Battle Dragon
Covered in thick, dark-gray scales with a metallic sheen, vivex vargach (or informally vivargach) look almost as if they care clad in plate armor. Even their heads bear fluted crests that resemble protective helmets. They have webbing between the claws of their feet, which when combined with their finned tails and sleek wings, make them exceptional swimmers.
Creatures of War. Called "battle dragons" for their love of battle as a sport, they care nothing for mortal causes but can usually be convinced to fight for one. A common aphorism among civilized people is "when there's a battle dragon around, be it's friend before someone else is." They care little for any cause they're fighting for, good or evil, and tend to side with whoever gains their favor.
Coastal Dwellers. Battle dragons make their lairs in caves and ancient dragon ruins on the coasts of seas and oceans. They enjoy the waves, and going for long swims. This also puts them in an ideal position to join battles on land, in the air, or deep in the water.
Traveling Soldiers. At times, some battle dragons can be encountered far from their lairs. Whereas other dragons are loathe to leave their hoard unprotected, battle dragons are willing to travel quite far if there is a chance for good combat. For this reason they are more commonly encountered than other true dragons, in nearly all parts of the world.
Ancient Wealth. Above all things they hoard, battle dragons prefer things that are old. The older, the better. Coins minted by the old gods, treasure lost at sea for centuries, magic items that the world has forgotten, even old books and letters whose authors are long since dust. If it's old, a battle dragon will probably love it.
A Battle Dragon's Lair
The lair of a battle dragon is usually in the remnants of a dragon city, or a cave that is reshaped to their liking. They enjoy lairs that include smooth lines, long networking tunnels, and multiple caverns in which to organize treasure.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be knocked prone.
Battle Dragon Wyrmling
Small dragon, lawful neutral
- Armor Class 12 (natural armor)
- Hit Points 13 (3d6 + 3)
- Speed 40 ft., fly 100 ft., swim 60 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 13 (+1) 14 (+2) 15 (+2) 14 (+2)
- Saving Throws Dex +1, Con +2, Wis +3, Cha +3
- Skills Perception +3, Stealth +1
- Damage Immunities lightning
- Condition Immunities paralyzed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 13
- Languages Draconic
- Challenge 1/2 (100 XP)
Amphibious. The dragon can breathe air and water.Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 11). The dragon can innately cast the following spells, requiring no material components:
At will: speak with animals
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
Lighting Breath (Recharge 5-6). The dragon breathes a bolt of lightning that arcs toward a target of its choice that it can see within 40 ft. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a DC 10 Dexterity saving throw, and takes 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary battle dragon's lair is warped by the dragon's magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Knowledge of Battle Dragons
Players can make Intelligence (Arcana) or Intelligence (History) checks to determine what their characters know about will-o'-wisps.
Any character who lives in an area near the coast, has advantage on their check.
When a player makes their check, read to them (or let them read) every entry for which the DC is equal to or less than the result of their check.
DC 10. Battle dragons are a specific type of true dragon. Most of them live in coastal areas, in ancient dragon ruins or cavern complexes.
DC 16. They are said to contain living storms, and can exhale an arcing bolt of lightning. Their claws and teeth are deadly, and when they're big enough even their tail and wings can be used as weapons. Older, larger battle dragons are said to be so terrifying they can stop a seasoned warrior in their tracks.
Neither especially good or evil, battle dragons are as aloof as any other true dragon, but their love for battle has earned them their unofficial name. They love combat for its own sake, and if their favor is earned they can be convinced to fight alongside armies or other forces in battle.
DC 22. Being creatures of perpetual storm, battle dragons are immune to lightning. Adult and older battle dragons' scales are so thick that they resist all nonmagical weapons.
They do not call themselves battle dragons, that name was given to them by humans in the Age of Gatan. They call themselves vivex vargach, or informally just vivargach. Most, however, do not mind the term "battle dragon," and find it an appropriate epithet.
Like all true dragons, battle dragons love to hoard; coins, gems, and magic items, but they especially love to collect ancient treasure. Statues buried in the desert for centuries, coins minted by the old gods, or books found in ancient libraries; battle dragons prize things that are old.
Young Battle Dragon
Medium dragon, lawful neutral
- Armor Class 13 (natural armor)
- Hit Points 39 (6d8 + 12)
- Speed 40 ft., fly 150 ft., swim 60 ft.
STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 16 (+3) 17 (+3) 16 (+3)
- Saving Throws Dex +2, Con +4, Wis +5, Cha +5
- Skills Insight +5, Perception +5, Stealth +2
- Damage Immunities lightning
- Condition Immunities paralyzed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 15
- Languages Common, Draconic
- Challenge 2 (450 XP)
Amphibious. The dragon can breathe air and water.Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 13). The dragon can innately cast the following spells, requiring no material components:
At will: speak with animals
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Lighting Breath (Recharge 5-6). The dragon breathes a bolt of lightning that arcs toward a target of its choice that it can see within 60 ft. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a DC 12 Dexterity saving throw, and takes 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one.
Adult Battle Dragon
Huge dragon, lawful neutral
- Armor Class 15 (natural armor)
- Hit Points 115 (10d12 + 50)
- Speed 40 ft., fly 150 ft., swim 60 ft.
STR DEX CON INT WIS CHA 24 (+7) 10 (+0) 21 (+5) 20 (+5) 21 (+5) 20 (+5)
- Saving Throws Dex +5, Con +10, Wis +10, Cha +10
- Skills Insight +10, Perception +10, Stealth +5
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities paralyzed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages Common, Draconic
- Challenge 14 (11,500 XP)
Amphibious. The dragon can breathe air and water.Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 18). The dragon can innately cast the following spells, requiring no material components:
At will: speak with animals
3/day: create food and water, fog cloudLegendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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: 16 (2d8 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target must make a DC 20 Strength saving throw or be knocked prone.
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 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 dragon's Frightful Presence for the next 24 hours.
Lighting Breath (Recharge 5-6). The dragon breathes a bolt of lightning that arcs toward a target of its choice that it can see within 100 ft. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a DC 18 Dexterity saving throw, and takes 42 (12d6) lightning damage on a failed save, or half as much damage on a successful one.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 20 Dexterity saving throw or
take 11 (1d8 + 7) bludgeoning damage and be
knocked prone. The dragon can then fly up to half its
flying speed.
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Ancient Battle Dragon
Gargantuan dragon, lawful neutral
- Armor Class 18 (natural armor)
- Hit Points 264 (16d20 + 96)
- Speed 40 ft., fly 200 ft., swim 60 ft.
STR DEX CON INT WIS CHA 28 (+9) 10 (+0) 23 (+6) 22 (+6) 23 (+6) 22 (+6)
- Saving Throws Dex +7, Con +13, Wis +13, Cha +13
- Skills Insight +13, Perception +13, Stealth +7
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities paralyzed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 21 (33,000 XP)
Amphibious. The dragon can breathe air and water.Innate Spellcasting. The dragon's spellcasting ability is Charisma (spell save DC 21). The dragon can innately cast the following spells, requiring no material components:
At will: speak with animals
3/day: control water, create food and water, detect
thoughts, fog cloudLegendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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: 23 (4d6 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage, and the target must make a DC 24 Strength saving throw or be knocked prone.
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.
Lighting Breath (Recharge 5-6). The dragon breathes a bolt of lightning that arcs toward a target of its choice that it can see within 120 ft. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make a DC 21 Dexterity saving throw, and takes 70 (20d6) lightning damage on a failed save, or half as much damage on a successful one.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.
Dragons in Esaria
In the ancient world, before the creation of the civilized races, the old gods created dragons. They sought to create beings that would worship them, but they did not account for the power that they invested in their new creations. Mighty beyond compare, dragons did not need the gods.
So they ignored their creators, and they built their own empires. Dragon cities atop mountains and deep in the forests, in the deserts and the oceans, spanning the world. They enslaved every other race that existed at the time, and they made war on each other. They amassed treasure and magic untold. Dragons filled the skies, blotting out the sun when enough of them took wing.
When the old gods had finally had enough of dragons' impudence, they created the tarrasque and sent it down among them. Even dragons could not stop the unstoppable force. It crushed their mightiest warriors, tore down their towers, and scattered them to the corners of the world. Its job done, the tarrasque sank into the Ulgrath Ocean.
After that, the dragon empires never reformed. The dragons had grown too arrogant to cooperate as they once had, making civilization impossible. And there were now so few of them that it did not seem to matter. So each dragon created their own home, in a place of their choosing, and settled in to focus on their own goals.
Powerful, Aloof, and Greedy
Most people never see a dragon younger than adult age; the youngest are kept safe by their mothers, and until they reach adulthood even city dragons stay away from civilization. Once they are adults, dragons are unafraid to be seen and sometimes intentionally make their presence known. They understand how unlikely it is that anyone can hurt them, and they use it to their advantage.
For the most part, they have little interest in the affairs of modern civilizations. When their empires fell, and they each turned inward, they stopped caring about political machinations, the mobilization of armies, and often even the suffering of others. Only the goodly dragons care about other creatures, and even then they often lament that nothing can be done to save creatures so small and helpless.
Dragons are more concerned with their own interests. They seek the hoarding of wealth, knowledge, food, slaves, magic, or whatever else they enjoy. When something strikes a dragon's fancy, they generally cannot get enough of it. Even political machinations, though generally beneath the notice of most dragons, may become something a dragon fixates on if it serves their interests. Some dragons can even be convinced to care about the fates of nations if they believe it serves their goal of acquiring more of what they love.
Power Players
When a dragon does become interested, they are never a bit role or a random encounter. Dragons are main antagonists, the focus of one or more adventures, quest-givers, or some other prominent role.
Dragon Types
There are nine distinct types of true dragon in Esaria: battle, city, cloud, fire, forest, frost, hill, lore, and skull dragons. Each tends to live in a particular type of area, and falls within certain common ideological patterns. Cloud, hill, and lore dragons tend to be good creatures; fire, forest, and frost dragons tend to be evil; battle, city, and skull dragons do no lean either good or evil.
Battle Dragons
This document only covers battle dragons. Follow my patreon for more similar work, including Esaria's other dragons.
Age Categories
Dragon lore tends to categorize each dragon into a series of age categories. The older a dragon is, the more powerful it is.
Dragon Age Categories
| Category | Age |
|---|---|
| Wyrmling | 0-5 |
| Very young | 6-15 |
| Young | 16-25 |
| Juvenile | 26-50 |
| Young adult | 51-100 |
| Adult | 101-200 |
| Category | Age |
|---|---|
| Mature adult | 201-400 |
| Old | 401-600 |
| Very old | 601-800 |
| Ancient | 801-1,000 |
| Wyrm | 1,001-1,200 |
| Great Wyrm | 1,201 + |
This document only contains the stat blocks for wyrmlings, young, adult, and ancient dragons. This is in equal part to save space in the document, retain 5th Edition standards, and avoid overwhelming people who don't want all those age categories.
Dragon Slumber
Growing from one age category to the next is difficult. It can involve serious physical growth, and often comes with strange and powerful new abilities that the dragon must learn. All of this is accomplished with "dragon sleep," which usually lasts for years. Upon waking, the dragon finds they have grown more powerful.
When a great wyrm nears or passes its second millennium, they feel the call of the afterlife. This is called "dragon's twilight," and it cannot be avoided. The dragon finds the deepest and safest part of their lair, brings in everything they have hoarded over their long life, and goes to sleep forever.
Dracos Invictus
In exceptionally rare cases, when a great wyrm falls into dragon's twilight, they wake up again decades or even centuries later. Scholars debate whether this is a result of fate, divine intervention, or even the effect of enough hoarding. Whatever the case, the waking of a dragon in its thirteenth age category, a so-called "draco invictus," is an event that shakes nations.