Arboreal Dragons

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Arboreal Dragons

Image Source: Dragon Magazine #321, "Arboreal Dragons is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC."



Ancient Arboreal Dragon

Gargantuan dragon, chaotic good


  • Armor Class 22 (natural armor)
  • Hit Points 444 (24d20 + 192)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
29 (+9) 10 (+0) 27 (+8) 21 (+5) 22 (+6) 24 (+7)

  • Saving Throws Dex +8, Con +16, Wis +14, Cha +15
  • Skills Athletics +17, Nature +13, Perception +22, Stealth +8
  • Damage Immunities acid, thunder
  • Condition Immunities charmed
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 32
  • Languages Celestial, Draconic, Elvish, Sylvan
  • Challenge 26 (90,000 XP)

Fey Blood. The dragon has advantage on saving throws against spells from the enchantment school of magic.

Legendary Resistance (3/day). If the 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.

Claw. 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 dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A 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.

Thorn Breath (Recharge 5-6). The dragon exhales a barrage of pointed thorns in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 85 (19d8) piercing damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid, fey, 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 10 feet of the dragon must succeed on a DC 25 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 Arboreal Dragon

Huge dragon, chaotic good


  • Armor Class 19 (natural armor)
  • Hit Points 225 (18d12 + 108)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 23 (+6) 18 (+4) 19 (+4) 21 (+5)

  • Saving Throws Dex +6, Con +12, Wis +10, Cha +11
  • Skills Athletics +13, Nature +10, Perception +16, Stealth +6
  • Damage Immunities acid, thunder
  • Condition Immunities charmed
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  • Languages Celestial, Draconic, Elvish, Sylvan
  • Challenge 20 (25,000 XP)

Fey Blood. The dragon has advantage on saving throws against spells from the enchantment school of magic.

Legendary Resistance (3/day). If the 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: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing 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 dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A 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.

Thorn Breath (Recharge 5-6). The dragon exhales a barrage of pointed thorns in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 58 (13d8) piercing damage on a failed save, or half as much damage on a successful one.

Change Shape. The dragon magically polymorphs into a humanoid, fey, 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 10 feet of the dragon must succeed on a DC 21 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 Arboreal Dragon

Large dragon, chaotic good


  • Armor Class 18 (natural armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 15 (+2) 16 (+3) 18 (+4)

  • Saving Throws Dex +4, Con +8, Wis +7, Cha +8
  • Skills Athletics +9, Nature +6, Perception +11, Stealth +4
  • Damage Immunities acid, thunder
  • Condition Immunities charmed
  • Senses blindsight 30 ft., darkvision 120 ft., passive Perception 21
  • Languages Celestial, Draconic, Elvish, Sylvan
  • Challenge 10 (5,900 XP)

Fey Blood. The dragon has advantage on saving throws against spells from the enchantment school of magic.

Actions

Multiattack. The 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.

Thorn Breath (Recharge 5-6). The dragon exhales a barrage of pointed thorns in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 54 (12d8) piercing damage on a failed save, or half as much damage on a successful one.


Arboreal Dragon Wyrmling

Medium dragon, chaotic good


  • Armor Class 17 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 12 (+1) 13 (+1) 15 (+2)

  • Saving Throws Dex +2, Con +4, Wis +3, Cha +4
  • Skills Athletics +5, Nature +3, Perception +5, Stealth +2
  • Damage Immunities acid, thunder
  • Condition Immunities charmed
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 15
  • Languages Celestial, Draconic, Elvish, Sylvan
  • Challenge 2 (450 XP)

Fey Blood. The dragon has advantage on saving throws against spells from the enchantment school of magic.

Actions

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

Thorn Breath (Recharge 5-6). The dragon exhales a barrage of pointed thorns in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.

Arboreal Dragons

Elusive dragons that stalk the forests and plains of Arborea in search of violent foes to vanquish themselves. While they may be vigilant in their search for fiends, they are not one to turn down a well-made party or social event. They take great care to have a wonderful experience with as many elves, eladrin, and fey as possible when on adventures. Afterwards they may even try to inspire others to join in on their hunt for glory.

Unlike most dragons, arboreal dragons lack many distinguishing features. No horns, no spikes, not even back ridges can be found on their bodies. Large gossamer wings extend from their back with a constantly shifting color as their scales alternate hue and pigment. Their eyes are black orbs like many elves and their frame is more similar to an elf than the traditional musculature of a dragon. Even though they may appear weak, their body hides the true power of their strength and intelligence.

Arboreal dragons upon hatching have a hide of a random color that stays static and as they age it begins to shift more frequently and resemble the environment that surrounds them.

Majestic and Powerful. The physical beauty of such a species betrays how cunning they are in matters of protecting others' rights to freedoms and goodness. While some may suppose that sneaking up on one while occupied by a jovial event with others would put them unaware, an arboreal dragon is no less aware while celebrating the festivities. Any intruders on such an event are either entrapped or dispatched so that they can continue to bask in the majestic atmosphere of the magnificent arboreal dragons.

Constantly on the Move. They never enjoy staying in the same place for long as it might invite others to take advantage and entrap them, so they are always moving from place to place and adapting with the environment. Due to this habit they are found more often on other planes than most other planar dragons, the Feywild being a favorite location of theirs. Their lair is often just a simple resting place that they have shaped to be more comfortable and suit their needs.

Unburdened Collectors. Arboreal dragons are never far from what one might call a "hoard" as they prefer to keep it on their body at all times. Wearables such as necklaces and crowns or magic items that have much higher capacity are sought after for them. Trophies collected from foes dot their collections and are often held close to their heart to remind them of whose freedom they fought for at that time.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • Plants reach out to restrain foes and prepare them for righteous smiting. A plant within 120 feet of the dragon begins to grow at unreal speeds and wrap around a creature within 20 feet of the plant. The creature must succeed on a DC 15 Strength saving throw or be restrained and knocked prone.
  • An illusory duplicate of the dragon appears in a space within 5 feet of the dragon. The illusion is tangible and is otherwise identical to the dragon except that it can't use any actions, reactions, legendary actions, or features and it has 1 hit point. Attacks against the dragon while its duplicate is within 5 feet of it are made at disadvantage.
  • A wall of tough, pliable, tangled brush bristling with needle-sharp thorns grows at a point of the dragon's choice within the lair. The wall functions as one created by the wall of thorns spell (save DC 15). The spell's damage is reduced to 18 (4d8) but otherwise functions as normal

Regional Effects

The region containing a legendary arboreal dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

  • Undergrowth and tree canopies grow incredibly thick within 6 miles of the lair. The area counts a difficult terrain and cloaks the area in dim light.
  • When a creature comes within 6 miles of the lair it must succeed on a DC 15 Charisma saving throw or begin to act with more righteous vigor and less fiscal restraint. This mood shift causes them to seek evil and quash it wherever they can find it and perform generous acts to any creature they meet. This effect lasts for 24 hours or until the target takes damage. Creatures immune to being charmed are immune to this effect.
  • Illusory copies of the arboreal dragon periodically wander among the underbrush within 1 mile of the lair. These illusions can't make noise or harm anything but can physically interact with the environment around them. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check (DC 20). If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
 

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