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The Primal Dragons, an OGL neutral dragon type to replace the gem dragons in Dungeons & Dragons 5th edition. Originally published on Scribid.

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Published by laurahenson, 2022-06-12 09:19:15

The Primal Dragons

The Primal Dragons, an OGL neutral dragon type to replace the gem dragons in Dungeons & Dragons 5th edition. Originally published on Scribid.

Keywords: dragons,dungeons and dragons 5th edition,d&d,monsters,Tamara Henson,Dungeons & Dragons,primal dragons,elemental dragons

The Primal Dragons© 2016 Laura “Tamara” Henson
3

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 3
4
Introduction 5
Primal Dragons 10
16
Brine Dragon 21
Cloud Dragon 26
Crystal Dragon 32
Magma Dragon 32
Umbral Dragon 33
Primal Dragonborn
Dragons by CR
OGL

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 edition’s 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...

_tâÜt ÂgtÅtÜtËË [xÇáÉÇ

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 dragon’s 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 dragon’s challenge rating and the dragon’s 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 subject’s
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 DRAGON’S 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 dragon’s 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 can’t 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 2 failed saves
second pool. Both pools must be at least Galley 17 2 failed saves
the same diameter as the dragon’s Hit 3 failed saves
Dice (AKA: at least 22 feet in diameter Sailing Ship (Small) 18 3 failed saves
for an ancient brine dragon).
Sailing Ship (Large) 19

Warship 20

The dragon can Control Water (as the REGIONAL EFFECTS
spell with any of the effects given in the The region containing a brine dragon’s lair is
spell’s description), the effect lasts until enchanted by the dragon’s magic, which creates
the next initiative count of 20. one or more of the following effects:

If in the water surrounding its lair the The dragon can commune with any
dragon can attempt to capsize a boat or body of water within one mile of its lair.
ship by ramming it. The dragon must be Any creature with an intelligence of 3
able to move at least 20 feet straight or higher, undead, or elemental is
toward a target and then hit it with a automatically detected by the dragon.
melee attack on the same turn. The boat
takes damage as normal plus the dragon The water inhabited by the dragon
makes a strength check at a Difficulty becomes salty, even a freshwater lake
equal to the ship’s Hull DC as given will be brackish and undrinkable. Fish
below. If the dragon’s roll succeeds unable to adapt to salt water will die in
then the boat will take on water or even droves and salt water aquatic life, like
sink depending on the amount of times sharks and whales, will become
the ship fails the save. common.
Once per day, the dragon can alter the
Ship Type Hull DC Capsizes After weather in a 6 mile radius centered on
Rowboat 13 1 failed Save its lair as in a Control Weather spell.
Keelboat 15 1 failed save
Upon the death of the dragon all of the regional
effects will return to normal in 1d10 days.

Ancient Brine Dragon successful or the effect ends for it, the creature is
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 LEGENDARY ACTIONS
Skills: Perception +9, Stealth +8
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 legendary action can be used at a time and only
Languages: Common, Draconic, Aquan at the end of another creature’s 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.
----------------------------------------------------------- Wing Attack (cost 2 actions): the dragon beats its
ACTIONS 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 ½ its flying speed

Bite: Melee Weapon Attack: +16 to hit, reach 15 Variant Innate Spellcasting: The dragon can cast
ft., one target. Hit: 19 (2d10 +9) piercing damage four spells of up to 7th level of its choice. It’s
plus 4 (2d4) points of necrotic damage. bonus to hit with these spells is +11 and the save
DC is 19. These spells recharge at sunrise.
Claws: Melee Weapon Attack: +16 to hit, reach Typical spells known by a brine dragon are...
10 ft., one target. Hit: 15 (2d6 +9) slashing 0th Mage Hand, Prestidigitation
damage plus the claws are so laden with salt 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
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
ft., one target. Hit: 18 (2d8 +9) bludgeoning Invisibility
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
aware of it must succeed on a DC 18 Wisdom only), Teleport
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

Adult Brine Dragon successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for
Huge dragon, lawful neutral the next 24 hours.
-----------------------------------------------------------
Armor Class: 17 (natural armor) Acid Breath (Recharge 5-6). The dragon exhales
Hit Points: 157 (15d12+60) a spray of acidic in a 60 foot line that is 5 feet
Speed: 40 ft, swim 60 ft., Fly 80 ft. wide. Each creature in that line must make a DC
----------------------------------------------------------- 17 dexterity based saving throw or take 36
Str 24 (+7) Dex 12 (+1) Con 19 (+4) Int 17 (+3) (12d6) points of acid damage on a failed save
Wis 13 (+1) Cha 16 (+3) and half damage on a successful save.
-----------------------------------------------------------
Saving Throws: Dex +6 Con +9 Wis +6 Cha +8 LEGENDARY ACTIONS
Skills: Perception +6, Stealth +6
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 16 legendary action can be used at a time and only
Languages: Common, Draconic, Aquan at the end of another creature’s turn. The dragon
Challenge: 14 (7,200 XP) Proficiency: +5 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.
----------------------------------------------------------- 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
Multiattack: the dragon can use its frightful take 13 (2d6+7) 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 ½ its flying speed

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. It’s
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 0th Mage Hand, Prestidigitation
damage plus the claws are so laden with salt 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
successfully makes a Constitution saving throw 2nd Calm Emotions, Detect Thoughts
at DC 16 . 3rd Blink, Water Breathing, Water Walk
4th Blight, Control Water, Greater
Tail: Melee Weapon Attack: +12 to hit, reach 15
ft., one target. Hit: 15 (2d8 +7) bludgeoning Invisibility
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
from Evil and Good
Large dragon, lawful neutral
----------------------------------------------------------- 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. Wyrmling Brine Dragon
-----------------------------------------------------------
Str 20 (+5) Dex 12 (+1) Con 15 (+2) Int 15 (+2) Medium dragon, lawful neutral
Wis 11 (+0) Cha 14 (+2) -----------------------------------------------------------
----------------------------------------------------------- Armor Class: 14 (natural armor)
Saving Throws: Dex +5 Con +6 Wis +4 Cha +6 Hit Points: 18 (4d8)
Skills: Perception +4, Stealth +5 Speed: 30 ft, swim 60 ft., Fly 60 ft.
Damage immunities: acid. -----------------------------------------------------------
Senses: blindsight 30 ft., darkvision 120 ft. Str 16 (+3) Dex 12 (+1) Con 11 (+0) Int 13 (+2)
passive perception 14 Wis 10 (+0) Cha 11 (+0)
Languages: Common, Draconic, Aquan -----------------------------------------------------------
Challenge: 9 (5,000 XP) Proficiency: +4 Saving Throws: Dex +3 Con 2 Wis +2 Cha +2
----------------------------------------------------------- Skills: Perception +2, Stealth +3
Damage immunities: acid.
Amphibious: The dragon can breathe both air Senses: blindsight 10 ft., darkvision 60 ft.
and water. passive perception 12
----------------------------------------------------------- Languages: Common, Draconic, Aquan
ACTIONS Challenge: 2 (450 XP) Proficiency: +2
-----------------------------------------------------------
Multiattack: the dragon makes three attacks:
once with its bite and twice with its claws. Amphibious: The dragon can breathe both air
and water.
Bite: Melee Weapon Attack: +9 to hit, reach 10 -----------------------------------------------------------
ft., one target. Hit: 15 (2d10 +5) piercing ACTIONS
damage.
Multiattack: the dragon makes three attacks:
Claws: Melee Weapon Attack: +9 to hit, reach 5 once with its bite and twice with its claws.
ft., one target. Hit: 11 (2d6 +5) slashing damage .
Bite: Melee Weapon Attack: +5 to hit, reach 5
Acid Breath (Recharge 5-6). The dragon exhales ft., one target. Hit: 8 (1d10 +3) piercing damage.
a spray of acidic in a 30 foot line that is 5 feet
wide. Each creature in that line must make a DC Acid Breath (Recharge 5-6). The dragon exhales
14 dexterity based saving throw or take 30 a spray of acidic in a 15 foot line that is 5 feet
(10d6) points of acid damage on a failed save wide. Each creature in that line must make a DC
and half damage on a successful save. 10 dexterity based saving throw or take 12 (4d6)
points of acid damage on a failed save and half
Variant Innate Spellcasting: The dragon can cast damage on a successful save.
two spells of up to 3rd level of its choice. It’s
bonus to hit with these spells is +6 and the save
DC is 14. These spells recharge at sunrise.
Typical spells known by a brine dragon are...
0th Mage Hand, Prestidigitation

9

Cloud Dragon decide the fate of captured prisoners or to get
advice on how to handle some problem with
Cloud dragons, also known as storm dragons, adventurers. Preferring to get the story from all
are connected to the elemental plain of Air. They sides the cloud dragon will then make a decision
are delicately built with leonine bodies and through discussion and negotiation, hoping to
feathery wings and manes of peacock-like benefit both parties in the settlement.
plumes. The scales of a cloud dragon are a pale
white at hatching and gain a golden shimmer by A CLOUD DRAGON’S 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 dragon’s 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 dragon’s 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 dragon’s greatest joy. cause one of the following effects; the dragon
As a result these dragons are often away from can’t 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 it’s 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 dragon’s lair is
enchanted by the dragon’s 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 Claws: Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 12 (2d6 +6) slashing
Gargantuan dragon, neutral damage.
-----------------------------------------------------------
Armor Class: 20 (natural armor) Tail: Melee Weapon Attack: +13 to hit, reach 15
Hit Points: 402 (23d20+161) ft., one target. Hit: 14 (2d8 +6) bludgeoning
Speed: 40 ft, swim 40 ft., Fly 80 ft. damage.
-----------------------------------------------------------
Str 22 (+6) Dex 10 (+0) Con 25 (+7) Int 16 (+3) Frightful Presence: Each creature of the dragon's
Wis 19 (+4) Cha 20 (+5) choice that is within 120 feet of the dragon and
----------------------------------------------------------- aware of it must succeed on a DC 20 Wisdom
Saving Throws: Dex +7 Con +14 Wis +11 Cha +12 saving throw or become frightened for 1 minute.
Skills: Perception +11, Stealth +7 A creature can repeat the saving throw at the end
Damage immunities: lightning. of each of its turns, ending the effect on itself on
Senses: blindsight 60 ft., darkvision 120 ft., Mist a success. If a creature's saving throw is
Vision 120 ft. (see below). passive perception 21 successful or the effect ends for it, the creature is
Languages: Common, Draconic, Auran immune to the dragon's Frightful Presence for
Challenge: 23 (50,000 XP) Proficiency: +7 the next 24 hours.

Change Shape: The dragon magically Storm Breath (Recharge 5-6): The dragon
polymorphs into a humanoid or beast that has a exhales a 90-foot cone-shaped cloud. The cloud
challenge rating no higher than its own, or back is charged with electricity and is accompanied by
into its true form. It reverts to its true form if it a crack of thunder. Each creature in that cloud
dies. Any equipment it is wearing or carrying is must make a DC 22 dexterity based saving throw
absorbed or borne by the new form (the dragon's or take 68 (17d8) points of lightning damage on
choice). · In a new form, the dragon retains its a failed save and half damage on a successful
alignment, hit points, Hit Dice, ability to speak, save. In addition the thunderous causes the
proficiencies, Legendary Resistance, lair actions, victim to be deafened for one round unless he
and Intelligence, Wisdom, and Charisma scores, successfully makes a Constitution saving throw
as well as this action. Its statistics and at DC 20.
capabilities are otherwise replaced by those of
the new form, except any class features or LEGENDARY ACTIONS
legendary actions of that form.
The dragon can take 3 legendary actions,
Cloud Form: The cloud dragon transforms itself choosing from the options below. Only one
into a cloudy vapor for a number of rounds equal legendary action can be used at a time and only
to it’s HIt Dice. This ability functions just like at the end of another creature’s turn. The dragon
the spell Gaseous Form except that the dragon’s regains spent legendary actions at the start of its
flight speed is unchanged. turn.

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.
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 21 dexterity
saving throw or take 12 (2d6+6) 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 ½ its flying speed
once with its bite and twice with its claws.
Variant Innate Spellcasting: The dragon can cast
Bite: Melee Weapon Attack: +13 to hit, reach 15 five spells of up to 7th level of its choice. It’s
ft., one target. Hit: 16 (2d10 +6) piercing damage
plus 6 (2d6) points of thunder damage. 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,
Legendary Resistance (3/day): if the dragon fails
Prestidigitation a saving throw, it can choose to succeed instead.
1st Charm Person, Feather Fall, Fog Cloud -----------------------------------------------------------
2nd Detect Thoughts, Levitate ACTIONS
3rd Call Lightning, Stinking Cloud
4th Ice Storm, Divination Multiattack: the dragon can use its frightful
5th Cloudkill, Dream presence ability. It then makes three attacks:
6th Chain Lightning, Wind Walk once with its bite and twice with its claws.
7th Plane Shift Elemental plane of air only),
Bite: Melee Weapon Attack: +9 to hit, reach 10
Reverse Gravity ft., one target. Hit: 14 (2d10 +4) piercing damage
plus 3 (1d6) points of thunder damage.
Adult Cloud Dragon
Claws: Melee Weapon Attack: +9 to hit, reach 5
Huge dragon, neutral ft., one target. Hit: 10 (2d6 +4) slashing damage.
-----------------------------------------------------------
Armor Class: 18 (natural armor) Tail: Melee Weapon Attack: +9 to hit, reach 15
Hit Points: 195 (17d12+85) ft., one target. Hit: 12 (2d8 +4) bludgeoning
Speed: 40 ft, swim 40 ft., Fly 80 ft. damage.
-----------------------------------------------------------
Str 18 (+4) Dex 10 (+0) Con 21 (+5) Int 14 (+2) Frightful Presence: Each creature of the dragon's
Wis 17 (+3) Cha 18 (+4) choice that is within 120 feet of the dragon and
----------------------------------------------------------- aware of it must succeed on a DC 17 Wisdom
Saving Throws: Dex +5 Con +10 Wis +8 Cha +9 saving throw or become frightened for 1 minute.
Skills: Perception +8, Stealth +5 A creature can repeat the saving throw at the end
Damage immunities: lightning. of each of its turns, ending the effect on itself on
Senses: blindsight 60 ft., darkvision 120 ft., Mist a success. If a creature's saving throw is
Vision 120 ft. (see below). Passive perception 18 successful or the effect ends for it, the creature is
Languages: Common, Draconic, Auran immune to the dragon's Frightful Presence for
Challenge: 15 (13,000 XP) Proficiency: +5 the next 24 hours.

Change Shape: The dragon magically Storm Breath (Recharge 5-6): The dragon
polymorphs into a humanoid or beast that has a exhales a 60-foot cone-shaped cloud. The cloud
challenge rating no higher than its own, or back is charged with electricity and is accompanied by
into its true form. It reverts to its true form if it a crack of thunder. Each creature in that cloud
dies. Any equipment it is wearing or carrying is must make a DC 18 dexterity based saving throw
absorbed or borne by the new form (the dragon's or take 56 (14d8) points of lightning damage on
choice). · In a new form, the dragon retains its a failed save and half damage on a successful
alignment, hit points, Hit Dice, ability to speak, save. In addition the thunderous causes the
proficiencies, Legendary Resistance, lair actions, victim to be deafened for one round unless he
and Intelligence, Wisdom, and Charisma scores, successfully makes a Constitution saving throw
as well as this action. Its statistics and at DC 17.
capabilities are otherwise replaced by those of
the new form, except any class features or LEGENDARY ACTIONS
legendary actions of that form.
The dragon can take 3 legendary actions,
Cloud Form: The cloud dragon transforms itself choosing from the options below. Only one
into a cloudy vapor for a number of rounds equal legendary action can be used at a time and only
to it’s HIt Dice. This ability functions just like at the end of another creature’s turn. The dragon
the spell Gaseous Form except that the dragon’s regains spent legendary actions at the start of its
flight speed is unchanged. turn.

13

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

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 17 dexterity Multiattack: the dragon makes three attacks:
saving throw or take 10 (2d6+4) points of once with its bite and twice with its claws.
bludgeoning damage and be knocked prone. The
dragon can them fly up to ½ its flying speed Bite: Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 12 (2d10 +2) piercing
Variant Innate Spellcasting: The dragon can cast damage.
four spells of up to 5th level of its choice. It’s
bonus to hit with these spells is +9 and the save Claws: Melee Weapon Attack: +6 to hit, reach 5
DC is 17. These spells recharge at sunrise. ft., one target. Hit: 8 (2d6 +2) slashing damage.
Typical spells known by a cloud dragon are...
0th Dancing Lights, Mage Hand, Storm Breath (Recharge 5-6): The dragon
exhales a 30-foot cone-shaped cloud that is
Prestidigitation charged with electricity. Each creature in that
1st Charm Person, Feather Fall, Fog Cloud cloud must make a DC 15 dexterity based saving
2nd Detect Thoughts, Levitate throw or take 48 (12d8) points of lightning
3rd Call Lightning, Stinking Cloud damage on a failed save and half damage on a
4th Ice Storm, Divination successful save.
5th Cloudkill, Dream
Variant Innate Spellcasting: The dragon can cast
Young Cloud Dragon three spells of up to 3rd level of its choice. It’s
bonus to hit with these spells is +7 and the save
Large dragon, neutral DC is 15. These spells recharge at sunrise.
----------------------------------------------------------- Typical spells known by a cloud dragon are...
Armor Class: 17 (natural armor) 0th Dancing Lights, Mage Hand,
Hit Points: 127 (15d10+45)
Speed: 40 ft, swim 40 ft., Fly 80 ft. Prestidigitation
----------------------------------------------------------- 1st Charm Person, Feather Fall, Fog Cloud
Str 14 (+2) Dex 10 (+0) Con 17 (+3) Int 12 (+1) 2nd Detect Thoughts, Levitate
Wis 15 (+2) Cha 16 (+3) 3rd Call Lightning, Stinking Cloud
-----------------------------------------------------------
Saving Throws: Dex +6 Con +7 Wis +6 Cha +7 Wyrmling Cloud Dragon
Skills: Perception +6, Stealth +4
Damage immunities: lightning. Medium dragon, neutral
Senses: blindsight 30 ft., darkvision 120 ft., Mist -----------------------------------------------------------
Vision 120 ft. (see below). Passive perception 16 Armor Class: 15 (natural armor)
Languages: Common, Draconic, Auran Hit Points: 33 (6d8+6)
Challenge: 11 (7,200 XP) Proficiency: +4 Speed: 30 ft, swim 30 ft., Fly 60 ft.
-----------------------------------------------------------
Cloud Form: The cloud dragon transforms itself Str 10 (+0) Dex 10 (+0) Con 13 (+1) Int 10 (+0)
into a cloudy vapor for a number of rounds equal Wis 14 (+2) Cha 13 (+1)
to it’s HIt Dice. This ability functions just like -----------------------------------------------------------
the spell Gaseous Form except that the dragon’s Saving Throws: Dex +2 Con +3 Wis +4 Cha +3
flight speed is unchanged. Skills: Perception +4, Stealth +2
Damage immunities: lightning.
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
Mist Vision: The cloud dragon can see through successful save.
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. It’s 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,

Storm Breath (Recharge 5-6): The dragon Prestidigitation
exhales a 15-foot cone-shaped cloud that is 1st Charm Person, Feather Fall, Fog Cloud
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 A CRYSTAL DRAGON’S LAIR
become more translucent as it ages. By ancient
age the dragon looks like a living gemstone with A crystal dragon’s lair is always a beautiful and
wings like flexible panes stained glass and razor well organized place. The entrance will be on the
sharp blades on the tail like shards of diamond. ground and the lair itself will be a work of art.
Coloration by adult age ranges from ruby red, Even simple caves will have tastefully decorative
sapphire blue, onyx black, amethyst purple, or plants and waterfalls on the outside and smooth
any gemstone hue. walls bedecked with glittering crystals and
stalagmites. Older dragons prefer forming
Masters of the Earth: Crystal dragons are magnificent castles out of snow and ice,
connected to the elemental plane of Earth and enchanted to become as hard as crystal.
can live by eating minerals and rocks, though
gemstones and precious metals are preferred Inside the lair will be well ordered with every
over simple stone. While able to fly, crystal piece of treasure carefully placed and cataloged.
dragons feel more comfortable on the ground and Earth elemental servants will guard most of this
can leap and run as well as a great cat. Unlike loot while humanoid will be charged to care for
cats, crystal dragons can dig and burrow with and catalog the trove. Like all primal dragons a
astonishing speed making them fearsome portal to the dragon’s home plane (in this case
predators. the Elemental plane of Earth) will be located
inside or near the lair.
Youthful Plunderers: Young crystal dragons
travel far and wide to find treasure. They will LAIR ACTIONS
raid and pillage with a greed worthy of any Lair Actions: On initiative count 20 (losing
chromatic. They are often mistaken for white initiative ties), the dragon takes a lair action to
dragons at this stage but are less likely to kill for cause one of the following effects; the dragon
sport than their chromatic cousins. can’t use the same effect two rounds in a row.

Frolicsome Adults: By adult age a crystal The dragon focuses its inner radiance
dragon becomes less concerned with material through its scales causing them to glow
wealth and more concerned with gathering brightly in an aura of scintillating color.
knowledge. They seek to discover new things All opponents within 60-feet of the
and are openly welcoming of visitors, especially dragon must make a DC15 Wisdom
if that visitor has some tasty gems. Such visitors saving throw or become blinded for 1d4
will be treated well and will find the dragon to rounds.
eager to hear all the latest news and rumors.

16

Fragments of sharp crystal are torn from The crystal is vulnerable to bludgeoning
the lair’s 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
dragon’s 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 dragon’s lair is rocks will become chunks if quartz.
enchanted by the dragon’s 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 dragon’s 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
utters a 90-foot cone of agonizing sound. Each
Gargantuan dragon, lawful neutral creature in the cone must make a DC 21
----------------------------------------------------------- dexterity based saving throw or take 30 (15d4)
Armor Class: 18 (natural armor) points of thunder damage on a failed save and
Hit Points: 350 (20d20+140) half damage on a successful saving throw. In
Speed: 40 ft, Burrow 60 ft., Climb 30 ft., Fly 80 addition the sound causes the victim to become
ft. stunned for one round unless he successfully
----------------------------------------------------------- makes a Constitution saving throw at DC 20.
Str 21 (+5) Dex 13 (+1) Con 25 (+7) Int 16 (+3)
Wis 16 (+3) Cha 23 (+6) LEGENDARY ACTIONS
-----------------------------------------------------------
Saving Throws: Dex +7 Con +13 Wis +9 Cha +12 The dragon can take 3 legendary actions,
Skills: Perception +9, Stealth +7 choosing from the options below. Only one
Damage immunities: Thunder. legendary action can be used at a time and only
Senses: blindsight 60 ft., darkvision 120 ft., at the end of another creature’s turn. The dragon
tremorsense 60 ft. passive perception 21 regains spent legendary actions at the start of its
Languages: Common, Draconic, Terran turn.
Challenge: 19 (22,000 XP) Proficiency: +6
Detect: The dragon can make a Wisdom
Ray Reflection: The dragon’s crystalline hide (Perception) check.
reflects ray spells back upon the ray’s source if
the dragon succeeds in a saving throw against the Tail Attack: the dragon makes a tail attack.
spell.
Wing Attack (cost 2 actions): the dragon beats its
Legendary Resistance (3/day): if the dragon fails wings and each creature within 15 feet of the
a saving throw, it can choose to succeed instead. dragon must succeed on a DC 19 dexterity
----------------------------------------------------------- saving throw or take 11 (2d6+5) points of
ACTIONS bludgeoning damage and be knocked prone. The
dragon can them fly up to ½ 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. six spells of up to 6th level of its choice. It’s
bonus to hit with these spells is +12 and the save
Bite: Melee Weapon Attack: +11 to hit, reach 15 DC is 19. These spells recharge at sunrise.
ft., one target. Hit: 15 (2d10 +5) piercing damage Typical spells known by a crystal dragon are...
plus 6 (2d6) points of radiant damage. 0th Dancing Lights, Mage Hand, Minor

Claws: Melee Weapon Attack: +11 to hit, reach Illusion
10 ft., one target. Hit: 11 (2d6 +5) slashing 1st Blindness/Deafness, Color Spray, Silent
damage. ` Image
2nd Invisibility, Mirror Image, Shatter
Tail: Melee Weapon Attack: +11 to hit, reach 15 3rd Hypnotic Pattern, Lightning Bolt
ft., one target. Hit: 13 (2d8 +5) slashing damage. 4th Dimension Door, Confusion,

Frightful Presence: Each creature of the dragon's Stoneshape
choice that is within 120 feet of the dragon and 5th Legend Lore, Scrying, Telekinesis
aware of it must succeed on a DC 20 Wisdom 6th Eyebite, Sunbeam, True Seeing
saving throw or become frightened for 1 minute.
A creature can repeat the saving throw at the end Adult Crystal Dragon
of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is Huge dragon, lawful neutral
successful or the effect ends for it, the creature is -----------------------------------------------------------
immune to the dragon's Frightful Presence for
the next 24 hours.

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
stunned for one round unless he successfully
Speed: 40 ft, Burrow 60 ft., Climb 30ft., Fly 80 makes a Constitution saving throw at DC 17.
ft.
----------------------------------------------------------- LEGENDARY ACTIONS
Str 17 (+3) Dex 13 (+1) Con 21 (+5) Int 14 (+2)
Wis 14 (+2) Cha 21 (+5) The dragon can take 3 legendary actions,
----------------------------------------------------------- choosing from the options below. Only one
Saving Throws: Dex +5 Con +9 Wis +6 Cha +9 legendary action can be used at a time and only
Skills: Perception +6, Stealth +5 at the end of another creature’s turn. The dragon
Damage immunities: Thunder. regains spent legendary actions at the start of its
Senses: blindsight 60 ft., darkvision 120 ft., turn.
tremorsense 60 ft. passive perception 15
Languages: Common, Draconic, Terran Detect: The dragon can make a Wisdom
Challenge: 10 (5,900 XP) Proficiency: +4 (Perception) check.

Ray Reflection: The dragon’s crystalline hide Tail Attack: the dragon makes a tail attack.
reflects ray spells back upon the ray’s source if
the dragon succeeds in a saving throw against the Wing Attack (cost 2 actions): the dragon beats its
spell. wings and each creature within 10 feet of the
dragon must succeed on a DC 15 dexterity
Legendary Resistance (3/day): if the dragon fails saving throw or take 6 (2d6+3) points of
a saving throw, it can choose to succeed instead. bludgeoning damage and be knocked prone. The
----------------------------------------------------------- dragon can them fly up to ½ its flying speed
ACTIONS
Variant Innate Spellcasting: The dragon can cast
Multiattack: the dragon can use its frightful five spells of up to 3rd level of its choice. It’s
presence ability. It then makes three attacks: bonus to hit with these spells is +9 and the save
once with its bite and twice with its claws. DC is 17. These spells recharge at sunrise.
Typical spells known by a ccrystal dragon are...
Bite: Melee Weapon Attack: +7 to hit, reach 10 0th Dancing Lights, Mage Hand, Minor
ft., one target. Hit: 13 (2d10 +3) piercing damage
plus 3 (1d6) points of radiant damage. Illusion
1st Blindness/Deafness, Color Spray, Silent
Claws: Melee Weapon Attack: +7 to hit, reach 5
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.
Young Crystal Dragon
Frightful Presence: Each creature of the dragon's
choice that is within 120 feet of the dragon and Large dragon, lawful neutral
aware of it must succeed on a DC 17 Wisdom -----------------------------------------------------------
saving throw or become frightened for 1 minute. Armor Class: 15 (natural armor)
A creature can repeat the saving throw at the end Hit Points: 102 (12d10+36)
of each of its turns, ending the effect on itself on Speed: 40 ft, Burrow 60 ft., Climb 30ft., Fly 80
a success. If a creature's saving throw is ft.
successful or the effect ends for it, the creature is -----------------------------------------------------------
immune to the dragon's Frightful Presence for Str 13 (+1) Dex 13 (+1) Con 17 (+3) Int 12 (+1)
the next 24 hours. Wis 12 (+1) Cha 19 (+4)
-----------------------------------------------------------
Scream of Rage (Recharge 5-6): The dragon Saving Throws: Dex +4 Con +6 Wis +4 Cha +7
utters a 60-foot cone or agonizing sound. Each Skills: Perception +4, Stealth +4
creature in the cone must make a DC 17
dexterity based saving throw or take 24 (12d4) 19

Damage immunities: Thunder. Wyrmling Crystal Dragon
Senses: blindsight 30 ft., darkvision 120 ft.,
tremorsense 30 ft. passive perception 14 Medium dragon, lawful neutral
Languages: Common, Draconic, Terran -----------------------------------------------------------
Challenge: 7 (2,900 XP) Proficiency: +3 Armor Class: 13 (natural armor)
Hit Points: 16 (3d8+3)
ACTIONS Speed: 30 ft, Burrow 15 ft., Climb 15ft., Fly 60
ft.
Multiattack: the dragon makes three attacks: -----------------------------------------------------------
once with its bite and twice with its claws. Str 9 (-1) Dex 13 (+1) Con 13 (+1) Int 10 (+0)
Wis 11 (+0) Cha 16 (+3)
Bite: Melee Weapon Attack: +4 to hit, reach 10 -----------------------------------------------------------
ft., one target. Hit: 11 (2d10 +1) piercing Saving Throws: Dex +3 Con +3 Wis +2 Cha +5
damage. Skills: Perception +2, Stealth +3
Damage immunities: Thunder.
Claws: Melee Weapon Attack: +4 to hit, reach 5 Senses: blindsight 30 ft., darkvision 120 ft.,
ft., one target. Hit: 7 (2d6 +1) slashing damage. tremorsense 30 ft. passive perception 12
Languages: Common, Draconic, Terran
Scream of Rage (Recharge 5-6): The dragon Challenge: ½ (100 XP) Proficiency: +2
utters a 30-foot cone or agonizing sound. Each
creature in the cone must make a DC 14 ACTIONS
dexterity based saving throw or take 20 (10d4)
points of thunder damage on a failed save and Bite: Melee Weapon Attack: +1 to hit, reach 10
half damage on a successful saving throw. ft., one target. Hit: 4 (1d10 -1) piercing damage.

Variant Innate Spellcasting: The dragon can cast Scream of Rage (Recharge 5-6): The dragon
four spells of up to 1st level of its choice. It’s utters a 15-foot cone or agonizing sound. Each
bonus to hit with these spells is +9 and the save creature in the cone must make a DC 13
DC is 15. These spells recharge at sunrise. dexterity based saving throw or take 8 (4d4)
Typical spells known by a crystal dragon are... points of thunder damage on a failed save and
0th Dancing Lights, Mage Hand, Minor half damage on a successful saving throw.

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

22

Ancient Magma Dragon Magma Breath (Recharge 5-6): The dragon
exhales a 90-foot cone-shaped of boiling lava.
Gargantuan dragon, chaotic neutral Each creature within the cone must make a
----------------------------------------------------------- DC22 dexterity based saving throw or take 51
Armor Class: 20 (natural armor) (17d6) points of fire damage on a failed save and
Hit Points: 385 (22d20+154) half damage on a successful one. In addition the
Speed: 40 ft, Burrow 30 ft, Swim 40 ft., Fly 80 fluid clings to those it strikes and inflicts fire
ft. damage for three rounds. The clinging magma
----------------------------------------------------------- deals 24 points (8d6) points of fire damage the
Str 25 (+7) Dex 13 (+1) Con 25 (+7) Int 18 (+4) first round, 12 (4d6) points the second and 6
Wis 17 (+3) Cha 24 (+7) (2d6) points the third (half damage if the initial
----------------------------------------------------------- saving throw was made). After this the magma
Saving Throws: Dex +8 Con +14 Wis +10 Cha +14 cools and turns to dust.
Skills: Perception +10, Stealth +8
Damage immunities: Fire. LEGENDARY ACTIONS
Senses: blindsight 60 ft., darkvision 120 ft.
passive perception 20 The dragon can take 3 legendary actions,
Languages: Common, Draconic, Ignan choosing from the options below. Only one
Challenge: 22 (41,000 XP) Proficiency: +7 legendary action can be used at a time and only
at the end of another creature’s 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 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 ½ its flying speed
ft., one target. Hit: 17 (2d10 +7) piercing damage
plus 6 (2d6) points of fire damage. Variant Innate Spellcasting: The dragon can cast
seven spells of up to 7th level of its choice. It’s
Claws: Melee Weapon Attack: +14 to hit, reach bonus to hit with these spells is +14 and the save
10 ft., one target. Hit: 13 (2d6 +7) slashing DC is 22. These spells recharge at sunrise.
damage plus 4 points (2d4) points of fire Typical spells known by a cloud dragon are...
damage. 0th Fire Bolt, Mage Hand, Mending
1st Alarm, Burning Hands, Grease
Tail: Melee Weapon Attack: +14 to hit, reach 15 2nd Hold Person, Scorching Ray,
ft., one target. Hit: 15 (2d8 +7) bludgeoning
damage. 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 5th Dominate Person, Geas, Telekinesis
aware of it must succeed on a DC 22 Wisdom 6th Eyebite, Mass Suggestion, Move Earth
saving throw or become frightened for 1 minute. 7th Delayed Blast Fireball, Plane Shift
A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on (Elemental plane of fire only), Teleport
a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for
the next 24 hours.

23

Adult Magma Dragon Magma Breath (Recharge 5-6): The dragon
exhales a 60-foot cone-shaped of boiling lava.
Huge dragon, chaotic neutral Each creature within the cone must make a
DC18 dexterity based saving throw or take 22
----------------------------------------------------------- (14d6) points of fire damage on a failed save and
Armor Class: 18 (natural armor) half damage on a successful one. In addition the
Hit Points: 184 (16d12+80) fluid clings to those it strikes and inflicts fire
Speed: 40 ft, Burrow 30 ft, Swim 40 ft., Fly 80 damage for two rounds. The clinging magma
ft. deals 24 points (7d6) points of fire damage the
----------------------------------------------------------- first round and 9 (3d6) points the second (half
Str 21 (+5) Dex 13 (+1) Con 21 (+5) Int 16 (+3) damage if the initial saving throw was made).
Wis 15 (+2) Cha 16 (+3) After this the magma cools and turns to dust.
-----------------------------------------------------------
Saving Throws: Dex +6 Con +10 Wis +7 Cha +8 LEGENDARY ACTIONS
Skills: Perception +7, Stealth +6
Damage immunities: Fire. The dragon can take 3 legendary actions,
Senses: blindsight 60 ft., darkvision 120 ft. choosing from the options below. Only one
passive perception 20 legendary action can be used at a time and only
Languages: Common, Draconic, Ignan at the end of another creature’s turn. The dragon
Challenge: 14 (11,500 XP) Proficiency: +5 regains spent legendary actions at the start of its
turn.
Lava Walk: The dragon can walk over molten
lava or pools of magma without taking damage Detect: The dragon can make a Wisdom
or sinking beneath the surface. (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.
----------------------------------------------------------- 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 18 dexterity
Multiattack: the dragon can use its frightful saving throw or take 11 (2d6+5) points of
presence ability. It then makes three attacks: bludgeoning damage and be knocked prone. The
once with its bite and twice with its claws. dragon can them fly up to ½ its flying speed

Bite: Melee Weapon Attack: +10 to hit, reach 10 Variant Innate Spellcasting: The dragon can cast
ft., one target. Hit: 15 (2d10 +5) piercing damage three spells of up to 4th level of its choice. It’s
plus 3 (1d6) points of fire damage. bonus to hit with these spells is +8 and the save
DC is 16. These spells recharge at sunrise.
Claws: Melee Weapon Attack: +10 to hit, reach Typical spells known by a cloud dragon are...
5 ft., one target. Hit: 11 (2d6 +5) slashing 0th Fire Bolt, Mage Hand, Mending
damage plus 2 points (1d4) points of fire 1st Alarm, Burning Hands, Grease
damage. 2nd Hold Person, Scorching Ray,

Tail: Melee Weapon Attack: +10 to hit, reach 15 Suggestion
ft., one target. Hit: 13 (2d8 +5) bludgeoning 3rd Fireball, Hypnotic Pattern, Water Walk
damage. 4th Fire Shield, Stoneskin, Wall of Fire)

Frightful Presence: Each creature of the dragon's Young Magma Dragon
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom Large dragon, chaotic neutral
saving throw or become frightened for 1 minute. -----------------------------------------------------------
A creature can repeat the saving throw at the end Armor Class: 17 (natural armor)
of each of its turns, ending the effect on itself on
a success. If a creature's saving throw is 24
successful or the effect ends for it, the creature is
immune to the dragon's Frightful Presence for
the next 24 hours.

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 Wyrmling Magma Dragon
Skills: Perception +5, Stealth +5
Damage immunities: Fire. Medium dragon, chaotic neutral
Senses: blindsight 30 ft., darkvision 120 ft. -----------------------------------------------------------
passive perception 15 Armor Class: 15 (natural armor)
Languages: Common, Draconic, Ignan Hit Points: 27 (5d8+5)
Challenge: 11 (7,200 XP) Proficiency: +4 Speed: 30 ft, Burrow 20 ft, Swim 30 ft., Fly 60
ft.
Lava Walk: The dragon can walk over molten -----------------------------------------------------------
lava or pools of magma without taking damage Str 13 (+1) Dex 13 (+1) Con 13 (+1) Int 12 (+1)
or sinking beneath the surface. Wis 12 (+1) Cha 11 (+0)
----------------------------------------------------------- -----------------------------------------------------------
ACTIONS Saving Throws: Dex +3 Con +3 Wis +3 Cha +2
Skills: Perception +3, Stealth +3
Multiattack: the dragon can make three attacks: Damage immunities: Fire.
once with its bite and twice with its claws. Senses: blindsight 10 ft., darkvision 60 ft.
passive perception 13
Bite: Melee Weapon Attack: +7 to hit, reach 10 Languages: Common, Draconic, Ignan
ft., one target. Hit: 13 (2d10 +3) piercing Challenge: 2 (450 XP) Proficiency: +2
damage.
Lava Walk: The dragon can walk over molten
Claws: Melee Weapon Attack: +7 to hit, reach 5 lava or pools of magma without taking damage
ft., one target. Hit: 9 (2d6 +3) slashing damage. or sinking beneath the surface.
-----------------------------------------------------------
Magma Breath (Recharge 5-6): The dragon ACTIONS
exhales a 30-foot cone-shaped of boiling lava.
Each creature within the cone must make a Bite: Melee Weapon Attack: +3 to hit, reach 5
DC15 dexterity based saving throw or take 36 ft., one target. Hit: 6 (1d10 +1) piercing damage.
(12d6) points of fire damage on a failed save and
half damage on a successful one. In addition the Magma Breath (Recharge 5-6): The dragon
fluid clings to those it strikes and inflicts 18 exhales a 15-foot cone-shaped of boiling lava.
points (6d6) points of fire damage the next round Each creature within the cone must make a
(half damage if the initial saving throw was DC11 dexterity based saving throw or take 18
made). After this the magma cools and turns to (6d6) points of fire damage on a failed save and
dust. half damage on a successful one.

Variant Innate Spellcasting: The dragon can cast
two spells of up to 3rd level of its choice. It’s
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 DRAGON’S LAIR
dragon constantly shifts into rainbow hues like
oil in water. An umbral dragon’s 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 dragon’s 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 dragon’s demesne.
servants. They don’t even like their own kind as
they constantly fear that the other dragon is LAIR ACTIONS
scheming to steal their hoard. The only time an Lair Actions: On initiative count 20 (losing
umbral dragon is found in a group is when it is initiative ties), the dragon takes a lair action to
courting a mate or raising young, otherwise it is cause one of the following effects; the dragon
a solitary breed. can’t use the same effect two rounds in a row.

Madness and Knowledge: as creatures of The dragon can use 10 feet of its
primal chaos, umbral dragons seem unhinged, movement to step into any shadow
cruel and sadistic one moment yet treating one as (other than its own) within 5 feet of it
a lost friend the next. Their tempers are notorious and emerge from a second shadow
yet they are also famed as great teachers of within 60 feet of the first. The dragon
ancient lore. The treasure of an umbral dragon will appear in an unoccupied space
takes the form of magical lore and items. Books within 5 feet of the second shadow.
of necromancy and the worship of ancient gods
26

The dragon causes a spot within its line The light is muted and dim within six
of sight and within 120 feet of the miles of the lair. This shadowy effect
dragon to erupt into elemental chaos. will seen to be caused by an overgrown
All parts of the lair covering a 30 foot tree canopy, steep canyon walls, or
radius burst into flames, lighting, acid unusually thick clouds depending upon
rain, and earthquakes. Characters the terrain
caught in the chaos must make a DC 15 A creepy feeling fills the air within 3
Dexterity saving throw of take 10 (3d6) miles of the lair. This feeling of
points of damage. Damage type is uneasiness and being watched results in
determined randomly using 1d4: 1 = disturbed sleep and paranoia in living
acid, 2 = fire, 3 = bludgeoning, and 4 = creatures so the land will seem
lightning. mysteriously deserted of animal life. A
The dragon can summon (or return) any successful DC 15 Perception check will
one item from its hoard by reaching into find the aura is the result of infrasonic
any shadow. The item may be a vibrations emerging from the dragon’s
weapon, magic item, or simply a heavy lair.
item the dragon wishes to throw at the Skeletons and half decayed corpses will
party. The dragon can use its action to litter the ground within a mile of the
activate/use the item for the rest of the lair. These may be undead stationed to
combat or until it is returned to the guard the lair or simply food stashed
hoard. about for the dragon’s later
consumption.
REGIONAL EFFECTS Upon the death of the dragon all of the regional
The region containing an umbral dragon’s lair is effects will return to normal immediately.
enchanted by the dragon’s magic, which creates
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 dragon’s physical attacks successful save negates the blindness). Any
and breath can damage incorporeal creatures as if creature killed by an ancient umbral dragon’s
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 dragon’s 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 creature’s 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 ½ 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
five spells of up to 7th level of its choice. It’s
Claws: Melee Weapon Attack: +14 to hit, reach bonus to hit with these spells is +12 and the save
10 ft., one target. Hit: 13 (2d6 +7) slashing DC is 20. These spells recharge at sunrise.
damage. Typical spells known by a cloud dragon are...
0th Chill Touch, Light, Mage Hand,
Tail: Melee Weapon Attack: +14 to hit, reach 15 1st Command, Comprehend Languages,
ft., one target. Hit: 15 (2d8 +7) bludgeoning False Life
damage. 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
Adult Umbral Dragon ft., one target. Hit: 13 (2d8 +5) bludgeoning
Huge dragon, chaotic neutral damage.
-----------------------------------------------------------
Armor Class: 19 (natural armor) Frightful Presence: Each creature of the dragon's
Hit Points: 207 (18d12+90) choice that is within 120 feet of the dragon and
Speed: 40 ft, Fly 80 ft. aware of it must succeed on a DC 18 Wisdom
----------------------------------------------------------- saving throw or become frightened for 1 minute.
Str 21 (+5) Dex 11 (+0) Con 21 (+5) Int 18 (+4) A creature can repeat the saving throw at the end
Wis 18 (+4) Cha 19 (+4) of each of its turns, ending the effect on itself on
----------------------------------------------------------- a success. If a creature's saving throw is
Saving Throws: Dex +6 Con +11 Wis +10 Cha successful or the effect ends for it, the creature is
+10 immune to the dragon's Frightful Presence for
Skills: Perception +10, Stealth +6 the next 24 hours.
Damage immunities: necrotic.
Senses: blindsight 60 ft., darkvision 120 ft. Shadow Breath (Recharge 5-6): The dragon
passive perception 20 exhales a 60-foot cone-shaped cloud of darkness.
Languages: Common, Draconic, Primordial Each creature in that cloud must make a DC 19
Challenge: 17 (18,000 XP) Proficiency: +6 dexterity based saving throw or take 60 (15d8)
points of necrotic damage on a failed save and
Ghost Bane: an umbral dragon’s physical attacks half damage on a successful save. In addition the
and breath can damage incorporeal creatures as if victim must make a second DC 18 Constitution
they were solid and entirely upon the physical save or be blinded for 2 (1d4) rounds (a
plane. In addition any necrotic attacks that would successful save negates the blindness).
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 creature’s 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
(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 10 feet of the
Multiattack: the dragon can use its frightful dragon must succeed on a DC 19 dexterity
presence ability. It then makes three attacks: saving throw or take 11 (2d6+5) points of
once with its bite and twice with its claws. bludgeoning damage and be knocked prone. The
dragon can them fly up to ½ its flying speed

Variant Innate Spellcasting: The dragon can cast
four spells of up to 5th level of its choice. It’s

29

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

Multiattack: the dragon can make three attacks: Umbral Scion: Umbral dragons are immune to
once with its bite and twice with its claws. level draining effects such as those used by many
undead.
Bite: Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 13 (2d10 +3) piercing
damage.

30

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

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. It’s
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
½ 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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terms of this agreement. of the Coast, Inc; Authors Mike Mearls, Jeremy Crawford,
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Content that contains a notice indicating that the Open Game Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Content may only be Used under and in terms of this Townshend, based on original material by E. Gary Gygax
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Content that you Use. No terms may be added to or
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License itself. No other terms or conditions may be applied to ©2000. Wizards of the Coast, Inc; Authors Jonathan Tweet,
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this License, the Contributors grant You a perpetual,
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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
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The Primal Dragons. © 2017. Scribid.com; Author Tamara
Henson.
OPEN GAME LICENSE Version 1.0a
END OF LICENSE

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