell.
retracting into its shell.
FIZBAN’S TREASURY OF DRAGONS 17
EGG HUNTERS within 10 feet of the elder brain dragon when it dies
must succeed on a DC 20 Constitution saving throw
EGG HUNTER HATCHLING or be infested with tadpoles, as described in the
elder brain dragon’s Tadpole Brine Breath ability.
When bloodied at 14 HP, the egg hunter hatchling
has the following feature. The mass of tadpoles continues to spread from the
elder brain dragon’s body, slowly growing bigger.
New Ability: Scurry. While bloodied, if a At the beginning of each round, the mass grows
creature misses the egg hunter hatchling with a an additional 10 feet in radius from the elder brain
melee attack, the egg hunter hatchling can use dragon’s corpse. The mass of tadpoles lingers and
its reaction to move up to half its speed without grows for 2d2 rounds.
provoking opportunity attacks.
EMERALD DRAGONS
EGG HUNTER ADULT
ANCIENT EMERALD DRAGON
When bloodied at 26 HP, the egg hunter adult has
the following features. When bloodied at 166 HP, the ancient emerald
dragon has the following features.
Ability Recharge: Torpor Spores. When first
bloodied, the egg hunter adult’s Torpor Spores Ability Recharge: Disorienting Breath. When
ability is recharged. first bloodied, the dragon’s Disorienting Breath
ability is recharged.
New Ability: Scurry. While bloodied, if a
creature misses the egg hunter adult with a melee Ability Recharge: Legendary Actions. When
attack, the egg hunter adult can use its reaction first bloodied, the dragon regains all expended uses
to move up to half its speed without provoking of its legendary actions.
opportunity attacks.
New Ability: Fling. While bloodied, the dragon
ELDER BRAIN DRAGON can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
When bloodied at 175 HP, the elder brain dragon or smaller creature with a Bite attack on the same
has the following features. turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s
Ability Recharge: Legendary Actions. When choice, landing prone. If a thrown target strikes
first bloodied, the elder brain dragon regains all a solid surface, the target takes 1d6 bludgeoning
expended uses of its legendary actions. damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must
Ability Recharge: Tadpole Brine Breath. succeed on a DC 19 Dexterity saving throw or take
When first bloodied, the elder brain dragon’s the same damage and be knocked prone.
Tadpole Brine Breath ability is recharged.
New Ability: Heavy Step. While bloodied, if the
New Ability: Telepath Tactics. While bloodied, dragon moves at least 20 feet and doesn’t leave the
the elder brain dragon can coordinate its attack with ground, it can replace its Bite attack with a Heavy
other telepathic creatures, such as mind flayers. The Step attack. While doing so, it can enter the spaces
mind flayer has advantage on an attack roll against a of Large or smaller creatures. Whenever the dragon
creature if at least one of the mind flayer’s telepathic enters a creature’s space, the creature must make a
allies is within 10 feet of the creature and the ally DC 18 Dexterity saving throw.
isn’t incapacitated.
On a failed save, the creature takes 35 (10d6)
Death Throes: Slough of Tadpoles. When bludgeoning damage and is knocked prone. If the
the elder brain dragon dies, its body separates into dragon ends its turn in that space and the creature
a mass of horrid illithid tadpoles. Each creature
18 BLOODIED & BRUISED
failed the save, the creature is grappled (escape DC YOUNG EMERALD DRAGON
18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5 When bloodied at 71 HP, the young emerald
feet out of the dragon‘s space into an unoccupied dragon has the following features.
space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the Ability Recharge: Disorienting Breath. When
consequences of a failed saving throw. first bloodied, the dragon’s Disorienting Breath
ability is recharged.
Trigger Ability: Psychic Step Strike. When
first bloodied, the dragon can use its Psychic Step New Ability: Bite Back. While bloodied, if a
ability as a reaction. After using Psychic Step in this creature misses the dragon with a melee attack, it
way, it can immediately make an attack with its bite. can use its reaction to make a Bite attack against
the creature.
ADULT EMERALD DRAGON
Trigger Ability: Spellcasting. When first
When bloodied at 103 HP, the adult emerald bloodied, the dragon can use its reaction to cast a
dragon has the following features. spell that normally costs an action to cast.
Ability Recharge: Disorienting Breath. When EMERALD DRAGON WYRMLING
first bloodied, the dragon’s Disorienting Breath
ability is recharged. When bloodied at 19 HP, the emerald dragon
wyrmling has the following features.
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses Ability Recharge: Disorienting Breath. When
of its legendary actions. first bloodied, the dragon’s Disorienting Breath
ability is recharged.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling New Ability: Nimble Dodge. While bloodied,
attack, but only if it just successfully hit a Medium the dragon can use its reaction to add 2 to its AC
or smaller creature with a Bite attack on the same against one weapon attack that would hit it. To do
turn. Then, the creature the dragon just bit is so, the dragon must see the attacker.
thrown up to 30 feet in a direction of the dragon’s
choice, landing prone. If a thrown target strikes Trigger Ability: Fly Away. When first bloodied,
a solid surface, the target takes 1d6 bludgeoning the dragon can use its reaction to fly up to 15 feet
damage for every 10 feet it was thrown. If the target away without provoking opportunity attacks.
is thrown at another creature, that creature must
succeed on a DC 17 Dexterity saving throw or take EYEDRAKE
the same damage and be knocked prone.
When bloodied at 59 HP, the eyedrake has the
Trigger Ability: Psychic Step Strike. When following features.
first bloodied, the dragon can use its Psychic Step
ability as a reaction. After using Psychic Step in this Ability Recharge: Antimagic Breath. When
way, it can immediately make an attack with its bite. first bloodied, the eyedrake’s Antimagic Breath
ability is recharged.
Strength: Improved Antimagic Breath.
While bloodied, the eyedrake can turn its
head while spewing its Antimagic Breath. The
eyedrake’s breath weapon is now the size of two
adjacent 30-foot cones.
Trigger Ability: Eye Ray. When first bloodied,
the eyedrake can shoot one random magical eye ray
as a reaction.
FIZBAN’S TREASURY OF DRAGONS 19
GEM GREATWYRM DC 18 Dexterity saving throw.
On a failed save, the creature takes 35 (10d6)
When bloodied at 253 HP, and when under the
effects of Gem Awakening, the gem greatwyrm has bludgeoning damage and is knocked prone. If the
the following features. dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC
Ability Recharge: Breath Weapon. When 18) and restrained. On a success, the creature takes
first bloodied, the dragon’s Breath Weapon no damage, isn’t knocked prone, and is pushed 5
ability is recharged. feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that
Ability Recharge: Legendary Actions. When cannot move or chooses not to move suffers the
first bloodied, the dragon regains all expended uses consequences of a failed saving throw.
of its legendary actions.
New Ability: Mind’s Ascension. While bloodied,
New Ability: Fear Aura. While bloodied, any the dragon can communicate telepathically with
creature hostile to the dragon that starts its turn willing creatures within 600 feet that share a
within 30 feet of the dragon must succeed on a DC language with it. In addition, if the dragon can see
26 Wisdom saving throw or be frightened of the a creature, the dragon learns the surface thoughts
dragon until the start of its next turn. If a creature’s of the creature and its current emotional state, as if
saving throw is successful, it is immune to the casting the detect thoughts spell.
dragon’s Fear Aura for the next 24 hours. This trait
is suppressed while the dragon is incapacitated. Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
New Ability: Fling. While bloodied, the dragon attack against a creature within range.
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large GEM STALKER
or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is When bloodied at 33 HP, the gem stalker has the
thrown up to 30 feet in a direction of the dragon’s following features.
choice, landing prone. If a thrown target strikes
a solid surface, the target takes 1d6 bludgeoning New Ability: Scurry. While bloodied, if a
damage for every 10 feet it was thrown. If the target creature misses the gem stalker with a melee
is thrown at another creature, that creature must attack, the gem stalker can use its reaction to
succeed on a DC 19 Dexterity saving throw or take move up to half its speed without provoking
the same damage and be knocked prone. opportunity attacks.
New Ability: Heavy Step. While bloodied, if the Trigger Ability: Crystal Dart. When
dragon moves at least 20 feet and doesn’t leave the first bloodied, the gem stalker uses its
ground, it can replace its Bite attack with a Heavy Crystal Dart ability.
Step attack. While doing so, it can enter the spaces
of Large or smaller creatures. Whenever the dragon
enters a creature’s space, the creature must make a
20 BLOODIED & BRUISED
GHOST DRAGON HOARD SCARABS
When bloodied at 162 HP, the ghost dragon has HOARD SCARAB
the following features.
The hoard scarab has no bloodied features.
Ability Recharge: Terrifying Breath. When
first bloodied, the ghost dragon’s Terrifying Breath SWARM OF HOARD SCARABS
ability is recharged.
When it dies, the swarm of hoard scarabs has the
Frailty: Torn Shape. While bloodied, the ghost following feature.
dragon’s speed is lowered by 10 feet (to a minimum
of 5 feet) and its AC is lowered by 1. Death Throes: Scatter! The few remaining
critters run away from the fight when the swarm
Trigger Ability: Spirit Dash. When first dies. 2d4 hoard scarab rush out of the swarm,
bloodied, the ghost dragon can use its reaction moving up to their speed without provoking
to move up to its speed without provoking opportunity attacks and fleeing combat.
opportunity attacks.
HOLLOW DRAGON
Death Throes: Death’s Embrace. A cold
wind gusts out from where the ghost dragon was, When bloodied at 120 HP, the hollow dragon has
engulfing everyone nearby in a mournful embrace. the following features.
Creatures within 10 feet of the ghost dragon when
it dies must succeed on a DC 18 Wisdom saving Ability Recharge: Radiant Breath. When
throw or gain 1 level of exhaustion. first bloodied, the hollow dragon’s Radiant Breath
ability is recharged.
HOARD MIMIC
Ability Recharge: Legendary Actions. When
When bloodied at 61 HP, the hoard mimic has the first bloodied, the hollow dragon regains all
following features. expended uses of its legendary actions.
Ability Recharge: Caustic Mist. When Frailty: Resistance Removal. While bloodied,
first bloodied, the hoard mimic’s Caustic Mist the hollow dragon no longer has resistance to
ability is recharged. necrotic damage.
New Ability: Ambush Predator. While New Ability: Radiant Champion. While
bloodied, the hoard mimic can take the Hide action bloodied, if the hollow dragon deals radiant
as a bonus action and has advantage on Dexterity damage, its AC is increased by 2 until the beginning
(Stealth) checks. of its next turn.
New Ability: Slippery. While bloodied,
the hoard mimic has advantage on ability
checks and saving throws made to resist being
grappled or restrained.
Trigger Ability: Fight from the Shadows.
When first bloodied, the hoard mimic can use its
reaction to move up to its speed without provoking
opportunity attacks. It then takes the Hide action.
FIZBAN’S TREASURY OF DRAGONS 21
LIONDRAKE turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s
When bloodied at 59 HP, the liondrake has the choice, landing prone. If a thrown target strikes
following features. a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
Ability Recharge: Blood-Chilling Roar. When is thrown at another creature, that creature must
first bloodied, the liondrake’s Blood-Chilling Roar succeed on a DC 19 Dexterity saving throw or take
ability is recharged. the same damage and be knocked prone.
New Ability: Forceful Wings. While bloodied, New Ability: Heavy Step. While bloodied, if the
the liondrake’s great wings beat harder to keep dragon moves at least 20 feet and doesn’t leave the
it flying. If a creature is standing within 5 feet of ground, it can replace its Bite attack with a Heavy
the liondrake as it takes flight, the creature must Step attack. While doing so, it can enter the spaces
succeed on a DC 15 Dexterity saving throw or of Large or smaller creatures. Whenever the dragon
fall prone. While a creature is prone in this way, it enters a creature’s space, the creature must make a
cannot make opportunity attacks. DC 18 Dexterity saving throw.
New Ability: Grace of the Cat. While bloodied, On a failed save, the creature takes 35 (10d6)
the liondrake cannot be knocked prone. bludgeoning damage and is knocked prone. If the
dragon ends its turn in that space and the creature
METALLIC GREATWYRM failed the save, the creature is grappled (escape DC
18) and restrained. On a success, the creature takes
When bloodied at 282 HP, and when under no damage, isn’t knocked prone, and is pushed 5
the effects of Metallic Awakening, the metallic feet out of the dragon‘s space into an unoccupied
greatwyrm has the following features. space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
Ability Recharge: Breath Weapon. When consequences of a failed saving throw.
first bloodied, the dragon’s Breath Weapon
ability is recharged. New Ability: Metal-Head. While bloodied, the
scales around the dragon’s head and face harden to
Ability Recharge: Legendary Actions. When offer further protection. Creatures that are face-to-
first bloodied, the dragon regains all expended uses face with the dragon take a −5 penalty to attack rolls
of its legendary actions. aimed at the dragon. This penalty is removed if the
creature moves behind or to the sides of the dragon.
New Ability: Fear Aura. While bloodied, any
creature hostile to the dragon that starts its turn Trigger Ability: Cornered. When first bloodied,
within 30 feet of the dragon must succeed on a DC the dragon can use its reaction to make a Claw
26 Wisdom saving throw or be frightened of the attack against a creature within range.
dragon until the start of its next turn. If a creature’s
saving throw is successful, it is immune to the
dragon’s Fear Aura for the next 24 hours. This trait
is suppressed while the dragon is incapacitated.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same
22 BLOODIED & BRUISED
METALLIC SENTINELS turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s
METALLIC PEACEKEEPER choice, landing prone. If a thrown target strikes
a solid surface, the target takes 1d6 bludgeoning
When bloodied at 34 HP, the metallic peacekeeper damage for every 10 feet it was thrown. If the target
has the following features. is thrown at another creature, that creature must
succeed on a DC 19 Dexterity saving throw or take
Ability Recharge: Calming Mist. When first the same damage and be knocked prone.
bloodied, the metallic sentinel’s Calming Mist
ability is recharged. New Ability: Heavy Step. While bloodied, if the
dragon moves at least 20 feet and doesn’t leave the
New Ability: Parry. While bloodied, the metallic ground, it can replace its Bite attack with a Heavy
sentinel can use its reaction to add 2 to its AC Step attack. While doing so, it can enter the spaces
against one melee attack that would hit it. To do so, of Large or smaller creatures. Whenever the dragon
the metallic sentinel must see the attacker. enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw.
METALLIC WARBLER
On a failed save, the creature takes 35 (10d6)
When bloodied at 7 HP, the metallic warbler has bludgeoning damage and is knocked prone. If the
the following features. dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC
Ability Recharge: Calming Mist. When first 18) and restrained. On a success, the creature takes
bloodied, the metallic sentinel’s Calming Mist no damage, isn’t knocked prone, and is pushed 5
ability is recharged. feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that
Trigger Ability: Fly Away. When first bloodied, cannot move or chooses not to move suffers the
the metallic sentinel can use its reaction to fly up to consequences of a failed saving throw.
its speed without provoking opportunity attacks.
New Ability: I Dreamed a Dream. While
MOONSTONE DRAGONS bloodied, the dragon can feel the dream realm
induced in creatures by the dragon’s Dream Breath.
ANCIENT MOONSTONE DRAGON Creatures that have fallen unconscious due to
the dragon’s Dream Breath within the past 24
When bloodied at 165 HP, the ancient moonstone hours have disadvantage on saving throws against
dragon has the following features. the dragon. In addition, magic cannot put the
dragon to sleep.
Ability Recharge: Breath Weapon. When
first bloodied, the dragon’s Breath Weapon Trigger Ability: Cornered. When first bloodied,
ability is recharged. the dragon can use its reaction to make a Claw
attack against a creature within range.
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses
of its legendary actions.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same
FIZBAN’S TREASURY OF DRAGONS 23
ADULT MOONSTONE DRAGON YOUNG MOONSTONE DRAGON
When bloodied at 97 HP, the adult moonstone When bloodied at 72 HP, the young moonstone
dragon has the following features. dragon has the following features.
Ability Recharge: Breath Weapon. When Ability Recharge: Breath Weapon. When
first bloodied, the dragon’s Breath Weapon first bloodied, the dragon’s Breath Weapon
ability is recharged. ability is recharged.
Ability Recharge: Legendary Actions. When New Ability: Bite Back. While bloodied, if a
first bloodied, the dragon regains all expended uses creature misses the dragon with a melee attack, it
of its legendary actions. can use its reaction to make a Bite attack against
the creature.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling New Ability: I Dreamed a Dream. While
attack, but only if it just successfully hit a Medium bloodied, the dragon can feel the dream realm
or smaller creature with a Bite attack on the same induced in creatures by the dragon’s Dream Breath.
turn. Then, the creature the dragon just bit is Creatures that have fallen unconscious due to
thrown up to 30 feet in a direction of the dragon’s the dragon’s Dream Breath within the past 24
choice, landing prone. If a thrown target strikes hours have disadvantage on saving throws against
a solid surface, the target takes 1d6 bludgeoning the dragon. In addition, magic cannot put the
damage for every 10 feet it was thrown. If the target dragon to sleep.
is thrown at another creature, that creature must
succeed on a DC 17 Dexterity saving throw or take Trigger Ability: Cornered. When first bloodied,
the same damage and be knocked prone. the dragon can use its reaction to make a Claw
attack against a creature within range.
New Ability: I Dreamed a Dream. While
bloodied, the dragon can feel the dream realm MOONSTONE DRAGON WYRMLING
induced in creatures by the dragon’s Dream Breath.
Creatures that have fallen unconscious due to When bloodied at 19 HP, the moonstone dragon
the dragon’s Dream Breath within the past 24 wyrmling has the following features.
hours have disadvantage on saving throws against
the dragon. In addition, magic cannot put the Ability Recharge: Breath Weapon. When
dragon to sleep. first bloodied, the dragon’s Breath Weapon
ability is recharged.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw New Ability: I Dreamed a Dream. While
attack against a creature within range. bloodied, the dragon can feel the dream realm
induced in creatures by the dragon’s Dream Breath.
Creatures that have fallen unconscious due to
the dragon’s Dream Breath within the past 24
hours have disadvantage on saving throws against
the dragon. In addition, magic cannot put the
dragon to sleep.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.
24 BLOODIED & BRUISED
SAPPHIRE DRAGONS no damage, isn’t knocked prone, and is pushed 5
feet out of the dragon‘s space into an unoccupied
ANCIENT SAPPHIRE DRAGON space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
When bloodied at 185 HP, the ancient sapphire consequences of a failed saving throw.
dragon has the following features.
Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Debilitating Breath. When the dragon can use its reaction to make a Claw
first bloodied, the dragon’s Debilitating Breath attack against a creature within range.
ability is recharged.
ADULT SAPPHIRE DRAGON
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses When bloodied at 112 HP, the adult sapphire
of its legendary actions. dragon has the following features.
New Ability: Battle Presence. While bloodied, Ability Recharge: Debilitating Breath. When
the dragon can take two reactions each round. first bloodied, the dragon’s Debilitating Breath
ability is recharged.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling Ability Recharge: Legendary Actions. When
attack, but only if it just successfully hit a Large first bloodied, the dragon regains all expended uses
or smaller creature with a Bite attack on the same of its legendary actions.
turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s New Ability: Battle Presence. While bloodied,
choice, landing prone. If a thrown target strikes the dragon can take two reactions each round.
a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target New Ability: Fling. While bloodied, the dragon
is thrown at another creature, that creature must can replace one of its Claw attacks with a Fling
succeed on a DC 19 Dexterity saving throw or take attack, but only if it just successfully hit a Medium
the same damage and be knocked prone. or smaller creature with a Bite attack on the same
turn. Then, the creature the dragon just bit is
New Ability: Heavy Step. While bloodied, if the thrown up to 30 feet in a direction of the dragon’s
dragon moves at least 20 feet and doesn’t leave the choice, landing prone. If a thrown target strikes
ground, it can replace its Bite attack with a Heavy a solid surface, the target takes 1d6 bludgeoning
Step attack. While doing so, it can enter the spaces damage for every 10 feet it was thrown. If the target
of Large or smaller creatures. Whenever the dragon is thrown at another creature, that creature must
enters a creature’s space, the creature must make a succeed on a DC 17 Dexterity saving throw or take
DC 18 Dexterity saving throw. the same damage and be knocked prone.
On a failed save, the creature takes 35 (10d6) Trigger Ability: Cornered. When first bloodied,
bludgeoning damage and is knocked prone. If the the dragon can use its reaction to make a Claw
dragon ends its turn in that space and the creature attack against a creature within range.
failed the save, the creature is grappled (escape DC
18) and restrained. On a success, the creature takes
FIZBAN’S TREASURY OF DRAGONS 25
YOUNG SAPPHIRE DRAGON SEA SERPENTS
When bloodied at 78 HP, the young sapphire ANCIENT SEA SERPENT
dragon has the following features.
When bloodied at 85 HP, the ancient sea serpent
Ability Recharge: Debilitating Breath. When has the following features.
first bloodied, the dragon’s Debilitating Breath
ability is recharged. Ability Recharge: Rime Breath. When
first bloodied, the sea serpent’s Rime Breath
New Ability: Battle Presence. While bloodied, ability is recharged.
the dragon can take two reactions each round.
Ability Recharge: Legendary Actions. When
New Ability: Bite Back. While bloodied, if a first bloodied, the sea serpent regains all expended
creature misses the dragon with a melee attack, it uses of its legendary actions.
can use its reaction to make a Bite attack against
the creature. Frailty: Worn Out. While bloodied, the
sea serpent’s speed is lowered by 10 feet (to a
Trigger Ability: Cornered. When first bloodied, minimum of 5 feet).
the dragon can use its reaction to make a Claw
attack against a creature within range. New Ability: Thrash. As an action while
bloodied, the sea serpent can thrash a creature
SAPPHIRE DRAGON WYRMLING it has grappled, as long as the sea serpent is in
water. The grappled creature must make a DC 20
When bloodied at 22 HP, the sapphire dragon Strength saving throw. On a failure, it takes 22
wyrmling has the following features. (4d10) piercing damage and 22 (4d10) bludgeoning
damage, and the creature’s speed is halved until it
Ability Recharge: Debilitating Breath. When finishes a long rest. On a success, the creature takes
first bloodied, the dragon’s Debilitating Breath half as much damage and its speed isn’t halved.
ability is recharged.
New Ability: Strong Grapple. While bloodied,
New Ability: Battle Presence. While bloodied, the sea serpent has advantage on attack rolls against
the dragon can take two reactions each round. creatures it has grappled.
New Ability: Nimble Dodge. While bloodied, YOUNG SEA SERPENT
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do When bloodied at 61 HP, the young sea serpent has
so, the dragon must see the attacker. the following features.
Ability Recharge: Rime Breath. When
first bloodied, the sea serpent’s Rime Breath
ability is recharged.
Frailty: Worn Out. While bloodied, the
sea serpent’s speed is lowered by 10 feet (to a
minimum of 5 feet).
New Ability: Thrash. As an action while
bloodied, the sea serpent can thrash a creature it
has grappled, as long as the sea serpent is in water.
The grappled creature must make a DC 15 Strength
saving throw. On a failure, it takes 18 (4d8) piercing
damage and 18 (4d8) bludgeoning damage, and
the creature’s speed is halved until it finishes a long
rest. On a success, the creature takes half as much
damage and its speed isn’t halved.
26 BLOODIED & BRUISED
TOPAZ DRAGONS space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
ANCIENT TOPAZ DRAGON consequences of a failed saving throw.
When bloodied at 140 HP, the ancient topaz New Ability: Siege Monster. While bloodied,
dragon has the following features. the dragon deals double damage to objects
and structures.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath Trigger Ability: Psychic Step Strike. When
ability is recharged. first bloodied, the dragon can use its Psychic Step
ability as a reaction. After using Psychic Step in this
Ability Recharge: Legendary Actions. When way, it can immediately make an attack with its bite.
first bloodied, the dragon regains all expended uses
of its legendary actions. ADULT TOPAZ DRAGON
New Ability: Fling. While bloodied, the dragon When bloodied at 105 HP, the adult topaz dragon
can replace one of its Claw attacks with a Fling has the following features.
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same Ability Recharge: Desiccating Breath. When
turn. Then, the creature the dragon just bit is first bloodied, the dragon’s Desiccating Breath
thrown up to 30 feet in a direction of the dragon’s ability is recharged.
choice, landing prone. If a thrown target strikes
a solid surface, the target takes 1d6 bludgeoning Ability Recharge: Legendary Actions. When
damage for every 10 feet it was thrown. If the target first bloodied, the dragon regains all expended uses
is thrown at another creature, that creature must of its legendary actions.
succeed on a DC 19 Dexterity saving throw or take
the same damage and be knocked prone. New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
New Ability: Heavy Step. While bloodied, if the attack, but only if it just successfully hit a Medium
dragon moves at least 20 feet and doesn’t leave the or smaller creature with a Bite attack on the same
ground, it can replace its Bite attack with a Heavy turn. Then, the creature the dragon just bit is
Step attack. While doing so, it can enter the spaces thrown up to 30 feet in a direction of the dragon’s
of Large or smaller creatures. Whenever the dragon choice, landing prone. If a thrown target strikes
enters a creature’s space, the creature must make a a solid surface, the target takes 1d6 bludgeoning
DC 18 Dexterity saving throw. damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must
On a failed save, the creature takes 35 (10d6) succeed on a DC 17 Dexterity saving throw or take
bludgeoning damage and is knocked prone. If the the same damage and be knocked prone.
dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC New Ability: Siege Monster. While bloodied,
18) and restrained. On a success, the creature takes the dragon deals double damage to objects
no damage, isn’t knocked prone, and is pushed 5 and structures.
feet out of the dragon‘s space into an unoccupied
Trigger Ability: Psychic Step Strike. When
first bloodied, the dragon can use its Psychic Step
ability as a reaction. After using Psychic Step in this
way, it can immediately make an attack with its bite.
FIZBAN’S TREASURY OF DRAGONS 27
YOUNG TOPAZ DRAGON
When bloodied at 63 HP, the young topaz dragon
has the following features.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath
ability is recharged.
New Ability: Bite Back. While bloodied, if a
creature misses the dragon with a melee attack, it
can use its reaction to make a Bite attack against
the creature.
New Ability: Siege Monster. While bloodied,
the dragon deals double damage to objects
and structures.
Trigger Ability: Spellcasting. When first
bloodied, the dragon can use its reaction to cast a
spell that normally costs an action to cast.
TOPAZ DRAGON WYRMLING
When bloodied at 16 HP, the topaz dragon
wyrmling has the following features.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath
ability is recharged.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
New Ability: Siege Monster. While bloodied,
the dragon deals double damage to objects
and structures.
Trigger Ability: Fly Away. When first bloodied,
the dragon can use its reaction to fly up to 15 feet
away without provoking opportunity attacks.
28 BLOODIED & BRUISED