Dragons from The Fiendish Depths

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Dragons of Fiendish Worlds

Chole Dragons



Chole Dragon Wyrmling

Medium dragon, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., climb 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 13 (+1) 13 (+1) 12 (+1)

  • Saving Throws Dex +2, Con +4, Wis +3, Cha +3
  • Skills Intimidation +3, Perception +5, Stealth +2, Survival +3
  • Condition Immunities paralyzed, unconscious
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Draconic, understand but can't speak
  • Challenge 2 (450 XP)

Amphibious. The dragon can breathe air and water.

Regeneration. The chole dragon wyrmling regains 5 hit points at the start of its turn if it has at least 1 hit point.

Tentacles. A Chole Dragon has a number of tentacles randomly determined. They are permanent once determined and give the Chole Dragon different abilities and determines the damage type of their tentacle attacks.
Roll 1d4
1: Four Tentacles, slashing, 1/day magic circle
2: Seven Tentacles, piercing, 1/day fly
3: Nine Tentacles, acid, 1/day dispel magic
4: Thirteen Tentacles, bludgeoning, 1/day haste

Innate Spellcasting. The chole dragon wyrmling's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the spells determined by its Tentacles feature.

Actions

Multiattack. The chole dragon wyrmling makes three attacks: one with its bite and two with its tentacles.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Tentacle Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) of the damage determined by tentacles.

Insanity Breath (Recharge 5-6). The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. If they fail, they take 10 (3d6) poison damage and are afflicted by the Confusion spell. They can re-roll the save at the end of their turn, ending the effect on a success.



Young Chole Dragon

Large dragon, chaotic evil


  • Armor Class 18 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 40 ft., climb 40 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 14 (+2) 15 (+2) 16 (+3)

  • Saving Throws Dex +4, Con +8, Wis +6, Cha +7
  • Skills Intimidation +7, Perception +10, Stealth +4, Survival +6
  • Condition Immunities paralyzed, unconscious
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
  • Languages Abyssal, Draconic, understand but can't speak
  • Challenge 9 (5,000 XP)

Amphibious. The dragon can breathe air and water.

Regeneration. The young chole dragon regains 10 hit points at the start of its turn if it has at least 1 hit point.

Tentacles. A Chole Dragon has a number of tentacles randomly determined. They are permanent once determined and give the Chole Dragon different abilities and determines the damage type of their tentacle attacks.

Roll 1d4
1: Four Tentacles, slashing, 3/day fly 1/day magic circle
2: Seven Tentacles, piercing, 3/day slow 1/day fly
3: Nine Tentacles, acid, 3/day fireball 1/day dispel magic
4: Thirteen Tentacles, bludgeoning, 3/day magic circle 1/day haste

Innate Spellcasting. The young chole dragon's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the spells determined by its Tentacles feature.

Actions

Multiattack. The young chole dragon makes five attacks: one with its bite, two with its claws, and two with its tentacles.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Tentacle Slam. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 9 (2d4 + 4) of the damage determined by tentacles.

Insanity Breath (Recharge 5-6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. If they fail, they take 21 (6d6) poison damage and are afflicted by the Confusion spell. They can re-roll the save at the end of their turn, ending the effect on a success.



Adult Chole Dragon

Huge dragon, chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 229 (17d12 + 119)
  • Speed 40 ft., climb 40 ft., swim 90 ft.

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 24 (+7) 16 (+3) 17 (+3) 18 (+4)

  • Saving Throws Dex +6, Con +13, Wis +9, Cha +10
  • Skills Intimidation +10, Perception +15, Stealth +6, Survival +9
  • Condition Immunities paralyzed, unconscious
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
  • Languages Abyssal, Draconic, understand but can't speak
  • Challenge 19 (22,000 XP)

Amphibious. The dragon can breathe air and water.

Regeneration. The adult chole dragon regains 15 hit points at the start of its turn if it has at least 1 hit point.

Tentacles. A Chole Dragon has a number of tentacles randomly determined. They are permanent once determined and give the Chole Dragon different abilities and determines the damage type of their tentacle attacks.

Roll 1d4
1: Four Tentacles, slashing, 3/day fly, confusion 1/day magic circle, divine word
2: Seven Tentacles, piercing, 3/day slow, darkness 1/day fly, divine word
3: Nine Tentacles, acid, 3/day fireball, levitate 1/day dispel magic, antilife shell
4: Thirteen Tentacles, bludgeoning, 3/day magic circle, mirror image 1/day haste, disintegrate

Innate Spellcasting. The adult chole dragon's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the spells determined by its Tentacles feature.

Legendary Resistance (3/day). If the adult chole dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The adult chole dragon can use its frightful presence. It then makes five attacks: one with its bite, two with its claws, and two with its tentacles.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tentacle Slam. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 13 (3d4 + 6) of the damage determined by tentacles.

Frightful Presence. Each creature of the adult chole dragon's choice that is within 120 feet of the adult chole dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the adult chole dragon's Frightful Presence for the next 24 hours.

Insanity Breath (Recharge 5-6). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. If they fail, they take 28 (8d6) poison damage and are afflicted by the Confusion spell. They can re-roll the save at the end of their turn, ending the effect on a success.

Legendary Actions

The adult chole draon 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 adult chole dragon regains spent legendary actions at the start of its turn.

Detect. The adult chole dragon makes a Wisdom (Perception) check.

Tentacle Attack. The adult chole dragon makes a tentacle slam attack.

Wing Attack (Costs 2 Actions). The adult chole dragon beats its wings. Each creature within 10 ft. of the adult chole dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The adult chole dragon can then fly up to half its flying speed.



Ancient Chole Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 429 (22d20 + 198)
  • Speed 40 ft., climb 40 ft., swim 90 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 28 (+9) 18 (+4) 19 (+4) 20 (+5)

  • Saving Throws Dex +7, Con +16, Wis +11, Cha +12
  • Skills Intimidation +12, Perception +18, Stealth +7, Survival +11
  • Condition Immunities paralyzed, unconscious
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
  • Languages Abyssal, Draconic, understand but can't speak
  • Challenge 24 (62,000 XP)

Amphibious. The dragon can breathe air and water.

Regeneration. The ancient chole dragon regains 20 hit points at the start of its turn if it has at least 1 hit point.

Tentacles. A Chole dragon has a number of tentacles randomly determined. They are permanent once determined and give the Chole dragon different abilities and determines the damage type of their tentacle attacks.

Roll 1d4
1: Four Tentacles, Slashing, 3/day Fly, Confusion 1/day Magic Circle, Divine Word, Antimagic Field
2: Seven Tentacles, Piercing, 3/day Slow, Darkness 1/day Fly, Divine Word, Dominate Monster
3: Nine Tentacles, Acid, 3/day Fireball, Levitate 1/day Dispel Magic, Antilife Shell, Weird
4: Thirteen Tentacles, Bludgeoning, 3/day Magic Circle, Mirror Image 1/day Haste, Disintegrate, Time Stop

Innate Spellcasting. The ancient chole dragon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the spells determined by its Tentacles feature.

Legendary Resistance (3/day). If the ancient chole dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The ancient chole dragon can use its frightful presence. It then makes five attacks: one with its bite, two with its claws, and two with its tentacles.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tentacle Slam. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 18 (4d4 + 8) of the damage determined by tentacles.

Frightful Presence. Each creature of the ancient chole dragon's choice that is within 120 feet of the ancient chole 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 ancient chole dragon's Frightful Presence for the next 24 hours.

Insanity Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw. If they fail, they take 38 (11d6) poison damage and are afflicted by the Confusion spell. They can re-roll the save at the end of their turn, ending the effect on a success.

Legendary Actions

The ancient chole 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 ancient chole dragon regains spent legendary actions at the start of its turn.

Tentacle Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 15 (3d4 + 8) of the damage determined by tentacles.

Detect. The ancient chole dragon makes a Wisdom (Perception) check.

Wing Attack (Costs 2 Actions). The ancient chole dragon beats its wings. Each creature within 10 ft. of the ancient chole dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The ancient chole dragon can then fly up to half its flying speed.

Tarterian Dragons


Tarterian Dragon Wyrmling

Medium dragon, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 12 (+1) 13 (+1) 12 (+1)

  • Saving Throws Dex +2, Con +4, Wis +3, Cha +3
  • Skills Athletics +4, Intimidation +3, Perception +5, Stealth +2
  • Damage Resistances force
  • Condition Immunities grappled, paralyzed, restrained, stunned, unconscious
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages Abyssal, Draconic
  • Challenge 2 (450 XP)

Caged Mind. The tarterian dragon wyrmling has advantage on any saving throw against effects that charm them.

Innate Spellcasting. The tarterian dragon wyrmling's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/day each: resilient sphere

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) force damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
    Force Breath. The dragon exhales magical force in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 18 (4d8) force damage on a failed save, or half as much damage on a successful one.
    Will Sapping Breath. The dragon exhales a cone of gas that weakens the will of those who inhale it in a 15 foot cone. All creatures in the affected area must make a DC 12 Wisdom Save or have disadvantage on Wisdom Saves, Ability Checks, Skill Checks, and Attack Rolls for 1 minute. The creature can attempt the save again at the end of their turn, ending the effect on a success.


Young Tarterian Dragon

Large dragon, chaotic evil


  • Armor Class 17 (natural armor)
  • Hit Points 123 (13d10 + 52)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 19 (+4) 14 (+2) 15 (+2) 14 (+2)

  • Saving Throws Dex +4, Con +8, Wis +6, Cha +6
  • Skills Athletics +8, Intimidation +6, Perception +10, Stealth +4
  • Damage Resistances force
  • Condition Immunities grappled, paralyzed, restrained, stunned, unconscious
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
  • Languages Abyssal, Draconic
  • Challenge 9 (5,000 XP)

Caged Mind. The young tarterian dragon has advantage on any saving throw against effects that charm them.

Innate Spellcasting. The young tarterian dragon's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/day each: resilient sphere, maze

Actions

Multiattack. The young tarterian 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: 15 (2d10 + 4) piercing damage plus 4 (1d8) force damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
    Force Breath. The dragon exhales magical force in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one.
    Will Sapping Breath. The dragon exhales a cone of gas that weakens the will of those who inhale it in a 30 foot cone. All creatures in the affected area must make a DC 16 Wisdom Save or have disadvantage on Wisdom Saves, Ability Checks, Skill Checks, and Attack Rolls for 1 minute. The creature can attempt the save again at the end of their turn, ending the effect on a success.



Adult Tarterian Dragon

Huge dragon, chaotic evil


  • Armor Class 19 (natural armor)
  • Hit Points 212 (17d12 + 102)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 22 (+6) 16 (+3) 17 (+3) 16 (+3)

  • Saving Throws Dex +6, Con +12, Wis +9, Cha +9
  • Skills Athletics +12, Intimidation +9, Perception +15, Stealth +6
  • Damage Resistances force
  • Condition Immunities grappled, paralyzed, restrained, stunned, unconscious
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 25
  • Languages Abyssal, Draconic
  • Challenge 19 (22,000 XP)

Caged Mind. The adult tarterian dragon has advantage on any saving throw against effects that charm them.

Innate Spellcasting. The adult tarterian dragon's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/day each: resilient sphere, maze, forcecage

Legendary Resistance (3/day). If the adult tarterian dragon fails a saving throw, it can choose to succeed instead.

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: 17 (2d10 + 6) piercing damage plus 4 (1d8) force damage.

Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the adult tarterian dragon's choice that is within 120 feet of the adult tarterian 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 adult tarterian dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
    Force Breath. The dragon exhales magical force in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 49 (11d8) force damage on a failed save, or half as much damage on a successful one.
    Will Sapping Breath. The dragon exhales a cone of gas that weakens the will of those who inhale it in a 60 foot cone. All creatures in the affected area must make a DC 20 Wisdom Save or have disadvantage on Wisdom Saves, Ability Checks, Skill Checks, and Attack Rolls for 1 minute. The creature can attempt the save again at the end of their turn, ending the effect on a success.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The adult tarterian dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The adult tarterian dragon beats its wings. Each creature within 10 ft. of the adult tarterian dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The adult tarterian dragon can then fly up to half its flying speed.



Ancient Tarterian Dragon

Gargantuan dragon, chaotic evil


  • Armor Class 21 (natural armor)
  • Hit Points 409 (21d20 + 189)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 28 (+9) 18 (+4) 19 (+4) 18 (+4)

  • Saving Throws Dex +8, Con +17, Wis +12, Cha +12
  • Skills Athletics +17, Intimidation +12, Perception +20, Stealth +8
  • Damage Resistances force
  • Condition Immunities grappled, paralyzed, restrained, stunned, unconscious
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 30
  • Languages Abyssal, Draconic
  • Challenge 25 (75,000 XP)

Caged Mind. The ancient tarterian dragon has advantage on any saving throw against effects that charm them.

Innate Spellcasting. The ancient tarterian dragon's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/day each: resilient sphere, maze, forcecage, imprisonment

Legendary Resistance (3/day). If the ancient tarterian dragon fails a saving throw, it can choose to succeed instead.

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 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 9 (2d8) force damage.

Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the ancient tarterian dragon's choice that is within 120 feet of the ancient tarterian 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 ancient tarterian dragon's Frightful Presence for the next 24 hours.

Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
    Force Breath. The dragon exhales magical force in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 58 (13d8) force damage on a failed save, or half as much damage on a successful one.
    Will Sapping Breath. The dragon exhales a cone of gas that weakens the will of those who inhale it in a 90 foot cone. All creatures in the affected area must make a DC 25 Wisdom Save or have disadvantage on Wisdom Saves, Ability Checks, Skill Checks, and Attack Rolls for 1 minute. The creature can attempt the save again at the end of their turn, ending the effect on a success.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The ancient tarterian dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The ancient tarterian dragon beats its wings. Each creature within 10 ft. of the ancient tarterian dragon must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The ancient tarterian dragon can then fly up to half its flying speed.

Gloom Dragons


Gloom Dragon Wyrmling

Medium dragon, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 14 (+2) 13 (+1) 15 (+2)

  • Saving Throws Dex +2, Con +3, Wis +3, Cha +4
  • Skills Arcana +4, Insight +3, Perception +5, Stealth +2
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages Draconic
  • Challenge 1 (200 XP)

Aura of Gloom. There is a pervasive aura of permanent mist that wracks at the mind. When a creature comes within 10 feet of the gloom dragon wyrmling or starts their turn within 10 feet they must make a DC 11 Wisdom save. If they fail, they are dampened in spirit and subtract 1d4 on attack rolls, ability checks, and skill checks so long as they remain within 10 feet of the gloom dragon wyrmling. Once they leave the area they can reroll the save and end the effect on a success. On a successful save they become immune to Aura of Gloom for one minute.

Eternal Consumption. Whenever a Gloom Dragon eats a creature of its size or smaller, its souls is trapped in a tomb stone on its back. It takes one minute to eat a corpse and then grow the tomb stone. All information normally found on a tomb stone is found on the tomb stone on its back. The soul cannot be resurrected unless the Gloom Dragon is killed and the tomb stone smashed.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10 + 1) piercing damage plus 4 (1d8) necrotic damage.

Melancholy Breath (Recharge 5-6). The dragon exhales apathetic gas in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. If they fail, they get severely weighed down by gloom, causing them to be incapacitated and for them to have a speed of 0. This effect lasts for one minute. Each time an affected creature takes damage, the target can make another Wisdom saving throw. On a success, the effect ends.


Young Gloom Dragon

Medium dragon, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 40 ft., burrow 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 18 (+4) 15 (+2) 16 (+3) 17 (+3)

  • Saving Throws Dex +3, Con +7, Wis +6, Cha +6
  • Skills Arcana +5, Insight +6, Perception +9, Stealth +3
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Draconic
  • Challenge 7 (2,900 XP)

Aura of Gloom. There is a pervasive aura of permanent mist that wracks at the mind. When a creature comes within 20 feet of the young gloom dragon or starts their turn within 20 feet they must make a DC 15 Wisdom save. If they fail, they are dampened in spirit and subtract 1d4 on attack rolls, ability checks, and skill checks so long as they remain within 10 feet of the young gloom dragon. Once they leave the area they can reroll the save and end the effect on a success. On a successful save they become immune to Aura of Gloom for one minute.

Eternal Consumption. Whenever a Gloom Dragon eats a creature of its size or smaller, its souls is trapped in a tomb stone on its back. It takes one minute to eat a corpse and then grow the tomb stone. All information normally found on a tomb stone is found on the tomb stone on its back. The soul cannot be resurrected unless the Gloom Dragon is killed and the tomb stone smashed.

Actions

Multiattack. The young gloom dragon makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 18 (4d8) necrotic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Melancholy Breath (Recharge 5-6). The dragon exhales apathetic gas in a 30-foot cone. Each creature in that area must make a DC 15 Wisdom saving throw. If they fail, they get severely weighed down by gloom, causing them to be incapacitated and for them to have a speed of 0. This effect lasts for one minute. Each time an affected creature takes damage, the target can make another Wisdom saving throw. On a success, the effect ends.



Adult Gloom Dragon

Huge dragon, neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., burrow 30 ft., fly 100 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 22 (+6) 17 (+3) 18 (+4) 19 (+4)

  • Saving Throws Dex +6, Con +12, Wis +10, Cha +10
  • Skills Arcana +9, Insight +10, Perception +16, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Draconic
  • Challenge 19 (22,000 XP)

Aura of Gloom. There is a pervasive aura of permanent mist that wracks at the mind. When a creature comes within 20 feet of the adult gloom dragon or starts their turn within 20 feet they must make a DC 20 Wisdom save. If they fail, they are dampened in spirit and subtract 1d4 on attack rolls, ability checks, and skill checks so long as they remain within 10 feet of the adult gloom dragon. Once they leave the area they can reroll the save and end the effect on a success. On a successful save they become immune to Aura of Gloom for one minute.

Eternal Consumption. Whenever a Gloom Dragon eats a creature of its size or smaller, its souls is trapped in a tomb stone on its back. It takes one minute to eat a corpse and then grow the tomb stone. All information normally found on a tomb stone is found on the tomb stone on its back. The soul cannot be resurrected unless the Gloom Dragon is killed and the tomb stone smashed.

Legendary Resistance (3/day). If the adult gloom dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its frightful presence. It 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: 16 (2d10 + 5) piercing damage plus 31 (7d8) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Frightful Presence. Each creature of the adult gloom dragon's choice that is within 120 feet of the adult gloom dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the adult gloom dragon's Frightful Presence for the next 24 hours.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Melancholy Breath (Recharge 5-6). The dragon exhales apathetic gas in a 60-foot cone. Each creature in that area must make a DC 20 Wisdom saving throw. If they fail, they get severely weighed down by gloom, causing them to be incapacitated and for them to have a speed of 0. This effect lasts for one minute. Each time an affected creature takes damage, the target can make another Wisdom saving throw. On a success, the effect ends.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The adult gloom dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The adult gloom dragon beats its wings. Each creature within 10 ft. of the adult gloom dragon must succeed on a DC 19 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The adult gloom dragon can then fly up to half its flying speed.



Ancient Gloom Dragon

Gargantuan dragon, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 407 (22d20 + 176)
  • Speed 40 ft., burrow 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 26 (+8) 19 (+4) 20 (+5) 21 (+5)

  • Saving Throws Dex +6, Con +14, Wis +11, Cha +11
  • Skills Arcana +10, Insight +11, Perception +17, Stealth +6
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Draconic
  • Challenge 19 (22,000 XP)

Aura of Gloom. There is a pervasive aura of permanent mist that wracks at the mind. When a creature comes within 20 feet of the ancient gloom dragon or starts their turn within 20 feet they must make a DC 22 Wisdom save. If they fail, they are dampened in spirit and subtract 1d4 on attack rolls, ability checks, and skill checks so long as they remain within 10 feet of the ancient gloom dragon. Once they leave the area they can reroll the save and end the effect on a success. On a successful save they become immune to Aura of Gloom for one minute.

Eternal Consumption. Whenever a Gloom Dragon eats a creature of its size or smaller, its souls is trapped in a tomb stone on its back. It takes one minute to eat a corpse and then grow the tomb stone. All information normally found on a tomb stone is found on the tomb stone on its back. The soul cannot be resurrected unless the Gloom Dragon is killed and the tomb stone smashed.

Legendary Resistance (3/day). If the ancient gloom dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its frightful presence. It makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 45 (10d8) necrotic damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Frightful Presence. Each creature of the ancient gloom dragon's choice that is within 120 feet of the ancient gloom 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 ancient gloom dragon's Frightful Presence for the next 24 hours.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Melancholy Breath (Recharge 5-6). The dragon exhales apathetic gas in a 90-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw. If they fail, they get severely weighed down by gloom, causing them to be incapacitated and for them to have a speed of 0. This effect lasts for one minute. Each time an affected creature takes damage, the target can make another Wisdom saving throw. On a success, the effect ends.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The ancient gloom dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The ancient gloom dragon beats its wings. Each creature within 10 ft. of the ancient gloom dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The ancient gloom dragon can then fly up to half its flying speed.

Pyroclastic Dragons


Pyroclastic Dragon Wyrmling

Medium dragon, neutral/lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft., burrow 15 ft., climb 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws Dex +2, Con +5, Wis +2, Cha +2
  • Skills Athletics +5, Intimidation +2, Perception +4, Survival +2
  • Damage Immunities fire, thunder
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  • Languages Draconic
  • Challenge 2 (450 XP)

Molten Core. The internal and external temperature of a pyroclastic dragon wyrmling is intense enough to burn those that touch or wound it. A creature that touches the pyroclastic dragon wyrmling or hits it with an attack while within 5 feet of it takes 4 (1d8) fire damage.

Ashen Eyes. The pyroclastic dragon wyrmling is able to see through ash, smoke, or other fire based particulates.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Ash Breath. The dragon exhales concussive ash in an 15-foot cone. Each creature in that line must make a DC 13 Constitution saving throw, taking 7 (2d6) fire damage and 7 (2d6) thunder damage on a failed save, or half as much damage on a successful one.
    Disintegration Breath. The dragon exhales sleep gas in a 15-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 13 Constitution saving throw or take 13 (3d8) force damage. If this damage reduces the creature to 0 hps, they turn into ash and die.


Young Pyroclastic Dragon

Large dragon, neutral/lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 126 (12d10 + 60)
  • Speed 40 ft., burrow 20 ft., climb 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 20 (+5) 12 (+1) 13 (+1) 12 (+1)

  • Saving Throws Dex +4, Con +9, Wis +5, Cha +5
  • Skills Athletics +9, Intimidation +5, Perception +9, Survival +5
  • Damage Immunities fire, thunder
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  • Languages Draconic
  • Challenge 9 (5,000 XP)

Molten Core. The internal and external temperature of a young pyroclastic dragon is intense enough to burn those that touch or wound it. A creature that touches the young pyroclastic dragon or hits it with an attack while within 10 feet of it takes 9 (2d8) fire damage.

Ashen Eyes. The young pyroclastic dragon is able to see through ash, smoke, or other fire based particulates.

Actions

Multiattack. The young pyroclastic dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Ash Breath. The dragon exhales concussive ash in an 30-foot cone. Each creature in that line must make a DC 17 Constitution saving throw, taking 28 (8d6) fire damage and 28 (8d6) thunder damage on a failed save, or half as much damage on a successful one.
    Disintegration Breath. The dragon fires a beam that turns creatures into ash in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 17 Constitution saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hp, they turn into ash and die.



Adult Pyroclastic Dragon

Huge dragon, neutral/lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 229 (17d12 + 119)
  • Speed 40 ft., burrow 30 ft., climb 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 24 (+7) 14 (+2) 15 (+2) 14 (+2)

  • Saving Throws Dex +6, Con +13, Wis +8, Cha +8
  • Skills Athletics +13, Intimidation +8, Perception +14, Survival +8
  • Damage Immunities fire, thunder
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
  • Languages Draconic
  • Challenge 20 (25,000 XP)

Molten Core. The internal and external temperature of a adult pyroclastic dragon is intense enough to burn those that touch or wound it. A creature that touches the adult pyroclastic dragon or hits it with an attack while within 10 feet of it takes 9 (2d8) fire damage.

Ashen Eyes. The adult pyroclastic dragon is able to see through ash, smoke, or other fire based particulates.

Legendary Resistance (3/day). If the adult pyroclastic dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The adult pyroclastic dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the adult pyroclastic dragon's choice that is within 120 feet of the adult pyroclastic 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 adult pyroclastic dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Ash Breath. The dragon exhales concussive ash in an 60-foot cone. Each creature in that line must make a DC 21 Constitution saving throw, taking 35 (10d6) fire damage and 35 (10d6) thunder damage on a failed save, or half as much damage on a successful one.
    Disintegration Breath. The dragon fires a beam that turns creatures into ash in a 60-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 54 (12d8) force damage. If this damage reduces the creature to 0 hp, they turn into ash and die.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The adult pyroclastic dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The adult pyroclastic dragon beats its wings. Each creature within 10ft. of the adult pyroclastic dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The adult pyroclastic dragon can then fly up to half its flying speed.



Ancient Pyroclastic Dragon

Gargantuan dragon, neutral/lawful evil


  • Armor Class 20 (natural armor)
  • Hit Points 492 (24d20 + 240)
  • Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 10 (+0) 30 (+10) 16 (+3) 17 (+3) 16 (+3)

  • Saving Throws Dex +8, Con +18, Wis +11, Cha +11
  • Skills Athletics +18, Intimidation +11, Perception +19, Survival +11
  • Damage Immunities fire, thunder
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29
  • Languages Draconic
  • Challenge 25 (75,000 XP)

Molten Core. The internal and external temperature of a ancient pyroclastic dragon is intense enough to burn those that touch or wound it. A creature that touches the ancient pyroclastic dragon or hits it with an attack while within 10 feet of it takes 9 (2d8) fire damage.

Ashen Eyes. The ancient pyroclastic dragon is able to see through ash, smoke, or other fire based particulates.

Legendary Resistance (3/day). If the ancient pyroclastic dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The ancient pyroclastic dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Frightful Presence. Each creature of the ancient pyroclastic dragon's choice that is within 120 feet of the ancient pyroclastic 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 ancient pyroclastic dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
    Ash Breath. The dragon exhales concussive ash in an 90-foot cone. Each creature in that line must make a DC 26 Constitution saving throw, taking 45 (13d6) fire damage and 45 (13d6) thunder damage on a failed save, or half as much damage on a successful one.
    Disintegration Breath. The dragon fires a beam that turns creatures into ash in a 90-foot line that is 10 feet wide. Each creature in that area must succeed on a DC 26 Constitution saving throw or take 67 (15d8) force damage. If this damage reduces the creature to 0 hp, they turn into ash and die.

Legendary Actions

The [MON] 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 [MON] regains spent legendary actions at the start of its turn.

Detect. The ancient pyroclastic dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The ancient pyroclastic dragon beats its wings. Each creature within 10ft. of the ancient pyroclastic dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The ancient pyroclastic dragon can then fly up to half its flying speed.

Hellfire Dragons


Hellfire Dragon Wyrmling

Medium dragon, lawful evil


  • Armor Class 17 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft., burrow 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 17 (+3) 13 (+1) 14 (+2) 17 (+3)

  • Saving Throws Dex +2, Con +5, Wis +4, Cha +5
  • Skills Intimidation +5, Perception +6, Persuasion +5, Stealth +2
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  • Languages Draconic, Infernal
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The hellfire dragon wyrmling's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

1/day each: charm person, pyrotechnics

Infernal Aura. At the start of each of the hellfire dragon wyrmling's turns, each creature within 5 feet of it takes 2 (1d4) fire damage

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) fire damage.

Hellfire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one. This ignores fire damage resistance and treats fire immunity as resistance.


Young Hellfire Dragon

Large dragon, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 157 (15d10 + 75)
  • Speed 40 ft., burrow 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 20 (+5) 15 (+2) 17 (+3) 20 (+5)

  • Saving Throws Dex +4, Con +9, Wis +7, Cha +9
  • Skills Intimidation +9, Perception +11, Persuasion +9, Stealth +4
  • Damage Immunities fire
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
  • Languages Draconic, Infernal
  • Challenge 10 (5,900 XP)

Innate Spellcasting. The young hellfire dragon's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

3/day each: charm person, pyrotechnics
1/day each: hold person, suggestion

Infernal Aura. At the start of each of the young hellfire dragon's turns, each creature within 5 feet of it takes 5 (2d4) fire damage

Actions

Multiattack. The young hellfire 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: 15 (2d10 + 4) piercing damage plus 3 (1d6) fire damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Hellfire 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 56 (16d6) fire damage on a failed save, or half as much damage on a successful one. This ignores fire damage resistance and treats fire immunity as resistance.



Adult Hellfire Dragon

Huge dragon, lawful evil


  • Armor Class 19 (natural armor)
  • Hit Points 229 (17d12 + 119)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 24 (+7) 17 (+3) 20 (+5) 25 (+7)

  • Saving Throws Dex +6, Con +13, Wis +11, Cha +13
  • Skills Intimidation +13, Perception +17, Persuasion +13, Stealth +6
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
  • Languages Draconic, Infernal
  • Challenge 17 (18,000 XP)

Innate Spellcasting. The adult hellfire dragon's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person, pyrotechnics
3/day each: hold person, suggestion
1/day each: greater invisibility, wall of fire, dispel magic (5th level)

Infernal Aura. At the start of each of the adult hellfire dragon's turns, each creature within 5 feet of it takes 5 (2d4) fire damage

Shapechanger. The adult hellfire dragon can use its action to polymorph into a tiefling, devil, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/day). If the adult hellfire dragon fails a saving throw, it can choose to succeed instead.

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: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the adult hellfire dragon's choice that is within 120 feet of the adult hellfire 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 adult hellfire dragon's Frightful Presence for the next 24 hours.

Hellfire Breath (Recharge 5-6). The dragon exhales fire in a 60-foot cone. Each creature in that area 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. This ignores fire damage resistance and treats fire immunity as resistance.

Legendary Actions

The red dragon wyrmling 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 red dragon wyrmling regains spent legendary actions at the start of its turn.

Detect. The adult hellfire dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The adult hellfire dragon beats its wings. Each creature within 10 ft. of the adult hellfire dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The adult hellfire dragon can then fly up to half its flying speed.



Ancient Hellfire Dragon

Gargantuan dragon, lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 487 (25d20 + 225)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 28 (+9) 19 (+4) 24 (+7) 29 (+9)

  • Saving Throws Dex +7, Con +16, Wis +14, Cha +16
  • Skills Intimidation +16, Perception +21, Persuasion +16, Stealth +7
  • Damage Immunities fire
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 31
  • Languages Draconic, Infernal
  • Challenge 24 (62,000 XP)

Innate Spellcasting. The ancient hellfire dragon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: charm person, pyrotechnics, hold person, suggestion
3/day each: greater invisibility, wall of fire, dispel magic (5th level)
1/day each: teleport, true seeing, fire storm

Infernal Aura. At the start of each of the ancient hellfire dragon's turns, each creature within 5 feet of it takes 10 (4d4) fire damage

Shapechanger. The ancient hellfire dragon can use its action to polymorph into a tiefling, devil, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Legendary Resistance (3/day). If the ancient hellfire dragon fails a saving throw, it can choose to succeed instead.

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: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the ancient hellfire dragon's choice that is within 120 feet of the ancient hellfire dragon and aware of it must succeed on a DC 24 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 ancient hellfire dragon's Frightful Presence for the next 24 hours.

Hellfire Breath (Recharge 5-6). 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. This ignores fire damage resistance and treats fire immunity as resistance.

Legendary Actions

The red dragon wyrmling 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 red dragon wyrmling regains spent legendary actions at the start of its turn.

Detect. The ancient hellfire dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The ancient hellfire dragon beats its wings. Each creature within 10 ft. of the ancient hellfire dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The ancient hellfire dragon can then fly up to half its flying speed.

 

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