About this homebrew
Thanks you for checking out my post! I made this homebrew because I felt that the dragons of 5e were lacking interesting abilities and I wanted to make a homebrew setting with my own type of dragons. I only have three different types of dragons made but I will be making more in the future.
Below, you will find the stat blocks for different types of dragons and some lore to go with them. Please tell me what you think in the comments of my reddit post. Thanks again!
Chapter 1: Sky Tyrants
Creatures of myth and legend, seldom few even believe they exist. To most, they are mere fairy tales or long extinct creatures. But the few cities who have interacted with a dragon know nothing but fear and respect for the old kings of the sky.
This dying race once ruled over all the races of man and waged war against the giants in an age as mythical as the dragons themselves. Stories of this time are told in every culture by all manner of folk,the story largely remaining the same, although some details change with each retelling. At the peak of the dragons’ rule they had enslaved all of the lesser races, and their territory nearly spanned across the whole world. The races of man had suffered beneath them.
The dragons in power were warmongers and fought ceaselessly with the giants and each other. The dragons were divided into factions, usually by species, that hated each other bitterly. The gods of all races of man saw this as an opportunity to raise their subjects to power. They pooled their dwindling power together to create a creature not unlike the dragons they wished to overthrow. With feathers instead of scales, and a long, serpent-like body, the gods created the first seraph dragon, and sent it to inspire a rebellion amongst the rabble. This divine dragon helped free countless laborers and was soon found leading an army.
This army of freed slaves went on a glorious campaign across the known world. They sailed across storm racked oceans, marched through scorching deserts, and climbed the tallest mountains. Everywhere they went they found victory. With each victory, more serfs would join their ranks, and they would even find companions among a number of sympathetic dragons. Tyrants fell and cowered beneath them, and soon the age of dragons would end with the near extinction of their species. But a few cowardly and elusive dragons survived the onslaught, and their descendants still roam the world today.
Chapter 2: Here be Dragons
Fire Dragons
Icons of anger and destruction, they embody the sheer power and passion of flame.
The air around them distorts from the intense heat their bodies produce. Though this haze, one can make out a long, narrow snout with glowing orange eyes set deep into the skull and scales that end in long, needle-like tips. Their scales are a deep scarlet, only getting darker as they age. The oldest of fire dragons have scales that are as black as coal.
Heir to the Mountains. The fire dragons make their homes in the caves of tall mountains. They guard their land fiercely from other dragons and others who might seek to settle their. It is because of this that they hate dwarves more than the other races.
Blitz. A fire dragon delivers its punishment for trespassing swiftly and without mercy. They attack without warning, quickly consuming all in flame. Their tactics rely on surprise and fear.
Loyalty and Strength. Though these creature have a reputation of violence and ruthlessness, being the primary aggressors in the War, a rare few have found friendship in the red scaled lizards. A friend of a fire dragon will find a fiercely loyal and protective companion in them. But you must proceed with caution. A fire dragon has an extremely short temper and will not hesitate in cutting you down. But if you approach carefully and bearing gifts then you may find a powerful friend in deed.
Ancient Fire Dragon
Gargantuan, Chaotic Neutral
- Armor Class 22
- Hit Points 420
- Speed 40 ft, climb 40 ft, fly 80 ft
STR DEX CON INT WIS CHA 30 (+10) 10 (0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
- Saving Throws Dex +7, Con +16, Wis +9, Cha +13
- Skills Athletics +37, Intimidation +13, Perception +16, Stealth +7
- Damage Immunities Fire
- Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
- Languages Common, Draconic
- Challenge 25
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Molten Aura. As a bonus action, the dragon may begin emitting a large amount of heat from their body. Any creature that starts their turn within 10 ft of the dragon or moves within 10 ft of the dragon for the first time this turn, while the aura is activated, takes 5d6 fire damage.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:
At will: Produce Flame, Control Flames, Firebolt
1/day Each: Shield, Detect Magic, Pyrotechnics, Flaming Sphere, Wall of Fire, Glyph Of Warding, Immolation, Investiture Of Flame, Fire Storm, Symbol, Power Word Stun, Incendiary Cloud, Meteor Swarm
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6)fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Focused Fire. The dragon exhales a bolt of concentrated flame. Target creature within 60 ft of the dragon makes a DC 24 Dexterity saving throw, taking (34d6) fire damage on a failed save, or half as much damage on a successful one.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
Legendary Actions
Ancient Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Red Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Fire Dragon
Huge, Alignment
- Armor Class 19
- Hit Points 280
- Speed 40 ft, climb 40 ft, fly 60 ft
STR DEX CON INT WIS CHA 27 (+8) 10 (0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
- Saving Throws Dex +6, Con +13, Wis +7, Cha +11
- Skills Athletics +14, Intimidation +11, Perception +13, Stealth +6
- Damage Immunities Fire
- Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
- Languages Common, Draconic
- Challenge 18 (18,000 XP)
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Molten Aura. As a bonus action, the dragon may begin emitting a large amount of heat from their body. Any creature that starts their turn within 10 ft of the dragon or moves within 10 ft of the dragon for the first time this turn, while the aura is activated, takes 3d6 fire damage.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material components:
At will: Produce Flame, Control Flames, Firebolt
1/day Each: Shield, Detect Magic, Pyrotechnics, Flaming Sphere, Wall of Fire, Glyph Of Warding, Immolation, Investiture Of Flame, Fire Storm, Symbol
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d6)fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Focused Fire. The dragon exhales a bolt of concentrated flame. Target creature within 60 ft of the dragon makes a DC 21 Dexterity saving throw, taking 90 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
Legendary Actions
Adult Fire Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Red Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Fire Dragon
Large, Alignment
- Armor Class 18
- Hit Points 178
- Speed 40 ft, climb 40ft, fly 50ft
STR DEX CON INT WIS CHA 23 (+6) 10 (0) 20 (+5) 14 (+2) 11 (0) 19 (+4)
- Saving Throws dex +4, con +9, wis +4, cha +8
- Skills perception +8, stealth +4
- Damage Immunities Fire
- Senses blindsight 30ft, daekvision 120ft, passive perception 18
- Languages common, draconic
- Challenge 11
Molten Aura. As a bonus action, the dragon may begin emitting a large amount of heat from their body. Any creature that starts their turn within 10 ft of the dragon or moves within 10 ft of the dragon for the first time this turn, while the aura is activated, takes 1d6 fire damage.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: Produce Flame, Control Flames, Firebolt
1/day Each: Shield, Detect Magic, Pyrotechnics, Flaming Sphere, Fire Shield, Wall of Fire.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d6)fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 15d6 fire damage on a failed save, or half as much damage on a successful one.
Fire Dragon Wyrmling
Medium, Chaotic Neutral
- Armor Class 17
- Hit Points 75
- Speed 30 ft, 30 ft climbing, 15 ft flying
STR DEX CON INT WIS CHA 19 (+4) 10 (0) 17 (+3) 12 (+1) 11 (0) 15 (+2)
- Saving Throws dex +2, con +5, wis +3, cha +4
- Skills perception +4
- Damage Immunities Fire
- Senses Blindsight 10 ft, darkvision 60 ft, 14 passive perception
- Languages Draconic
- Challenge 4 (1,100)
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
At will: Produce Flame, Control Flames, Firebolt
1/day Each: Shield, Detect Magic
Actions
Bite. Melee weapon attack: +6 to hit, 5 ft, one target. Hit: 1d10+4 piercing damage plus 1d6 fire damage.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC l3 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Winter Dragons
Far north are the kings of the bitter cold, they stalk their frozen homes in search of anything to eat. They devour all and their hunger is without end.
Their pure white scales of a winter dragon blend in seamlessly with the snow and ice. Elusive and at home in the crippling cold, a select few have ever seen them so few descriptions exist. They have bone white horns that stick up from their head like a crown of ice icicles and cloak-like wings that seem to rain down hail as they fly.
The Lonely Throne. The winter dragons are extreme isolationists, rarely having any non-violent interactions with anyone. Broods are rare because they seldom find a mate, but when they do the newly born hatchlings
Hunters in the Snow. Life in the frozen waist is difficult; food is scarce and warmth is rarer still. To survive, the winter dragons devour anything edible, making them vicious predators. They employ illusion magic and stealth to confuse and sneak up on prey. They enjoy tormenting and confusing their more intelligent prey with mind boggling illusions.
Ancient Winter Dragon
Size, Alignment
- Armor Class 20
- Hit Points 333
- Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 10 (0) 26 (+8) 26 (+8) 14 (+2) 12 (+1) 22 (+6)
- Saving Throws Dex +14, Con +14, Wis +7, Cha +12
- Skills Perception +13, Stealth +12
- Damage Immunities Cold
- Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
- Languages Common, Draconic
- Challenge 21
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sneak Attack. Once per turn, the dragon can deal an extra 10d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.
Ice Trap. Whenever a target takes cold damage from the dragon, they must make a Con save with a DC of 20 or be restrained by the clinging ice.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: Ray of Frost, Minor Illusion, Prestidigitation
1/day Each: Ice Knife, Fog Cloud, Silent Image, Blindness/ Deafness, Invisibility, Mirror Image, Sleet Storm, Major Image, Hallucinatory Terrain, Ice Storm, Conjure Elemental (water), Wall of Ice, Power Word Stun, True Polymorph
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
Legendary Actions
Ancient White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient White Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 ft. of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Winter Dragon
Huge, Alignment
- Armor Class 18
- Hit Points 200
- Speed 40 ft, burrowing 40 ft, fly 60 ft
STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 22 (+6) 13 (+1) 12 (+1) 20 (+5)
- Saving Throws Dex +11, Con +11, Wis +6, Cha +11
- Skills Perception +6, Stealth +11
- Damage Immunities Cold
- Condition Immunities condition_Immunities
- Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 21
- Languages Common, Draconic
- Challenge 14
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Sneak Attack. Once per turn, the dragon can deal an extra 7d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.
Ice Trap. Whenever a target takes cold damage from the dragon, they must make a Con save with a DC of 18 or be restrained by the clinging ice.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: Ray of Frost, Minor Illusion, Prestidigitation
1/day Each: Ice Knife, Fog Cloud, Silent Image, Blindness/ Deafness, Invisibility, Mirror Image, Sleet Storm, Major Image, Hallucinatory Terrain, Ice Storm, Conjure Elemental (water), Wall of Ice
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: (2d10 + 6) piercing damage plus (1d8)cold damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Change Shape: The dragon magically polymorphs into a humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
Legendary Actions
Adult White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult White Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Winter Dragon
Size, Alignment
- Armor Class 17
- Hit Points 140
- Speed 40 ft, burrowing 40ft, fly 50ft
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 18 (+4) I2 (+1) 11 (0) 16 (+3)
- Saving Throws Dex +7, Con +7, Wis +4, Cha +6
- Skills Perception +6, Stealth +7
- Damage Immunities Cold
- Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 16
- Languages Common, Draconic
- Challenge 7
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
Sneak Attack. Once per turn, the dragon can deal an extra 4d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: Ray of Frost, Minor Illusion, Prestidigitation
1/day Each: Ice Knife, Fog Cloud, Silent Image, Blindness/ Deafness, Invisibility, Mirror Image, Sleet Storm, Major Image, Hallucinatory Terrain, Ice Storm
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d10 + 4) piercing damage plus (1d8)cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Winter Dragon Wyrmling
Medium, Alignment
- Armor Class AC
- Hit Points 50
- Speed 30 ft, Burrowing 30 ft, Fly 15 ft
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 11 (0) 10 (0) 15 (+2)
- Saving Throws Dex +4, Con +4, Wis +2, Cha +4
- Skills Perception +4, Stealth +4
- Damage Immunities Cold
- Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
- Languages Draconic
- Challenge 3
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: Ray of Frost, Minor Illusion, Prestidigitation
1/day Each: Ice Knife, Fog Cloud, Silent Image
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d10 + 2) piercing damage plus (1d4) cold damage.
Cold Breath (Recharge 5-6). The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
Storm Dragons
Masters of storm and sea, bane to ship and sailor. Thunder warns of their demands and lightning collects their due.
With thin, fin-like wings and a large dorsal sail, storm dragons are better suited to sea than sky. Though they struggle to fly on their own, they take full advantage of the intense winds from the storms they create. Their deep blue scales blend in with the deep sea and the clouded skies.
Toller of the Seaways. Storm dragons often claim waters that are frequented by merchant ships. They visit the captains of ships, usually in the form of a seagull or humanoid in a sailor’s uniform, offering them safe passage through their territory, for a price. This price is usually gold or treasure and anyone who can’t or won’t pay may find their ship wracked and tossed about by rough waves and intense winds. The dragon will salvage any loot they can find within the ships that sink in their storm.
Dragons for Hire. Storm dragons are known to offer their strength to wealthy coastal cities in return for a large sum of treasure. Storm dragons make powerful protectors and savage soldiers.
A Storm Dragon's Lair. A storm dragon makes its lair at the bottom of the sea. A young dragon might make a home of a sunken ship while older dragons prefer to use ocean caverns as lairs.
Ancient Storm Dragon
Size, Alignment
- Armor Class 22
- Hit Points 444
- Speed 40 ft., fly 40 ft., swim 80 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
- Saving Throws Dex +7, Con +15, Wis +10, Cha +12
- Skills Insight +10, Perception +17, Stealth +7
- Damage Immunities Lightning
- Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
- Languages Common, Draconic
- Challenge 23
Amphibious. The dragon can breathe air and water.
Wind Rider. The dragon may fly through wind created by it's own effects unimpeded, and doing so will double it's flying speed until the end of the turn.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: Lightning Lure
1/day Each: Create or Destroy Water, Fog Cloud, Misty Step, Gust of Wind, Call Lightning, Tidal Wave, Wall of Water, Wind Wall, Control Weather, Cloudkill, Chain Lightning, Investiture Of Wind, Wind Walk, Whirlwind, Control Weather, Tsunami, Storm of Vengeance
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Wind Tunnel. he dragon exhales a violent blast of wind in a 30 foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Adult Storm Dragon
Size, Alignment
- Armor Class 19
- Hit Points 212
- Speed 40 ft., fly 30 ft., swim 60 ft.
STR DEX CON INT WIS CHA 25 (+7) 10 (0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
- Saving Throws Dex +5, Con +11, Wis +7, Cha +9
- Skills Insight +7, Perception +12, Stealth +5
- Damage Immunities Lightning
- Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22
- Languages Common, Draconic
- Challenge 16
Amphibious. The dragon can breathe air and water.
Wind Rider. The dragon may fly through wind created by it's own effects unimpeded, and doing so will double it's flying speed until the end of the turn.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:
At will: Lightning Lure
1/day Each: Create or Destroy Water, Fog Cloud, Misty Step, Gust of Wind, Call Lightning, Tidal Wave, Wall of Water, Wind Wall, Control Weather, Cloudkill, Chain Lightning, Investiture Of Wind, Wind Walk, Whirlwind
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Wind Tunnel. he dragon exhales a violent blast of wind in a 30 foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
Adult Bronze Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Adult Storm Dragon regains spent legendary actions at the start of their turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Storm Dragon
Size, Alignment
- Armor Class 18
- Hit Points 142
- Speed 40 ft., fly 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA 21 (+5) 10 (0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
- Saving Throws Dex +3, Con +7, Wis +4, Cha +6
- Skills Insight +4, Perception +7, Stealth +3
- Damage Immunities Lightning
- Senses Blindsight 30 Ft., Darkvision 120 Ft., passive Perception 17
- Languages Common, Draconic
- Challenge 9
Amphibious. The dragon can breathe air and water.
Wind Rider. The dragon may fly through wind created by it's own effects unimpeded, and doing so will double it's flying speed until the end of the turn.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: Lightning Lure
1/day Each: Create or Destroy Water, Fog Cloud, Misty Step, Gust of Wind, Call Lightning, Tidal Wave, Wall of Water, Wind Wall, Control Weather, Cloudkill
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
Wind Tunnel. The dragon exhales a violent blast of wind in a 30 foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Storm Dragon Wyrmling
Size, Alignment
- Armor Class 17
- Hit Points 40
- Speed 30 ft., fly 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (0) 15 (+2) 12 (+1) 11 (0) 15 (+2)
- Saving Throws Dex +2, Con +4, Wis +2, Cha +4
- Skills Perception +4, Stealth +2
- Damage Immunities Lightning
- Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
- Languages Draconic
- Challenge 3
Amphibious. The dragon can breathe air and water.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: Lightning Lure
1/day Each: Create or Destroy Water, Fog Cloud, Misty Step
Actions
Bite.* Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d10 + 3) piercing damage.
Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Plague Dragons
Necrotic
Heralds of disease, their maw is famine, their breath is blight. These viral vultures scavenge the victims of a plague by their own design.
Seraph Dragons
Radiant
Celestial Dragons
Force. Stars