Month of the Dragon

by ChaseTriesAgain

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Month of the Dragon



Dragon Tiger

Large dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 385 (51d10 + 102)
  • Speed 40 ft., climb 40 ft.

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

  • Saving Throws Dex (+8), Con (+7), Wis (+6)
  • Skills Perception +11, Stealth +13
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsense 60 ft., darkvision 120 ft., passive Perception +21
  • Languages Draconic
  • Challenge 17

Feline Balance. The dragon tiger does not take damage from falling.

Keen Smell. The dragon tiger has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (2/Day). If the dragon tiger fails a saving throw, it can choose to succeed instead.

Pounce. If the dragon tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the dragon tiger can make one bite attack against it as a bonus action.

Prowler. The dragon tiger has advantage on Dexterity (Stealth) checks in dim light and darkness.

Actions

Multiattack. The dragon tiger can make four attacks: one with its bite and three with its claws or it can use its Hypnotic Pattern, it then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Hypnotic Pattern. Each creature of the dragon tiger's choice that is within 120 feet and can see it must succeed on a DC 19 Wisdom saving throw or fall asleep for 1 minute or until another creature takes an action to wake it up or it takes damage. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon tiger's Hypnotic Pattern for the next 24 hours.

Weakening Breath (Recharge 5-6). The dragon tiger exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

Legendary Actions

The dragon tiger can take 2 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 tiger regains spent legendary actions at the start of its turn.

Detect. The dragon tiger makes a Wisdom (Perception) check.

Claw Attack. The dragon tiger makes a claw attack.

Cloak of the Dragon Tiger

Wondrous item, very rare (requires attunement)


This cloak appears to be made from the pelt of a massive tiger. While wearing it you gain the following benefits:

  • Your Strength score increases by 1.
  • Your base speed increases by 10.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Your melee attacks become critical hits on 19 and 20.


Dragon Bat

Huge dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 385 (51d10 + 102)
  • Speed 20 ft., climb 20 ft., fly 60 ft.

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

  • Saving Throws Dex (+8), Con (+6), Wis (+7)
  • Skills Perception +12, Stealth +13
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsense 60 ft., darkvision 120 ft., passive Perception +22
  • Languages Draconic
  • Challenge 17

Echolocation. The dragon bat can't use its blindsight while deafened.

Keen Hearing and Smell. The dragon bat has advantage on Wisdom (Perception) checks that rely on hearing and smell.

Legendary Resistance (2/Day). If the dragon bat fails a saving throw, it can choose to succeed instead.

Night Sky Camouflage. The dragon bat has advantage on Dexterity (Stealth) checks at night.

Spider Climb. The dragon bat can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Actions

Multiattack. The dragon bat can make three attacks: one with its bite and two with its claws or it can use its shriek, it then makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Shriek. The dragon bat unleashes a high-pitched shriek. All creatures within 30 feet that can hear it must make a DC 21 Constitution saving throw, taking 10 (2d10 + 3) thunder damage on a failed save, or half as much damage on a successful one. Additionally, all creatures within 30 feet that can hear it must make a DC 21 Wisdom saving throw. On a failed save, the creature is stunned until the start of its next turn. If a creatures saving throw is successful or the stun effect ends on it, the creature is immune to this aspect of the dragon bat's shriek for the next 24 hours.

Poison Breath (Recharge 5-6). The dragon bat exhales poisonous gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw, taking 63 (18d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

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

Detect. The dragon bat makes a Wisdom (Perception) check.

Claw Attack. The dragon bat makes a claw attack.

Wing Attack (Costs 2 Actions). The dragon bat beats its wings. Each creature within 10 feet of the dragon bat must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon bat can then fly up to half its flying speed.

Amulet of the Dragon Bat

Wondrous item, very rare (requires attunement)


This amulet is made from one of the inner ear bones of a dragon bat. While wearing it you gain the following benefits:

  • Your Dexterity score increases by 1.
  • You gain proficiency in acrobatics.
  • You have advantage on Wisdom (Perception) checks that rely on hearing.
  • You gain blindsense out to 60 ft. so long as you are not deafened.


Dragon Octopus

Gargantuan dragon, neutral


  • Armor Class 19 (natural armor)
  • Hit Points 385 (51d10 + 102)
  • Speed 10 ft., climb 10 ft., swim 80 ft.

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

  • Saving Throws Con (+6), Int (+8), Wis (+7)
  • Skills Perception +12
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsense 60 ft., darkvision 120 ft., passive Perception +22
  • Languages Draconic
  • Challenge 17

Malleable Form. The dragon octopus can change the texture and color of its skin and adjust its posture. As an action, the dragon octopus can use these abilities to disguise itself as an object or landmass, though it cannot change its size.

Amphibious. The dragon octopus can breathe air and water.

False Appearance (Object or Landmass Forms Only). While the dragon octopus remains motionless, it is indistinguishable from an ordinary object or landmass.

Grappler. The dragon octopus has advantage on attack rolls against any creature grappled by it.

Keen Smell. The dragon octopus has advantage on Wisdom (Perception) checks that rely on smell.

Legendary Resistance (2/Day). If the dragon octopus fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon octopus can make three attacks: two tentacle attacks, each of which it can replace with one use of Fling, and one bite attack.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 26 (4d10 + 4) piercing damage.

Tentacle. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The dragon octopus has four pairs of tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the dragon octopus is thrown up to 30 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.

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

Steam Breath. The dragon octopus exhales scalding steam in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Ink Breath. The dragon octopus expels an ink cloud in a 60-foot radius. On land, this cloud is gaseous. The cloud spreads around corners, and that area is heavily obscured to creatures other than the dragon octopus. Each creature other than the dragon octopus that ends its turn there must succeed on a DC 18 Constitution saving throw. On a failed save, a creature is poisoned 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 octopus's Ink Breath for 24 hours.

Legendary Actions

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

Detect. The dragon octopus makes a Wisdom (Perception) check.

Bite Attack. The dragon octopus makes a claw attack.

Tentacle Attack or Fling. The dragon octopus makes one tentacle attack or uses its fling.

Helm of the Dragon Octopus

Wondrous item, very rare (requires attunement)


This helmet is made from fragments of a dragon octopus's shell. While wearing it you gain the following benefits:

  • Your Intelligence score increases by 1.
  • You gain a swim speed of 30 ft. and can breathe air and water.
  • You can use the disguise self spell three times per day without expending spell slots.


Dragon Bee Queen

Medium dragon, neutral


  • Armor Class 17 (natural armor)
  • Hit Points 112 (13d10 + 40)
  • Speed 5 ft., climb 5 ft., fly 40 ft.

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

  • Saving Throws Con (+7), Dex (+7), Int (+6)
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses blindsense 60 ft., darkvision 120 ft., passive Perception 11
  • Languages Draconic, telepathy 120 ft.
  • Challenge 13

Legendary Resistance (2/Day). If the dragon bee queen fails a saving throw, it can choose to succeed instead.

Pack Tactics. The dragon bee queen has advantage on an attack roll against a creature if at least one of the dragon bee queen's allies is within 5 feet of the creature and the ally isn't incapacitated.

Royal Honey Tracking. If a creature ingests the dragon bee queen's royal honey, the dragon bee queen knows the distance to and direction of that creature, even if the creature and the dragon bee queen are on different planes of existence. The dragon bee queen can communicate with the creature telepathically regardless of distance, even if the creature is on a different plane of existence. If the creature dies, the dragon bee queen knows.

Spider Climb. The dragon bee queen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The dragon bee queen can make three attacks: two bite attacks and one sting attack.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 3) piercing damage and the target must make a DC 15 Constitution saving throw, taking 10 (1d10 + 5) poison damage and becoming poisoned for 1 hour on a failed save. On a successful save, the target takes half as much damage and is not poisoned.

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

Lightning Breath. The dragon bee queen exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save or half as much damage on a successful one.

Pheromone Breath. The dragon bee queen exhales a cloud of pheromones in a 30-foot cone. Each creature in that cone must make a DC 15 Wisdom saving throw, becoming charmed by the dragon bee queen on a failed save. This effect lasts for 1 hour or until the dragon bee queen deals damage to the creature. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the creatures saving throw is successful or the effect ends for it, the creature is iimune to the dragon bee queen's Pheromone Breath for the next 24 hours.

Legendary Actions

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

Detect. The dragon bee queen makes a Wisdom (Perception) check.

Sting Attack. The dragon bee queen makes a sting attack.

Healing Honey (Costs 2 Actions). The dragon bee queen consumes royal honey or feeds it to an ally. A creature that consumes royal honey recovers 1d10 hit points.

Lair Actions

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

  • A pool of honey spreads from a point the dragon bee queen chooses within 60 feet of it, filling a 15-foot radius circle until the dragon bee queen dismisses it as an action, uses this lair action again, or dies. This area is difficult terrain.
  • The dragon bee queen summons a swarm of dragon bee drones, appearing in a space the dragon bee queen can see within 100 feet.
  • The dragon bee queen causes the area within 120 feet of it to rocket up in temperature. Creatures in this area must make a DC 15 Constitution saving throw, taking 5 (1d10) fire damage on a failed saving throw.

Regional Effects

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

  • A constant buzzing permeates the air within 1 mile of the lair.
  • Flowering plants within 6 miles of the lair are especially vibrant, flower year round, and glow softly in the dark.
  • Fruits growing within 6 miles of the lair are unusually large and sweet.

Dragon Bee Soldier

Small dragon, neutral


  • Armor Class 13
  • Hit Points 26 (4d10 + 4)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 8 (-1) 12 (+1) 8 (-1)

  • Senses darkvision 120 ft., passive Perception 13
  • Languages Draconic
  • Challenge 1

Charged Body. A creature that touches the dragon bee soldier or hits it with a melee attack while within 5 feet of it takes 3 (1d6) lightning damage.

Hivemind. Using telepathy, the dragon bee soldier can magically communicate with any other dragon bee within 100 feet of it.

Loyalty. The dragon bee soldier cannot be charmed or frightened while within 100 feet of a dragon bee queen.

Pack Tactics. The dragon bee soldier has advantage on an attack roll against a creature if at least one of the dragon bee soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.

Spider Climb. The dragon bee soldier can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The dragon bee soldier can make two attacks: two bite attacks or one bite attack and one sting attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage.

Sting (Recharge 3-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d6) piercing damage and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage and becoming poisoned for 1 hour on a failed save. On a successful save, the target takes half as much damage and is not poisoned.

Sting of the Dragon Bee

Weapon (dagger), very rare (requires attunement)


This dagger is carved from the stinger of a dragon bee. Attacks made with this magical weapon have a +2 to attack and damage rolls and do an additional die of poison damage. While wielding it you gain the following benefits:

  • You can communicate telepathically with creatures up to 60 ft. away.
  • You gain a fly speed of 30 ft.

Swarm of Dragon Bee Drones

Medium swarm of Tiny dragons, neutral


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 5 ft., climb 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 15 (+2) 8 (-1) 10 (+0) 8 (-1)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Draconic
  • Challenge 1/2

Hivemind. Using telepathy, the swarm can magically communicate with any other dragon bee within 100 feet of it.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny dragon bee drone. The swarm can't regain hit points or gain temporary hit points.

Actions

Smother. The dragon bee drones land on a target within the swarm's space and begin to vibrate. The target must make a DC 11 Constitution saving throw, taking 20 (8d4) fire damage on a failed save or half as much damage on a successful one. The swarms speed is reduced to zero until the end of its next turn.

Sting. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

Miscellaneous Monsters


Fey Warrior

Medium fey, lawful neutral


  • Armor Class 17 (half plate)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft., climb 10 ft.

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

  • Saving Throws Cha +3, Con +3, Wis +3
  • Condition Immunities Charmed
  • Senses passive Perception 11
  • Languages Draconic, Sylvan, and Common
  • Challenge 3 (700 XP)

Innate Spellcasting. The fey warrior's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components.

At will: mage hand, prestidigitation

3/day each: disguise self, misty step, nondetection (self only)

Actions

Multiattack. The fey warrior makes two rapier attacks.

Poisonous Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.


Dragon Rose

Small plant, unaligned


  • Armor Class 5
  • Hit Points 10 (4d4)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

  • Condition Immunities blind, deafened, frightened
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
  • Languages -
  • Challenge 0

False Appearance. While the dragon rose remains motionless, it is indistinguishable from an ordinary plant.

Thorns. A creature that touches the dragon rose takes 2 (1d4) piercing damage.

Actions

Pollen Breath. The dragon rose unleashes a cloud of pollen in a 10-foot radius. Each creature within that radius must make a DC 11 Constitution saving throw, taking 10 (4d4) damage on a failed save or half as much damage on a successful one. The damage type is determined by the color of the rose.

  • Black acid
  • Blue lightning
  • Green poison
  • Red fire
  • White cold
 

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