Electrum Dragons

by dArtagnan

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Electrum Dragons








Ancient Electrum Dragon

Gargantuan dragon, lawful good


  • Armor Class 22 (natural armor)
  • Hit Points 546 (28d20 + 252)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)

  • Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  • Skills Insight +10, Perception +17, Persuasion +1 6, Stealth +9
  • Damage Immunities lightning
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 24 (36,500 XP)

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 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.

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

Tail. Melee Weapon Attack:+ 17 to hit, reach 20ft., one target. Hit: 19 (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 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 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 cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.

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 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.

Electrum Dragon

A hybrid of two goodly dragons, electrum dragons are rare guardians of the civilized races.

An electrum dragon wyrmling has scales that are a mix of silver and gold. as the dragon matures the different colours eventually merge into a light golden color. The pupils of an electrum dragon's eyes fade as the dragon ages, until they resemble glowing purple orbs.

Steward of Humanity. Electrum dragons take to the smaller races much like their silver ancestors, but actively guard them against the evils that would attempt to take advantage of them like their golden parents.

It is typical to find an electrum dragon guarding a region, either covertly or to the knowledge of everyone involved.

A dragon of the People. Because an electrum dragon will eventually find itself in a rigid position of guarding its subjects, they do not have the luxury of assuming mundane guises lest their foes strike while they're away. As such they often spend a large portion of their youths in human form learning about the people they will one day protect.



Adult Electrum Dragon

Huge dragon, lawful good


  • Armor Class 19 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)

  • Saving Throws Dex +8, Con + 13, Wis +8, Cha + 13
  • Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
  • Damage Immunities lighting
  • Senses blindsight 60ft., darkvision 120ft., passive Perception 24
  • Languages Common, Draconic
  • Challenge 17 (18,000 XP)

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

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15ft., one target. Hit: 17 (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 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 Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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.

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 10 feet 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.

Tax Collectors. Because an electrum dragon typically protects an area, it is not uncommon for a tithe to be paid by its so-called subjects. Not that their charges do so unwillingly mind you, to them this is akin to paying taxes to a king or other ruler that ideally serves the same purpose.

As such an electrum dragon's hoard is almost entirely coin, with the occasional extravagance that caught its fancy that it procured from one means or another.

An Electrum Dragon's Lair

Electrum dragons make their homes either in or nearby humanoid settlements, be it an out of the way cave or something as ostentatious as an enormous monument to themselves.

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:

  • The very air grows thick inhibiting the movements of their foes, so they have disadvantage on attack rolls, ability checks, and saving throws using their physical ability scores until initiative count 20 on the next round.
  • An electric field spiders its way through the lair neat the dragon, Each creature within 120 ft. of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1dl0) lightning damage. Any metal object becomes electrified until initiative count of 20 on the next round.

Regional Effects

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

  • 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.
  • Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything.
  • Non-evil creatures find inner strength allowing them to persevere and have advantage on Intelligence, Wisdom and Charisma saving throws.
  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.



Young Electrum Dragon

Large dragon, lawful good


  • Armor Class 18 (natural armor)
  • Hit Points 178 (17d10 + 85)
  • Speed 40ft., fly 80ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)

  • Saving Throws Dex +6, Con +9, Wis +5, Cha +9
  • Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
  • Damage Immunities lightning
  • Senses blindsight 30ft., darkvision 120ft., passive Perception 19
  • Languages Common, Draconic
  • Challenge 10 (5,900 XP)

Actions

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

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

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.

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).


Electrum Dragon Wyrmling

Medium dragon, lawful good


  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d8 + 24)
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)

  • Saving Throws Dex +4, Con +6, Wis +2, Cha +5
  • Skills Perception +4, Stealth +4
  • Damage Immunities lightning
  • Senses blindsight 10ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 3 (700 XP)

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Lightning Breath. The dragon exhales lightning in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.

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).


Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.