XIXECAL Multiple Limbs The xixecal’s arms and legs can be targeted
separately. Each arm has 200 hit points and each leg has 300 hit
Gargantuan elemental (titan), chaotic evil points. Damage done to a limb does not reduce the xixecal’s
current hit point total. If a limb is reduced to 0 hit points, that limb
Armor Class 25 (natural armor) can no longer take actions or reactions until it has at least 1 hit point.
Hit Points 880 (40d20 + 400) If a limb is reduced to -100 hit points it is destroyed and cannot
Speed 120 ft. function until it has been restored to full hit points. Additionally, the
xixecal’s speed is reduced by 50 feet for each leg that is at or below
STR DEX CON INT WIS CHA 0 hit points and it is knocked prone if both legs are reduced to 0 hit
points or less.
34 (+15) 10 (+3) 30 (+13) 12 (+4) 10 (+3) 28 (+12)
Regeneration. The xixecal regains 20 hit points at the start of its
Savings Throws Str +24, Con +22, Wis +12, Cha +21 turn. It can regain these hit points to its current hit point total or one
Skills Arcana +13, Athletics + 24, Intimidation +21 of its limbs’ pool of hit points.
Damage Resistances force, necrotic, psychic, radiant, thunder;
Siege Monster. The xXixecal deals double damage to objects and
refer to Greater God traits structures.
Damage Immunities cold, fire, lightning, poison; refer to Greater
Trample. When the xixecal moves, it can enter a Large or smaller
God traits creature’s space. The first time she enters a creature’s space,the
Condition Immunities blinded, charmed, deafened, frightened, xixecal can make a stomp attack on that creature.
poisoned, stunned; refer to Greater God traits ACTIONS
Senses blindsight 480 ft., darkvision 600 ft., truesight 240 ft.,
Multiattack. Xixecal makes to slam attacks.
passive Perception 44
Languages All, telepathy 1,200 ft. Slam. Melee Weapon Attack: +24 to hit, reach 60ft., one target.
Challenge 30 (155,000 XP) Hit: 74 (16d6 + 18) bludgeoning damage plus 28 (8d6) cold damage.
Aura of Cold. The xixecal is surrounded by a perpetual snow storm. Stomp. Melee Weapon Attack: +24 to hit, reach 40ft., one target.
The area within 1 mile of the xixecal is lightly obscured from the Hit: 90 (16d8 + 18) bludgeoning damage plus 28 (8d6) cold damage.
intense snowfall. A creature that stats its turn within 1,000 feet of
the xixecal takes 7 (2d6) cold damage, or 14 (4d6) cold damage if it Cold Breath (Recharge 5-6). The xixecal exhales cold in a 300-
is within 120 feet of the xixecal. foot cone. Each creature in the cone must succeed on a DC 30
Constitution saving throw, taking 156 (24d12) cold damage on a
Colossal. Xixecal’s space is 80 feet by 80 feet and it stands failed save and half as much damage on a successful one. In
approximately 120 feet tall. Any creature Large or smaller can enter addition, on a failed save the target cannot take bonus actions, and
its space and any such creature must be within Xixecal’s space to its speed is reduced in half until it takes an action and succeeds on
be considered adjacent. In addition, any creature Large or smaller a DC 23 Constitution saving throw to warm itself.
can only target Xixecal’s limbs unless it is able to fly, the attack
range is greater than 50 feet, or it is using the climb onto a bigger Summon Dragons (1/Day). The xixecal summons 1d4 adult white
creature rules in the DMG. It cost Xixecal 30 feet of speed when it dragons.
takes a limb action. Additionally, any creature adjacent to a Medium
or smaller target that is hit by one of Xixecal’s melee attacks must LEGENDARY ACTIONS
make a DC 25 Dexterity saving throw or take the same damage as
the initial target. If Xixecal is targeted by an area of effect, the DM Xixecal can take 3 legendary actions, choosing from the options
will determine if the effect targets its limbs, body, or a combination of below. Only one legendary action option can be used at a time and
its parts. If multiple parts are affected, each body part takes only at the end of another creature’s turn. If Xixecal has unspent
damage separately. legendary actions at the end of the round, she may spend and
immediately use her remaining legendary actions. Xixecal regains
Innate Spellcasting. The Xixecal’s spell casting ability is Charisma spent legendary actions at the start of her turn.
(spell save DC 29, +21 to hit with attack spells). It can innately cast
the following spells with no components: Blinding Snow. Ranged weapon attacks that target the xixecal, or a
a creature within 120 feet of the xixecal, have disadvantage until
At will: cone of cold, dispel magic, hold monster, wall of ice the start of the xixecal’s next turn.
3/day each: haste, investiture of ice (willing target within 120 ft.)
1/day each: control weather, dominate monster Biting Cold (Costs 2 Actions). All creatures within 120 feet of the
xixecal and that are not immune to cold must make a DC 23
Limited Magic Immunity. The xixecal is immune to 3rd level and Constitution saving throw, gain one level of exhaustion on a
lower level spells and magical effects and has advantage on all failure.
other spells and magical effects.
Swirling Winds (Costs 2 Actions). Any flying creature of the
Elemental Attacks. The xixecal’s attacks are considered magical xixecal’s choice within 120 feet of it must make a DC 23 Strength
for overcoming resistances and immunities. Additionally, its melee saving throw or be knocked prone until the end of the xixecal’s
attacks deal an extra 14 (4d6) cold damage on a hit (included in the next turn.
attack).
200
ASTRAL DREADNOUGHT ACTIONS
Gargantuan abomination (titan), neutral Multiattack. The dreadnought uses its frightful presence. It then
makes two pincer attacks.
Armor Class 22
Hit Points 533 (26d20+260) Pincer. Melee Weapon Attack: +18 to hit, reach 15ft., one
Speed 0 ft., fly 120 ft. (hover) target. Hit: 45 (6d10 + 12) slashing damage and if the target is huge
or smaller it must make a DC 26 Strength saving throw or be
STR DEX CON INT WIS CHA grappled. A grappled target is also restrained. The dreadnought
14 (+3) 18 (+5) can only have one creature grappled in each of its pincers.
30 (+11) 12 (+2) 30 (+11) 6 (-1)
Bite. Melee Weapon Attack: +18 to hit, reach 5ft., one target. Hit: 51
Savings Throws Str +18, Dex +9, Con +18, Wis +10 (6d12 + 12) piercing damage and if the target is Huge or smaller,
Skills Athletics +18, Perception +10, Stealth +9 and the dreadnought wishes to, it is also swallowed. While
Damage Resistances necrotic swallowed the creature is blinded and restrained, it has total cover
Damage Immunities bludgeoning, piercing, and slashing that is against attacks and other effects outside of The dreadnought, and it
takes 22 (4d10) acid and 22 (4d10) bludgeoning damage at the start
nonmagical of each of the dreadnought’s turns.
Condition Immunities frightened, prone
Senses darkvision 360 ft., truesight 120 ft., passive Perception 20 If the dreadnought dies, a swallowed creature is no longer
Languages understands All but does not speak restrained by it and can escape from the corpse by using 30 feet of
Challenge 24 (62,000 XP) movement, exiting prone.
Antimagic cone. The dreadnought’s central eye creates an area of Fling. One Huge or smaller object held or a creature grappled by
antimagic, as in the antimagic field spell, in a 240-foot cone. At the the dreadnought is thrown up to 100 feet and knocked prone. If a
start of each of its turns, the beholder decides which way the cone thrown target strikes a solid surface, the target takes 3 (1d6)
faces and whether the cone is active. bludgeoning damage for every 10 feet it was thrown. If the target is
thrown at another creature, that creature must succeed on a DC 26
Colossal. The dreadnought’s space is 30’ x 30’ and it has Dexterity saving throw or take the same damage and be knocked
advantage on saving throws against being pushed or pulled. prone.
Limited Magic Immunity. The dreadnought is immune to cantrips Frightful Presence. Each creature of the dreadnought's choice that
and has advantage on saving throws of spells and magical effects of is within 120 feet of the dreadnought and aware of it must succeed
3rd level or less. on a DC 19 Wisdom saving throw or become Frightened for 1
minute. A creature can repeat the saving throw at the end of each of
Magic Weapons. The dreadnought’s weapon attacks are its turns, ending the effect on itself on a success. If a creature's
considered magical for overcoming resistances. saving throw is successful or the effect ends for it, the creature is
immune to the dreadnought's Frightful Presence for the next 24
Regeneration. The dreadnought regains 10 hit points at the start of hours.
its turn.
LEGENDARY ACTIONS
Rend. If the dreadnought hits the same target with two pincer attack
on the same turn, it can use its reaction to tear at its opponent The dreadnought can take 3 legendary actions, choosing from the
causing an additional 45 (6d10 + 12) slashing damage. options below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. If the
Relentless Attacker. If the dreadnought has a creature grappled, it dreadnought has unspent legendary actions at the end of the round,
can use a bonus action to make a bite or fling attack against it. it may spend and immediately use its remaining legendary actions.
The dreadnought regains spent legendary actions at the start of its
Siege Monster. The dreadnought deals double damage to objects turn.
and structures.
Antimagic Cone. The dreadnought changes the direction of its
Sever Silver Cord. When the dreadnought makes critical hit against antimagic cone.
a creature who is projecting into the astral plane, it severs their Move. Dreadnought can move up to half his speed.
astral cord and the target dies. Pincer. The dreadnought makes a pincer attack.
Bite (Costs 2 Actions). The dreadnought makes a swallow attack
Unstoppable. If the dreadnought is subject to an effect that would
inflict the paralyzed, petrified, restrained, or stunned condition; it against a target it has grappled.
instead loses its next use of legendary actions (one action) and its
speed is reduced by half for the duration of the spell or effect. The
loss of legendary actions is cumulative.
Variable Resistance (3/day). When the dreadnought is subject to
acid, cold, fire, force, lightning, poison, psychic, radiant, or thunder
damage it gains resistance to that damage type (including against
the triggering attack) for the next 24 hours or until it uses this trait
again.
201
ATROPAL Regeneration. The atropal regains 20 hit points at the start of its
turn. If the atropal takes radiant damage, this trait doesn’t function
Large undead (titan), neutral evil at the start of the atropal’s next turn. The atropal dies only if it starts
its turn with 0 hit points and doesn’t regenerate..
Armor Class 20
Hit Points 435 (28d10+270) Turn Resistance. The atropal and any other undead creature within
Speed 0 ft., fly 60 ft. (hover) 60 feet of it has advantage on saving throws against any effect that
turns undead.
STR DEX CON INT WIS CHA
ACTIONS
25 (+8) 15 (+3) 28 (+10) 25 (+8) 20 (+6) 24 (+8)
Multiattack. The atropal makes two attacks: any combination of
Savings Throws Dex +10, Con +17, Int +15, Wis +13 Touch and Ray of Cold attacks.
Skills Arcana +15, Perception +13, Stealth +10
Damage Vulnerabilities radiant Touch Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Damage Resistances lightning; bludgeoning, piercing, and slashing Hit: 42 (12d6) necrotic damage and the target must make a DC 23
Constitution saving throw or suffer one level of exhaustion.
that is +1 or less magical
Damage Immunities cold, necrotic; bludgeoning, piercing, and Ray of Cold. Ranged Spell Attack: +15 to hit, range 180 ft., one
target. Hit: 44 (8d10) cold damage and the target must make a DC
slashing that is nonmagical 23 Constitution saving throw or be paralyzed until the end of the
Condition Immunities exhaustion, frightened, paralyzed, poisoned, atropal’s next turn.
prone Life Drain. The atropal targets one creature it can see within 120
Senses darkvision 180 ft., truesight 120 ft., passive Perception 23 feet of it. The target must make a DC 23 Constitution saving throw,
Languages understands Celestial but utters only obscene taking 81 (18d8) necrotic damage on a failed save, or half as much
damage on a successful one. The atropal regains a number of hit
nonsense, telepathy 90 ft. points equal to half the amount of the damage dealt.
Challenge 24 (62,000 XP)
Summon Wraith (Recharge 5-6). The atropal summons a wraith,
Divine Resistance. If the atropal fails a saving throw, it can spend which materializes within 60 feet of it in an unoccupied space it can
a legendary action to re-roll the save with advantage. see. The wraith obeys the atropal’s commands and can’t be
controlled by any other creature. The wraith vanishes when it drops
Immutable Form. The atropal is immune to any spell or effect that to 0 hit points or when the atropal dies.
would alter its form.
LEGENDARY ACTIONS
Innate Spellcasting. The atropal’s spell casting ability is
Intelligence (spell save DC 23, +15 to hit with attack spells). Atropal The atropal can take 3 legendary actions, choosing from the options
can innately cast the following spells, requiring no material below. Only one legendary action option can be used at a time and
components: only at the end of another creature’s turn. If the atropal has unspent
legendary actions at the end of the round, it may spend and
At-will: animate dead, create undead, cone of cold, dispel magic immediately use its remaining legendary actions. The atropal
3/day each: finger of death, greater invisibility, plane shift, teleport regains spent legendary actions at the start of its turn.
1/day each: haste, project image, (un)holy aura, weird
Attack. The atropal makes a Touch or Ray of Cold attack.
Limited Magic Immunity. The atropal is immune to cantrips and Move. Atropal can move up to half his speed.
has advantage on saving throws of spells and magical effects of 6th Spellcasting (Costs 2 Actions). The atropal casts a spell.
level or less. Life Drain (Costs 3 Actions). The atropal makes a Life Drain
Magic Weapons. The atropal’s weapon attacks are considered attack.
magical weapons for overcoming resistances. Wail (Costs 3 Actions). The atropal lets out a withering wail. Any
Negative Energy Aura. Creatures within 60 feet of the atropal can’t creature within 180 feet of the atropal that can hear the wail must
regain hit points, and any creature that starts its turn within 60 feet of succeed on a DC 23 Constitution saving throw or suffer 1 level of
the atropal takes 21 (6d6) necrotic damage. In addition, creatures exhaustion.
with less than 50 hit points that start their turn in the aura must make
a DC 20 Constitution saving throw or die.
A creature that dies because of this aura rises, if the atropal
wishes it, at the start of the atropal’s next turn as a specter under the
control of the atropal
202
DREAM LARVA ACTIONS
Large monstrosity (titan), chaotic Multiattack. The dream larva makes four attacks: any combination
of claw and bite attacks.
Armor Class 20 (natural armor)
Hit Points 351 (26d10 + 208) Bite. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit:
Speed 40 ft., fly 120 ft. 20 (4d4 + 10) piercing damage.
STR DEX CON INT WIS CHA Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target.
Hit: 24 (4d6 + 10) slashing damage.
27 (+9) 15 (+3) 27 (+9) 18 (+5) 22 (+7) 26 (+9)
Pincer. Melee Weapon Attack: +16 to hit, reach 5ft., one target.
Savings Throws Str +21, Dex +12, Con +21, Wis +12, Cha +19 Hit: 24 (4d6 + 10) piercing damage and if the target is Large or
Skills Arcana +12, Athletics + 16, Deception +16, Insight +14, smaller it must make a DC 24 Strength saving throw or be grappled.
Perception +14, Persuasion +16 Summon Nightwalker (5/day, Recharge 5-6). The dream larva
Damage Resistances cold, fire, psychic; bludgeoning, piercing, and summons a nightwalker.
slashing damage that is nonmagical LEGENDARY ACTIONS
Damage Immunities thunder
Condition Immunities charmed, petrified, poisoned Dream larva can take 3 legendary actions, choosing from the
Senses darkvision 480 ft., truesight 240 ft., passive Perception 26 options below. Only one legendary action option can be used at a
Languages All, telepathy 480 ft. time and only at the end of another creature’s turn. If Dream larva
Challenge 22 (41,000 XP) has unspent legendary actions at the end of the round, she may
spend and immediately use her remaining legendary actions.
Nightmare Visage. When a creature first comes within 30 feet of Dream larva regains spent legendary actions at the start of her turn.
the dream larva, and is not blind, it is confronted by their worst
nightmare. The creature must make a DC 24 Wisdom saving throw Attack. The dream larva makes two claw or pincer attacks.
or be knocked unconscious. The creature must make an additional Move. The dream larva can move half its speed.
saving throw at the end of its next turn. On a failed save the Regenerate. The dream larva regains 10 hit points.
creature dies. On a success the effect ends for it and it is immune Teleport (Costs 2 Actions). The dream larva teleports 120 feet to
to this specific dream larva’s nightmare visage. Creatures that
cannot be frightened are immune to this effect. an unoccupied space it can see.
Sending (Costs 3 Actions). The dream larva attempts to thrust a
Deific Resistance (3/day). If the dream larva fails a saving throw, it
can spend a reaction to succeed instead. creature it has grappled into a nightmare. The creature must
make a DC 24 Wisdom saving throw. On a failure the creature
Immutable Form. The dream larva is immune to any spell or effect appears to be absorbed into the dream larva’s body, but it is
that would alter its form. actually thrust into a shrieking insanity that only it can experience.
The victim reappears 1d4 rounds later in an unoccupied space
Innate Spellcasting. The Dream larva’s spell casting ability is adjacent to the space it disappeared, takes 81 (18d8) psychic
Charisma (spell save DC 24, +16 to hit with attack spells). It can damage and suffers a random short-term madness for 1 minute.
innately cast the following spells with no material components: Spellcasting (Costs 3 Actions). The dream larva cast a spell.
At will: fly, haste
3/day each: prismatic spray
1/day each: weird
Limited Magic Immunity. The dream larva is immune to cantrips
and has advantage on all other spells and magical effects.
Magic Weapons. The dream larva’s attacks are considered magical
for overcoming resistances and immunities.
Regeneration. The dream larva regains 10 hit points at the start of
its turn.
Savage Attacker. The dream larva can use a bonus action to make
a bite attack against a target it has grappled.
203
INFERNAL ACTIONS
Large fiend (titan), chaotic, lawful, or neutral evil Multiattack. The Infernal makes two claw attacks and one tail
attack.
Armor Class 21 (natural armor)
Hit Points 364 (27d10+216) Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Speed 40 ft., fly 120 ft. Hit: 28 (5d6 + 11) slashing damage and the target must make a DC
25 Strength saving throw or be grappled.
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit:
28 (+10) 20 (+6) 27 (+9) 20 (+6) 20 (+6) 25 (+8) 23 (5d4 + 11) piercing damage and the creature loses its highest
unused spell slot if it is a spell caster or it gains one level of
Savings Throws Str +17, Dex +13, Con +16, Wis +13 exhaustion if it is not.
Skills Athletics +17, Deception +15, Perception +13
Damage Resistances cold Tail Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Damage Immunities fire, poison; bludgeoning, piercing, and Hit: 28 (5d6 + 11) bludgeoning damage and the target must make a
DC 25 Strength saving throw or be knocked prone.
slashing that is nonmagical
Condition Immunities charmed, petrified, poisoned Summon Fiend (1/Day). The Infernal summons fiends of an
Senses blindsight 240 ft., truesight 120 ft., passive Perception 23 alignment that matches its own and whose total average hit points
Languages Abyssal, Celestial, Common, Infernal, telepathy 480 ft. do not exceed 300.
Challenge 22 (41,000 XP)
LEGENDARY ACTIONS
Deific Resistance (3/day). If the Infernal fails a saving throw, it can
spend a reaction or legendary action to succeed instead. The Infernal can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Immutable Form. The infernal is immune to any spell or effect that only at the end of another creature’s turn. If the Infernal has unspent
would alter its form. legendary actions at the end of the round, it may spend and
immediately use its remaining legendary actions. The Infernal
Innate Spellcasting. The Infernal’s spell casting ability is Charisma regains spent legendary actions at the start of its turn.
(spell save DC 23, +15 to hit with attack spells). The Infernal can
innately cast the following spells, requiring no components: Claw. The Infernal makes a claw attack.
Move. The Infernal can move half its speed.
At will: animate dead, blur, charm person, darkness, detect good Regenerate. The infernal regains 15 hit points.
and evil, fireball Wing Attack (Costs 2 Actions). The infernal beats its wings. Each
3/day each: create undead, dispel magic, teleport, wall of fire creature within 10 ft. of the infernal must succeed on a DC 25
1/day each: greater invisibility, major image, fire storm, symbol Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
and be knocked prone. The infernal can then fly up to half its
Learned Magic Immunity. When the Infernal is affected by a spell flying speed.
cast by a particular spellcaster, the infernal suffers the effects of the Teleport (Costs 2 Actions). The Infernal and any equipment it is
spell and is thereafter immune to that spell when cast by that wearing or carrying teleports to an unoccupied space it can see
spellcaster. within 120 feet of it.
Spellcasting (Costs 3 Actions). The Infernal casts a spell.
Magic Resistance. The Infernal has advantage on saving throws
against spells and magical effects.
Magic Weapons. The Infernal’s weapon attacks are considered
magical weapons for overcoming resistances and immunities.
Spell Suck. The Infernal can make a bite attack as a bonus action
against at target it has grappled.
204
PHANE Time Leach. The phane can use a bonus action to siphon time from
a creature that is under the effects of its stasis touch. The creature
Large monstrosity (titan), chaotic evil suffers one level of exhaustion and ages 10 years each time the
phane uses the effect. If a creature dies from this effect, it is
Armor Class 17 released from the stasis and its body is a desiccated husk that turns
Hit Points 324 (24d10+192) to dust from the slightest touch or breeze, and the phane regains 50
Speed 80 ft., fly 120 ft. hit points.
STR DEX CON INT WIS CHA ACTIONS
--
24 (+7) 26 (+8) 22 (+6) 16 (+3) 28 (+9) Multiattack. The phane makes stasis touch or chronal bolt attacks.
Savings Throws Dex +13, Con +15, Wis +10 Stasis Touch Melee Spell Attack: +13 to hit, reach 10 ft., one
Skills Acrobatics +13, Arcana +13, Perception +13, Stealth +10 target. Hit: The target is put into a state of suspended animation.
Damage Resistances acid, cold, fire, lightning, thunder; For the creature, time ceases to flow and its condition becomes
fixed. The creature cannot act, it does not grow older, its body
bludgeoning, piercing, and slashing functions virtually cease, and nor force or effect can harm it. The
Damage Immunities necrotic, poison; bludgeoning, piercing, and state persists until the magic is removed by an 8th level dispel magic
spell, wish, or similar powerful magic. Additionally, at the end of
slashing that is nonmagical each of its turns the creature may attempt a DC 23 Wisdom or
Condition Immunities charmed, exhaustion, frightened, grappled, Intelligence saving throw, ending the effect on itself on a success.
paralyzed, petrified, poisoned, prone, restrained Chronal Bolt. Ranged Spell Attack: +15 to hit, range 120 ft., one
Senses blindsight 240 ft., truesight 120 ft., passive Perception 23 target. Hit: 70 (20d6) force damage and the target’s speed is
Languages All, telepathy 480 ft. reduced in half until the end of its next turn.
Challenge 21 (33,000 XP)
Time Leap (Recharge 6). The phane leaps through time gaining
Deific Resistance (3/day). If the phane fails a saving throw, it can knowledge of the future. For the next 4 rounds the phane has
spend a reaction or legendary action to succeed instead. advantage on all of its attacks, it automatically makes all saving
throws, and all attacks that target it have disadvantage.
Incorporeal Movement. The phane can move through other
creatures and objects as if they were difficult terrain. It takes 5 Summon Time Duplicate (1/Day). The phane summons a
(1d10) force damage if it ends its turn inside an object. duplicate of a creature it has encountered in the past. The
summoned creature must be CR 15 or below. The summoned
Innate Spellcasting. The phane’s spell casting ability is Charisma creature is completely loyal to and phane, and obeys its commands
(spell save DC 23, +15 to hit with attack spells). The phane can as in the spell Dominate Monster. The summoned creature is
innately cast the following spells, requiring no components: banished it the phane is reduced to 0 hit points or the phane dismiss
it as a bonus action.
At-will: detect good and evil, greater invisibility
3/day each: haste, teleport, trap the soul LEGENDARY ACTIONS
1/day each: time stop
The phane can take 3 legendary actions, choosing from the options
Limited Magic Immunity. The phane is immune to cantrips and below. Only one legendary action option can be used at a time and
has advantage on saving throws of spells and magical effects of 6th only at the end of another creature’s turn. If the phane has unspent
level or less. legendary actions at the end of the round, it may spend and
immediately use its remaining legendary actions. The phane regains
Magic Weapons. The phane’s weapon attacks are considered spent legendary actions at the start of its turn.
magical weapons for overcoming resistances and immunities.
Shadow Movement. The phane uses the Dash or Disengage
Null Time Field. When a creature starts its turn within 30 feet of the action.
phane, it must make a DC 19 Wisdom saving throw or be stuck in
time until the start of its next turn. A creature stuck in time cannot Attack (Costs 2 Actions). The phane makes a stasis touch or
take Actions, and cannot be acted upon except by the phane’s chronal bolt attack.
stasis touch attack or a wish spell.
Spellcasting (Costs 2 Actions). The phane casts a spell.
Regeneration. The phane regains 20 hit points at the start of its Time Step (Costs 2 Actions). The phane can teleport to a space ti
turn. If the phane takes force or radiant damage, this trait doesn’t
function at the start of the phane’s next turn. The phane dies only if can see within 120 feet of it.
it starts its turn with 0 hit points and doesn’t regenerate. Time Warp (Costs 3 Actions). All creatures within 30 feet of the
Shadow Form. The phane can Hide as bonus action in dim light. phane take 35 (10d6) force damage and phane teleports 60 feet.
205
CHICHIMEC ACTIONS
Medium monstrosity (titan), neutral evil Multiattack. The chichimec makes eight wing buffet and one tail
attack.
Armor Class 21 (natural armor)
Hit Points 252 (24d8+144) Wing Buffet. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Speed 5 ft., fly 120 ft. target. Hit: The target takes 12 (2d6 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +11 to hit, range 5 ft., one target. Hit:
14 (2d8 + 5) bludgeoning damage and the target must make a DC
20 (+5) 23 (+6) 22 (+6) 12 (+1) 14 (+2) 25 (+7) 22 Constitution saving throw or suffer on level of exhaustion.
Savings Throws Dex +12, Con +12, Wis +8, Cha +13 Wail (Recharge 5-6). The chichimec emits a soul-chilling scream.
Skills Acrobatics +18, Arcana +7, Insight +8, Perception +8 Each creature that can hear within 120 feet of it, must make a DC 22
Damage Resistances cold, fire; bludgeoning, piercing, and slashing Constitution saving throw. The effects of the scream vary
depending on the distance the target is from the Chichimec as
that is nonmagical follows:
Damage Immunities lightning, necrotic
Condition Immunities charmed, exhaustion, petrified • Within 30 feet: On a failure the creature is reduced to 0 hit points
Senses blindsight 500 ft., truesight 120 ft., passive Perception 18 and takes 4 levels of exhaustion, or, if it is already at or below 0
Languages Auran, Celestial, telepathy 1,000 ft. hit points, it dies. On a successful save the creature takes 65
Challenge 20 (25,000 XP) (10d12) necrotic damage.
Brute. A melee weapon deals one extra die of its damage when the • From 31-60 feet: On a failure the creature takes 65 (10d12)
chichimec hits with it (included in the attack). necrotic damage, is paralyzed for 1d4 rounds, and takes 2 levels
of exhaustion. On a successful save the creature takes half as
Deific Resistance (3/day). If the chichimec fails a saving throw, it much damage.
can spend a reaction to succeed instead.
• From 61- 120 feet: On a failure the creature is paralyzed for 1d4
Epic Speed. The chichimec can use a bonus action to take the rounds and takes one level of exhaustion.
Dash or Disengage actions.
Flying Charge (Recharge 4-6). The chichimec moves up to its
Immutable Form. The chichimec is immune to any spell or effect speed and can enter another creature’s space during the move.
that would alter its form. The first time it enters a creature’s space during the move it can
make four wing buffet attacks targeting that creature.
Innate Spellcasting. The Chichimec’s spell casting ability is
Charisma (spell save DC 22, +14 to hit with attack spells). The Summon Elemental (3/Day). The chichimec summons an elder air
Chichimec can innately cast the following spells, requiring no elemental.
components:
At-will: darkness, lightning bolt, telekinesis
1/day each: call lightning, chain lightning, control weather, greater
invisibility
Limited Magic Immunity. The chichimec is immune to cantrips and
has advantage on saving throws of spells and magical effects of 4th
level or less.
Magic Weapons. The chichimec’s weapon attacks are considered
magical weapons for overcoming resistances and immunities.
Regeneration. The chichimec regains 20 hit points at the start of its
turn.
206
ELDER AIR ELEMENTAL Untethered. The elemental has advantage on effects that would
inflict the incapacitated condition.
Huge elemental, neutral
ACTIONS
Armor Class 16
Hit Points 152 (16d12 + 48) Multiattack. The elemental makes three attacks, any combination
Speed 0 ft., fly 100 ft. (hover) of slam and gust attacks.
STR DEX CON INT WIS CHA Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
12 (+1) 9 (+0) Hit: 16 (3d6 + 6) bludgeoning damage,
17 (+3) 22 (+6) 16 (+3) 8 (-1)
Gust. Ranged Weapon Attack: +10 to hit, range 60 ft., one target.
Savings Throws Dex +10, Con +7, Wis +5 Hit: 13 (2d6+6) bludgeoning damage and the target must succeed
Skills Acrobatics +10, Stealth +10 on a DC 18 Strength saving throw or be pushed 10 feet.
Damage Resistances lightning, thunder; bludgeoning, piercing, and
Whirlwind (Recharge 5-6). The elemental creates a storm filled
slashing that is nonmagical. with swirling wind and debris within a 15-foot radius of itself. Any
Damage Immunities poison creature in the area must make a DC 18 Strength saving throw
Condition Immunities exhaustion, grappled, paralyzed, petrified, taking 11 (2d10) bludgeoning and 11 (2d10) piercing damage and
be thrown on a failure, or half as much damage on a success. In
poisoned, prone, restrained, unconscious addition, on a failure a large creature is thrown 10 feet and a
Senses darkvision 90 ft., passive Perception 11 medium or smaller creature 20 feet.
Languages Auran
Challenge 10 (11,800 XP) A thrown creature must make a DC 19 Dexterity saving throw,
taking 4 (1d8) damage for each 10 feet it is thrown on a failure, or
Air Form. The elemental can enter a hostile creature’s space and half as much damage on a success.
stop there. Creatures in the elementals space suffer the effects of
storm aura, with disadvantage on their saving throw. The primal Summon Elementals (1/day). The elemental summons 1d6 air
elemental can move through a space as narrow as 1 inch wide elementals to unoccupied spaces within 80 feet of the elemental.
without squeezing if air can pass through the space.
BONUS ACTIONS
Elemental Attacks. The primal elemental’s attacks are treated as
magical weapons. Quick Casting (Recharge 4-6). The elemental can use a bonus
action to cast an at-will spell.
Innate Spellcasting. The elemental’s spell casting ability is
Wisdom (spell save DC 13, +5 to hit with attack spells). It can REACTIONS
innately cast the following spells, requiring no components:
Windy Escape. When the elemental is hit by an attack it can use a
At will: gust of wind, shocking grasp (5th level) reaction to move up to half its speed. Creatures have disadvantage
2/day each: lightning bolt, thunder wave (3rd level) on opportunity attacks to hit the elemental during this movement.
1/day each: storm sphere
Limited Magic Resistance. The elemental has advantage on
saving throws against spells and magical effects of 3rd level or lower.
207
CONSTRUCTS
208
GODFORGED COLOSSUS ACTIONS
Gargantuan construct, unaligned Multiattack. The colossus makes two melee attacks.
Armor Class 34 (natural armor) Slam. Melee Weapon Attack: +29 to hit, reach 100 ft., one target,
Hit Points 1,372 (56d20 + 784) refer to colossal. Hit: 255 (42d10 + 24) bludgeoning damage and
Speed 300 ft. the target must make a DC 38 Strength saving throw. On a failure
the target it knocked prone and stunned until the end of the
STR DEX CON INT WIS CHA colossus’ next turn, or pushed 50 feet per point below the DC on the
18 (+9) 28 (+14) roll, the colossus’ choice.
38 (+19) 10 (+5) 38 (+19) 3 (+1)
Force Sword. Melee Weapon Attack: +29 to hit, reach 250 ft., one
Savings Throws Str +30, Con +29, Wis +19, Cha +24 target, refer to colossal. Hit: 325 (50d12) force damage.
Damage Resistances cold, radiant; bludgeoning, piercing, and
Force Bolt. Ranged Spell Attack: +24 to hit, range 4,000/8000 ft.,
slashing from +5 or less magical weapons one target. Hit: 220 (40d10) force damage and each creature within
Damage Immunities fire, poison, psychic; bludgeoning, piercing, 100 feet of the target must make a DC 32 Constitution saving throw,
taking 55 (10d10) thunder damage on a failed save and half as
and slashing that is nonmagical much damage on a successful one.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
Voice of the Demiurge (Recharge 5-6). The colossus speaks a
petrified, poisoned word of power. Each creature within 600 feet of the colossus must
Senses truesight 1,200 ft., passive Perception 24 make a DC 32 Constitution saving throw. On a failure the target
Languages All, but only speaks in the language of its creator takes 336 (32d20) psychic damage and is stunned until the end of
Challenge 38 (345,000 XP) the colossus’s next turn. On a successful save the target takes half
as much damage.
Colossal. The colossus’ space is 200 ft. by 200 ft., and it stands
over 300 ft. tall. Any creature that occupies a 50’ x 50 ft. area, or Projectile. Ranged Weapon Attack: +30 to hit, range 2000/4000 ft.,
smaller, can enter the colossus’ space. A creature in the colossus’s one target. Hit: 360 (61d10+25) bludgeoning damage.
space has advantage on melee attacks targeting the colossus. A
creature of huge size or smaller must be in the colossus’ space to The colossus must have a projectile in its grasp to use this attack.
be considered adjacent for melee attacks. If the projectile is a creature, refer to fashion projectile, it must make
a DC 38 Dexterity saving throw, taking the same amount of damage
When the colossus moves it must use at least 30 feet of its on a failure, or half as much damage on a success.
speed. In addition, each time the colossus makes a melee attack it
costs it 30 feet of speed. Bonus Actions
When the colossus hits a target with a melee attack it can Fashion Projectile. The colossus grabs a huge sized object within
target one Huge or larger target. If the target is Large, each 100 ft. of it. If the object is a creature, the creature must make a DC
creature within 5 feet of the initial target must make DC 30 Dexterity 38 Strength or Dexterity saving throw. On a failure it is grappled and
saving. If the target is Medium or smaller, each creature within 10 restrained. The colossus can carry two huge or smaller sized
feet of the initial target must make a DC 30 Dexterity saving throw. creatures or objects.
On a failed saving throw the secondary targets take the same
damage as the initial target. REACTIONS
Colossal Resistance (5/Day). If the colossus fails a saving throw, Stomp. When a creature starts its turn in the colossus’ space, the
it can spend its reaction to reroll. colossus can make a slam attack against that creature.
Immutable Form. The colossus is immune to any spell effect that Grab. Refer to fashion projectile. When a creature starts its turn or
would alter its form. enters the colossus’ space, the colossus can make a grapple attack
against that creature.
Magic Resistance. The colossus has advantage on saving throws
against spells and magical effects.
Magic Weapons. The colossus’s weapon attacks are considered +5
magical weapons.
Siege Monster. The colossus deals double damage to objects and
structures.
209
BAAK Baaks are living guardian-obstructions created and used by gods
and other divine entities to serve as nearly invulnerable guardians of
Gargantuan construct, unaligned their most sacred treasures.
Armor Class 30 (natural armor) A baak may have nearly any shape with a maximum volume of 1
Hit Points 1,020 (40d20+600) million cubic feet. They are often black monoliths, but may be of any
Speed -- color. Common forms include a cube 100 feet on each side, a thin
strip encircling an entire planet, or a huge rectangular solid floating
STR DEX CON INT WIS CHA independently in space.
40 (+19) 0 (-1) 0 (-1) 0 (-1)
40 (+19) 0 (-1) Immutable. Baaks somehow have life without energy or thought,
and successfully resist time. They are nearly the ultimate form of
Savings Throws Str +29, Con +29 order and solidity. They never move or reason, but may use a
Damage Resistances All number of magical effects in response to attacks or other stimuli.
Damage Immunities poison, psychic; bludgeoning, piercing, or
slashing damage from +2 or lesser weapons Obedient Guardians. A baak perfectly executes the instructions
Condition Immunities All of its creator, guarding various treasures and secret ways, and does
Senses blindsight 1,000 ft. (blind beyond this radius) absolutely nothing else. It is typically ordered to attack all creatures
Languages -- (except its creator) who approach within a given range and/or those
Challenge 35 (265,000 XP) with hostile intentions. Exact types of attacks may be specified in its
instructions, such as forcing movement without physical damage.
Guardian Magic. The baak can cast a spell anywhere within the
range of its blindsight. It can cast spells that are personal or willing
or cast attack spells against a hostile target. For example, a baak
can cast shapechange on another creature. The save DC for such
attacks is provide under innate spellcasting below.
Innate Spellcasting. A baak cast spells as 9th level spells (spell
save DC 37, +29 to hit with attack spells). A baak can innately cast
the following spells, requiring no components:
At-Will: control winds, disintegrate, druidcraft, earthbind, eldritch
blast, flesh to stone, fly, inflict wounds, mold earth, plant growth,
shield, thorn whip, web
3/day each: banishment, blade barrier, control water, dimension
door, earthquake, enlarge/reduce, erupting earth, etherealness,
gaseous form, giant insect, harm, levitate, meld into stone, move
earth, polymorph, reverse gravity, sequester, shatter, slow, spike
growth, stone shape, transmute rock, telehinesis, wall of ice, wall
of stone
1/day each: alter self, animal shapes, animate dead, animate
objects, awaken, barkskin, control weather, create or destroy
water, cure wounds, fabricate, greater invisibility, heal, mass cure
wounds, mass healing word, maze, plane shift, regenerate,
reincarnation, shapechange, teleport, true polymorph
Limited Magic Immunity. A baak is immune to spells and magical
effects of 7th level or lower.
Regenerate. The baak regains 1 hit point at the start of its turn.
Siege Monster. The baak deals double damage to objects and
structures.
ACTIONS
Multiattack. The baak cast two spells.
REACTIONS
Reflex Spell (4/round). If the baak is attacked it can use its
reaction to cast a spell.
210
IRON COLOSSUS ACTIONS
Gargantuan construct, unaligned Multiattack. The colossus makes three melee attacks.
Armor Class 31 (natural armor) Slam. Melee Weapon Attack: +25 to hit, reach 45 ft., one target.
Hit Points 1075 (50d20+550) Hit: 133 (21d10 + 18) bludgeoning damage and the target must
Speed 80 ft. make a DC 31 Strength saving throw. On a failure the target is
knocked prone and stunned until the end of the colossus’ next turn,
STR DEX CON INT WIS CHA or pushed 10 feet per point below the DC on the roll, the colossus’
15 (+5) 20 (+8) choice.
35 (+15) 10 (+3) 32 (+14) 3 (+0)
Flail. Melee Weapon Attack: +25 to hit, reach 90 ft., one target, refer
Savings Throws Str +25, Con +24, Wis +15 to colossal. Hit: 112 (21d8+18) bludgeoning damage, plus an
Damage Resistances bludgeoning, piercing, and slashing from +3 additional 55 (10d10) bludgeoning damage against prone targets.
or less magical Charge. The colossus moves its speed and then makes a flail or
Damage Immunities fire, poison, psychic; bludgeoning, piercing, slam attack. For every 10 feet the colossus moves before making
the attack, increase the damage of the attack by 33 (6d10)
and slashing that is nonmagical bludgeoning damage.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
Projectile. Ranged Weapon Attack: +25 to hit, range 600/900 ft.,
petrified, poisoned one target. Hit: 112 (21d8+18) bludgeoning damage.
Senses darkvision 240 ft., passive Perception 14
Languages Understands the language of its creator but can’t speak The colossus must have a projectile in its grasp to use this attack.
Challenge 33 (215,000 XP) If the projectile is a creature, refer to fashion projectile, it must make
a DC 31 Dexterity saving throw, taking the same amount of damage
Colossal. The iron colossus’ space is 70 ft. by 70 ft., and it stands on a failure, or half as much damage on a success.
approximately 100 ft. tall. A Huge, or smaller, creature can enter the
colossus’ space. A creature in the colossus’s space has advantage Bonus Actions
on melee attacks targeting the colossus. A creature of Medium size
or smaller must be in the colossus’ space to be considered adjacent Fashion Projectile. The colossus grabs a huge sized object within
for melee attacks. 40 ft. of it. If the object is a creature, the creature must make a DC
31 Strength or Dexterity saving throw. On a failure it is grappled and
When the colossus moves it must use at least 10 feet of its restrained. The colossus can carry two Huge or smaller sized
speed. In addition, each time the colossus makes a melee attack it creatures or objects.
costs it 10 feet of speed.
Poison Breath (Recharge 6). The colossus exhales poisonous gas
Colossal Resistance (3/Day). If the colossus fails a saving throw, in a 200-foot cone. Each creature in that area must make a DC 30
it can spend its reaction to reroll. Constitution saving throw. On a failure the target takes 195 (30d12)
poison damage and is poisoned on a failed save, or half as much
Fire Absorption. Whenever the iron colossus is subjected to fire damage on a successful one.
damage, it takes no damage and instead regains a number of hit
points equal to the fire damage dealt. REACTIONS
Immutable Form. The iron colossus is immune to any spell effect Stomp. When a creature starts its turn in the colossus’ space, the
that would alter its form. colossus can make a slam attack against that creature.
Iron Body. When the colossus is hit with a non-magical or non- Grab. Refer to fashion projectile. When a creature starts its turn or
adamantine weapon, the weapon is destroyed. enters the colossus’ space, the colossus can make a grapple attack
against that creature.
Magic Resistance. The colossus has advantage on saving throws
against spells and magical effects
Magic Weapons. The colossus’s weapon attacks are considered +3
magical weapons.
Siege Monster. The colossus deals double damage to objects and
structures.
211
UMBRAL BLOT Gravity Well. Refer to disintegrating touch. Any creature or object
that touches the umbral bolt and is not disintegrated must make a
Medium construct, unaligned DC 27 Strength saving throw or be caught, restrained, by the umbral
blot. This includes objects and weapons used to strike the umbral
Armor Class 20 (natural armor) blot in an attack.
Hit Points 738 (30d8+360)
Speed fly 40 ft. (hover) Juggernaut. The umbral blot can move through creatures and
objects, treating their space as difficult terrain. For every 5 feet of
STR DEX CON INT WIS CHA movement through a creature or object the creature or object is
subject to the effects of disintegrating touch.
30 (+13) 20 (+8) 32 (+14) 20 (+8) 20 (+8) 20 (+8)
Immutable Form. The colossus is immune to any spell effect that
Savings Throws Str +22, Con +23, Wis +17 would alter its form.
Damage Resistances All
Damage Immunities poison, psychic; bludgeoning, piercing, or Limited Magic Immunity. The umbral blot is immune to spells and
slashing damage from +2 or lesser magic magical effects of 7th level or lower and any spell or effect that would
Condition Immunities All alter its form. In addition, it has advantage on saving throws against
Senses blindsight 480 ft., (blind beyond this radius) spells and magical effects.
Languages --, telepath 120 ft
Challenge 30 (155,000 XP) ACTIONS
Event Horizon. Any creature or object within 60 feet of an umbral Vortex. Refer to disintegrating touch and gravity well. The umbral
blot must make a DC 20 Strength saving throw or be pulled 30 feet blot increases the strength of its event horizon. All creatures and
toward the umbral blot. objects within 180 feet of it must succeed on a DC 30 Strength
saving throw or be pulled 60 feet toward the umbral blot.
Disintegrating Touch. When a creature or object touches the
umbral blot it must make a DC 30 Constitution saving throw, taking Teleport (Recharge 6). The umbral blot can teleport to an
250 (10d20 + 140) force damage on a failed save. In addition, a unoccupied space it can see within 120 feet of it.
void the size of the umbral blot is made in the creature or object. If
the hole is larger than the object it is completely destroyed. On a Gate (1/day). The umbral blot tears a hole in the fabric of reality
successful save the creature or object takes half as much damage creating a medium sized portal linking a space adjacent to it to a
and can use its reaction to move to an unoccupied space adjacent location on another plane of existence similar to the spell gate. If a
to the umbral blot. It the target cannot move to an unoccupied creature or object occupies the space of the gate it must make a DC
space it automatically fails the saving throw. 25 Dexterity saving throw or suffer the effects of disintegrating
touch. On a successful save the target can use its reaction to move
Any magical effect or barrier that comes in to contact with an to an unoccupied space adjacent to the gate, taking no damage. If
umbral blot is nullified as if dispel magic (9th level) was cast on it. the creature cannot move to an unoccupied space it automatically
Magical objects, weapons, armor, etc. accumulate a permanent -1 fails the saving throw.
penalty. If this penalty reaches -5, or reduces the enchantment
bonus to 0, the magical object is destroyed. Artifacts do not get
destroyed by this effect.
212
STONE COLOSSUS ACTIONS
Gargantuan construct, unaligned Multiattack. The colossus makes three slam attacks, or one slam
and one projectile attack, or two projectile attacks.
Armor Class 27 (natural armor)
Hit Points 779 (38d20+380) Slam. Melee Weapon Attack: +21 to hit, reach 25 ft., one target.
Speed 60 ft. Hit: 64 (9d10 + 15) bludgeoning damage and the target must make
a DC 29 Strength saving throw. On a failure, the target is knocked
STR DEX CON INT WIS CHA prone and stunned until the end of the colossus’ next turn, or
15 (+4) 20 (+7) pushed 5 feet per point below the DC on the roll, the colossus’
32 (+13) 10 (+2) 30 (+12) 3 (-2) choice.
Savings Throws Str +20, Con +20, Wis +12 Shattering Slam (Recharge 6). Melee Weapon Attack: +21 to hit,
Damage Resistances bludgeoning, piercing, and slashing from +2 reach 25 ft., one target. Hit: 114 (18d10 + 15) bludgeoning damage.
In addition, the initial target and each creature within 30 feet of the
or less magical initial target must make a DC 29 Constitution saving throw, taking
Damage Immunities fire, poison, psychic; bludgeoning, piercing, 77 (14d10) thunder damage on a failed save, or half as much
damage on a success.
and slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened, paralyzed, Projectile. Ranged Weapon Attack: +21 to hit, range 480 ft., one
target. Hit: 55 (9d8+15) bludgeoning damage.
petrified, poisoned
Senses darkvision 240 ft., passive Perception 14 The colossus must have a projectile in its grasp to use this attack.
Languages Understands the language of its creator but can’t speak If the projectile is a creature, refer to fashion projectile, it must make
Challenge 28 (120,000 XP) a DC 29 Dexterity saving throw, taking the same amount of damage
on a failure, or half as much damage on a success.
Colossal. The stone colossus’ space is 50 ft. by 50 ft., and it stands
approximately 75 ft. tall. A Large or smaller creature can enter the Bonus Actions
colossus’ space. A creature in the colossus’s space has advantage
on melee attacks targeting the colossus. A creature of medium size Fashion Projectile. The colossus grabs a large sized object within
or smaller must be in the colossus’ space to be considered adjacent 25 ft. of it. If the object is a creature, the creature must make a DC
for melee attacks. 29 Strength or Dexterity saving throw. On a failure it is grappled and
restrained. The colossus can carry two Large or smaller sized
When the colossus moves it must use at least 10 feet of its creatures or objects.
speed. In addition, each time the colossus makes a melee attack it
costs it 10 feet of speed. If there are no objects of sufficient size within its reach, the
colossus can break off a piece of its body to use as a projectile, and
Colossal Resistance (3/Day). If the colossus fails a saving throw, take 20 hit points of damage.
it can spend its reaction to reroll.
REACTIONS
Immutable Form. The colossus is immune to any spell effect that
would alter its form. Stomp. When a creature starts its turn in the colossus’ space, the
colossus can make a slam attack against that creature.
Magic Resistance. The colossus has advantage on saving throws
against spells and magical effects Grab. Refer to fashion projectile. When a creature starts its turn or
enters the colossus’ space, the colossus can make a grapple attack
Magic Weapons. The colossus’s weapon attacks are considered +2 against that creature.
magical weapons.
Siege Monster. The colossus deals double damage to objects and
structures.
Unbreakable Stone. When the colossus is hit with a non-magical
weapon, the weapon slowly gets destroyed, suffering a -1 penalty to
its damage roll. This penalty is cumulative and when the weapon
damage is reduced to 0, the weapon is destroyed.
213
FLESH COLOSSUS ACTIONS
Gargantuan construct, neutral Multiattack. The colossus makes three slam attacks.
Armor Class 20 (natural armor) Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit Points 507 (26d20+234) Hit: 45 (6d10 + 12) bludgeoning damage and the creature must
Speed 60 ft. make a DC 25 Strength saving throw or be knocked prone or
pushed 20 feet, the colossus choice..
STR DEX CON INT WIS CHA
12 (+2) 18 (+5) Lightning Bolt (Recharge 4-6). Refer to spark of life. The colossus
30 (+11) 12 (+2) 28 (+10) 3 (-3) spends 2 charges and casts a bolt of lightning towards a target it
can see within 300 feet of it. Three bolts then leap from the target to
Savings Throws Str +17, Con +17, Wis +9 as many as three other targets, each of which must be within 60 feet
Damage Resistances necrotic of the first target. A target can only be targeted by one bolt.
Damage Immunities lightning, poison; bludgeoning, piercing, and
Each target must make a DC 25 Dexterity saving throw taking 91
slashing that is nonmagical and not adamantine (14d12) lightning damage on a failure, or half as much damage on a
Condition Immunities charmed, exhaustion, frightened, paralyzed, success.
petrified, poisoned Trample. The colossus can move its speed and enter the space of
Senses darkvision 180 ft., passive Perception 12 Large or smaller creatures. When the colossus first enters a
Languages Understands the language of its creator but can’t speak creature’s space it makes a slam attack against the creature.
Challenge 23 (50,000 XP)
REACTIONS
Colossal. The flesh colossus’ space is 30 ft. by 30 ft., and it stands
approximately 50 ft. tall. A Medium, or smaller, creature can enter Reactive Lightning. Refer to spark of life. When the colossus is hit
the colossus’ space. A creature in the colossus’s space has by a ranged attack, it can spend a charge and cast a lightning bolt at
advantage on melee attacks targeting the colossus. A creature of a target within 300 feet of it. The target must make a DC 25
small size or smaller must be in the colossus’ space to be Dexterity saving throw or take 55 (10d10) lightning damage and be
considered adjacent for melee attacks. stunned until the end of the colossus’s next turn on a failure, or half
as much damage on a success.
Colossal Resistance (3/Day). If the flesh colossus fails a saving
throw, it can spend its reaction to reroll. Bonus Actions
Lightning Absorption. Whenever the colossus is subjected to Slam. Refer to spark of life. The colossus can spend a charge and
lightning damage, it takes no damage and instead regains a number make a slam attack.
of hit points equal to the lightning damage dealt or it gains one
charge, refer to spark of life.
Lightning Fists. Refer to spark of life. The colossus can spend a
charge and use a bonus action to imbue its hands with a powerful
electrical charge. The next time the colossus hits with a slam attack,
it deals an additional 55 (10d10) lightning damage.
Immutable Form. The colossus is immune to any spell effect that
would alter its form.
Magic Resistance. The colossus has advantage on saving throws
against spells and magical effects
Magic Weapons. The colossus’s weapon attacks are considered +2
magical weapons.
Rage. When the colossus is reduced to 253 hit points of less, it can
make four slam attacks with its multiattack.
Spark of Life. The colossus is animated by powerful electrical
charges. A typical flesh colossus has 9 (2d8) charges and can have
a maximum of 16 charges, see also lightning absorption. It can
spend charges to produce various effects. If the colossus drops to 0
charges it can act for one round and then falls unconscious until it
regains at least 1 charge.
Siege Monster. The colossus deals double damage to objects and
structures.
214
ADAMANTINE GOLEM ACTIONS
Huge construct, unaligned Multiattack. The golem makes two slam or dart attacks
Armor Class 24 (natural armor) Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit Points 462 (25d20+200) Hit: 48 (4d10 + 8) bludgeoning damage and if the target is hit with
Speed 40 ft. two slam attacks in the same round it is also grappled. A grappled
creature is also restrained.
STR DEX CON INT WIS CHA
12 (+1) 2 (-4) Adamantine Dart. Ranged Weapon Attack: +15 to hit, range 240 /
26 (+8) 10 (+0) 26 (+8) 3 (-4) 480 ft., one target. Hit: 22 (4d6 + 8) piercing damage and the target
must make a DC 23 Dexterity saving throw or be restrained. A
Savings Throws Str +14, Con +13 restrained target can end the effect by taking an action to pull itself
Damage Resistances acid, cold, lightning off the dart, taking 14 (4d6) piercing damage in the process. The
Damage Immunities fire, poison, psychic; bludgeoning, piercing, golem has twelve darts.
and slashing that is nonmagical Trample. The golem can move its speed and enter the space of
Condition Immunities charmed, exhaustion, frightened, paralyzed, creatures at least one size smaller than it. When the golem first
enters a creature’s space it makes a slam attack against the
petrified, poisoned creature. If the attack hits, the creature must make a DC 23
Senses darkvision 120 ft., passive Perception 11 Strength saving throw or be knocked prone.
Languages Understands the language of its creator but can’t speak
Challenge 21 (33,000 XP) Fling. One medium or smaller object held or a creature grappled by
the Adamantine Golem is thrown up to 50 feet and knocked prone. If
Adamantine Resistance (3/Day). If the golem fails a saving throw, a thrown target strikes a solid surface, the target takes 3 (1d6)
it can choose to reroll. bludgeoning damage for every 10 feet it was thrown, plus 8
bludgeoning damage. If the target is thrown at another creature, that
Destructive Strike. When the golem hits with a melee attack it creature must succeed on a DC 22 Dexterity saving throw or take
does maximum damage. In addition, if it strikes a metal shield or the same damage and be knocked prone.
armor that is nonmagical, the armor or shield suffers a -1 penalty to
its armor class. This penalty is cumulative and if the armor or shield Bonus Actions
bonus is reduced to 0 it is destroyed.
Crush. The golem makes a slam attack on a creature it has
Immutable Form. The golem is immune to any spell effect that grappled. This attack causes and extra 30 bludgeoning damage on
would alter its form. a hit and is a critical hit on a roll of 15-20, if that roll is also a hit.
Magic Resistance. The golem has advantage on saving throws
against spells and magical effects.
Magic Weapons. The golem’s weapon attacks are adamantine and
magical.
Siege Monster. The golem deals double damage to objects and
structures.
215
ANAXIM ACTIONS
Large construct, unaligned Multiattack. The anaxim makes four attacks, any combination of
slash, smash, stab, and hook.
Armor Class 22 (natural armor)
Hit Points 300 (24d10+168) Slash. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 40 ft. Hit: 23 (3d10 + 7) slashing damage plus 18 (4d8) fire damage.
S TR DEX CON INT WIS CHA Smash. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
12 (+1) 2 (-4) Hit: 20 (3d8 + 7) bludgeoning damage and the target must make a
24 (+7) 18(+4) 24 (+7) 3 (-4) DC 22 Strength saving throw or be knocked prone.
Savings Throws Dex +11, Con +14 Stab. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit:
Damage Immunities fire, poison, psychic; bludgeoning, piercing, 20 (3d8 + 7) piercing damage plus 14 (4d6) poison damage and the
and slashing that is nonmagical target must make a DC 22 Constitution saving throw or be poisoned.
Condition Immunities charmed, exhaustion, frightened, paralyzed,
petrified, poisoned Hooks. Ranged Weapon Attack: +14 to hit, range 40 ft., one target.
Senses darkvision 120 ft., passive Perception 11 Hit: 35 (6d6 + 14) piercing damage and the target must make a DC
Languages Understands the language of its creator but can’t speak 22 Strength saving throw or be grappled and pulled up to 40 feet
Challenge 21 (33,000 XP) toward the anaxim.
Immutable Form. An anaxim is immune to any spell effect that Sonic Blast (Recharge 5-6). The anaxim emits a powerful sonic
would alter its form. blast in a 60-foot cone. Each target in the area must make a DC 22
Constitution saving throw, taking 110 (20d10) thunder damage on a
Magic Resistance. The anaxim has advantage on saving throws failure, or half as much damage on a success.
against spells and magical effects.
Bonus Actions
Magic Weapons. The anaxim’s weapon attacks are magical.
Rend. If the anaxim hits a target twice in the same round with the
Pseudo-Consciousness. The anaxim is completely immune to same attack, it can use a bonus action to make a third attack, with
effects that would affect its mind in any way. advantage, against the same target.
Reactive. The anaxim can take two reactions per round, but only Smash. The anaxim makes a smash attack against a prone target.
one per turn.
Reactions
Quick Strike. When a creature enters or starts its turn in the
anaxim’s reach the anaxim can use its reaction make a melee attack
against it.
216
DRAGONS
217
ANCIENT GOLD DRAGON 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
Gargantuan dragon, lawful good 26 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 23 (natural armor) ending the effect on itself on a success. If a creature's saving throw
Hit Points 585 (30d20+270) is successful or the effect ends for it, the creature is immune to the
Speed 50 ft., climb 40 ft., fly 120 ft. dragon's Frightful Presence for the next 24 hours.
S TR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
17(+4) 28(+10) following breath attacks.
30 (+11) 14 (+3) 29 (+10) 18(+5)
Fire Breath. The dragon exhales fire in a 120-foot cone. Each
Savings Throws Str +18, Dex +10, Con +17, Wis +11, Cha +17 creature in that area must make a DC 25 Dexterity saving throw,
Skills Athletics +18, Intimidation +18, Insight +12, Perception +18, taking 159 (29d10) fire damage on a failed save, or half as much
damage on a successful one.
Persuasion +17, Stealth +10
Damage Resistances radiant; bludgeoning, piercing, and slashing Weakening Breath. The dragon exhales gas in a 120-foot cone.
Each creature in that area must succeed on a DC 25 Strength
that is nonmagical saving throw or have disadvantage on Strength-based Attack
Damage Immunities fire rolls, Strength Checks, and Strength saving throws for 1 minute. A
Condition Immunities charmed, petrified, frightened creature can repeat the saving throw at the end of each of its
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 turns, ending the effect on itself on a success.
Languages Common, Draconic
Challenge 24 (62,000 XP) Radiant Fire Breath (1/day). The dragon makes a fire breath attack
infused with radiant energy. The damage from the attack is
Amphibious. The dragon can breathe air and water. treated as both fire and radiant damage. Additionally, on a failed
saving throw the target is blinded for 1 minute. The blindness can
Ignite. When a creature, object, or area takes fire damage from the be healed by a lesser restoration spell, similarly powerful magic.
dragon’s breath weapon, it ignites. An ignited target takes 14 (4d6)
fire damage at the start of its turn, cannot take reactions, and suffers Change Shape. The dragon magically polymorphs into a humanoid
the effects of the spell heat metal. An ignited area is engulfed in 10- or beast that has a challenge rating no higher than its own, or back
foot high, opaque flames, and each creature that ends its turn into its true form. It reverts to its true form if it dies. Any Equipment it
adjacent to or in the area takes 14 (4d6) fire damage. Ignited is wearing or carrying is absorbed or borne by the new form (the
creatures and areas remain ignited for 3 (1d6) rounds, unless a dragon's choice).
creature takes an action and succeeds on a DC 15 Dexterity check
to extinguish the flames on itself, another, or a medium sized area. In a new form, the dragon retains its alignment, hit points, Hit
Dice, ability to speak, proficiencies, Legendary Resistance, lair
Innate Spellcasting. The dragon's spellcasting ability is Charisma actions, and Intelligence, Wisdom, and Charisma scores, as well as
(spell save DC 25, +17 to hit with attack spells). The dragon can this action. Its Statistics and capabilities are otherwise replaced by
innately cast the following spells, requiring no material components: those of the new form, except any Class Features or legendary
actions of that form.
At will: bless, fire bolt (17th level), sacred flame (17th level)
3/day each: fireball, geas, sunbeam, wall of fire LEGENDARY ACTIONS
1/day each: heal, sunburst
The dragon can take 3 legendary actions, choosing from the options
Magic Resistance. The dragon has advantage on saving throws below. Only one legendary action option can be used at a time and
against spells and other magical effects. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Magic Weapons. The dragon’s weapon attacks are treated as legendary actions. The dragon regains spent legendary actions at
magical for overcoming resistances and immunities. the start of his turn.
Unstoppable. If the dragon is subject to an effect that would inflict Detect. The dragon can make a Wisdom (Perception) check.
the paralyzed, restrained, or stunned condition; it instead loses its Move. The dragon can move half its speed.
next use (one action) of its legendary actions and its speed is Lucky (Cost 2 Actions). The dragon glimpses the future, it has
reduced by half for the duration of the spell or effect. The loss of
legendary actions is cumulative. advantage on attack rolls, ability checks, and saving throws until
the end of its next turn.
ACTIONS Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon casts an at-will
Multiattack. The dragon can use its Frightful Presence. It can then spell.
make three attacks: two with its claws and one with its bite. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 20 ft. of the dragon must succeed on a DC 26
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one Dexterity saving throw or take 33 (6d6 + 12) bludgeoning damage
target. Hit: 45 (6d10 + 12) piercing damage plus 21 (6d6) fire and be knocked prone. The dragon can then fly up to half its flying
damage. speed.
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one
target. Hit: 33 (6d6 + 12) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 35ft., one target. Hit:
29 (6d8 + 13) bludgeoning damage. If the target is a creature, it
must succeed on a DC 26 Constitution saving throw or be knocked
prone or pushed 20 feet, the dragon’s choice.
218
ANCIENT RED DRAGON Immolate Foe. Ranged Spell Attack: +15 to hit, range 480 ft., one
target. Hit: 28 (8d6) fire damage and the target must make a DC 23
Gargantuan dragon, chaotic evil Constitution saving throw, losing all resistance to fire damage for 1
hour on a failure.
Armor Class 23 (natural armor)
Hit Points 594 (30d20+290) Frightful Presence. Each creature of the dragon's choice that is
Speed 50 ft., climb 50 ft., fly 120 ft. within 120 feet of the dragon and aware of it must succeed on a DC
23 Wisdom saving throw or become Frightened for 1 minute. A
S TR DEX CON INT WIS CHA 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
30 (+11) 12 (+3) 30 (+11) 18 (+5) 16 (+4) 24 (+8) is successful or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Savings Throws Str +18, Dex +10, Con +18, Wis +11, Cha +15
Skills Athletics +18, Intimidation +18, Insight +12, Perception +18, Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Persuasion +17, Stealth +10
Damage Resistances force; bludgeoning, piercing, and slashing Fire Breath. The dragon exhales fire in a 120-foot cone. Each
creature in that area must make a DC 26 Dexterity saving throw,
that is nonmagical taking 169 (26d12) fire damage on a failed save, or half as much
Damage Immunities fire damage on a successful one.
Condition Immunities exhaustion
Senses blindsight 60 ft., darkvision 150 ft., passive Perception 28 Fire Blast. The dragon exhales fire in a 160-foot line that is 5 feet
Languages Common, Draconic wide. The first creature in the line must make a DC 26 Dexterity
Challenge 24 (62,000 XP) saving throw, taking 117 (18d12) fire damage plus 117 (18d12)
force damage on a failed save, or half as much damage on a
Brute. The dragon’s melee attacks deal one extra die of damage successful one. In addition, each creature within 20 feet of the
when the dragon hits with it (included in the attack). initial target must make a DC 26 Dexterity saving throw, taking 26
(4d12) fire damage plus 26 (4d12) force damage on a failed save,
Ignite. When a creature, object, or area takes fire damage from the or half as much damage on a successful one.
dragon’s breath weapon, it ignites. An ignited target takes 14 (4d6)
fire damage at the start of its turn, cannot take reactions, and suffers LEGENDARY ACTIONS
the effects of the spell heat metal. An ignited area is engulfed in 10-
foot high, opaque flames, and each creature that ends its turn The dragon can take 3 legendary actions, choosing from the options
adjacent to or in the area takes 14 (4d6) fire damage. Ignited below. Only one legendary action option can be used at a time and
creatures and areas remain ignited for 3 (1d6) rounds, unless a only at the end of another creature's turn. If the dragon has unspent
creature takes an action and succeeds on a DC 15 Dexterity check legendary actions at the end of the round it can use its remaining
to extinguish the flames on itself, another, or a medium sized area. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Innate Spellcasting. The dragon's spellcasting ability is Charisma
(spell save DC 23, +15 to hit with attack spells). The dragon can Detect. The dragon can make a Wisdom (Perception) check.
innately cast the following spells, requiring no material components: Move. The dragon can move half its speed.
Volcanic Gas. The dragon creates a 20-foot radius sphere of
At will: fire bolt (17th level), heat metal
3/day each: fire ball, wall of fire volcanic gas centered on a point it can see within 240 feet of it.
1/day each: fire storm, suggestion The sphere spreads around corners, is lightly obscured, and last
1d4 rounds. Each creature that starts its turn in the cloud must
Magic Resistance. The dragon has advantage on saving throws succeed on a DC Constitution saving throw or be poisoned until
against spells and other magical effects. the start of its next turn. While poisoned in this way, a creature is
incapacitated.
Magic Weapons. The dragon’s weapon attacks are treated as Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
magical for overcoming resistances and immunities. Innate Casting (Costs 3 Actions). The dragon can make an
immolate foe attack or cast an at-will spell.
Unstoppable. If the dragon is subject to an effect that would inflict Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
the paralyzed, restrained, or stunned condition; it instead loses its creature within 15 ft. of the dragon must succeed on a DC 26
next use (one action) of its legendary actions and its speed is Dexterity saving throw or take 36 (7d6 + 12) bludgeoning damage
reduced by half for the duration of the spell or effect. The loss of and be knocked prone. The dragon can then fly up to half its flying
legendary actions is cumulative. speed.
ACTIONS .
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one
target. Hit: 50 (7d10 + 12) piercing damage plus 21 (6d6) fire
damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one
target. Hit: 36 (7d6 + 12) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 35ft., one target. Hit:
43 (7d8 + 13) bludgeoning damage. If the target is a creature, it
must succeed on a DC 26 Constitution saving throw or be knocked
prone or pushed 20 feet, the dragon’s choice.
219
ANCIENT BLUE DRAGON Arc Lighting. Ranged Spell Attack: +13 to hit, range 240 ft., one
target. Hit: 26 (4d12) lightning damage and the target must make a
Gargantuan dragon, lawful evil DC 21 Constitution saving throw, losing all resistance to lightning
damage for 1 hour on a failure.
Armor Class 22 (natural armor)
Hit Points 518 (28d20+224) Frightful Presence. Each creature of the dragon's choice that is
Speed 50 ft., climb 40 ft., fly 120 ft. within 120 feet of the dragon and aware of it must succeed on a DC
21 Wisdom saving throw or become Frightened for 1 minute. A
STR DEX CON INT WIS CHA 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
29 (+10) 14 (+3) 27 (+9) 18 (+5) 17 (+4) 21 (+6) is successful or the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Savings Throws Dex +10, Con +16, Wis +11, Cha +13
Skills Acrobatics +10, Arcana +12, History +12, Insight +11, Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Investigation +12, Perception +18, Persuasion +14,
Damage Resistances thunder; bludgeoning, piercing, and slashing Lightning Breath. The dragon exhales lightning in a 90-foot cone.
Each creature in the cone must make a DC 24 Dexterity saving
that is nonmagical throw, taking 165 (30d10) lightning damage on a failed save, or
Damage Immunities lightning half as much damage on a successful one.
Condition Immunities petrified, exhaustion
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Lightning Bolt. The dragon exhales lightning in a 180-foot line.
Languages Common, Draconic The first creature in the line must make a DC 24 Dexterity saving
Challenge 23 (50,000 XP) throw, taking 220 (40d10) lightning damage and 33 (6d10)
thunder damage on a failed save, or half as much damage on a
Innate Spellcasting. The dragon's spellcasting ability is Charisma successful one. In addition, each creature within 20 feet of the
(spell save DC 21, +13 to hit with attack spells). The dragon can original target must make a DC 24 Constitution saving throw,
innately cast the following spells, requiring no material components: taking 33 (6d10) thunder damage on a failed save, or half as
much damage on a successful one.
At will: hallucinatory terrain, shocking grasp (17th level)
3/day each: blur, call lightning, lightning bolt LEGENDARY ACTIONS
1/day each: storm sphere (6th level), whirlwind
The dragon can take 3 legendary actions, choosing from the options
Magic Resistance. The dragon has advantage on saving throws below. Only one legendary action option can be used at a time and
against spells and other magical effects. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Magic Weapons. The dragon’s weapon attacks are treated as legendary actions. The dragon regains spent legendary actions at
magical for overcoming resistances and immunities. the start of his turn.
Static Charge. When a creature, object, or area takes lightning Detect. The dragon can make a Wisdom (Perception) check.
damage from the dragon's breath weapon, it becomes statically Move. The dragon can move half its speed.
charged. A statically charged creature takes 14 (4d6) lightning Sand Cloud. The dragon creates a 20-foot radius sphere of sand
damage at the start of its turn and any time it uses a reaction. A
charged area is filled with a 10-foot high spider-web of lightning, and swirls centered on a point it can see within 240 feet of it. The
each creature that ends its turn adjacent to or in the area takes 14 sphere spreads around corners and last 1d4 rounds. Each
(4d6) lightning damage. Statically charged creatures and areas creature that starts its turn in the cloud must succeed on a DC 21
remain charged for 3 (1d6) rounds, unless a creature takes an Constitution saving throw or be blinded for 1 minute. A creature
action and succeeds on a DC 15 Dexterity check to remove the can repeat the saving throw at the end of each of its turn, end the
charge on itself, another, or a medium sized area. effect on itself on a success.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Unstoppable. If the dragon is subject to an effect that would inflict Innate Casting (Costs 3 Actions). The dragon can make an arc
the paralyzed, restrained, or stunned condition; it instead loses its lightning attack or cast an at-will spell.
next use (one action) of its legendary actions and its speed is Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
reduced by half for the duration of the spell or effect. The loss of creature within 15 ft. of the dragon must succeed on a DC 25
legendary actions is cumulative. Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
ACTIONS speed.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one
target. Hit: 38 (5d10 + 11) piercing damage plus 21 (6d6) lightning
damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one
target. Hit: 28 (5d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 35ft., one target. Hit:
33 (5d8 + 11) bludgeoning damage. If the target is a creature, it
must succeed on a DC 25 Constitution saving throw or be knocked
prone or pushed 20 feet (dragon's choice).
220
ANCIENT DRAGON TURTLE Ram. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 27 (5d10 + 11) bludgeoning damage.
Gargantuan dragon, neutral
Breath Weapon (Recharge 5-6). The dragon turtle uses one of the
Armor Class 23 (natural armor) following breath weapons.
Hit Points 550 (22d20+220)
Speed 20 ft., swim 60 ft. Water Jet. The dragon turtle exhales a scalding stream of water in
a 120-foot line that is 10 feet wide. Each creature in the line must
S TR DEX CON INT WIS CHA make a DC 26 Dexterity saving throw, taking 65 (10d12)
bludgeoning damage plus 65 (10d12) fire damage on a failed
29 (+10) 12 (+2) 30 (+11) 12 (+2) 16 (+4) 16 (+4) save, or half as much damage on a successful one. Additionally,
a creature that fails it saving throw must make an additional DC
Savings Throws Str +17, Con +18, Wis +11 20 Strength saving throw or be pushed to the end of the line.
Skills Athletics +24, Intimidation +11, Perception +11, Stealth +9
Damage Resistances acid, cold, fire; bludgeoning, piercing, and Steam Breath. The dragon turtle exhales scalding steam in a 90-
foot cone. Each creature in the cone must make a DC 26
slashing that is nonmagical Dexterity saving throw, taking 143 (22d12) fire damage on a failed
Condition Immunities prone save, or half as much damage on a successful one. Being
Senses darkvision 180 ft., passive Perception 21 underwater does not grant resistance to this damage.
Languages Aquan, Common, Draconic
Challenge 23 (50,000 XP) Swallow. A Large or smaller creature grappled by the dragon turtle
must make a DC 25 Strength saving throw or be swallowed and the
Amphibious. The dragon can breathe air and water. grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects
Charger. If the dragon turtle moves at least 30 feet straight at a outside the dragon turtle, and it takes 55 (10d10) acid damage at the
target and then hits it with a ram attack, the attack deals an extra 55 start of each of the dragon turtle’s turns.
(10d10) bludgeoning damage on a hit.
The dragon turtle’s stomach has an AC of 19 and if it takes 60
Chomp. The dragon turtle can use a bonus action to make a bite or damage or more on a single turn from a creature inside it, the
swallow attack against a creature it has grappled. dragon turtle must make a DC 20 Constitution saving throw at the
end of that turn or regurgitate all swallowed contents of its stomach.
Colossal. The dragon turtle’s space is 30’ by 30’: Creatures that are regurgitated fall prone within 10 feet of the
dragon turtle. If the dragon turtle dies, a creature is no longer
Innate Spellcasting. The dragon turtle’s spell casting ability is swallowed and may escape from the corpse by using 40 feet of
Charisma (spell save DC 19, +11 to hit with attack spells). The movement, exiting prone.
dragon turtle can innately cast the following spells, requiring no
components: LEGENDARY ACTIONS
At will: control water The dragon can take 2 legendary actions, choosing from the options
1/day each: storm of vengeance, tsunami below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. If the dragon has unspent
Magic Resistance. The dragon turtle has advantage on saving legendary actions at the end of the round it can use its remaining
throws against spells and other magical effects. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Magic Weapons. The dragon turtle’s weapon attacks are treated as
magical for overcoming resistances and immunities. Move. The dragon can move half its speed.
Claw. The dragon turtle makes a claw attack.
Might of the Ancient (3/Day). If the dragon turtle fails a saving Bite (Costs 2 Actions). The dragon turtle makes a bite or swallow
throw, it can use a reaction to re-roll the saving throw.
attack.
Siege Monster. The dragon turtle’s weapon attacks do double Innate Casting (Costs 2 Actions). The dragon turtle cast an at will
damage to objects and structures
spell.
Vicious Bite. The dragon turtle’s bite attacks deal two extra dice of Tail (Costs 2 Actions). The dragon turtle makes a tail Attack.
damage when the dragon hits with it (included in the attack).
.
Water Sense. When the dragon turtle is completely submerged it
gains tremorsense to 240 feet.
ACTIONS
Multiattack. The dragon turtle makes two attacks: two claw or
attacks or a bite and a tail attack. The tail and bite attack cannot
have the same target.
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one
target. Hit: 56 (7d12 + 11) piercing damage and, if the dragon turtle
wishes, it is grappled (escape DC 20). If the creature is Large or
smaller it is also restrained. As long as the dragon turtle maintains
the grapple, it cannot bite another creature.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 28 (5d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 33 (5d8 + 11) bludgeoning damage.
221
ANCIENT SILVER DRAGON 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
Gargantuan dragon, lawful good 22 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 23 (natural armor) ending the effect on itself on a success. If a creature's saving throw
Hit Points 526 (27d20+243) is successful or the effect ends for it, the creature is immune to the
Speed 50 ft., climb 40 ft., fly 140 ft., swim 40 ft. dragon's Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
15(+3) 23(+7) following breath attacks.
30 (+11) 12 (+2) 29 (+10) 18(+5)
Cold Breath. The dragon exhales an icy blast in a 120-foot cone.
Savings Throws Dex +9, Con +17, Wis +10, Cha +14 Each creature in that area must make a DC 25 Constitution
Skills Acrobatics +9, Arcana +12, Perception +17, Persuasion +14, saving throw, taking 157 (35d8) cold damage on a failed save, or
half as much damage on a successful one.
Stealth +8
Damage Resistances force; bludgeoning, piercing, and slashing Paralyzing Breath. The dragon exhales paralyzing gas in a 120-
foot cone. Each creature in that area must succeed on a DC 25
that is nonmagical Constitution saving throw or be paralyzed for 1 minute. A creature
Damage Immunities cold can repeat the saving throw at the end of each of its turns, ending
Condition Immunities frightened the effect on itself on a success.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic Ice Breath (1/day). The dragon exhales an ice-shard filled blast of
Challenge 23 (50,000 XP) cold in a 120-foot cone. Each creature in that area must make a
DC 25 Constitution saving throw, taking 81 (18d8) cold damage
Frostbite. When a creature, object, or area takes cold damage from plus 81 (18d8) bludgeoning damage on a failed save, or half as
the dragon's breath weapon, it is frost bitten. A frost-bitten creature much damage on a successful one. Additionally, on a failed save
takes 14 (4d6) cold damage at the start of its turn, cannot use the target loses resistance to cold damage for 1 minute.
reactions, and its speed is halved. A frost-bitten area is covered
with ice and becomes difficult terrain. If a creature attempts to go Change Shape. The dragon magically polymorphs into a humanoid
over the frost-bitten area at normal speed, it must make a DC 15 or beast that has a challenge rating no higher than its own, or back
Dexterity saving throw or fall prone. Frost bitten creatures and into its true form. It reverts to its true form if it dies. Any Equipment it
areas are frost bitten for 3 (1d6) rounds, unless a creature takes an is wearing or carrying is absorbed or borne by the new form (the
action and succeeds on a DC 15 Intelligence (Nature) check to heat dragon's choice).
itself, another, or a medium sized area.
In a new form, the dragon retains its alignment, hit points, Hit
Innate Spellcasting. The dragon's spellcasting ability is Charisma Dice, ability to speak, proficiencies, Legendary Resistance, lair
(spell save DC 22, +14 to hit with attack spells). The dragon can actions, and Intelligence, Wisdom, and Charisma scores, as well as
innately cast the following spells, requiring no material components: this action. Its Statistics and capabilities are otherwise replaced by
those of the new form, except any Class Features or legendary
At will: control winds, feather fall, ray of frost (17th level) actions of that form.
3/day each: cone of cold, wall of ice
1/day each: control weather, whirlwind LEGENDARY ACTIONS
Magic Resistance. The dragon has advantage on saving throws The dragon can take 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. If the dragon has unspent
Magic Weapons. The dragon’s weapon attacks are treated as legendary actions at the end of the round it can use it's remaining
magical for overcoming resistances and immunities. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Unstoppable. If the dragon is subject to an effect that would inflict
the paralyzed, restrained, or stunned condition; it instead loses its Detect. The dragon can make a Wisdom (Perception) check.
next use (one action) of its legendary actions and its speed is Move. The dragon can move half its speed.
reduced by half for the duration of the spell or effect. The loss of Chilly Fog. The dragon chooses a point that it can see within 180
legendary actions is cumulative.
feet of it. A fog billows forth in a 20-foot radius centered on that
ACTIONS point. The effect last for 5 (2d4) rounds and does not require
concentration but is otherwise identical to the fog cloud spell. In
Multiattack. The dragon can use its Frightful Presence. It can then addition, creatures in the fog that are not resistant or immune to
make three attacks: two with its claws and one with its bite. cold cannot take reactions and have disadvantage on
concentration checks while in the fog.
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
target. Hit: 45 (6d10 + 12) piercing damage plus 21 (6d6) cold Innate Casting (Costs3 Actions). The dragon cast an at-will spell.
damage. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 25 ft. of the dragon must succeed on a DC 25
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one Dexterity saving throw or take 33 (6d6 + 12) bludgeoning damage
target. Hit: 33 (6d6 + 12) slashing damage. and be knocked prone. The dragon can then fly up to half its flying
speed.
Tail. Melee Weapon Attack: +18 to hit, reach 35ft., one target. Hit:
39 (6d8 + 12) bludgeoning damage. If the target is a creature, it
must succeed on a DC 26 Constitution saving throw or be knocked
prone or pushed 20 feet (dragon's choice).
222
ANCIENT BRONZE DRAGON 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
Gargantuan dragon, lawful good 21 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 22 (natural armor) ending the effect on itself on a success. If a creature's saving throw
Hit Points 462 (25d20+200) is successful or the effect ends for it, the creature is immune to the
Speed 50 ft., climb 40 ft., fly 120 ft., swim 50 ft. dragon's Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
17(+4) 21(+6) following breath attacks.
29 (+10) 12 (+2) 27 (+9) 18(+5)
Lightning Breath. The dragon exhales lightning in a 240-foot line
Savings Throws Dex +9, Con +16, Wis +11, Cha +13 that is 10 feet wide. Each creature in that line must make a DC 24
Skills Insight +12, History +12, Perception +18, Stealth +8 Dexterity saving throw, taking 154 (28d10) lightning damage on a
Damage Resistances thunder; bludgeoning, piercing, and slashing failed save, or half as much damage on a successful one.
that is nonmagical Repulsion Breath. The dragon exhales repulsion energy in a 60-
Damage Immunities lightning foot cone. Each creature in that area must succeed on a DC 24
Condition Immunities frightened, Strength saving throw. On a failed save, the creature is pushed
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 60 feet away from the dragon.
Languages Common, Draconic
High Intensity Lightning Breath (1/day). The dragon makes a
Challenge 22 (41,000 XP) lightning breath attack, except on failed save the target is also
incapacitated until the end of the dragon’s next turn. Additionally,
Amphibious. The dragon can breathe air and water. for creatures with 20 HD or less, the attack ignores resistance to
lightning damage and treats immunity to lightning damage as
Innate Spellcasting. The dragon's spellcasting ability is Charisma resistance instead.
(spell save DC 21, +13 to hit with attack spells). The dragon can
innately cast the following spells, requiring no material components: Change Shape. The dragon magically polymorphs into a humanoid
or beast that has a challenge rating no higher than its own, or back
At will: control water, speak with animals, shocking grasp (17th level) into its true form. It reverts to its true form if it dies. Any Equipment it
3/day each: create food and water, fog cloud is wearing or carrying is absorbed or borne by the new form (the
1/day each: detect thoughts, power word stun dragon's choice).
Magic Weapons. The dragon’s weapon attacks are treated as In a new form, the dragon retains its alignment, hit points, Hit
magical for overcoming resistances and immunities. Dice, ability to speak, proficiencies, Legendary Resistance, lair
actions, and Intelligence, Wisdom, and Charisma scores, as well as
Magic Resistance. The dragon has advantage on saving throws this action. Its Statistics and capabilities are otherwise replaced by
against spells and other magical effects. those of the new form, except any Class Features or legendary
actions of that form.
Static Charge. When a creature, object, or area takes lightning
damage from the dragon's breath weapon, it becomes statically LEGENDARY ACTIONS
charged. A statically charged creature takes 14 (4d6) lightning
damage at the start of its turn and any time it uses a reaction. A The dragon can take 3 legendary actions, choosing from the options
charged area is filled with a 10-foot high spider-web of lightning, and below. Only one legendary action option can be used at a time and
each creature that ends its turn adjacent to or in the area takes 14 only at the end of another creature's turn. If the dragon has unspent
(4d6) lightning damage. Statically charged creatures and areas legendary actions at the end of the round it can use it's remaining
remain charged for 3 (1d6) rounds, unless a creature takes an legendary actions. The dragon regains spent legendary actions at
action and succeeds on a DC 15 Dexterity check to remove the the start of his turn.
charge on itself, another, or a medium sized area.
Detect. The dragon can make a Wisdom (Perception) check.
Unstoppable. If the dragon is subject to an effect that would inflict Move. The dragon can move half its speed.
the paralyzed, restrained, or stunned condition; it instead loses its Fog. The dragon creates a fog as though it had cast the fog cloud
next use (one action) of its legendary actions and its speed is
reduced by half for the duration of the spell or effect. The loss of spell, except the cloud last for 10 rounds without the dragon
legendary actions is cumulative. needing to concentrate on it.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
ACTIONS Innate Casting (Costs 3 Actions). The dragon casts an at-will
spell.
Multiattack. The dragon can use its Frightful Presence. It can then Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
make three attacks: two with its claws and one with its bite. creature within 20 ft. of the dragon must succeed on a DC 25
Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one and be knocked prone. The dragon can then fly up to half its flying
target. Hit: 38 (5d10 + 11) piercing damage plus 21 (6d6) lightning speed.
damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one
target. Hit: 28 (5d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 35ft., one target. Hit:
33 (5d8 + 11) bludgeoning damage. If the target is a creature, it
must succeed on a DC 25 Constitution saving throw or be knocked
prone or pushed 20 feet (dragon's choice).
223
ANCIENT GREEN DRAGON Beguiling Presence. Each creature of the dragon’s choice within
120 feet of the dragon and aware of it must succeed on a DC 21
Gargantuan dragon, lawful evil Wisdom saving throw or become frightened or magically charmed
(the dragon’s choice) for 1 minute. A creature can repeat the saving
Armor Class 22 (natural armor) throw at the end of each of its turns, ending the effect on itself on a
Hit Points 437 (25d20+175) success. If a creature’s saving throw is successful or the effect ends
Speed 50 ft., fly 120 ft., swim 50 ft. for it, the creature is immune to the dragon’s Beguiling Presence for
the next 24 hours.
STR DEX CON INT WIS CHA
Dominating Gaze (Recharge 5-6). The dragon magically compels
27 (+9) 12 (+2) 25 (+8) 20 (+6) 17 (+4) 20 (+6) one creature it can see within 120 feet of it to look into his eyes.
The creature must make a DC 21 Wisdom saving throw. On a
Savings Throws Dex +9, Con +15, Int + 13, Wis +11, Cha +13 failure the creature is dominated as in the dominate monster spell.
Skills Arcana +13, Deception +13, Insight +11, History +13,
Poison Breath (Recharge 5-6). The dragon exhales poison in a
Perception +18, Stealth +9 120-foot cone. Each creature in the cone must make a DC 23
Damage Resistances psychic; bludgeoning, piercing, and slashing Constitution saving throw, taking 156 (24d12) poison damage and is
poisoned on a failed save, or half as much damage on a successful
that is nonmagical one. In addition, the area of the attack becomes filled with
Damage Immunities poison poisonous gas for 3 (1d6) rounds, unless it is dispersed by a strong
Condition Immunities charmed, poisoned wind (35+ mph). The gas obscures the area up to 10 feet high and
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 a creature that ends or starts its turn in the area takes 14 (4d6)
Languages Common, Draconic poison damage.
Challenge 22 (41,000 XP) Change Shape. The dragon magically polymorphs into a humanoid
or beast that has a challenge rating no higher than its own, or back
Amphibious. The dragon can breathe air and water. into its true form. It reverts to its true form if it dies. Any Equipment it
is wearing or carrying is absorbed or borne by the new form (the
Dominating Presence. When targeting a creature of the dragon’s dragon's choice).
CR or below, the dragon’s charms ignore resistance. In addition,
the dragon can use a bonus or legendary action to exert precise In a new form, the dragon retains its alignment, hit points, Hit
control of creatures it has charmed. Dice, ability to speak, proficiencies, Unstoppable trait, lair actions,
and Intelligence, Wisdom, and Charisma scores, as well as this
Innate Spellcasting. The dragon's spellcasting ability is Intelligence action. Its Statistics and capabilities are otherwise replaced by those
(spell save DC 21, +13 to hit with attack spells). The dragon can of the new form, except any Class Features or legendary actions of
innately cast the following spells, requiring no material components: that form.
At will: entangle, plant growth, suggestion LEGENDARY ACTIONS
3/day each: cloudkill, dream, hypnotic pattern
1/day each: dominate person, mass suggestion, The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Magic Weapons. The dragon’s weapon attacks are treated as only at the end of another creature's turn. If the dragon has unspent
magical for overcoming resistances and immunities. legendary actions at the end of the round it can use its remaining
legendary actions. The dragon regains spent legendary actions at
Magic Resistance. The dragon has advantage on saving throws the start of his turn.
against spells and other magical effects.
Detect. The dragon can make a Wisdom (Perception) check.
Unstoppable. If the dragon is subject to an effect that would inflict Move. The dragon can move half its speed.
the paralyzed, restrained, or stunned condition; it instead loses its Luring Glare. The dragon chooses one creature it can see within
next use (one action) of its legendary actions and its speed is
reduced by half for the duration of the spell or effect. The loss of 120 feet of it. That creature must make a DC 21 Wisdom saving
legendary actions is cumulative. throw. On a failure, the target takes 11 (2d10) psychic damage
and must use its reaction to move up to 20 feet in a direction the
ACTIONS dragon chooses and is then stunned until the end of the dragon’s
next turn. The target takes half as much damage on a successful
Multiattack. The dragon can use its Beguiling Presence. It can then save.
make three attacks: two with its claws and one with its bite. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack
Innate Casting (Costs 3 Actions). The dragon makes a dread
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one
target. Hit: 32 (4d10 + 10) piercing damage plus 21 (6d6) poison whispers attack or it can cast an at-will spell.
damage. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one creature within 20 ft. of the dragon must succeed on a DC 22
target. Hit: 24 (4d6 + 10) slashing damage. Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
Tail. Melee Weapon Attack: +16 to hit, reach 30ft., one target. Hit: speed.
28 (4d8 + 10) bludgeoning damage. If the target is a creature, it
must succeed on a DC 24 Constitution saving throw or be knocked
prone or pushed 20 feet (dragon's choice).
Dread Whispers. The dragon choses one creature it can see within
180 feet of it and that creature must make a DC 21 Wisdom saving
throw. On a failure, the creature takes 11 (2d10) psychic damage,
loses all resistance to poison damage for 1 hour, and can’t take
bonus actions and has disadvantage on all of its attacks, checks,
and saves until the end of the dragon’s next turn. The target takes
half damage on a successful save.
224
ANCIENT BLACK DRAGON Acidic Mucus. The dragon spits a ball of acidic mucus. Ranged
Weapon Attack: +15 to hit, range 120 / 240 ft., one target. Hit: 12
Gargantuan dragon, chaotic evil (1d8 + 8) bludgeoning damage plus 18 (4d8) acid damage and the
target must make a DC 22 Constitution saving throw, losing any
Armor Class 22 (natural armor) resistance to acid damage for 1 hour and suffering the effects of the
Hit Points 385 (22d20+154) dragon’s dissolve trait on a failure.
Speed 50 ft., climb 40 ft., fly 120 ft., swim 50 ft.
Frightful Presence. Each creature of the dragon's choice that is
S TR DEX CON INT WIS CHA within 120 feet of the dragon and aware of it must succeed on a DC
19 Wisdom saving throw or become Frightened for 1 minute. A
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4) 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
Savings Throws Str +15, Dex +9, Con +14, Wis +9, Cha +11 is successful or the effect ends for it, the creature is immune to the
Skills Acrobatics +9, Deception +11, Perception +16, Stealth +9 dragon's Frightful Presence for the next 24 hours.
Damage Resistances necrotic; bludgeoning, piercing, and slashing
Breath Weapon (Recharge 5-6). The dragon uses one of the
that is nonmagical following breath attacks.
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Acid Breath. The dragon exhales acid in a 180-foot line that is 10
Languages Common, Draconic feet wide. Each creature in that line must make a DC
22 Dexterity saving throw, taking 143 (26d10) acid damage on a
Challenge 21 (33,000 XP) failed save, or half as much damage on a successful one.
Amphibious. The dragon can breathe air and water. Vitriolic Spray. The dragon exhales acid in a 90-foot cone. Each
creature in the cone must make a DC 22 Dexterity saving throw,
Dissolve. When a creature, object, or area takes acid damage from taking 143 (26d10) acid damage on a failed save, or half as much
the dragon's breath weapon, it begins to dissolve. A dissolving damage on a successful one.
creature takes 14 (4d6) acid damage at the start of its turn and
cannot use reactions. A dissolving area is filled with a pool of acid LEGENDARY ACTIONS
and each creature that ends its turn in the pool takes 14 (4d6) acid
damage. Dissolving creatures and areas continue dissolving for 3 The dragon can take 3 legendary actions, choosing from the options
(1d6) rounds, unless a creature takes an action and succeeds on a below. Only one legendary action option can be used at a time and
DC 15 Dexterity check to remove or neutralize the acid on itself, only at the end of another creature's turn. If the dragon has unspent
another, or a medium sized area. legendary actions at the end of the round it can use its remaining
legendary actions. The dragon regains spent legendary actions at
Innate Spellcasting. The dragon's spellcasting ability is Charisma the start of his turn.
(spell save DC 19, +11 to hit with attack spells). The dragon can
innately cast the following spells, requiring no material components: Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
At will:, plant growth, vampiric touch Darkness. Magical darkness spreads from a point the dragon can
3/day each: invisibility, melf’s acid arrow (6th level)
1/day each: circle of death, insect plague see within 120 feet of it; filling a 20-foot radius sphere for 3 (1d6)
rounds. The darkness spreads around corners. A creature with
Magic Weapons. The dragon’s weapon attacks are treated as darkvision can’t see through the darkness, and nonmagical light
magical for overcoming resistances and immunities. can’t illuminate it, but the dragon can see through it. If any of the
effect’s area overlaps with an area of light created by a spell of 4th
Magic Resistance. The dragon has advantage on saving throws level or lower, the spell that created the light is dispelled.
against spells and other magical effects. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon casts an at-will
Unstoppable. If the dragon is subject to an effect that would inflict spell.
the paralyzed, restrained, or stunned condition; it instead loses its Acidic Mucus. (Costs 3 Actions). The dragon makes an acidic
next use (one action) of its legendary actions and its speed is mucus attack.
reduced by half for the duration of the spell or effect. The loss of Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
legendary actions is cumulative. creature within 15 ft. of the dragon must succeed on a DC 22
Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage
ACTIONS and be knocked prone. The dragon can then fly up to half its flying
speed.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one
target. Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) acid
damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one
target. Hit: 22 (4d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 30ft., one target. Hit:
26 (4d8 + 8) bludgeoning damage. If the target is a creature, it must
succeed on a DC 23 Constitution saving throw or be knocked prone
or pushed 20 feet (dragon's choice).
225
ANCIENT COPPER DRAGON 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
Gargantuan dragon, chaotic good 19 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 22 (natural armor) ending the effect on itself on a success. If a creature's saving throw
Hit Points 385 (22d20+154) is successful or the effect ends for it, the creature is immune to the
Speed 50 ft., climb 40 ft., fly 120 ft. dragon's Frightful Presence for the next 24 hours.
S TR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Acid Breath. The dragon exhales acid in a 160-foot line that is 10
Savings Throws Dex +8, Con +14, Int +13, Wis +10, Cha +11 feet wide. Each creature in that line must make a DC
Skills Deception +11, History +12, Perception +17, Stealth +8 22 Dexterity saving throw, taking 137 (25d10) acid damage on a
Damage Resistances necrotic; bludgeoning, piercing, and slashing failed save, or half as much damage on a successful one.
that is nonmagical Slowing Breath. The dragon exhales gas in a 120-foot cone. Each
Damage Immunities acid creature of the dragon’s choice in that area must succeed on a
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 DC 22 Constitution saving throw. On a failed save, the creature
Languages Common, Draconic can’t use reactions, its speed is halved, and it can’t take more
than one attack on its turn. In addition, the creature can use
Challenge 21 (33,000 XP) either an action or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the saving
Dissolve. When a creature, object, or area takes acid damage from throw at the end of each of its turns, ending the effect on itself on
the dragon's breath weapon, it begins to dissolve. A dissolving a successful save.
creature takes 14 (4d6) acid damage at the start of its turn and
cannot use reactions. A dissolving area is filled with a pool of acid Corrosive Acid Breath (1/day). The dragon makes an acid breath
and each creature that ends its turn in the pool takes 14 (4d6) acid attack. In addition to those effects, on a failed saving throw any
damage. Dissolving creatures and areas continue dissolving for 3 non-magical metal armor has its AC permanently reduced by 4
(1d6) rounds, unless a creature takes an action and succeeds on a (1d8).
DC 15 Dexterity check to remove or neutralize the acid on itself,
another, or a medium sized area. Change Shape. The dragon magically polymorphs into a humanoid
or beast that has a challenge rating no higher than its own, or back
Innate Spellcasting. The dragon's spellcasting ability is Charisma into its true form. It reverts to its true form if it dies. Any Equipment it
(spell save DC 19, +11 to hit with attack spells). The dragon can is wearing or carrying is absorbed or borne by the new form (the
innately cast the following spells, requiring no material components: dragon's choice).
At will: acid splash (17th level), transmute rock In a new form, the dragon retains its alignment, hit points, Hit
3/day each: stone shape, wall of stone Dice, ability to speak, proficiencies, Legendary Resistance, lair
1/day each: flesh to stone, move earth actions, and Intelligence, Wisdom, and Charisma scores, as well as
this action. Its Statistics and capabilities are otherwise replaced by
Magic Weapons. The dragon’s weapon attacks are treated as those of the new form, except any Class Features or legendary
magical for overcoming resistances and immunities. actions of that form.
Magic Resistance. The dragon has advantage on saving throws LEGENDARY ACTIONS
against spells and other magical effects.
The dragon can take 3 legendary actions, choosing from the options
Unstoppable. If the dragon is subject to an effect that would inflict below. Only one legendary action option can be used at a time and
the paralyzed, restrained, or stunned condition; it instead loses its only at the end of another creature's turn. If the dragon has unspent
next use (one action) of its legendary actions and its speed is legendary actions at the end of the round it can use it's remaining
reduced by half for the duration of the spell or effect. The loss of legendary actions. The dragon regains spent legendary actions at
legendary actions is cumulative. the start of his turn.
ACTIONS Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Multiattack. The dragon can use its Frightful Presence. It can then Spike Growth. The dragon chooses a point on the ground that it
make three attacks: two with its claws and one with its bite.
can see within 120 feet of it. Stone spikes sprout from the ground
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., one in s 20-foot radius centered on that point. The effect last for 1
target. Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) acid minute and does not require concentration, but is otherwise
damage. identical to the spike growth spell.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one Innate Casting (Costs 3 Actions). The dragon casts an at-will
target. Hit: 22 (4d6 + 8) slashing damage. spell.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Tail. Melee Weapon Attack: +15 to hit, reach 30ft., one target. Hit: creature within 20 ft. of the dragon must succeed on a DC 22
26 (4d8 + 8) bludgeoning damage. If the target is a creature, it must Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage
succeed on a DC 23 Constitution saving throw or be knocked prone and be knocked prone. The dragon can then fly up to half its flying
or pushed 20 feet (dragon's choice). speed.
226
ANCIENT BRASS DRAGON 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
Gargantuan dragon, chaotic good 18 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 21 (natural armor) ending the effect on itself on a success. If a creature's saving throw
Hit Points 350 (20d20+140) is successful or the effect ends for it, the creature is immune to the
Speed 50 ft., burrow 40 ft., climb 40 ft., fly 120 ft. dragon's Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
27 (+8) 12 (+1) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
Fire Breath. The dragon exhales fire in a 120-foot cone. Each
Savings Throws Dex +6, Con +13, Wis +8, Cha +10 creature in that area must make a DC 21 Dexterity saving throw,
Skills History +9, Perception +14, Persuasion +10, Stealth +6 taking 135 (30d8) fire damage on a failed save, or half as much
Damage Resistances poison; bludgeoning, piercing, and slashing damage on a successful one.
that is nonmagical Sleep Breath. The dragon exhales sleep gas in a 120-foot cone.
Damage Immunities fire Each creature in that area must succeed on a DC
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27 21 Constitution saving throw or fall unconscious for 10 minutes.
Languages Common, Draconic This effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
Challenge 20 (25,000 XP)
Desert Wind Breath (1/day). The dragon makes a fire breath attack
Ignite. When a creature, object, or area takes fire damage from the except it is infused with scorching desert sand. The damage of
dragon’s breath weapon, it ignites. An ignited target takes 14 (4d6) the attack is treated as both fire and slashing damage.
fire damage at the start of its turn, cannot take reactions, and suffers Additionally, a creature in the area must make a DC 21 Strength
the effects of the spell heat metal. An ignited area is engulfed in 10- saving throw or be pushed to the end of the cone and knocked
foot high, opaque flames, and each creature that ends its turn prone.
adjacent to or in the area takes 14 (4d6) fire damage. Ignited
creatures and areas remain ignited for 3 (1d6) rounds, unless a Change Shape. The dragon magically polymorphs into a humanoid
creature takes an action and succeeds on a DC 15 Dexterity check or beast that has a challenge rating no higher than its own, or back
to extinguish the flames on itself, another, or a medium sized area. into its true form. It reverts to its true form if it dies. Any Equipment it
is wearing or carrying is absorbed or borne by the new form (the
Innate Spellcasting. The dragon's spellcasting ability is Charisma dragon's choice).
(spell save DC 18, +10 to hit with attack spells). The dragon can
innately cast the following spells, requiring no material components: In a new form, the dragon retains its alignment, hit points, Hit
Dice, ability to speak, proficiencies, Legendary Resistance, lair
At will: fire bolt (17th level), speak with animals actions, and Intelligence, Wisdom, and Charisma scores, as well as
3/day each: absorb element (3rd level), control winds, suggestion this action. Its Statistics and capabilities are otherwise replaced by
1/day each: control weather, etherealness those of the new form, except any Class Features or legendary
actions of that form.
Magic Weapons. The dragon’s weapon attacks are treated as
magical for overcoming resistances and immunities. LEGENDARY ACTIONS
Magic Resistance. The dragon has advantage on saving throws The dragon can take 3 legendary actions, choosing from the options
against spells and other magical effects. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. If the dragon has unspent
Unstoppable. If the dragon is subject to an effect that would inflict legendary actions at the end of the round it can use it's remaining
the paralyzed, restrained, or stunned condition; it instead loses its legendary actions. The dragon regains spent legendary actions at
next use (one action) of its legendary actions and its speed is the start of his turn.
reduced by half for the duration of the spell or effect. The loss of
legendary actions is cumulative. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
ACTIONS Sand Cloud. The dragon conjures a 20-foot radius sand storm that
Multiattack. The dragon can use its Frightful Presence. It can then erupts from a point the dragon can see within 120 feet of it. The
make three attacks: two with its claws and one with its bite. cloud spreads around corners. Each creature in the storm must
succeed on a DC 18 Constitution saving throw or be blinded for 1
Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one minute. A creature can repeat the saving throw, with advantage,
target. Hit: 30 (4d10 + 8) piercing damage plus 21 (6d6) fire at the end of each of tis turns, ending the effect on itself on a
damage. success.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one Innate Casting (Costs 3 Actions). The dragon casts an at-will
target. Hit: 22 (4d6 + 8) slashing damage. spell.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Tail. Melee Weapon Attack: +14 to hit, reach 25ft., one target. Hit: creature within 20 ft. of the dragon must succeed on a DC 22
26 (4d8 + 8) bludgeoning damage. If the target is a creature, it must Dexterity saving throw or take 22 (4d6 + 8) bludgeoning damage
succeed on a DC 22 Constitution saving throw or be knocked prone and be knocked prone. The dragon can then fly up to half its flying
or pushed 20 feet, the dragon’s choice. speed.
227
ANCIENT WHITE DRAGON Tail. Melee Weapon Attack: +14 to hit, reach 25ft., one target. Hit:
30 (5d8 + 8) bludgeoning damage. If the target is a creature, it must
Gargantuan dragon, chaotic evil succeed on a DC 22 Constitution saving throw or be knocked prone
or pushed 20 feet (dragon's choice).
Armor Class 21 (natural armor)
Hit Points 370 (20d20+160) Icy Tomb. Ranged Spell Attack: +8 to hit, range 120 ft., one target.
Speed 50 ft., climb 40 ft., fly 120 ft., swim 40 ft. Hit: the target is encased in ice; 10 (3d6) cold damage and the
target is restrained and loses any resistance to cold damage for 1
STR DEX CON INT WIS CHA hour. In addition, the target takes 10 (3d6) cold damage at the start
of its turn, until it takes an action to break the ice and succeeds on a
27 (+8) 12 (+1) 26 (+8) 12 (+1) 13 (+1) 14 (+2) DC 15 Strength check, ending the effects on itself on a success.
Savings Throws Str +14, Dex +7, Con +14, Wis +7, Cha +8 Frightful Presence. Each creature of the dragon's choice that is
Skills Athletics +14, Intimidation +14, Perception +7 within 120 feet of the dragon and aware of it must succeed on a DC
Damage Resistances force; bludgeoning, piercing, and slashing 16 Wisdom saving throw or become Frightened for 1 minute. A
creature can repeat the saving throw at the end of each of its turns,
that is nonmagical ending the effect on itself on a success. If a creature's saving throw
Damage Immunities cold is successful or the effect ends for it, the creature is immune to the
Condition Immunities exhaustion dragon's Frightful Presence for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Common, Draconic Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Challenge 20 (25,000 XP)
Cold Breath. The dragon exhales cold in a 120-foot cone. Each
Brute. A melee weapon deals one extra die of its damage when the creature in the cone must succeed on a DC 22 Constitution
dragon hits with it (included in the attack). saving throw, taking 130 (20d12) cold damage on a failed save
and half as much damage on a successful one.
Frostbite. When a creature, object, or area takes cold damage from
the dragon's breath weapon, it is frost bitten. A frost-bitten creature Ice Shards. The dragon exhales shards of ice in a 160-foot line that
takes 7 (2d6) cold damage at the start of its turn, cannot use is 10 feet wide. Each creature in that area must succeed on a DC
reactions, and its speed is halved. A frost-bitten area is covered 22 Dexterity saving throw, taking 65 (10d12) cold damage and 65
with ice and becomes difficult terrain. If a creature attempts to go (10d12) piercing damage on a failed save and half as much
over the frost-bitten area at normal speed, it must make a DC 15 damage on a successful one.
Dexterity saving throw or fall prone. Frost bitten creatures and
areas are frost bitten for 3 (1d6) rounds, unless a creature takes an LEGENDARY ACTIONS
action and succeeds on a DC 15 Intelligence (Nature) check to heat
itself, another, or a medium sized area. The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Ice Walk. The dragon can move across and climb icy surfaces only at the end of another creature's turn. If the dragon has unspent
without needing to make an ability check. Additionally, difficult legendary actions at the end of the round it can use its remaining
terrain composed of ice or snow doesn’t cost extra movement. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Innate Spellcasting. The dragon's spellcasting ability is Charisma
(spell save DC 16, +8 to hit with attack spells). The dragon can Detect. The dragon can make a Wisdom (Perception) check.
innately cast the following spells, requiring no material components: Move. The dragon can move half its speed.
Ice Sheet. The dragon creates an opaque wall of ice on a solid
At will: ice knife (3rd level, range 90 ft.)
3/day each: ice storm, wall of ice surface it can see within 120 feet of it. The wall can be up to 50
1/day each: investiture of ice, whirlwind feet long, 50 feet high, and 1 foot thick. When the wall appears,
each creature within its area is pushed 5 feet out of the wall’s
Magic Weapons. The dragon’s weapon attacks are treated as space, appearing on whichever side of the wall it wants. Each 10-
magical for overcoming resistances and immunities. foot section of the wall has AC 5, 50 hit points, vulnerability to fire
damage, and immunity to acid, cold, necrotic, poison, and psychic
Magic Resistance. The dragon has advantage on saving throws damage.
against spells and other magical effects. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make an icy
Unstoppable. If the dragon is subject to an effect that would inflict tomb attack or cast an at-will spell.
the paralyzed, restrained, or stunned condition; it instead loses its Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
next use (one action) of its legendary actions and its speed is creature within 20 ft. of the dragon must succeed on a DC 22
reduced by half for the duration of the spell or effect. The loss of Dexterity saving throw or take 25 (5d6 + 8) bludgeoning damage
legendary actions is cumulative. and be knocked prone. The dragon can then fly up to half its flying
speed.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 35 (5d10 + 8) piercing damage plus 17 (5d6) cold
damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., one
target. Hit: 25 (5d6 + 8) slashing damage.
228
REAT RAGONS
Wyrms and great wyrms, collectively refereed to simply as A great wyrm can innately cast the following spells, requiring
"Great Dragons," are incredibly old and powerful dragons. no components:
Great Wyrms and Wyrms generally have the abilities and traits
in the lists below. These abilities and traits are assumed to be At will: comprehend languages, detect magic, detect thoughts,
part of their stat block. Specific modifications to these traits enlarge/reduce, remove curse, scrying, sending, telekinesis
and/or additional traits are listed in the individual stat blocks.
3/day each: counterspell, dispel magic, shield, symbol,
Damage Resistances bludgeoning, piercing, and slashing telepathy
from a +2 or lesser magic
1/day each: arcane gate, etherealness, divine word, teleport
Damage Immunities bludgeoning, piercing, and slashing that
is nonmagical Limited Magic Immunity. Unless a wyrm wishes to be
affected, it is immune to spells of 2nd level or lower, and it has
Colossal. A great dragon commands more area than the advantage on all other spells and magical effects.
typical gargantuan creature. The exact space is defined in the
individual stat block. In addition, a great dragon has advantage Unless a great wyrm wishes to be affected, it is immune to
on saving throws against being pushed or knocked prone. A spells of 3rd level or lower, and it has advantage on all other
wyrm has advantage against Large for smaller creatures, and a spells and magical effects.
great wyrm has advantage against Huge or smaller creatures.
Magic Weapons. A wyrm’s weapon attacks are treated as +2
Great Dragon's Aura. A great dragon can use a bonus action magical weapons for overcoming resistances and immunities.
to release its elemental aura. Once the aura is released it
remains in effect until the dragon use another bonus action to A great wyrm’s weapon attacks are treated as +3 magical
contain it. The aura extends 15 feet from a wyrm and 30 feet weapons for overcoming resistances and immunities.
from a great wyrm. Each creature that starts or ends its turn in
the aura takes 14 (4d6) damage for a wyrm, or 21 (6d6) Regeneration. A wyrm regains 10 hit points at the start of its
damage for a great wyrm, of the same type as the dragons turn. A great wyrm regains 15 hit points at the start of its turn.
breath weapon.
Siege Monster. The wyrm deals double damage to objects
Great Dragon's Might. A wyrm's attacks and effects ignore the and structures.
resistances and immunities of creatures CR 15 and below. A
wyrm's attacks and effects targeting creatures of CR 16-20 Unstoppable. If the great dragon is subject to an effect that
ignore resistances and treat immunities as resistance would inflict the paralyzed, restrained, or stunned condition; it
(condition immunities provide advantage in lieu of immunity). instead loses its next use (one action) of its legendary actions
and its speed is reduced by half for the duration of the spell or
A great wyrm's attacks and effects ignore the resistances effect. The loss of legendary actions is cumulative.
and immunities of creatures CR 20 and below. A great wyrm's
attacks and effects targeting creatures of CR 21-25 ACTIONS:
ignore resistances and treat immunities as resistance
(condition immunities provide advantage in lieu of immunity). Frightful Presence. Each creature of the dragon's choice that
is within 200 feet of a wyrm, or 300 feet of great wyrm, and
Great Dragon Scales. When a great wyrm is targeted by a aware of it must succeed on a Wisdom saving throw with a DC
Magic Missile spell, a line spell, or a spell that requires a equal to the dragon's spell DC or become Frightened for 5
ranged Attack roll, roll a d6. On a roll of 1-2, the spell functions minutes. A creature can repeat the saving throw at the end of
normally, on a roll of 3 to 5, the spell is deflected and the great each of its turns, ending the effect on itself on a success. If a
wyrm is unaffected. On a roll of 6, the great wyrm is unaffected, creature's saving throw is successful of the effect ends for it,
and the effect is reflected back at the caster as though it the creature is immune to the dragon's Frightful Presence for
originated from the great wyrm, turning the caster into the the next 12 hours.
target.
Change Shape. The dragon magically polymorphs into a
Innate Spellcasting. Refer to individual entries for the great humanoid or beast that has a challenge rating no higher than
dragon’s spell casting ability, its save DC, attack bonus, and its own, or back into its true form. It reverts to its true form if it
additional spells. dies. Any Equipment it is wearing or carrying is absorbed or
borne by the new form (the dragon's choice).
A wyrm can innately cast the following spells, requiring no
components: In a new form, the dragon retains its alignment, hit points,
Hit Dice, ability to speak, proficiencies, Unstoppable trait, lair
At will: comprehend languages, detect magic, enlarge/reduce, actions, and Intelligence, Wisdom, and Charisma scores, as
sending, telekinesis well as this action. Its Statistics and capabilities are otherwise
replaced by those of the new form, except any Class
3/day each: counterspell, detect thoughts, dispel magic, Features or legendary actions of that form.
remove curse, scrying
All dragons have the following trait:
1/day each: shield, symbol, telepathy
Strafing. When a dragon is flying, it can add its movement to
the length of its breath weapon attack.
229
GREAT WYRM GOLD DRAGON Claw. Melee Weapon Attack: +21 to hit, reach 20 ft., one
target. Hit: 46 (12d6 + 17) slashing damage.
Gargantuan dragon, lawful good
Tail. Melee Weapon Attack: +21 to hit, reach 90 ft., one target. Hit:
Armor Class 27 (natural armor) 71 (12d8 + 17) bludgeoning damage. If the target is a creature, it
Hit Points 881 (41d20 + 451) must succeed on a DC 29 Constitution saving throw or be knocked
Speed 80 ft., climb 70 ft., fly 280 ft. prone or pushed 50 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
STR DEX CON INT WIS CHA
Stun Foe. Ranged Spell Attack: +22 to hit, range 420 ft., one
33 (+14) 12 (+4) 32 (+14) 22 (+9) 20 (+8) 31 (+13) target. Hit: 52 (15d6) force damage and must make a DC 30
Constitution saving throw or be stunned for 5 minutes. The creature
Savings Throws Str +23, Dex +13, Con +23, Int +18, Wis +17, can make additonal saving throws at the end of its turns, ending the
Cha +22 effect on itself on a success.
Skills Arcana +18, Athletics +23, Intimidation +21, History +18, Frightful Presence. Refer to Great Dragon Traits.
Insight +17, Perception +24, Persuasion +22, Stealth +13
Breath Weapon (Recharge 5-6). The dragon uses one of the
Damage Resistances force, poison, radiant; refer to Great Dragon following breath attacks.
Traits
Fire Breath. The dragon exhales fire in a 330-foot cone. Each
Damage Immunities fire; refer to Great Dragon Traits creature in that area must make a DC 31 Dexterity saving throw,
Condition Immunities charmed, frightened, posioned taking 378 (36d20) fire damage on a failed save, or half as much
Senses blindsight 120 ft., darkvision 280 ft., truesight 90 ft., passive damage on a successful one.
Perception 34 Weakening Breath. The dragon exhales gas in a 330-foot cone.
Languages Celestial, Common, Draconic, Elvish, Giant, Ignan Each creature in that area must succeed on a DC 29 Strength
Challenge 32 (195,000 XP) saving throw or have disadvantage on Strength-based Attack
rolls, Strength Checks, and Strength saving throws for 1 minute.
Amphibious. The dragon can breathe air and water. A creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Colossal. The dragon's space is 55' x 55'. Refer to Great Dragon
Traits. Golden Fire Breath (1/day). The dragon makes a fire breath attack
infused with radiant energy. The damage from the attack is
Great Dragon’s Aura. Fire damage, refer to Great Dragon Traits. treated as both fire and radiant damage. Additionally, on a failed
saving throw the target is blinded for 6 hours. The blindness can
Great Dragon’s Might. Refer to Great Dragon Traits. be healed by a greater restoration spell, similarly powerful magic
Great Dragon’s Scales. Refer to Great Dragon Traits. Change Shape. Refer to Great Dragon Traits.
Ignite. When a creature, object, or area takes fire damage from the LEGENDARY ACTIONS
dragon’s breath weapon, it ignites. An ignited target takes 28 (8d6)
fire damage at the start of its turn, cannot take reactions or bonus The dragon can take 4 legendary actions, choosing from the options
actions, and suffers the effects of the spell heat metal. An ignited below. Only one legendary action option can be used at a time and
area is engulfed in 20-foot high, opaque flames, and each creature only at the end of another creature's turn. If the dragon has unspent
that ends its turn adjacent to or in the area takes 28 (8d6) fire legendary actions at the end of the round it can use its remaining
damage. Ignited creatures and areas remain ignited for 5 (1d10) legendary actions. The dragon regains spent legendary actions at
rounds, unless a creature takes an action and succeeds on a DC 21 the start of his turn.
Dexterity check to extinguish the flames on itself, another, or a
medium sized area. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the Beguiling Glow (Cost 2 Actions). The dragon radiates a dazzling
dragon's spellcasting ability is Charisma (spell save DC 30, +22 to
hit with attack spells). The dragon can innately cast the following glow. Each creature of the dragon’s choice, and that can see it,
spells, requiring no components: within 60 feet of it must make a DC 30 Wisdom saving throw or be
charmed by the dragon. A creature can repeat the saving throw
At will: bless, fire ball (9th level), sacred flame (17th level), sunbeam, at the end of each of its turns, ending the effect on itself on a
wall of fire (9th level) success.
Lucky (Cost 2 Actions). The dragon glimpses the future, so it has
3/day each: antimagic field, geas, heal, sunburst advantage on attack rolls, ability checks, and saving throws until
1/day each: foresight, prismatic wall, timestop, wish the end of its next turn.
Innate Casting (Costs 3 Actions). The dragon makes a Stun Foe
Limited Magic Immunity. Refer to Great Dragon Traits. attack or casts an at-will spell.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Magic Weapons. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 55 ft. of the dragon must succeed on a DC 29
Regeneration. Refer to Great Dragon Traits. Dexterity saving throw or take 46 (12d6 + 17) bludgeoning
damage and be knocked prone. The dragon can then fly up to half
Siege Monster. Refer to Great Dragon Traits. its flying speed.
Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 90-
Unstoppable. Refer to Great Dragon Traits. foot cone. Each creature in the area must make a DC 31
Dexterity saving throw or take 71 (12d8 + 17) bludgeoning
ACTIONS damage, be pushed 50 feet, knocked prone, and stunned until the
end of the dragon’s next turn.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 45 ft., one
target. Hit: 83 (12d10 + 17) piercing damage plus 35 (10d6) fire
damage.
230
GREAT WYRM RED DRAGON Claw. Melee Weapon Attack: +23 to hit, reach 20ft., one
target. Hit: 63 (13d6 + 17) slashing damage.
Gargantuan dragon, chaotic evil
Tail. Melee Weapon Attack: +23 to hit, reach 80ft., one target. Hit:
Armor Class 27 (natural armor) 75 (13d8 + 17) bludgeoning damage. If the target is a creature, it
Hit Points 903 (42d20 + 462) must succeed on a DC 31 Constitution saving throw or be knocked
Speed 80 ft., climb 70 ft., fly 300 ft. prone or pushed 50 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
STR DEX CON INT WIS CHA
Immolate Foe. Ranged Spell Attack: +20 to hit, range 600 ft., one
33 (+14) 10 (+3) 32 (+14) 21 (+8) 18 (+7) 26 (+11) target. Hit: 56 (16d6) fire damage and the target must make a DC
28 Constitution saving throw, losing all resistance to fire damage for
Savings Throws Str +23, Dex +12, Con +23, Int + 17, Wis +16, 24 hours on a failure.
Cha +20
Frightful Presence. Refer to Great Dragon Traits.
Skills Athletics +32, Intimidation +23, Insight +17, Perception +25,
Persuasion +20, Stealth +12 Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Damage Resistances force, poison, lightning; refer to Great Dragon
Traits Fire Breath. The dragon exhales fire in a 330-foot cone. Each
creature in that area must make a DC 31 Dexterity saving throw,
Damage Immunities fire; refer to Great Dragon Traits taking 416 (64d12) fire damage on a failed save, or half as much
Senses blindsight 120 ft., darkvision 270 ft., truesight 60 ft., passive damage on a successful one.
Perception 35 Fire Blast. The dragon exhales fire in a 440-foot line that is 5 feet
Languages Abyssal, Common, Draconic, Giant, Ignan, Primordial wide. The first creature in the line must make a DC 31 Dexterity
Challenge 32 (195,000 XP) saving throw, taking 312 (48d12) fire damage plus 312 (48d12)
force damage on a failed save, or half as much damage on a
Brute. The dragon’s melee attacks deal one extra die of damage successful one. In addition, each creature within 40 feet of the
when the dragon hits with it (included in the attack). initial target must make a DC 31 Dexterity saving throw, taking 52
(8d12) fire damage plus 52 (8d12) force damage on a failed save,
Colossal. The dragon's space is 55' x 55'. Refer to Great Dragon or half as much damage on a successful one.
Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Fire damage, refer to Great Dragon Traits.
LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits.
The dragon can take 4 legendary actions, choosing from the options
Great Dragon’s Scales. Refer to Great Dragon Traits. below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. If the dragon has unspent
Ignite. When a creature, object, or area takes fire damage from the legendary actions at the end of the round it can use its remaining
dragon’s breath weapon, it ignites. An ignited target takes 28 (8d6) legendary actions. The dragon regains spent legendary actions at
fire damage at the start of its turn, cannot take reactions or bonus the start of his turn.
actions, and suffers the effects of the spell heat metal. An ignited
area is engulfed in 20-foot high, opaque flames, and each creature Detect. The dragon can make a Wisdom (Perception) check.
that ends its turn adjacent to or in the area takes 28 (8d6) fire Move. The dragon can move half its speed.
damage. Ignited creatures and areas remain ignited for 5 (1d10) Volcanic Gas. The dragon creates a 40-foot radius sphere of
rounds, unless a creature takes an action and succeeds on a DC 21
Dexterity check to extinguish the flames on itself, another, or a volcanic gas centered on a point it can see within 400 feet of it.
medium sized area. The sphere spreads around corners, is lightly obscured, and last
1d6 rounds. Each creature that starts its turn in the cloud must
Innate Spellcasting. Refer to great dragon traits. In addition, the succeed on a DC 28 Constitution saving throw or be poisoned
dragon's spellcasting ability is Charisma (spell save DC 28, +20 to until the end of its next turn. While poisoned in this way, a
hit with attack spells). The dragon can innately cast the following creature is incapacitated.
spells, requiring no components: Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Eruption (Costs 3 Actions). Magma erupts from a point on the
At-will: aganazzar's scorcher (9th level), fireball (9th level), heat ground the dragon can see within 240 feet of it, creating a 100-
metal (9th level), wall of fire (9th level) foot high, 15-foot radius geyser. Each creature in the geyser’s
3/day each: counterspell (9th level), fire storm, force cage area must make a DC 28 Dexterity saving throw, taking 36 (8d8)
1/day each: incendiary cloud, wish fire damage and 36 (8d8) bludgeoning damage on a failed save,
or half as much damage on a successful one.
Limited Magic Immunity. Refer to Great Dragon Traits. Innate Casting (Costs 3 Actions). The dragon can make an
immolate foe attack or cast an at-will spell.
Magic Weapons. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 55 ft. of the dragon must succeed on a DC 29
Regeneration. Refer to Great Dragon Traits. Dexterity saving throw or take 62 (13d6 + 17) bludgeoning
damage and be knocked prone. The dragon can then fly up to half
Siege Monster. Refer to Great Dragon Traits. its flying speed.
Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 80-
Unstoppable. Refer to Great Dragon Traits. foot cone. Each creature in the area must make a DC 31
Dexterity saving throw or take 75 (13d8 + 17) bludgeoning
ACTIONS damage, be pushed 50 feet, knocked prone, and stunned until the
end of the dragon’s next turn.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +23 to hit, reach 35 ft., one
target. Hit: 88 (13d10 + 17) piercing damage plus 35 (10d6) fire
damage.
231
GREAT WYRM BLUE DRAGON Tail. Melee Weapon Attack: +23 to hit, reach 75 ft., one target. Hit:
57 (9d8 + 17) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, lawful evil must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
Armor Class 26 (natural armor) the end of the dragon's next turn.
Hit Points 820 (40d20 + 400)
Speed 80 ft., climb 70 ft., fly 300 ft. Arc Lighting. Ranged Spell Attack: +19 to hit, range 600 ft., one
target. Hit: 52 (8d12) lightning damage and the target must make a
STR DEX CON INT WIS CHA DC 24 Constitution saving throw, losing all resistance to lightning
damage for 24 hours on a failure.
32 (+14) 10 (+3) 30 (+13) 21 (+8) 20 (+8) 24 (+10)
Frightful Presence. Refer to great dragon traits.
Savings Throws Str +23, Dex +12, Con +22, Int +17, Wis +17,
Cha +19 Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Skills Acrobatics +12, Arcana +17, Athletics +23, History +17,
Insight +17, Investigation +17, Perception +26, Persuasion +19 Lightning Breath. The dragon exhales lightning in a 240-foot cone.
Each creature in the cone must make a DC 30 Dexterity saving
Damage Resistances cold, force, thunder; refer to Great Dragon throw, taking 409 (39d20) lightning damage on a failed save, or
Traits half as much damage on a successful one.
Damage Immunities lightning; refer to Great Dragon Traits Lightning Bolt. The dragon exhales lightning in a 500-foot-line that
Senses blindsight 120 ft., darkvision 300 ft., truesight 50 ft., is 10 feet wide. The first creature in the line must make a DC 30
Dexterity saving throw, taking 630 (60d20) lightning damage and
passive Perception 36 66 (12d10) thunder damage on a failed save, or half as much
Languages Auran, Common, Draconic, Giant, Infernal, Primordial damage on a successful one .In addition, each creature within 40
Challenge 31 (175,000 XP) feet of the original target must make a DC 30 Constitution saving
throw, taking 55 (12d10) thunder damage on a failed save, or half
Colossal. The dragon's space is 50' x 50'. Refer to Great Dragon as much damage on a successful one.
Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Lightning damage, refer to Great Dragon
Traits. LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits. The dragon can take 4 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Great Dragon’s Scales. Refer to Great Dragon Traits. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Innate Spellcasting. Refer to Great Dragon traits. In addition the legendary actions. The dragon regains spent legendary actions at
dragon's spellcasting ability is Charisma (spell save DC 27, +19 to the start of his turn.
hit with attack spells). The dragon can innately cast the following
spells, requiring no components: Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
At will: blur, call lightning (8th level), hallucinatory terrain, lightning Sand Cloud. The dragon creates a 40-foot radius sphere of sand
bolt (8th level)
swirls centered on a point it can see within 400 feet of it. The
3/day each: chain lightning (8th level), storm sphere (8th level) sphere spreads around corners and last 1d8 rounds. Each
1/day each: power word stun, storm of vengeance, whirlwind creature that starts its turn in the cloud must succeed on a DC 27
Constitution saving throw or be blinded for 1 minute. A creature
Limited Magic Immunity. Refer to Great Dragon Traits. can repeat the saving throw at the end of each of its turn; end the
effect on itself on a success.
Magic Weapons. Refer to Great Dragon Traits. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make an arc
Regeneration. Refer to Great Dragon Traits. lightning attack or cast an at-will spell.
Thunderclap (Costs 3 Actions). The dragon choses a point it can
Siege Monster. Refer to Great Dragon Traits. see within 200 feet of it. Each creature within a 15-foot radius of
that point must succeed on a DC 27 Constitution saving throw,
Static Charge. When a creature, object, or area takes lightning taking 44 (8d10) thunder damage and be deafened on a failed
damage from the dragon's breath weapon, it becomes statically save, or half as much damage on a successful one.
charged. A statically charged creature takes 28 (8d6) lightning Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
damage at the start of its turn and any time it uses a reaction or creature within 50 ft. of the dragon must succeed on a DC 31
bonus action. A charged area is filled with a 20-foot high spider-web Dexterity saving throw or take 48 (9d6 + 17) bludgeoning damage
of lightning, and each creature that ends its turn adjacent to or in the and be knocked prone. The dragon can then fly up to half its flying
area takes 28 (8d6) lightning damage. Statically charged creatures speed.
and areas remain charged for 5 (1d10) rounds, unless a creature Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 75-
takes an action and succeeds on a DC 21 Dexterity check to remove foot cone. Each creature in the area must make a DC 31
the charge on itself, another, or a medium sized area. Dexterity saving throw or take 57 (9d8 + 17) bludgeoning
damage, be pushed 45 feet, knocked prone, and stunned until the
Unstoppable. Refer to Great Dragon Traits. end of the dragon’s next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +23 to hit, reach 35 ft., one
target. Hit: 52 (9d10 + 17) piercing damage plus 35 (10d6) lightning
damage.
Claw. Melee Weapon Attack: +23 to hit, reach 20 ft., one
target. Hit: 48 (9d6 + 17) slashing damage.
232
GREAT WYRM SILVER DRAGON Tail. Melee Weapon Attack: +21 to hit, reach 75 ft., one target. Hit:
71 (12d8 + 17) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, lawful good must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
Armor Class 26 (natural armor) the end of the dragon's next turn.
Hit Points 838 (39d20 + 429)
Speed 80 ft., climb 70 ft., fly 300 ft. Icy Stare. The dragon stares into a creature's soul and magically
freezes it. The creature must make a DC 28 Constitution saving
STR DEX CON INT WIS CHA throw or take 49 (14d6) cold damage and has its speed reduced to
0. The creature may make another saving throw at the end of each
33 (+14) 12 (+4) 32 (+14) 21 (+8) 18 (+7) 26 (+11) of its turns, ending the effect on itself on a success.
Savings Throws Str +23, Dex +13, Con +23, Int +17, Wis +16, Frightful Presence. Refer to Great Dragon Traits.
Cha +20
Breath Weapon (Recharge 5-6). The dragon uses one of the
Skills Arcana +17, Athletics +23, Perception +25, Stealth +13 following breath attacks.
Damage Resistances force, poison, psychic; refer to Great Dragon
Cold Breath. The dragon exhales an icy blast in a 320-foot cone.
Traits Each creature in that area must make a DC 31 Constitution
Damage Immunities cold; refer to Great Dragon Traits saving throw, taking 367 (35d20) cold damage on a failed save, or
Condition Immunities petrified, frightened half as much damage on a successful one.
Senses blindsight 120 ft., darkvision 240 ft., truesight 60 ft.,
Paralyzing Breath. The dragon exhales paralyzing gas in a 300-
passive Perception 31 foot cone. Each creature in that area must succeed on a DC 31
Languages Auran, Celestial, Common, Draconic, Dwarvish, Giant Constitution saving throw or be paralyzed for 5 minutes. A
Challenge 31 (175,000 XP) creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Colossal. The dragon's space is 50' x 50'. Refer to Great Dragon
Traits. Ice Breath (1/day). The dragon exhales an ice-shard filled blast of
cold in a 200-foot cone. Each creature in that area must make a
Frostbite. When a creature, object, or area takes cold damage from DC 31 Constitution saving throw, taking 189 (18d20) cold damage
the dragon's breath weapon, it is frost bitten. A frost-bitten creature plus 176 (32d10) bludgeoning damage on a failed save, or half as
takes 28 (10d6) cold damage at the start of its turn, cannot use much damage on a successful one. Additionally, on a failed save
reactions, and its speed is halved. A frost-bitten area is covered the target loses resistance to cold damage for 12 hours.
with ice and becomes difficult terrain. If a creature attempts to go
over the frost-bitten area at normal speed, it must make a DC 21 Change Shape. Refer to Great Dragon Traits.
Dexterity saving throw or fall prone. Frost bitten creatures and
areas are frost bitten for 5 (1d10) rounds, unless a creature takes an LEGENDARY ACTIONS
action and succeeds on a DC 21 Intelligence (Nature) check to heat
itself, another, or a medium sized area. The dragon can take 4 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Great Dragon’s Aura. Cold damage, refer to Great Dragon Traits. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Great Dragon’s Might. Refer to Great Dragon Traits. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Great Dragon’s Scales. Refer to Great Dragon Traits.
Detect. The dragon can make a Wisdom (Perception) check.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the Move. The dragon can move half its speed.
dragon's spellcasting ability is Charisma (spell save DC 28, +20 to Chilly Fog. The dragon chooses a point that it can see within 240
hit with attack spells). The dragon can innately cast the following
spells, requiring no components: feet of it. A fog billows forth in a 40-foot radius centered on that
point. The effect last for 5 minutes and does not require
At will: cone of cold (9th level), control winds, feather fall, wall of ice concentration but is otherwise identical to the fog cloud spell. In
3/day each: divine word, reverse gravity, whirlwind addition, creatures in the fog that are not resistant or immune to
1/day each: control weather, holy aura, reverse gravity cold cannot take reactions and have disadvantage on
concentration checks while in the fog.
Limited Magic Immunity. Refer to Great Dragon Traits. Flash Freeze (Costs 2 Actions). The dragon intensifies its aura,
increase the range to 60 feet until the end of its next turn. In
Magic Weapons. Refer to Great Dragon Traits. addition, each creature of the dragon’s choice in the aura must
make a DC 31 Constitution saving throw or suffer frostbite. The
Regeneration. Refer to Great Dragon Traits. area of the aura is also frost bitten.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Siege Monster. Refer to Great Dragon Traits. Innate Casting (Costs 3 Actions). The dragon makes an Icy Stare
attack or cast an at-will spell.
Unstoppable. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 50 ft. of the dragon must succeed on a DC 31
ACTIONS Dexterity saving throw or take 59 (12d6 + 17) bludgeoning
damage and be knocked prone. The dragon can then fly up to half
Multiattack. The dragon can use its Frightful Presence. It can then its flying speed.
make three attacks: two with its claws and one with its bite. Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 75-
foot cone. Each creature in the area must make a DC 31
Bite. Melee Weapon Attack: +21 to hit, reach 35 ft., one Dexterity saving throw or take 71 (12d8 + 17) bludgeoning
target. Hit: 83 (12d10 + 17) piercing damage plus 35 (10d6) cold damage, be pushed 50 feet, knocked prone, and stunned until the
damage. end of the dragon’s next turn.
Claw. Melee Weapon Attack: +21 to hit, reach 20 ft., one
target. Hit: 59 (12d6 + 17) slashing damage.
233
GREAT WYRM BRONZE DRAGON Claw. Melee Weapon Attack: +22 to hit, reach 20ft., one
target. Hit: 40 (7d6 + 16) slashing damage.
Gargantuan dragon, lawful good
Tail. Melee Weapon Attack: +22 to hit, reach 65 ft., one target. Hit:
Armor Class 25 (natural armor) 47 (7d8 + 16) bludgeoning damage. If the target is a creature, it
Hit Points 779 (38d20 + 380) must succeed on a DC 28 Constitution saving throw or be knocked
Speed 80 ft., climb 70 ft., fly 240 ft., swim 80 ft. prone or pushed 30 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
STR DEX CON INT WIS CHA
Lightning Stomp. The dragon stomps its lightning infused feet on
31 (+13) 10 (+3) 31 (+13) 21 (+8) 20 (+8) 24 (+10) the ground releasing lightning in a 90 ft. radius. Each creature
touching the ground in the area must make a DC 30 Dexterity saving
Savings Throws Str +22, Dex +12, Con +22, Int +17, Wis +17, throw, taking 38 (11d6) lightning damage and be knocked prone on
Cha +19 a failed save or take half as much damage on a successful save.
Skills Athletics +22, Insight +17, History +17, Perception +26, Frightful Presence. Refer to Great Dragon Traits.
Stealth +12
Breath Weapon (Recharge 5-6). The dragon uses one of the
Damage Resistances acid, cold, thunder; refer to Great Dragon following breath attacks.
Traits
Lightning Breath. The dragon exhales lightning in a 450-foot line
Damage Immunities lightning; refer to Great Dragon Traits that is 10 feet wide. Each creature in that line must make a DC 30
Condition Immunities frightened Dexterity saving throw, taking 388 (37d20) lightning damage on a
Senses blindsight 120 ft., darkvision 240 ft., truesight 60 ft., passive failed save, or half as much damage on a successful one.
Perception 36 Repulsion Breath. The dragon exhales repulsion energy in a 210-
Languages Aquan, Celestial, Common, Draconic, Giant foot cone. Each creature in that area must succeed on a DC 30
Challenge 30 (155,000 XP Strength saving throw. On a failed save, the creature is pushed
210 feet away from the dragon.
Amphibious. The dragon can breathe air and water.
High Intensity Lightning Breath (1/day). The dragon makes a
Colossal. The dragon's space is 45' x 45'. Refer to Great Dragon lightning breath attack, except on failed save the target is also
Traits. incapacitated until the end of the dragon’s next turn. Additionally,
for creatures with 30 HD or less, the attack ignores resistance to
Great Dragon’s Aura. Lightning damage, refer to Great Dragon lightning damage and treats immunity to lightning damage as
Traits. resistance instead.
Great Dragon’s Might. Refer to Great Dragon Traits. Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Scales. Refer to Great Dragon Traits. LEGENDARY ACTIONS
Innate Spellcasting. Refer to Great Dragon traits. In addition, the The dragon can take 4 legendary actions, choosing from the options
dragon's spellcasting ability is Charisma (spell save DC 24, +16 to below. Only one legendary action option can be used at a time and
hit with attack spells). The dragon can innately cast the following only at the end of another creature's turn. If the dragon has unspent
spells, requiring no components: legendary actions at the end of the round it can use its remaining
legendary actions. The dragon regains spent legendary actions at
At will: control water, create food and water, lightning bolt (7th level), the start of his turn.
speak with animals
Detect. The dragon can make a Wisdom (Perception) check.
3/day each: detect thoughts, power word stun Move. The dragon can move half its speed.
1/day each: control weather, storm of vengeance, tsunami Fog. The dragon chooses a point it can see within 180 feet of it,
Limited Magic Immunity. Refer to Great Dragon Traits. conjuring a magical fog from that point. The magical fog is
identical to the spell fog cloud, except with a 30-foot radius and it
Magic Weapons. Refer to Great Dragon Traits. lasts 5 minutes without the dragon needing to concentrate on it.
Water Nimbus (Costs 2 Actions). The dragon magically conjures
Regeneration. Refer to Great Dragon Traits. a watery aura the fills the area in 30-foot radius around the
dragon and last until the end of the dragons next turn. Creatures
Siege Monster. Refer to Great Dragon Traits. in the water without a swim speed have disadvantage on their
attacks and must make a DC 20 Strength (Athletics) check to
Static Charge. When a creature, object, or area takes lightning move. Creatures in the aura gain a + bonus to their AC from
damage from the dragon's breath weapon, it becomes statically ranged attacks and, if the dragon chooses, vulnerability to lighting
charged. A statically charged creature takes 28 (10d6) lightning damage.
damage at the start of its turn and any time it uses a reaction. A Innate Casting (Costs 3 Actions). The dragon casts an at-will
charged area is filled with a 20-foot high spider-web of lightning, and spell.
each creature that ends its turn adjacent to or in the area takes 28 Lightning Stomp. (Costs 3 Actions). The dragon makes a
(6d6) lightning damage. Statically charged creatures and areas Lightning Stomp Attack.
remain charged for 5 (1d10) rounds, unless a creature takes an Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
action and succeeds on a DC 21 Dexterity check to remove the creature within 30 ft. of the dragon must succeed on a DC 28
charge on itself, another, or a medium sized area. Dexterity saving throw or take 40 (7d6 + 16) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
Unstoppable. Refer to Great Dragon Traits. speed.
Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 65-
ACTIONS foot cone. Each creature in the area must make a DC 30
Dexterity saving throw or take 47 (7d8 + 16) bludgeoning
Multiattack. The dragon can use its Frightful Presence. It can then damage, be pushed 35 feet, knocked prone, and stunned until the
make three attacks: two with its claws and one with its bite. end of the dragon’s next turn.
Bite. Melee Weapon Attack: +22 to hit, reach 35 ft., one
target. Hit: 54 (7d10 + 16) piercing damage plus 35 (10d6) lightning
damage.
234
GREAT WYRM GREEN DRAGON Tail. Melee Weapon Attack: +22 to hit, reach 65 ft., one target. Hit:
47 (7d8 + 16) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, lawful evil must succeed on a DC 30 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
Armor Class 25 (natural armor) the end of the dragon's next turn.
Hit Points 760 (39d20 + 351)
Speed 80 ft., climb 70 ft., fly 240 ft., swim 80 ft. Dread Whispers. The dragon chooses one creature it can see
within 320 feet of it and that creature must make a DC 27 Wisdom
STR DEX CON INT WIS CHA saving throw. On a failure, the creature takes 33 (6d10) psychic
damage, loses all resistance to poison damage for 12 hours, and
31 (+13) 10 (+3) 29 (+12) 24 (+10) 20 (+8) 23 (+9) can’t take bonus actions or reactions, and its speed is halved until
the end of the dragon’s next turn. The target takes half damage on
Savings Throws Str +22, Dex +12, Con +21, Int + 19, Wis +17, a successful save.
Cha +18
Beguiling Presence. Refer to Great Dragon Traits for Frightful
Skills Arcana +19, Athletics +22, Deception +18, Insight +17, Presence. In addition, the dragon can instead (the dragon’s choice)
History +19, Perception +26, Persuasion +18, Stealth +12 charm creatures that fail the saving throw.
Damage Resistances acid, fire, psychic; refer to Great Dragon Dominating Gaze (Recharge 5-6). The dragon magically compels
Traits one creature it can see within 280 feet of it to look into his eyes.
The creature must make a DC 27 Wisdom saving throw. On a
Damage Immunities poison; refer to Great Dragon Traits failure the creature is dominated as in the dominate monster spell.
Condition Immunities charmed, poisoned
Senses blindsight 120 ft., darkvision 240 ft., truesight 50 ft., Poison Breath (Recharge 5-6). The dragon exhales poison in a
280-foot cone. Each creature in the cone must make a DC 29
passive Perception 32 Constitution saving throw, taking 390 (60d12) poison damage and is
Languages Common, Draconic, Giant, Infernal, Terran, Primordial poisoned on a failed save, or half as much damage on a successful
Challenge 30 (155,000 XP) one. A creature poisoned in this way also has its speed halved. In
addition, the area of the attack becomes filled with poisonous gas for
Amphibious. The dragon can breathe air and water. 5 (1d10) rounds, unless it is dispersed by a strong wind (60+ mph).
The gas obscures the area up to 20 feet high and a creature that
Colossal. The dragon's space is 45' x 45'. Refer to Great Dragon ends or starts its turn in the area takes 28 (8d6) poison damage.
Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Poison damage, refer to Great Dragon
Traits. LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits. The dragon can take 4 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Great Dragon’s Scales. Refer to Great Dragon Traits. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Dominating Presence. When targeting a creature of the dragon’s legendary actions. The dragon regains spent legendary actions at
CR or below, the dragon’s charms ignore resistance and creatures the start of his turn.
with immunity have advantage on their saving throw instead. In
addition, the dragon can use a bonus or legendary action to exert Detect. The dragon can make a Wisdom (Perception) check.
precise control of creatures it has charmed. Move. The dragon can move half its speed.
Luring Glare. The dragon chooses one creature it can see within
Innate Spellcasting. Refer to Great Dragon traits. In addition, the
dragon's spellcasting ability is Intelligence (spell save DC 27, +19 to 240 feet of it. That creature must make a DC 27 Wisdom saving
hit with attack spells). The dragon can innately cast the following throw. On a failure, the target takes 33 (6d10) psychic damage
spells, requiring no components: and must use its reaction to move up to 30 feet in a direction the
dragon chooses and is then stunned until the end of the dragon’s
At will: dream, entangle, hypnotic pattern, plant growth, poison next turn. The target takes half as much damage on a successful
spray (17th level), suggestion save.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
3/day each: cloudkill (7th level), dominate person, mass suggestion Innate Casting (Costs 3 Actions). The dragon can make a Dread
1/day each: dominate monster, feeblemind, Whispers attack or cast an at-will spell.
Dominating Gaze (Costs 3 Actions). The dragon can use its
Limited Magic Immunity. Refer to Great Dragon Traits. dominating gaze attack if it is available.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Magic Weapons. Refer to Great Dragon Traits. creature within 45 ft. of the dragon must succeed on a DC 30
Dexterity saving throw or take 40 (7d6 + 16) bludgeoning damage
Regeneration. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Siege Monster. Refer to Great Dragon Traits. Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 65-
foot cone. Each creature in the area must make a DC 30
Unstoppable. Refer to Great Dragon Traits. Dexterity saving throw or take 47 (7d8 + 16) bludgeoning
damage, be pushed 35 feet, knocked prone, and stunned until the
ACTIONS end of the dragon’s next turn.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +22 to hit, reach 30 ft., one
target. Hit: 54 (7d10 + 16) piercing damage plus 35 (10d6) poison
damage.
Claw. Melee Weapon Attack: +22 to hit, reach 15ft., one
target. Hit: 40 (7d6 + 16) slashing damage.
235
GREAT WYRM BLACK DRAGON Tail. Melee Weapon Attack: +21 to hit, reach 65 ft., one target. Hit:
45 (7d8 + 14) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, chaotic evil must succeed on a DC 29 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
Armor Class 26 (natural armor) the end of the dragon's next turn.
Hit Points 721 (37d20 + 333)
Speed 80 ft., climb 70 ft., fly 240 ft., swim 100 ft. Acidic Mucus. The dragon spits a ball of acidic mucus. Ranged
Weapon Attack: +21 to hit, range 360 / 720 ft., one target. Hit: 32
STR DEX CON INT WIS CHA (4d8 + 14) bludgeoning damage plus 36 (8d8) acid damage and the
target must make a DC 29 Constitution saving throw, losing any
31 (+12) 14 (+6) 29 (+11) 19 (+6) 18 (+6) 22 (+8) resistance to acid damage for 24 hours.
Savings Throws Str +19, Dex +11, Con +18, Wis +12, Cha +14 Frightful Presence. Refer to Great Dragon Traits.
Skills Acrobatics +12, Deception +14, Perception +20, Stealth +12
Damage Resistances lightning, necrotic, poison; refer to Great Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Dragon Traits
Damage Immunities acid; refer to Great Dragon Traits Acid Breath. The dragon exhales acid in a 320-foot line that is 15
Senses blindsight 120 ft., darkvision 300 ft., truesight 40 ft., passive feet wide. Each creature in that line must make a DC
28 Dexterity saving throw, taking 367 (35d20) acid damage on a
Perception 30 failed save, or half as much damage on a successful one.
Languages Abyssal, Common, Draconic, Giant, Primordial
Challenge 29 (135,000 XP) Vitriolic Spray. The dragon exhales acid in a 160-foot cone. Each
creature in the cone must make a DC 28 Dexterity saving throw,
Amphibious. The dragon can breathe air and water. taking 367 (35d20) acid damage on a failed save, or half as much
damage on a successful one.
Colossal. The dragon's space is 40' x 40'. Refer to Great Dragon
Traits. Change Shape. Refer to Great Dragon Traits.
Dissolve. When a creature, object, or area takes acid damage from LEGENDARY ACTIONS
the dragon's breath weapon, it begins to dissolve. A dissolving
creature takes 21 (6d6) acid damage at the start of its turn and The dragon can take 4 legendary actions, choosing from the options
cannot use reactions or bonus actions. A dissolving area is filled below. Only one legendary action option can be used at a time and
with a pool of acid and each creature that ends its turn in the pool only at the end of another creature's turn. If the dragon has unspent
takes 28 (8d6) acid damage. Dissolving creatures and areas legendary actions at the end of the round it can use its remaining
continue dissolving for 5 (1d10) rounds, unless a creature takes an legendary actions. The dragon regains spent legendary actions at
action and succeeds on a DC 21 Dexterity check to remove or the start of his turn.
neutralize the acid on itself, another, or a medium sized area.
Detect. The dragon can make a Wisdom (Perception) check.
Great Dragon’s Aura. Acid damage, refer to Great Dragon Traits. Move. The dragon can move half its speed.
Darkness. Magical darkness spreads from a point the dragon can
Great Dragon’s Might. Refer to Great Dragon Traits.
see within 300 feet of it; filling a 40-foot radius sphere for 5 (1d10)
Great Dragon’s Scales. Refer to Great Dragon Traits. rounds. The darkness spreads around corners. A creature with
darkvision can’t see through the darkness, and nonmagical light
Innate Spellcasting. Refer to Great Dragon traits. In addition, the can’t illuminate it, but the dragon can see through it. If any of the
dragon's spellcasting ability is Charisma (spell save DC 25, +17 to effect’s area overlaps with an area of light created by a spell of 5th
hit with attack spells). The dragon can innately cast the following level or lower, the spell that created the light is dispelled.
spells, requiring no components: Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can cast an at-will
At will: acid splash, melf’s acid arrow (6th level), plant growth, spell.
vampiic touch (6th level) Acidic Mucus. (Costs 3 Actions). The dragon makes an acidic
mucus attack.
3/day each: gaseous form, dispel evil and good, insect plague, Necrotic Vines (Costs 3 Actions). Withered thorn covered vines
greater invisibility erupt from a point on the ground the dragon can see within 200
feet of it, creating a 30-foot radius blight of writhing vines. The
1/day each: circle of death, create undead, finger of death blight is difficult terrain. If a creature ends its turn in the blight, it
must make a DC 25 Strength saving throw or be restrained (DC
Limited Magic Immunity. Refer to Great Dragon Traits. 20 escape) and take 20 (8d4) piercing damage. If a creature
starts its turn restrained by the blight, It takes 22 (4d10) necrotic
Magic Weapons. Refer to Great Dragon Traits. damage. The blight persists for 1 minute.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Regeneration. Refer to Great Dragon Traits. creature within 30 ft. of the dragon must succeed on a DC29
Dexterity saving throw or take 38 (7d6 + 14) bludgeoning damage
Siege Monster. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Unstoppable. Refer to Great Dragon Traits. Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 65-
foot cone. Each creature in the area must make a DC 29
ACTIONS Dexterity saving throw or take 45 (7d8 + 14) bludgeoning damage
, be pushed 30 feet, knocked prone, and stunned until the end of
Multiattack. The dragon can use its Frightful Presence. It can then the dragon’s next turn.
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 30 ft., one
target. Hit: 52 (7d10 + 14) piercing damage plus 35 (10d6) acid
damage.
Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one
target. Hit: 38 (7d6 + 14) slashing damage.
236
GREAT WYRM COPPER DRAGON Tail. Melee Weapon Attack: +21 to hit, reach 60 ft., one target. Hit:
39 (6d8 + 14) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, chaotic good must succeed on a DC 29 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
Armor Class 25 (natural armor) the end of the dragon's next turn.
Hit Points 717 (35d20 + 350)
Speed 80 ft., climb 70 ft., fly 280 ft. Acid Discharge. The dragon releases a cloud of acid that fills a 60-
foot radius around it. Each creature in the area must make a DC 22
STR DEX CON INT WIS CHA Constitution saving throw, taking 31 (9d6) acid damage loses
resistance to acid damage for 1 hour on a failed save, or half as
30 (+12) 12 (+4) 30 (+12) 23 (+8) 20 (+7) 22 (+8) much damage on a successful one.
Savings Throws Str +21, Dex +13, Con +21, Int +17, Wis +16, Frightful Presence. Refer to Great Dragon Traits.
Cha +17
Breath Weapon (Recharge 5-6). The dragon uses one of the
Skills Athletics +21, Deception +17, History +17, Perception +25, following breath attacks.
Persuasion + 17, Stealth +13
Acid Breath. The dragon exhales acid in a 320-foot line that is 20
Damage Resistances lightning, necrotic, poison; refer to Great feet wide. Each creature in that line must make a DC
Dragon Traits 29 Dexterity saving throw, taking 336 (32d20) acid damage on a
failed save, or half as much damage on a successful one.
Damage Immunities acid; refer to Great Dragon Traits
Senses blindsight 120 ft., darkvision 240 ft., truesight 40 ft., passive Slowing Breath. The dragon exhales gas in a 200-foot cone. Each
creature of the dragon’s choice in that area must succeed on a
Perception 30 DC 29 Constitution saving throw. On a failed save, the creature
Languages Common, Draconic, Elvish, Giant, Sylvan, Terran can’t use reactions, its speed is halved, it can’t take the dash
Challenge 29 (75,000 XP) action, and it can’t take more than one attack on its turn. In
addition, the creature can use either an action or a bonus action
Colossal. The dragon's space is 40' x 40'. Refer to Great Dragon on its turn, but not both. These effects last for 5 minutes. The
Traits. creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a successful save.
Dissolve. When a creature, object, or area takes acid damage from
the dragon's breath weapon, it begins to dissolve. A dissolving Corrosive Acid Breath (1/day). The dragon makes an acid breath
creature takes 28 (8d6) acid damage at the start of its turn and attack. In addition to those effects, on a failed saving throw any
cannot use reactions or bonus actions. A dissolving area is filled non-magical metal armor is destroyed and magical metal armor
with a pool of acid and each creature that ends its turn in the pool has its AC permanently reduced by 5 (2d4).
takes 28 (8d6) acid damage. Dissolving creatures and areas
continue dissolving for 5 (1d10) rounds, unless a creature takes an Change Shape. Refer to Great Dragon Traits.
action and succeeds on a DC 21 Dexterity check to remove or
neutralize the acid on itself, another, or a medium sized area. LEGENDARY ACTIONS
Great Dragon’s Aura. Acid damage, refer to Great Dragon Traits. The dragon can take 4 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Great Dragon’s Might. Refer to Great Dragon Traits. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Great Dragon’s Scales. Refer to Great Dragon Traits. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the
dragon's spellcasting ability is Charisma (spell save DC 25, +17 to Detect. The dragon can make a Wisdom (Perception) check.
hit with attack spells). The dragon can innately cast the following Move. The dragon can move half its speed.
spells, requiring no components: Spike Growth. The dragon chooses a point on the ground that it
At will: melf’s acid arrow (6th level), stone shape, transmute rock can see within 240 feet of it. Stone spikes sprout from the ground
3/day each: flesh to stone, hold monster, move earth, otto’s in s 40-foot radius centered on that point. The effect last for 1
hour and does not require concentration but is otherwise identical
irresistible dance, wall of stone to the spike growth spell.
1/day each: earthquake, maze, weird Mass Laughter (Costs 2 Actions). Each creature of the dragon’s
choice, and that can hear it, within 120 feet of it must make a DC
Limited Magic Immunity. Refer to Great Dragon Traits. 25 Wisdom saving throw. On a failure, the creature is afflicted, for
1 minute, as if the spell Tasha’s Hideous Laughter was cast on it.
Magic Weapons. Refer to Great Dragon Traits. The dragon does not need to concentrate and if a creature
succeeds on its saving throw, or the effect ends for it, it is immune
Regeneration. Refer to Great Dragon Traits. to the dragons’ mass laughter for 12 hours.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Siege Monster. Refer to Great Dragon Traits. Innate Casting (Costs 3 Actions). The dragon can cast an at-will
spell.
Unstoppable. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 40 ft. of the dragon must succeed on a DC29
ACTIONS Dexterity saving throw or take 33 (6d6 + 12) bludgeoning damage
2and be knocked prone. The dragon can then fly up to half its
Multiattack. The dragon can use its Frightful Presence. It can then flying speed.
make three attacks: two with its claws and one with its bite. Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 60-
foot cone. Each creature in the area must make a DC 29
Bite. Melee Weapon Attack: +21 to hit, reach 30 ft., one Dexterity saving throw or take 39 (6d8 + 14) bludgeoning
target. Hit: 45 (6d10 + 14) piercing damage plus 35 (10d6) acid damage, be pushed 30 feet, knocked prone, and stunned until the
damage. end of the dragon’s next turn.
Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one
target. Hit: 35 (6d6 + 14) slashing damage.
237
GREAT WYRM BRASS DRAGON Tail. Melee Weapon Attack: +21 to hit, reach 55 ft., one target. Hit:
39 (6d8 + 14) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, chaotic good must succeed on a DC 29 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
Armor Class 26 (natural armor) the end of the dragon's next turn.
Hit Points 663 (34d20 + 306)
Speed 80 ft., burrow 70 ft., climb 70 ft., fly 240 ft. Sand Wall. The dragon magically creates a wall of sand. The wall
is 1-foot thick and composed of 20 panels. It is otherwise similar to
STR DEX CON INT WIS CHA the spell Wall of Stone.
30 (+12) 12 (+3) 28 (+11) 19 (+6) 18 (+6) 22 (+8) Frightful Presence. Refer to Great Dragon Traits.
Savings Throws Str + 20, Dex +11, Con +19, Int +14, Wis +14, Breath Weapon (Recharge 5-6). The dragon uses one of the
Cha +16 following breath attacks.
Skills Athletics + 20, Arcana +14, History +14, Insight +14, Fire Breath. The dragon exhales fire in a 210-foot cone. Each
Perception +24, Persuasion +16, Stealth +11 creature in that area must make a DC 27 Dexterity saving throw,
taking 325 (31d20) fire damage on a failed save, or half as much
Damage Resistances force, poison, radiant; refer to Great Dragon damage on a successful one.
Traits
Sleep Breath. The dragon exhales sleep gas in a 210-foot cone.
Damage Immunities fire; refer to Great Dragon Traits Each creature in that area must succeed on a DC
Senses blindsight 120 ft., darkvision 240 ft., truesight 30 ft., passive 27 Constitution saving throw or fall Unconscious for 1 hr. This
effect ends for a creature if the creature takes damage or
Perception 34 someone uses an action to wake it.
Languages Common, Draconic, Giant, Ignan, Primordial
Challenge 28 (120,000 XP) Desert Wind Breath (1/day). The dragon makes a fire breath attack
except it is infused with scorching desert sand. The damage of
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon the attack is treated as both fire and slashing damage.
Traits. Additionally, a creature in the area must make a DC 27 Strength
saving throw or be pushed to the end of the cone and knocked
Ignite. When a creature, object, or area takes fire damage from the prone.
dragon’s breath weapon, it ignites. An ignited target takes 28 (8d6)
fire damage at the start of its turn, cannot take reactions, and suffers Change Shape. Refer to Great Dragon Traits.
the effects of the spell heat metal. An ignited area is engulfed in 20-
foot high, opaque flames, and each creature that ends its turn LEGENDARY ACTIONS
adjacent to or in the area takes 28 (8d6) fire damage. Ignited
creatures and areas remain ignited for 5 (1d10) rounds, unless a The dragon can take 4 legendary actions, choosing from the options
creature takes an action and succeeds on a DC 21 Dexterity check below. Only one legendary action option can be used at a time and
to extinguish the flames on itself, another, or a medium sized area. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Great Dragon’s Aura. Fire damage; refer to Great Dragon Traits. legendary actions. The dragon regains spent legendary actions at
the start of his turn.
Great Dragon’s Might. Refer to Great Dragon Traits.
Detect. The dragon can make a Wisdom (Perception) check.
Great Dragon’s Scales. Refer to Great Dragon Traits. Move. The dragon can move half its speed.
Sand Cloud. The dragon conjures a 40-foot radius sand storm that
Innate Spellcasting. Refer to Great Dragon traits. In addition the
dragon's spellcasting ability is Charisma (spell save DC 24, +16 to erupts from a point the dragon can see within 240 feet of it. The
hit with attack spells). The dragon can innately cast the following cloud spreads around corners. Each creature in the storm must
spells, requiring no components: succeed on a DC 24 Constitution saving throw or be blinded for 1
minute. A creature can repeat the saving throw at the end of
At will: control winds, fireball (5th level), speak with animals, wall of each of tis turns, ending the effect on itself on a success.
fire (5th level) Fire Cloak (Costs 2 Actions). The dragon intensifies its aura, filling
the area with roaring flames until the end of its next turn. The
3/day each: absorb elements (9th level), mass suggestion, whirlwind damage caused by the aura increases by 14 (4d6) fire damage
1/day each: conjure elemental, control weather, dominate monster, and the dragon is Hidden.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
etherealness Innate Casting (Costs 3 Actions). The dragon can cast sand wall
or an at-will spell.
Limited Magic Immunity. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 35 ft. of the dragon must succeed on a DC29
Magic Weapons. Refer to Great Dragon Traits. Dexterity saving throw or take 33 (6d6 + 12) bludgeoning damage
2and be knocked prone. The dragon can then fly up to half its
Regeneration. Refer to Great Dragon Traits. flying speed.
Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 55-
Siege Monster. Refer to Great Dragon Traits. foot cone. Each creature in the area must make a DC 29
Dexterity saving throw or take 39 (6d8 + 14) bludgeoning
Unstoppable. Refer to Great Dragon Traits. damage, be pushed 30 feet, knocked prone, and stunned until the
end of the dragon’s next turn.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 25 ft., one
target. Hit: 45 (6d10 + 14) piercing damage plus 35 (10d6) fire
damage.
Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one
target. Hit: 35 (6d6 + 14) slashing damage.
238
GREAT WYRM WHITE DRAGON Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 52 (7d10 + 14) piercing damage plus 35 (10d6) cold
Gargantuan dragon, chaotic evil damage.
Armor Class 25 (natural armor) Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one
Hit Points 697 (34d20 + 340) target. Hit: 38 (7d6 + 14) slashing damage.
Speed 80 ft., climb 70 ft., fly 240 ft., swim 70 ft.
Tail. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit:
STR DEX CON INT WIS CHA 45 (7d8 + 14) bludgeoning damage. If the target is a creature, it
must succeed on a DC 28 Constitution saving throw or be knocked
30 (+12) 10 (+2) 30 (+12) 15 (+4) 16 (+5) 17 (+5) prone or pushed 35 feet, the dragon’s choice and incapacitated until
the end of the dragon's next turn.
Savings Throws Str +20, Dex +10, Con +20, Int +12, Wis +13,
Cha +13 Icy Tomb. Ranged Spell Attack: +13 to hit, range 320ft., one target.
Hit: the target is encased in ice; takes 17 (5d6) cold damage and the
Skills Athletics +20, Intimidation +20, Perception +21 target is restrained and loses any resistance to cold damage for 24
hours. In addition, the target takes 17 (5d6) cold damage at the
Damage Resistances force, poison, radiant; refer to Great Dragon start of its turn, until it takes an action to break the ice and succeeds
Traits on a DC 21 Strength check, ending the effects on itself on a
success.
Damage Immunities cold; refer to Great Dragon Traits
Condition Immunities petrified Frightful Presence. Refer to Great Dragon Traits.
Senses blindsight 120 ft., darkvision 240 ft., truesight 40 ft.,
Breath Weapon (Recharge 5-6). The dragon uses one of the
passive Perception 31 following breath attacks.
Languages Common, Draconic, Giant, Primodrial
Challenge 28 (120,000 XP) Cold Breath. The dragon exhales cold in a 220-foot cone. Each
creature in the cone must succeed on a DC 28 Constitution
Brute. A melee weapon deals one extra die of its damage when the saving throw, taking 312 (48d12) cold damage on a failed save
dragon hits with it (included in the attack). and half as much damage on a successful one.
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon Ice Shards. The dragon exhales shards of ice in a 300-foot line that
Traits. is 25 feet wide. Each creature in that area must succeed on a DC
28 Dexterity saving throw, taking 156 (24d12) cold damage and
Frostbite. When a creature, object, or area takes cold damage from 156 (24d12) piercing damage on a failed save and half as much
the dragon's breath weapon, it is frost bitten. A frost-bitten creature damage on a successful one.
takes 21 (6d6) cold damage at the start of its turn, cannot use
reactions, and its speed is halved. A frost-bitten area is covered Change Shape. Refer to Great Dragon Traits.
with ice and becomes difficult terrain. If a creature attempts to go
over the frost-bitten area at normal speed, it must make a DC 21 LEGENDARY ACTIONS
Dexterity saving throw or fall prone. Frost bitten creatures and
areas are frost bitten for 5 (1d10) rounds, unless a creature takes an The dragon can take 4 legendary actions, choosing from the options
action and succeeds on a DC 21 Intelligence (Nature) check to heat below. Only one legendary action option can be used at a time and
itself, another, or a medium sized area. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Great Dragon’s Aura. 14 (4d6) cold damage; refer to Great Dragon legendary actions. The dragon regains spent legendary actions at
Traits. the start of his turn.
Great Dragon’s Might. Refer to Great Dragon Traits. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Great Dragon’s Scales. Refer to Great Dragon Traits. Ice Sheet. The dragon creates an opaque wall of ice on a solid
Ice Walk. The dragon can move across and climb icy surfaces surface it can see within 200 feet of it. The wall can be up to 80
without needing to make an ability check. Additionally, difficult feet long, 80 feet high and 3 feet thick. When the wall appears,
terrain composed of ice or snow doesn’t cost extra movement. each creature within its area is pushed 5 feet out of the wall’s
space, appearing on whichever side of the wall it wants. Each 10-
Innate Spellcasting. Refer to Great Dragon traits. In a19ition the foot section of the wall has AC 10, 75 hit points, vulnerability to
dragon's spellcasting ability is Charisma (spell save DC 21, +13 to fire damage, and immunity to acid, cold, necrotic, poison, and
hit with attack spells). The dragon can innately cast the following psychic damage.
spells, requiring no components: Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make an ice
At will: ice knife (5th level, range 180 ft.), ice storm, wall of ice burst attack, icy tomb attack or cast an at-will spell.
3/day each: bless, hold monster, investiture of ice Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
1/day each: control weather, whirlwind (90 ft. high) creature within 25 ft. of the dragon must succeed on a DC28
Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
Limited Magic Immunity. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Magic Weapons. Refer to Great Dragon Traits. Tail Sweep (Costs 4 Actions). The dragon swings its tail in a 65-
foot cone. Each creature in the area must make a DC 30
Regeneration. Refer to Great Dragon Traits. Dexterity saving throw or take 45 (7d8 + 14) bludgeoning
damage, be pushed 30 feet, knocked prone, and stunned until the
Siege Monster. Refer to Great Dragon Traits. end of the dragon’s next turn.
Winter Storm (Costs 4 Actions, 1/Day). The dragon casts the spell
Unstoppable. Refer to Great Dragon Traits. Storm of Vengeance, except: all rounds are identical to rounds 5-
10 of the spell, the radius is 1 mile, and it inflicts 7 (2d6) cold
ACTIONS damage.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
239
WYRM GOLD DRAGON Stun Foe. Ranged Spell Attack: +20 to hit, range 300 ft., one
target. Hit: 35 (10d6) force damage and must make a DC 28
Gargantuan dragon, lawful good Constitution saving throw or be stunned for 1 minute. The creature
can make additonal saving throws at the end of its turns, ending the
Armor Class 25 (natural armor) effect on itself on a success.
Hit Points 697 (34d20 + 340)
Speed 70 ft., climb 60 ft., fly 180 ft. Frightful Presence. Refer to Great Dragon Traits.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
32 (+13) 14 (+4) 31 (+12) 21 (+7) 19 (+6) 30 (+12)
Fire Breath. The dragon exhales fire in a 210-foot cone. Each
Savings Throws Str +21, Dex +12, Con +20, Wis +14, Cha +20 creature in that area must make a DC 29 Dexterity saving throw,
Skills Athletics +21, Intimidation +18, Insight +15, Perception +21, taking 275 (50d10) fire damage on a failed save, or half as much
damage on a successful one.
Persuasion +20, Stealth +12
Damage Resistances force, radiant; refer to Great Dragon Traits Weakening Breath. The dragon exhales gas in a 210-foot cone.
Damage Immunities fire; refer to Great Dragon Traits Each creature in that area must succeed on a DC 29 Strength
Condition Immunities charmed, frightened, posioned saving throw or have disadvantage on Strength-based Attack
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 31 rolls, Strength Checks, and Strength saving throws for 1 minute.
Languages Common, Draconic, Elvish, Giant, Ignan A creature can repeat the saving throw at the end of each of its
Challenge 28 (120,000 XP) turns, ending the effect on itself on a success.
Amphibious. The dragon can breathe air and water. Radiant Fire Breath (1/day). The dragon makes a fire breath attack
infused with radiant energy. The damage from the attack is
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon treated as both fire and radiant damage. Additionally, on a failed
Traits. saving throw the target is blinded for 1 hour. The blindness can
be healed by a lesser restoration spell, similarly powerful magic
Great Dragon’s Aura. Fire damage, refer to Great Dragon Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Might. Refer to Great Dragon Traits.
LEGENDARY ACTIONS
Ignite. When a creature, object, or area takes fire damage from the
dragon’s breath weapon, it ignites. An ignited target takes 21 (6d6) The dragon can take 3 legendary actions, choosing from the options
fire damage at the start of its turn, cannot take reactions, and suffers below. Only one legendary action option can be used at a time and
the effects of the spell heat metal. An ignited area is engulfed in 15- only at the end of another creature's turn. If the dragon has unspent
foot high, opaque flames, and each creature that ends its turn legendary actions at the end of the round it can use its remaining
adjacent to or in the area takes 21 (6d6) fire damage. Ignited legendary actions. The dragon regains spent legendary actions at
creatures and areas remain ignited for 4 (1d8) rounds, unless a the start of his turn.
creature takes an action and succeeds on a DC 18 Dexterity check
to extinguish the flames on itself, another, or a medium sized area. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the Lucky (Cost 2 Actions). The dragon glimpses the future, so it has
dragon's spellcasting ability is Charisma (spell save DC 28, +20 to
hit with attack spells). The dragon can innately cast the following advantage on attack rolls, ability checks, and saving throws until
spells, requiring no components: the end of its next turn.
Innate Casting (Costs 3 Actions). The dragon makes a Stun Foe
At will: bless, fire ball (6th level), sacred flame (17th level), wall of fire attack or casts an at-will spell.
3/day each: geas, heal, sunbeam Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
1/day each: prismatic wall, sunburst Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 35 ft. of the dragon must succeed on a DC 29
Limited Magic Immunity. Refer to Great Dragon Traits. Dexterity saving throw or take 46 (9d6 + 15) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
Magic Weapons. Refer to Great Dragon Traits. speed.
Regeneration. Refer to Great Dragon Traits.
Siege Monster. Refer to Great Dragon Traits.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 25 ft., one
target. Hit: 64 (9d10 + 15) piercing damage plus 28 (8d6) fire
damage.
Claw. Melee Weapon Attack: +21 to hit, reach 20 ft., one
target. Hit: 46 (9d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +21 to hit, reach 45 ft., one target. Hit:
55 (9d8 + 15) bludgeoning damage. If the target is a creature, it
must succeed on a DC 29 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
240
WYRM RED DRAGON Immolate Foe. Ranged Spell Attack: +17 to hit, range 480 ft., one
target. Hit: 42 (12d6) fire damage and the target must make a DC
Gargantuan dragon, chaotic evil 25 Constitution saving throw, losing all resistance to fire damage for
12 hours on a failure.
Armor Class 25 (natural armor)
Hit Points 717 (35d20 + 350) Frightful Presence. Refer to Great Dragon Traits.
Speed 70 ft., climb 70 ft., fly 200 ft.
Breath Weapon (Recharge 5-6). The dragon uses one of the
STR DEX CON INT WIS CHA following breath attacks.
32 (+13) 10 (+2) 31 (+12) 20 (+7) 17 (+5) 25 (+9) Fire Breath. The dragon exhales fire in a 210-foot cone. Each
creature in that area must make a DC 29 Dexterity saving throw,
Savings Throws Str +18, Dex +10, Con +18, Wis +11, Cha +15 taking 305 (47d12) fire damage on a failed save, or half as much
Skills Athletics +21, Intimidation +21, Insight +13, Perception +21, damage on a successful one.
Persuasion +17, Stealth +10 Fire Blast. The dragon exhales fire in a 280-foot line that is 5 feet
Damage Resistances force, lightning; refer to Great Dragon Traits wide. The first creature in the line must make a DC 29 Dexterity
Damage Immunities fire; refer to Great Dragon Traits saving throw, taking 237 (35d12) fire damage plus 237 (35d12)
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 31 force damage on a failed save, or half as much damage on a
Languages Abyssal, Common, Draconic, Giant, Ignan successful one. In addition, each creature within 30 feet of the
Challenge 28 (120,000 XP) initial target must make a DC 29 Dexterity saving throw, taking 39
(6d12) fire damage plus 39 (6d12) force damage on a failed save,
Brute. The dragon’s melee attacks deal one extra die of damage or half as much damage on a successful one.
when the dragon hits with it (included in the attack).
Change Shape. Refer to Great Dragon Traits.
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon
Traits. LEGENDARY ACTIONS
Great Dragon’s Aura. Fire damage, refer to Great Dragon Traits. The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Great Dragon’s Might. Refer to Great Dragon Traits. only at the end of another creature's turn. If the dragon has unspent
legendary actions at the end of the round it can use its remaining
Ignite. When a creature, object, or area takes fire damage from the legendary actions. The dragon regains spent legendary actions at
dragon’s breath weapon, it ignites. An ignited target takes 21 (6d6) the start of his turn.
fire damage at the start of its turn, cannot take reactions, and suffers
the effects of the spell heat metal. An ignited area is engulfed in 15- Detect. The dragon can make a Wisdom (Perception) check.
foot high, opaque flames, and each creature that ends its turn Move. The dragon can move half its speed.
adjacent to or in the area takes 21 (6d6) fire damage. Ignited Volcanic Gas. The dragon creates a 30-foot radius sphere of
creatures and areas remain ignited for 4 (1d8) rounds, unless a
creature takes an action and succeeds on a DC 18 Dexterity check volcanic gas centered on a point it can see within 300 feet of it.
to extinguish the flames on itself, another, or a medium sized area. The sphere spreads around corners, is lightly obscured, and last
1d6 rounds. Each creature that starts its turn in the cloud must
Innate Spellcasting. Refer to great dragon traits. In addition, the succeed on a DC 25 Constitution saving throw or be poisoned
dragon's spellcasting ability is Charisma (spell save DC 25, +17 to until the start of its next turn. While poisoned in this way, a
hit with attack spells). The dragon can innately cast the following creature is incapacitated.
spells, requiring no components: Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make an
At-will: fireball (6th level), heat metal (6th level), wall of fire immolate foe attack or cast an at-will spell.
3/day each: counterspell (7th level), suggestion Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
1/day each: fire storm, incendiary cloud creature within 35 ft. of the dragon must succeed on a DC 29
Dexterity saving throw or take 47 (10d6 + 15) bludgeoning
Limited Magic Immunity. Refer to Great Dragon Traits. damage and be knocked prone. The dragon can then fly up to half
its flying speed.
Magic Weapons. Refer to Great Dragon Traits.
Regeneration. Refer to Great Dragon Traits.
Siege Monster. Refer to Great Dragon Traits.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 25 ft., one
target. Hit: 70 (10d10 + 15) piercing damage plus 28 (8d6) fire
damage.
Claw. Melee Weapon Attack: +21 to hit, reach 15ft., one
target. Hit: 47 (10d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +21 to hit, reach 50ft., one target. Hit:
60 (10d8 + 15) bludgeoning damage. If the target is a creature, it
must succeed on a DC 29 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
241
WYRM BLUE DRAGON Arc Lighting. Ranged Spell Attack: +16 to hit, range 480 ft., one
target. Hit: 45 (7d12) lightning damage and the target must make a
Gargantuan dragon, lawful evil DC 24 Constitution saving throw, losing all resistance to lightning
damage for 12 hours on a failure.
Armor Class 25 (natural armor)
Hit Points 624 (32d20 + 288) Frightful Presence. Refer to great dragon traits.
Speed 70 ft., climb 60 ft., fly 200 ft.
Breath Weapon (Recharge 5-6). The dragon uses one of the
STR DEX CON INT WIS CHA following breath attacks.
31 (+12) 12 (+3) 29 (+11) 20 (+7) 19 (+6) 23 (+8) Lightning Breath. The dragon exhales lightning in a 160-foot cone.
Each creature in the cone must make a DC 27 Dexterity saving
Savings Throws Str +20, Dex +11, Con +19, Wis +14, Cha +16 throw, taking 280 (51d10) lightning damage on a failed save, or
Skills Acrobatics +11, Arcana +15, History +15, Insight +14, half as much damage on a successful one.
Investigation +15, Perception +22, Persuasion +16, Lightning Bolt. The dragon exhales lightning in a 350-foot-line that
Damage Resistances force, thunder; refer to Great Dragon Traits is 10 feet wide. The first creature in the line must make a DC 27
Damage Immunities lightning; refer to Great Dragon Traits Dexterity saving throw, taking 412 (75d10) lightning damage and
Senses blindsight 90 ft., darkvision 200 ft., passive Perception 32 44 (8d10) thunder damage on a failed save, or half as much
Languages Auran, Common, Draconic, Giant, Infernal damage on a successful one .In addition, each creature within 40
Challenge 27 (105,000 XP) feet of the original target must make a DC 28 Constitution saving
throw, taking 44 (8d10) thunder damage on a failed save, or half
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon as much damage on a successful one.
Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Lightning damage, refer to Great Dragon
Traits. LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits. The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Innate Spellcasting. Refer to Great Dragon traits. In addition the only at the end of another creature's turn. If the dragon has unspent
dragon's spellcasting ability is Charisma (spell save DC 24, +16 to legendary actions at the end of the round it can use it's remaining
hit with attack spells). The dragon can innately cast the following legendary actions. The dragon regains spent legendary actions at
spells, requiring no components: the start of his turn.
At will: call lightning, hallucinatory terrain, lightning bolt Detect. The dragon can make a Wisdom (Perception) check.
3/day each: blur, storm sphere (6th level) Move. The dragon can move half its speed.
1/day each: power word stun, whirlwind Sand Cloud. The dragon creates a 30-foot radius sphere of sand
Limited Magic Immunity. Refer to Great Dragon Traits. swirls centered on a point it can see within 300 feet of it. The
sphere spreads around corners and last 1d6 rounds. Each
Magic Weapons. Refer to Great Dragon Traits. creature that starts its turn in the cloud must succeed on a DC 24
Constitution saving throw or be blinded for 1 minute. A creature
Regeneration. Refer to Great Dragon Traits. can repeat the saving throw at the end of each of its turn; end the
effect on itself on a success.
Siege Monster. Refer to Great Dragon Traits. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make an arc
Static Charge. When a creature, object, or area takes lightning lightning attack or cast an at-will spell.
damage from the dragon's breath weapon, it becomes statically Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
charged. A statically charged creature takes 21 (6d6) lightning creature within 30 ft. of the dragon must succeed on a DC 28
damage at the start of its turn and any time it uses a reaction. A Dexterity saving throw or take 38 (7d6 + 14) bludgeoning damage
charged area is filled with a 15-foot high spider-web of lightning, and and be knocked prone. The dragon can then fly up to half its flying
each creature that ends its turn adjacent to or in the area takes 21 speed.
(6d6) lightning damage. Statically charged creatures and areas
remain charged for 4 (1d8) rounds, unless a creature takes an
action and succeeds on a DC 18 Dexterity check to remove the
charge on itself, another, or a medium sized area.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +20 to hit, reach 25 ft., one
target. Hit: 52 (7d10 + 14) piercing damage plus 28 (8d6) lightning
damage.
Claw. Melee Weapon Attack: +20 to hit, reach 15 ft., one
target. Hit: 38 (7d6 + 14) slashing damage.
Tail. Melee Weapon Attack: +20 to hit, reach 50ft., one target. Hit:
45 (7d8 + 14) bludgeoning damage. If the target is a creature, it
must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
242
WYRM SILVER DRAGON Icy Stare. The dragon stares into a creature's soul and magically
freezes it. The creature must make a DC 25 Constitution saving
Gargantuan dragon, lawful good throw or take 35 (10d6) cold damage and has its speed reduced to
0. The creature may make another saving throw at the end of each
Armor Class 25 (natural armor) of its turns, ending the effect on itself on a success.
Hit Points 635 (31d20 + 310)
Speed 70 ft., climb 60 ft., fly 200 ft. Frightful Presence. Refer to Great Dragon Traits.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
32 (+13) 12 (+3) 31 (+12) 20 (+7) 17 (+5) 25 (+9)
Cold Breath. The dragon exhales an icy blast in a 210-foot cone.
Savings Throws Dex +11, Con +20, Wis +13, Cha +17 Each creature in that area must make a DC 28 Constitution
Skills Acrobatics +11, Arcana +15, Athletics +21, Perception +21, saving throw, taking 262 (25d20) cold damage on a failed save, or
half as much damage on a successful one.
Persuasion +17, Stealth +11
Paralyzing Breath. The dragon exhales paralyzing gas in a 200-
Damage Resistances force, poison; refer to Great Dragon Traits foot cone. Each creature in that area must succeed on a DC 28
Damage Immunities cold; refer to Great Dragon Traits Constitution saving throw or be paralyzed for 1 minute. A creature
Condition Immunities petrified, frightened can repeat the saving throw at the end of each of its turns, ending
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 31 the effect on itself on a success.
Languages Auran, Common, Draconic, Dwarvish, Giant
Challenge 27 (105,000 XP) Ice Breath (1/day). The dragon exhales an ice-shard filled blast of
cold in a 200-foot cone. Each creature in that area must make a
Colossal. The dragon's space is 35' x 35'. Refer to Great Dragon DC 28 Constitution saving throw, taking 132 (24d10) cold damage
Traits. plus 132 (24d10) bludgeoning damage on a failed save, or half as
much damage on a successful one. Additionally, on a failed save
Frostbite. When a creature, object, or area takes cold damage from the target loses resistance to cold damage for 1 hour.
the dragon's breath weapon, it is frost bitten. A frost-bitten creature
takes 21 (6d6) cold damage at the start of its turn, cannot use Change Shape. Refer to Great Dragon Traits.
reactions, and its speed is halved. A frost-bitten area is covered
with ice and becomes difficult terrain. If a creature attempts to go LEGENDARY ACTIONS
over the frost-bitten area at normal speed, it must make a DC 18
Dexterity saving throw or fall prone. Frost bitten creatures and The dragon can take 3 legendary actions, choosing from the options
areas are frost bitten for 4 (1d8) rounds, unless a creature takes an below. Only one legendary action option can be used at a time and
action and succeeds on a DC 18 Intelligence (Nature) check to heat only at the end of another creature's turn. If the dragon has unspent
itself, another, or a medium sized area. legendary actions at the end of the round it can use its remaining
legendary actions. The dragon regains spent legendary actions at
Great Dragon’s Aura. Cold damage, refer to Great Dragon Traits. the start of his turn.
Great Dragon’s Might. Refer to Great Dragon Traits. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the Chilly Fog. The dragon chooses a point that it can see within 180
dragon's spellcasting ability is Charisma (spell save DC 25, +17 to
hit with attack spells). The dragon can innately cast the following feet of it. A fog billows forth in a 30-foot radius centered on that
spells, requiring no components: point. The effect last for 1 minute and does not require
concentration but is otherwise identical to the fog cloud spell. In
At will: cone of cold, control winds, feather fall addition, creatures in the fog that are not resistant or immune to
3/day each: wall of ice, whirlwind cold cannot take reactions and have disadvantage on
1/day each: control weather, reverse gravity concentration checks while in the fog.
Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Limited Magic Immunity. Refer to Great Dragon Traits. Innate Casting (Costs 3 Actions). The dragon makes an Icy Stare
attack or cast an at-will spell.
Magic Weapons. Refer to Great Dragon Traits. Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
creature within 35 ft. of the dragon must succeed on a DC 28
Regeneration. Refer to Great Dragon Traits. Dexterity saving throw or take 46 (9d6 + 15) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
Siege Monster. Refer to Great Dragon Traits. speed.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +21 to hit, reach 20 ft., one
target. Hit: 64 (9d10 + 15) piercing damage plus 28 (8d6) cold
damage.
Claw. Melee Weapon Attack: +21 to hit, reach 20 ft., one
target. Hit: 46 (9d6 + 15) slashing damage.
Tail. Melee Weapon Attack: +21 to hit, reach 45 ft., one target. Hit:
55 (9d8 + 15) bludgeoning damage. If the target is a creature, it
must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
243
WYRM BRONZE DRAGON Tail. Melee Weapon Attack: +20 to hit, reach 35 ft., one target. Hit:
41 (6d8 + 14) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, lawful good must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
Armor Class 24 (natural armor) the end of the dragon's next turn.
Hit Points 615 (30d20 + 300)
Speed 70 ft., climb 60 ft., fly 180 ft., swim 70 ft. Lightning Stomp. The dragon stomps its lightning infused feet on
the ground releasing lightning in a 60 ft. radius. Each creature touch
STR DEX CON INT WIS CHA the ground in the area must make a DC 28 Dexterity saving throw,
taking 31 (9d6) lightning damage and be knocked prone on a failed
30 (+12) 12 (+3) 30 (+12) 20 (+7) 19 (+6) 23 (+8) save or take half as much damage on a successful save.
Savings Throws Dex +11, Con +20, Wis +14, Cha +16 Frightful Presence. Refer to Great Dragon Traits.
Skills Insight +14, History +15, Perception +22, Stealth +11
Breath Weapon (Recharge 5-6). The dragon uses one of the
Damage Resistances acid, thunder; refer to Great Dragon Traits following breath attacks.
Damage Immunities lightning; refer to Great Dragon Traits
Condition Immunities frightened Lightning Breath. The dragon exhales lightning in a 360-foot line
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 32 that is 10 feet wide. Each creature in that line must make a DC 28
Languages Aquan, Common, Draconic, Giant, Dexterity saving throw, taking 253 (46d10) lightning damage on a
Challenge 26 (90,000 XP failed save, or half as much damage on a successful one.
Amphibious. The dragon can breathe air and water. Repulsion Breath. The dragon exhales repulsion energy in a 120-
foot cone. Each creature in that area must succeed on a DC 28
Colossal. The dragon's space is 30' x 30'. Refer to Great Dragon Strength saving throw. On a failed save, the creature is pushed
Traits. 120 feet away from the dragon.
Great Dragon’s Aura. Lightning damage, refer to Great Dragon High Intensity Lightning Breath (1/day). The dragon makes a
Traits. lightning breath attack, except on failed save the target is also
incapacitated until the end of the dragon’s next turn. Additionally,
Great Dragon’s Might. Refer to Great Dragon Traits. for creatures with 25 HD or less, the attack ignores resistance to
lightning damage and treats immunity to lightning damage as
Innate Spellcasting. Refer to Great Dragon traits. In addition, the resistance instead.
dragon's spellcasting ability is Charisma (spell save DC 24, +16 to
hit with attack spells). The dragon can innately cast the following Change Shape. Refer to Great Dragon Traits.
spells, requiring no components:
LEGENDARY ACTIONS
At will: control water, lightning bolt, speak with animals
3/day each: create food and water, fog cloud, detect thoughts The dragon can take 3 legendary actions, choosing from the options
1/day each: power word stun, storm of vengeance below. Only one legendary action option can be used at a time and
only at the end of another creature's turn. If the dragon has unspent
Limited Magic Immunity. Refer to Great Dragon Traits. legendary actions at the end of the round it can use its remaining
legendary actions. The dragon regains spent legendary actions at
Magic Weapons. Refer to Great Dragon Traits. the start of his turn.
Regeneration. Refer to Great Dragon Traits. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Siege Monster. Refer to Great Dragon Traits. Fog. The dragon chooses a point it can see within 180 feet of it,
Static Charge. When a creature, object, or area takes lightning conjuring a magical fog from that point. The magical fog is
damage from the dragon's breath weapon, it becomes statically identical to the spell fog cloud, except with a 30-foot radius and it
charged. A statically charged creature takes 21 (6d6) lightning lasts 5 minutes without the dragon needing to concentrate on it.
damage at the start of its turn and any time it uses a reaction. A Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
charged area is filled with a 15-foot high spider-web of lightning, and Innate Casting (Costs 3 Actions). The dragon casts an at-will
each creature that ends its turn adjacent to or in the area takes 21 spell.
(6d6) lightning damage. Statically charged creatures and areas Lightning Stomp. (Costs 3 Actions). The dragon makes a
remain charged for 4 (1d8) rounds, unless a creature takes an Lightning Stomp Attack.
action and succeeds on a DC 18 Dexterity check to remove the Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
charge on itself, another, or a medium sized area. creature within 30 ft. of the dragon must succeed on a DC 28
Dexterity saving throw or take 35 (6d6 + 14) bludgeoning damage
Unstoppable. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one
target. Hit: 47 (6d10 + 14) piercing damage plus 28 (8d6) lightning
damage.
Claw. Melee Weapon Attack: +20 to hit, reach 10ft., one
target. Hit: 35 (6d6 + 14) slashing damage.
244
WYRM GREEN DRAGON Dread Whispers. The dragon chooses one creature it can see
within 240 feet of it and that creature must make a DC 26 Wisdom
Gargantuan dragon, lawful evil saving throw. On a failure, the creature takes 33 (6d10) psychic
damage, loses all resistance to poison damage for 12 hours, and
Armor Class 24 (natural armor) can’t take bonus actions or reactions, and its speed is halved until
Hit Points 585 (30d20 + 270) the end of the dragon’s next turn. The target takes half damage on
Speed 70 ft., climb 50 ft., fly 180 ft., swim 70 ft. a successful save.
STR DEX CON INT WIS CHA Beguiling Presence. Refer to Great Dragon Traits for Frightful
Presence. In addition, the dragon can instead (the dragon’s choice)
30 (+12) 10 (+2) 28 (+11) 22 (+8) 19 (+6) 22 (+8) charm creatures that fail the saving throw.
Savings Throws Dex +10, Con +19, Int + 16, Wis +14, Cha +16 Dominating Gaze (Recharge 5-6). The dragon magically compels
Skills Arcana +16, Deception +16, Insight +14, History +16, one creature it can see within 180 feet of it to look into his eyes.
The creature must make a DC 24 Wisdom saving throw. On a
Perception +22, Stealth +10 failure the creature is dominated as in the dominate monster spell.
Damage Resistances acid, psychic; refer to Great Dragon Traits
Damage Immunities poison; refer to Great Dragon Traits Poison Breath (Recharge 5-6). The dragon exhales poison in a
Condition Immunities charmed, poisoned 180-foot cone. Each creature in the cone must make a DC 27
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 32 Constitution saving throw, taking 247 (38d12) poison damage and is
Languages Common, Draconic, Giant, Infernal, Terran poisoned on a failed save, or half as much damage on a successful
Challenge 26 (90,000 XP) one. In addition, the area of the attack becomes filled with
poisonous gas for 4 (1d8) rounds, unless it is dispersed by a strong
Amphibious. The dragon can breathe air and water. wind (45+ mph). The gas obscures the area up to 15 feet high and
a creature that ends or starts its turn in the area takes 21 (6d6)
Colossal. The dragon's space is 30' x 30'. Refer to Great Dragon poison damage.
Traits.
Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Poison damage, refer to Great Dragon
Traits. LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits. The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Dominating Presence. When targeting a creature of the dragon’s only at the end of another creature's turn. If the dragon has unspent
CR or below, the dragon’s charms ignore resistance and creatures legendary actions at the end of the round it can use its remaining
with immunity have advantage on their saving throw instead. In legendary actions. The dragon regains spent legendary actions at
addition, the dragon can use a bonus or legendary action to exert the start of his turn.
precise control of creatures it has charmed.
Detect. The dragon can make a Wisdom (Perception) check.
Innate Spellcasting. Refer to Great Dragon traits. In addition, the Move. The dragon can move half its speed.
dragon's spellcasting ability is Intelligence (spell save DC 24, +16 to Luring Glare. The dragon chooses one creature it can see within
hit with attack spells). The dragon can innately cast the following
spells, requiring no components: 180 feet of it. That creature must make a DC 24 Wisdom saving
throw. On a failure, the target takes 22 (4d10) psychic damage
At will: entangle, hypnotic pattern, plant growth, suggestion and must use its reaction to move up to 30 feet in a direction the
3/day each: cloudkill (7th level), dream, dominate person, dragon chooses and is then stunned until the end of the dragon’s
1/day each: feeblemind, mass suggestion next turn. The target takes half as much damage on a successful
save.
Limited Magic Immunity. Refer to Great Dragon Traits. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can make a Dread
Magic Weapons. Refer to Great Dragon Traits. Whispers attack or cast an at-will spell.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Regeneration. Refer to Great Dragon Traits. creature within 30 ft. of the dragon must succeed on a DC 28
Dexterity saving throw or take 35 (6d6 + 14) bludgeoning damage
Siege Monster. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +20 to hit, reach 20 ft., one
target. Hit: 47 (6d10 + 14) piercing damage plus 28 (8d6) poison
damage.
Claw. Melee Weapon Attack: +20 to hit, reach 10ft., one
target. Hit: 35 (6d6 + 14) slashing damage.
Tail. Melee Weapon Attack: +20 to hit, reach 40 ft., one target. Hit:
41 (6d8 + 14) bludgeoning damage. If the target is a creature, it
must succeed on a DC 28 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
245
WYRM BLACK DRAGON Acidic Mucus. The dragon spits a ball of acidic mucus. Ranged
Weapon Attack: +18 to hit, range 180 / 360 ft., one target. Hit: 20
Gargantuan dragon, chaotic evil (2d8 + 11) bludgeoning damage plus 27 (6d8) acid damage and the
target must make a DC 26 Constitution saving throw, losing any
Armor Class 24 (natural armor) resistance to acid damage for 12 hours.
Hit Points 546 (28d20 + 252)
Speed 70 ft., climb 60 ft., fly 180 ft., swim 80 ft. Frightful Presence. Refer to Great Dragon Traits.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
30 (+11) 14 (+3) 28 (+10) 18 (+5) 17 (+4) 21 (+6)
Acid Breath. The dragon exhales acid in a 240-foot line that is 15
Savings Throws Str +19, Dex +11, Con +18, Wis +12, Cha +14 feet wide. Each creature in that line must make a DC
Skills Acrobatics +12, Deception +14, Perception +20, Stealth +12 26 Dexterity saving throw, taking 231 (42d10) acid damage on a
Damage Resistances necrotic, poison; refer to Great Dragon Traits failed save, or half as much damage on a successful one.
Damage Immunities acid; refer to Great Dragon Traits
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 30 Vitriolic Spray. The dragon exhales acid in a 120-foot cone. Each
Languages Abyssal, Common, Draconic, Giant creature in the cone must make a DC 26 Dexterity saving throw,
Challenge 25 (75,000 XP) taking 231 (42d10) acid damage on a failed save, or half as much
damage on a successful one.
Amphibious. The dragon can breathe air and water.
Change Shape. Refer to Great Dragon Traits.
Colossal. The dragon's space is 30' x 30'. Refer to Great Dragon
Traits. LEGENDARY ACTIONS
Dissolve. When a creature, object, or area takes acid damage from The dragon can take 3 legendary actions, choosing from the options
the dragon's breath weapon, it begins to dissolve. A dissolving below. Only one legendary action option can be used at a time and
creature takes 21 (6d6) acid damage at the start of its turn and only at the end of another creature's turn. If the dragon has unspent
cannot use reactions. A dissolving area is filled with a pool of acid legendary actions at the end of the round it can use it's remaining
and each creature that ends its turn in the pool takes 21 (6d6) acid legendary actions. The dragon regains spent legendary actions at
damage. Dissolving creatures and areas continue dissolving for 4 the start of his turn.
(1d8) rounds, unless a creature takes an action and succeeds on a
DC 18 Dexterity check to remove or neutralize the acid on itself, Detect. The dragon can make a Wisdom (Perception) check.
another, or a medium sized area. Move. The dragon can move half its speed.
Darkness. Magical darkness spreads from a point the dragon can
Great Dragon’s Aura. Acid damage, refer to Great Dragon Traits.
see within 200 feet of it; filling a 30-foot radius sphere for 4 (1d8)
Great Dragon’s Might. Refer to Great Dragon Traits. rounds. The darkness spreads around corners. A creature with
darkvision can’t see through the darkness, and nonmagical light
Innate Spellcasting. Refer to Great Dragon traits. In addition the can’t illuminate it, but the dragon can see through it. If any of the
dragon's spellcasting ability is Charisma (spell save DC 22, +14 to effect’s area overlaps with an area of light created by a spell of 5th
hit with attack spells). The dragon can innately cast the following level or lower, the spell that created the light is dispelled.
spells, requiring no components: Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon can cast an at-will
At will: melf’s acid arrow (5th level), plant growth, vampiric touch spell.
3/day each: insect plague, greater invisibility Acidic Mucus. (Costs 3 Actions). The dragon makes an acidic
1/day each: circle of death, finger of death mucus attack.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Limited Magic Immunity. Refer to Great Dragon Traits. creature within 30 ft. of the dragon must succeed on a DC27
Dexterity saving throw or take 33 (6d6 + 12) bludgeoning damage
Magic Weapons. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Regeneration. Refer to Great Dragon Traits.
Siege Monster. Refer to Great Dragon Traits.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one
target. Hit: 45 (6d10 + 12) piercing damage plus 28 (8d6) acid
damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10ft., one
target. Hit: 33 (6d6 + 12) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 45 ft., one target. Hit:
39 (6d8 + 12) bludgeoning damage. If the target is a creature, it
must succeed on a DC 27 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice, and incapacitated until
the end of the dragon's next turn.
246
WYRM COPPER DRAGON Acid Discharge. The dragon releases a cloud of acid that fills a 60-
foot radius around it. Each creature in the area must make a DC 22
Gargantuan dragon, chaotic good Constitution saving throw, taking 31 (9d6) acid damage loses
resistance to acid damage for 1 hour on a failed save, or half as
Armor Class 24 (natural armor) much damage on a successful one.
Hit Points 585 (30d20 + 270)
Speed 70 ft., climb 60 ft., fly 180 ft. Frightful Presence. Refer to Great Dragon Traits.
STR DEX CON INT WIS CHA Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
29 (+10) 14 (+3) 29 (+10) 22 (+7) 19 (+5) 21 (+6)
Acid Breath. The dragon exhales acid in a 240-foot line that is 15
Savings Throws Dex +11, Con +18, Int +15, Wis +13, Cha +14 feet wide. Each creature in that line must make a DC
Skills Deception +14, History +15, Perception +20, Stealth +11 26 Dexterity saving throw, taking 198 (36d10) acid damage on a
Damage Resistances necrotic, poison; refer to Great Dragon Traits failed save, or half as much damage on a successful one.
Damage Immunities acid; refer to Great Dragon Traits
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 30 Slowing Breath. The dragon exhales gas in a 200-foot cone. Each
Languages Common, Draconic, Giant, Sylvan creature of the dragon’s choice in that area must succeed on a
Challenge 25 (75,000 XP) DC 26 Constitution saving throw. On a failed save, the creature
can’t use reactions, its speed is halved, it can’t take the dash
Colossal. The dragon's space is 30' x 30'. Refer to Great Dragon action, and it can’t take more than one attack on its turn. In
Traits. addition, the creature can use either an action or a bonus action
on its turn, but not both. These effects last for 5 minutes. The
Dissolve. When a creature, object, or area takes acid damage from creature can repeat the saving throw at the end of each of its
the dragon's breath weapon, it begins to dissolve. A dissolving turns, ending the effect on itself on a successful save.
creature takes 21 (6d6) acid damage at the start of its turn and
cannot use reactions. A dissolving area is filled with a pool of acid Corrosive Acid Breath (1/day). The dragon makes an acid breath
and each creature that ends its turn in the pool takes 21 (6d6) acid attack. In addition to those effects, on a failed saving throw any
damage. Dissolving creatures and areas continue dissolving for 4 non-magical metal armor has its AC permanently reduced by 5
(1d8) rounds, unless a creature takes an action and succeeds on a (2d4) and magical metal armor by 2 (1d4).
DC 18 Dexterity check to remove or neutralize the acid on itself,
another, or a medium sized area. Change Shape. Refer to Great Dragon Traits.
Great Dragon’s Aura. Acid damage, refer to Great Dragon Traits. LEGENDARY ACTIONS
Great Dragon’s Might. Refer to Great Dragon Traits. The dragon can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time and
Innate Spellcasting. Refer to Great Dragon traits. In addition, the only at the end of another creature's turn. If the dragon has unspent
dragon's spellcasting ability is Charisma (spell save DC 22, +14 to legendary actions at the end of the round it can use its remaining
hit with attack spells). The dragon can innately cast the following legendary actions. The dragon regains spent legendary actions at
spells, requiring no components: the start of his turn.
At will: melf’s acid arrow (5th level), stone shape, transmute rock Detect. The dragon can make a Wisdom (Perception) check.
3/day each: flesh to stone, wall of stone Move. The dragon can move half its speed.
1/day each: earthquake, move earth Spike Growth. The dragon chooses a point on the ground that it
Limited Magic Immunity. Refer to Great Dragon Traits. can see within 180 feet of it. Stone spikes sprout from the ground
in s 30-foot radius centered on that point. The effect last for 5
Magic Weapons. Refer to Great Dragon Traits. minutes and does not require concentration, but is otherwise
identical to the spike growth spell.
Regeneration. Refer to Great Dragon Traits. Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
Innate Casting (Costs 3 Actions). The dragon makes and acidic
Siege Monster. Refer to Great Dragon Traits. discharge attack or cast an at-will spell.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Unstoppable. Refer to Great Dragon Traits. creature within 30 ft. of the dragon must succeed on a DC 25
Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
ACTIONS 2and be knocked prone. The dragon can then fly up to half its
flying speed.
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 38 (5d10 + 11) piercing damage plus 28 (8d6) acid
damage.
Claw. Melee Weapon Attack: +17 to hit, reach 15ft., one
target. Hit: 28 (5d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 40 ft., one target. Hit:
33 (5d8 + 11) bludgeoning damage. If the target is a creature, it
must succeed on a DC 26 Constitution saving throw or be knocked
prone or pushed 35 feet, the dragon’s choice and stunned until the
end of the dragon's next turn.
247
WYRM BRASS DRAGON Frightful Presence. Refer to Great Dragon Traits.
Gargantuan dragon, chaotic good Breath Weapon (Recharge 5-6). The dragon uses one of the
following breath attacks.
Armor Class 22 (natural armor)
Hit Points 499 (27d20 + 216) Fire Breath. The dragon exhales fire in a 150-foot cone. Each
Speed 70 ft., burrow 60 ft., climb 60 ft., fly 180 ft., creature in that area must make a DC 25 Dexterity saving throw,
taking 187 (34d10) fire damage on a failed save, or half as much
STR DEX CON INT WIS CHA damage on a successful one.
29 (+10) 12 (+2) 27 (+9) 18 (+5) 17 (+4) 21 (+6) Sleep Breath. The dragon exhales sleep gas in a 150-foot cone.
Each creature in that area must succeed on a DC
Savings Throws Dex +9, Con +16, Wis +11, Cha +13 25 Constitution saving throw or fall Unconscious for 30 minutes.
Skills History +12, Perception +18, Persuasion +13, Stealth +9 This effect ends for a creature if the creature takes damage or
someone uses an action to wake it.
Damage Resistances force, poison; refer to Great Dragon Traits
Damage Immunities fire; refer to Great Dragon Traits Desert Wind Breath (1/day). The dragon makes a fire breath attack
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 28 except it is infused with scorching desert sand. The damage of
Languages Common, Draconic, Giant, Ignan, Primordial the attack is treated as both fire and slashing damage.
Challenge 24 (62,000 XP) Additionally, a creature in the area must make a DC 25 Strength
saving throw or be pushed to the end of the cone and knocked
Colossal. The dragon's space is 25' x 25'. Refer to Great Dragon prone.
Traits.
Change Shape. Refer to Great Dragon Traits.
Ignite. When a creature, object, or area takes fire damage from the
dragon’s breath weapon, it ignites. An ignited target takes 21 (6d6) LEGENDARY ACTIONS
fire damage at the start of its turn, cannot take reactions, and suffers
the effects of the spell heat metal. An ignited area is engulfed in 15- The dragon can take 4 legendary actions, choosing from the options
foot high, opaque flames, and each creature that ends its turn below. Only one legendary action option can be used at a time and
adjacent to or in the area takes 21 (6d6) fire damage. Ignited only at the end of another creature's turn. If the dragon has unspent
creatures and areas remain ignited for 4 (1d8) rounds, unless a legendary actions at the end of the round it can use its remaining
creature takes an action and succeeds on a DC 18 Dexterity check legendary actions. The dragon regains spent legendary actions at
to extinguish the flames on itself, another, or a medium sized area. the start of his turn.
Great Dragon’s Aura. Fire damage; refer to Great Dragon Traits. Detect. The dragon can make a Wisdom (Perception) check.
Move. The dragon can move half its speed.
Great Dragon’s Might. Refer to Great Dragon Traits. Sand Cloud. The dragon conjures a 30-foot radius sand storm that
Innate Spellcasting. Refer to Great Dragon traits. In addition the erupts from a point the dragon can see within 180 feet of it. The
dragon's spellcasting ability is Charisma (spell save DC 21, +13 to cloud spreads around corners. Each creature in the storm must
hit with attack spells). The dragon can innately cast the following succeed on a DC 21 Constitution saving throw or be blinded for 1
spells, requiring no components: minute. A creature can repeat the saving throw at the end of
each of tis turns, ending the effect on itself on a success.
At will: fireball, speak with animals, wall of fire Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
3/day each: absorb elements (9th level), control winds, suggestion Innate Casting (Costs 3 Actions). The dragon can cast sand wall
1/day each: conjure elemental, control weather, etherealness or an at-will spell.
Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
Limited Magic Immunity. Refer to Great Dragon Traits. creature within 25 ft. of the dragon must succeed on a DC26
Dexterity saving throw or take 28 (5d6 + 11) bludgeoning damage
Magic Weapons. Refer to Great Dragon Traits. and be knocked prone. The dragon can then fly up to half its flying
speed.
Regeneration. Refer to Great Dragon Traits.
Siege Monster. Refer to Great Dragon Traits.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one
target. Hit: 38 (5d10 + 11) piercing damage plus 28 (8d6) fire
damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one
target. Hit: 28 (5d6 + 11) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 35 ft., one target. Hit:
33 (5d8 + 11) bludgeoning damage. If the target is a creature, it
must succeed on a DC 26 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice and incapacitated until
the end of the dragon's next turn.
Sand Wall. The dragon magically creates a wall of sand. The wall
is 1-foot thick and each panel as an AC 13. It is otherwise similar to
the spell Wall of Stone.
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WYRM WHITE DRAGON Tail. Melee Weapon Attack: +17 to hit, reach 35 ft., one target. Hit:
38 (6d8 + 11) bludgeoning damage. If the target is a creature, it
Gargantuan dragon, chaotic evil must succeed on a DC 25 Constitution saving throw or be knocked
prone or pushed 30 feet, the dragon’s choice and incapacitated until
Armor Class 23 (natural armor) the end of the dragon's next turn.
Hit Points 526 (27d20 + 243)
Speed 70 ft., climb 60 ft., fly 180 ft., swim 60 ft. Icy Tomb. Ranged Spell Attack: +11 to hit, range 240ft., one target.
Hit: the target is encased in ice; takes 14 (4d6) cold damage and the
STR DEX CON INT WIS CHA target is restrained and loses any resistance to cold damage for 12
hours. In addition, the target takes 14 (4d6) cold damage at the
29 (+10) 10 (+1) 28 (+11) 14 (+3) 15 (+3) 16 (+4) start of its turn, until it takes an action to break the ice and succeeds
on a DC 18 Strength check, ending the effects on itself on a
Savings Throws Str +17, Dex +8, Con +18, Wis +9, Cha +11 success.
Skills Athletics +17, Intimidation +18, Perception +17
Frightful Presence. Refer to Great Dragon Traits.
Damage Resistances force, radiant; refer to Great Dragon Traits
Damage Immunities cold; refer to Great Dragon Traits Breath Weapon (Recharge 5-6). The dragon uses one of the
Condition Immunities petrified following breath attacks.
Senses blindsight 90 ft., darkvision 180 ft., passive Perception 27
Languages Common, Draconic, Giant Cold Breath. The dragon exhales cold in a 150-foot cone. Each
Challenge 24 (62,000 XP) creature in the cone must succeed on a DC 26 Constitution
saving throw, taking 195 (30d12) cold damage on a failed save
Brute. A melee weapon deals one extra die of its damage when the and half as much damage on a successful one.
dragon hits with it (included in the attack).
Ice Shards. The dragon exhales shards of ice in a 200-foot line that
Colossal. The dragon's space is 25' x 25'. Refer to Great Dragon is 20 feet wide. Each creature in that area must succeed on a DC
Traits. 26 Dexterity saving throw, taking 97 (15d12) cold damage and 97
(15d12) piercing damage on a failed save and half as much
Frostbite. When a creature, object, or area takes cold damage from damage on a successful one.
the dragon's breath weapon, it is frost bitten. A frost-bitten creature
takes 14 (4d6) cold damage at the start of its turn, cannot use LEGENDARY ACTIONS
reactions, and its speed is halved. A frost-bitten area is covered
with ice and becomes difficult terrain. If a creature attempts to go The dragon can take 3 legendary actions, choosing from the options
over the frost-bitten area at normal speed, it must make a DC 18 below. Only one legendary action option can be used at a time and
Dexterity saving throw or fall prone. Frost bitten creatures and only at the end of another creature's turn. If the dragon has unspent
areas are frost bitten for 4 (1d8) rounds, unless a creature takes an legendary actions at the end of the round it can use it's remaining
action and succeeds on a DC 18 Intelligence (Nature) check to heat legendary actions. The dragon regains spent legendary actions at
itself, another, or a medium sized area. the start of his turn.
Great Dragon’s Aura. 7 (2d6) cold damage; refer to Great Dragon Detect. The dragon can make a Wisdom (Perception) check.
Traits. Move. The dragon can move half its speed.
Ice Sheet. The dragon creates an opaque wall of ice on a solid
Great Dragon’s Might. Refer to Great Dragon Traits.
surface it can see within 200 feet of it. The wall can be up to 80
Ice Walk. The dragon can move across and climb icy surfaces feet long, 80 feet high and 3 feet thick. When the wall appears,
without needing to make an ability check. Additionally, difficult each creature within its area is pushed 5 feet out of the wall’s
terrain composed of ice or snow doesn’t cost extra movement. space, appearing on whichever side of the wall it wants. Each 10-
foot section of the wall has AC 10, 75 hit points, vulnerability to
Innate Spellcasting. Refer to Great Dragon traits. In a19ition the fire damage, and immunity to acid, cold, necrotic, poison, and
dragon's spellcasting ability is Charisma (spell save DC 19, +11 to psychic damage.
hit with attack spells). The dragon can innately cast the following Tail Attack (Costs 2 Actions). The dragon makes a tail Attack.
spells, requiring no components: Innate Casting (Costs 3 Actions). The dragon can make an ice
burst attack, icy tomb attack or cast an at-will spell.
At will: ice knife (4th level, range 120 ft.), ice storm Wing Attack (Costs 3 Actions). The dragon beats its wings. Each
3/day each: investiture of ice, wall of ice creature within 25 ft. of the dragon must succeed on a DC26
1/day each: control weather, whirlwind (60 ft. high) Dexterity saving throw or take 32 (6d6 + 11) bludgeoning damage
and be knocked prone. The dragon can then fly up to half its flying
Limited Magic Immunity. Refer to Great Dragon Traits. speed.
Magic Weapons. Refer to Great Dragon Traits.
Regeneration. Refer to Great Dragon Traits.
Siege Monster. Refer to Great Dragon Traits.
Unstoppable. Refer to Great Dragon Traits.
ACTIONS
Multiattack. The dragon can use its Frightful Presence. It can then
make three attacks: two with its claws and one with its bite.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 44 (6d10 + 11) piercing damage plus 21 (6d6) cold
damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one
target. Hit: 32 (6d6 + 11) slashing damage.
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