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Bat-Winged Night Wyvern
Bat-Winged Night Wyverns are not particulalry powerful It doesn't even have a breath weapon, but their extreme cunning and intelligence places them among the most dangerous dragons in the world. Few other creatures can compare to this dragon's abilitly to strategize and execute complex plans and trapps.
These dragons constantly patroll their chosen territories in order to spot intruders. Once a potential foe has been spotted these wyverns will stalk their target relentlasly. These dragons will spend days watching their target in order to learn their victim's streingths, weaknesses, and much more. Once they have enough information they will formulate a plan and attack without mercy. Aditionally, if something goes wrong with their strategy these dragons will quickly retreat and begin watching again.
Bat-winged Night Wyverns are extremely reclusive. They preferr to hunt at night, when their black skin blends in with the shadows. During the day they sleep deep in mountain caves. These dragons guard their lairs with traps.
I was hugely fortunate to chronicle an event in which a scorched nightmare wandered into the Night Wyvern's territory. The Bat-Wing spent three nights observing all of the creature's movements. It watched as the Nightmare took down other animals with it's noxious breath and finished them off with it's oversized right claw.
On the fourth night The Night Wyvern struck. It had rubbed dirt into it's nose to block out the gass. It swoped down and bit into the scorched nightmare's right arm. With it's best weapon disabled the nightmare went down in under a minuet!
-Taerun
Bat-Winged Night Wyverna
Large Dragon, Lawful Neutral
- AC 16
- HP 250
- Speed 40ft run, 60ft fly
STR DEX CON INT WIS CHA 20 (+5) 19 (+4) 20 (+5) 20 (+5) 20 (+5) 9 (-1)
- Saving Throws Int +9, Wis +9
- Skills Acrobatics +8, Arcana +9, Insight +9, Investigation +9, percption +9, Stealth +8, Survival +9
- Damage Vulnerabilities Poison
- Condition Immunities cannot be blinded, deafened, or frigtened.
- Senses 120 ft Darkvision, 60 ft blindsense
- Languages Abysal, Celestial, Dragonic, Infernal, Primordial, Sylvan
- Challenge 11 (7,200)
Sneak Attack Once per turn when the Bat-Winged Night Wyvern attacks with advantage (or if one of it's allies is within 5ft of the target) It may deal an aditional 3d6 damage.
On The Prowl The Bat-Winged Night Wyvern can take the Hide and Dodge actions as bonus actions. The Night wyvern's movement does nat provoke attacks of opportunity.
Actions
Multiattack. The Bat-Winged Night Wyavern may make three attacks as one action in any combination of Bite (x1), Wing (x2), or Tail (x1).
Bite Mele Attack: +5 to hit, 5ft Reach, one target. Hit: 1d10+5 piercing damage
Wing Mele Attack: +5 to hit, 5ft reach, one target. Hit: 1d4+5 bludgeoning damage
Tail Mele Attack: +5 to hit, 10 ft reach, one target. Hit: 1d10+5 bludgeoning damage
Reactions
Evasive Counterleap After taking damage, Bat-Winged Night Wyvern may use it's reaction to leap 20 ft, then make one bite, wing, or tail attack.
Brilliant Skypulse
If you hear a thumping echo while traveling through the jungle it's best to keep alert for hostile tribes, but its also possible that the sound is the call of a Brilliant Skypulse.
These dragons are so named because of their bright collors and unique sonic powers. Their skin is soft, similar to a tree frog, and they come in a wide variety of colors. Their feet have special pads for clinging to treees.
Their breath weapon is a sonic blast that manifests as rings of green energy. These blasts have a powefull concussive force that can be used to knock away enimies. In rare cases, Brilliant Skypulses have shown remarkable healing abilities. Their breath weapon appears to have a second form which speeds up the growth and healing of living organisms. Scholars have not yet foun a way to tell the two different types of sound appart other than their effects upon the target.
The Brilliant Skypulse is reclusive, no one has ever seen where they make their nests. However they are generally friendly towards humanoids. Ocasionaly they will swoop in to save adventurers from other threats of the jungle. Because of this these creatures are widley regarded as omens of good luck.
Brilliant Skypulse
Large Dragon, Chaotic Good
- AC 15
- HP 140
- Speed 30ft walk, 40ft fly 10ft climb
STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 9 (-1) 16 (+3) 20 (+5)
- Skills Acrobatics +7, Perception +6 Performance +8, Survival +6
- Damage Resistances Sonic
- Senses 60ft Darkvision
- Languages -
- Challenge 7 (2,900)
Regenerating Rhythm At the end of it's turn, if Brillint Skypulse used sonic blast, Sonic Wave, or Healing Pulse then Brilliant Skypulse gains 10 HP.
Actions
Multiattack. Brilliant Skypulse makes two wing attacks and one Sonic Blast attack
Wing Attack Mele attack: +6 to hit, 5 ft Reach, one target. Hit: 2d6+1 Bludgeoning damage
Sonic Blast Ranged Attack: +6 to hit, 30/120ft range, one target. Hit: 2d8+4 Sonic Damage.
Sonic Wave (Recharge 4-5) The Brilliant Skypulse produces a sonic blast from it's mouth in a 30 ft cone. Each Creature in the area must make a DC 15 saving throw , taking 8d6 sonic damage on a failed save, or half as much on a sucsessful one.
Healing Pulse (Recharge 6) The Brilliant skypuls produces a healing sonic pulse deap in it's throat, which eminates in a ring around it's body. All creatures within a 20ft radius of this creature gains 4d8 HP.
I once met a tribe who worshiped the skypulse. Whenever the dragon's booming calls reached their encampment the people would drop everything and begin dancing to the rhythm.
-Taerun
Emerald Tyrannus
Commonly Called "The emporer of the jungle," The Emerald Tyranus is venerated as a guardien of nature. Despite it's reseblance to a therapod dinosaur, it is actualy quite passive. Although it still goes hunting ocasionally in order to suppliment it's diet, it primaraly gets energies from the crystals on it's back. These crystals are actually symbiotic, sillicon based organisms. They feed on the ambient life energy of the environment and give the extra to the Emerald Tyrannus. In return the Tyrannus provides protection and transportation for the crystals. The Tyrannus has a nose for finding exposed veings of minerals, which it digs up with it's energy breath and consumes in order to provide the crysttals with the minerals they need to grow. The Tyrannus' energy breath is it's way of venting excess energy gathered by the crystals. The Tyrannus' most impressive ability is it's regeneration. By using it's energy breath on the crystals the Tyrannus is able to re-use it's excess energy and quickly regenerate. Because of this their crystals are highly prised as remedies for a wide variety of disseases.
When I was a boy my mother got very sick. After A week she was struggling to breathe and couldn't get out of bed. We didn't know How long she had. But there was this man passign through town waiting out some bad wether. He said he could use a spell to save her if he had an emerald from the hide of an Emerald Tyrannus. My sister Was skeptical, But I begged her to go find one. She didn't want to leave mom's side but because of how much I beggedand pleaded she finaly went out into the storm to hunt down the creature. The very next day my mom passed and Breyla hadn't been there because of me. I was mortified by how she'd react when she came back, but she never came back.
Her body was found days later, she slipped while climbing a mountain in the rain. We had a funeral for them both, then I was left alone. I spent the next few years training to be a guard and hunted down a Tyrannus myself. I slayed it and took every gem I could from it's hide. I spent the next month trying every variation I could think of to use them as healing remiedies. Not a single thing worked. I thought I'd let Breyla die over nothing, and I robbed my mother of a final chance to say goodbye.
Many years later I was on an adventure with my friend Kayla. We got caught in the middle of a fight between a Tyrannus and a Shambling Slime Drake. Kayla's leg was badly hurt and she was unable to walk. As I looked for a solution I witnessed the tyrannus using it's energy breath on the crystals on it's tail. I snatched up a shard that had broken off during the fight and managed to charge it up and was able to heal my friend.
-Taerun
Emerald Tyrannus
Huge Monstrosity, Neutral
- AC 19
- HP 325
- Speed 50ft walk
STR DEX CON INT WIS CHA 25 (+7) 18 (+4) 25 (+7) 11 (+0) 15 (+2) 9 (-1)
- Saving Throws Con +13, Wis +9.d
- Skills skills
- Condition Immunities Charmed, frightnened, stunned.
- Senses 60ft darkvision
- Languages -
- Challenge 17 (18000)
Charge. If the Emerald Tyrannus moves at least 20 ft. straight toward a target and then hits it with a body slam attack on the same turn, the target takes an extra ??? bludgeoning damage.
Emerald Growths The Emeralds on the Tyrannus' back can be broken. If the Emerald tyrannus takes 75 total points of bludgeoning damage the crystals shatter and the range of the creature's energy breath decreases by 15ft, and it can no longer use it's energy breath to heal itself.
Legendary Resistances (3/day) If the Emerald Tyrannus fails a saving throw, it can choose to succed instead.Actions
Multiattack. The Emerald Tyrannus makes two attacks, in any combination of one bite, one slam, and one tail.
Bite. Mele Attack: +10, 10 ft Reach, one target. Hit: 2d10+5 Piercing damage.
Body Slam Mele Attack +10, 5ft Reach, One target Hit: 2d10+5 Bludgeoning Damage. On a hit, the target must make a DC 19 Strength saving throw or be pushed back 10 ft and knocked prone.
Tail Mele Attack +10, 20ft reach, One targett Hit: 2d10+5 Bludgeoning Damage
Energy Breath (Recharge 5-6) The Emerald Tyranus exhales a cone of pure magical energy in a 45 ft cone. Each creature in that area must make a DC 19 Dextarity saving throw Taking 6d10 Force damage on a Failed save, or half as much on a sucsessful one.Alternatively, The Tyrannus can turn around and breathe on itself. If it does so the coan is only 30ft, but the Tyrannus is healed by the amount of damage rolled for the breath attack's damage.
Draco-Racnea
Draco-Rachnea is a friendly forest dragon. They grab onto trees with their pointed limbs. Using glands on the sides of their mouth they can spit a sticky substance that hardens quickly, trapping their prey. These Dragons are not capable of flight for long periods of time and preffer to live in forests with lots of tall trees where they can easily dart from branch to branch.
Draco-Rachnea
Medium Dragon, Neutral Good
- AC 14 HP 125
- Speed 30ft run, 30ft fly 20ft climb
STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 12 (+1) 13 (+1) 14 (+2) 11 (+0)
- Saving Throws Dex: +6 Wis: +4
- Skills Acrobatics +6, Insight +4, Perception +4
- Damage Vulnerabilities Psychic Damage
- Damage Resistances Force damage
- Condition Immunities Prone
- Senses Blindsight 30ft, Pasive perception 12
- Languages Draconic
- Challenge 4 (1,000)
Alert Draco-Rachnea cannot be surprised.
Evasion When Draco-Rachnea is subjected to an Effect that allows it to make a Dexterity saving throw to take only half damage, instead it takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Actions
Multiattack. The Creature Name makes Number and type of attacks
Bite Mele attack: +4 to hit, Reach 5ft, one target. Hit: 2d8+4 Piercing Damage
Claw Mele attack: +4 to hit, Reach 5ft, one target. Hit: 1d4+4 Slashing Damage
Adhesive Spit (Recharge 5–6) Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by an adhesive goop. As an action, the restrained target can make a DC 14 Strength check, bursting the webbing on a success. The goop can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Adtitionaly, the fins on their tails give them extra mobility, alowing them to easily make sharp turns in midair. Draco-Rachnea are very curous and friendly, if they spot a group of humans they will cautiously aproach and investigate. They can be quite energetic and playful, making them beloved by almost everyone they meet.
They also enjoy the company of other dragons. If there is a more powerful dragon nearby Drago-Rachnea will gather artifacts for the greater dragon to add to it's horde in hope of wining the dragon's favor. As such, other dragons may have one or more Draco-Rachnea in their lair as assistants or minions.
Draco-Rachnea are revered for their ability to sense danger. Many belive they have an innate ability to see the future. However, their precognition is not purely magical. Their bodies are covered in tiny hairs that help them sense changes in the air currents around them, similar to a fly. The dragons then use this info to infer information about their environment.
Draco-Racnea dig burrows in the ground to sleep in. They will use their sticky secretions to glue together debris to form a trap door. Dragons who have Draco-Rachnea companions will often let the spider dragons dig thes holes inside their lair.
Draco-rac' Draco-rac'
Don't be afraid he won't attack,
Flys through trees,
Spits some goo,
He just wants to be Friends with you,
Hey there!
It's Dracoracnea!
-Nursery Rhyme
Monolithic Shin God
The Monolithic Shin God Is one of the most powerful dragons in the world, it is often cited as being a diety of death and destruction.
These dragons go through several growth stages, Emerging from the ocean as larvae that lack wings, but otherwise resemble their adult forms. As adults their tail grows extremely long and develops a second mouth. Which can be used to bite and grab enemies, as well as use this monster's devastating breath weapon.
When a Shin God first opens it's mouth it frequently exhales billowing orange flames similar to normal dragons, but a special valve in their throat then focuses this into a purple beam of destructive energy. This beam requires a lot of energy, and frequently after use The dragon must go into hybernation in order to recharge it's energies.
Injuring a Monolithic Shin God can be a death sentence for an adventurer. A Shin God's blood is extremely toxic, killing humanoids within a few days. What's more, these dragons stake their territory by intentionally spewing this blood everywhere, killing the local wildlife.
Monolithic Shin God
Gargantuan Dragon, Neutral Evil
- AC 20
- HP 625
- Speed 40ft walk, 40ft fly
STR DEX CON INT WIS CHA 25 (+7) 7 (-2) 25 (+7) 3 (-4) 9 (-1) 5 (-3)
- Saving Throws Int +4, Wis +7, Cha +6
- Damage Vulnerabilities Cold, Radiant
- Damage Resistances Slashing, Piercing, and bludgeoning from nonmagical attacks. Poison, Acid, Fire, Force
- Condition Immunities Charmed, Frightened, Grappled, Parylized, Poisoned
- Senses 120ft blindsight
- Languages -
- Challenge 25 (75,000) Xp
Legendary Resistance (3/Day) If the Monolithic Shin God fails a sving throw, it can choose to succed instead.
Magic Resistance Monolithic Shin God has advantage on saving throws againt spells and other magical effects.
Siege Monster The Monolithic Shin God deals double damage to objects and structures.
Terrible Tail The Monolithic Shin God's tail is Semi-Sentient. and takes extra actions. If 100 points of slashing damage are dealt to the tail it is cut off. (although it still has enough of it's tail left to make mele Tail Attacks). The tail takes one extra action during the dragon's turn. It can make a tail attack or Radiation Breath attack. The tail also takes two aditional legendary actions, which can be Tail attacks or Radiation Beams.
Energy Reactor When the Dragon rolls a 1 on the recharge die it gains one point of exhaustion. When the Dragon has three points of exhaustion it tries to flee to a safe space where it can take a short rest. During a short rest the dragon goes into statis and cannot wake up, but it can still use it's tail actions. When the dragon takes a short rest it removes all exhaustion
Actions
Multiattack. The Monolitic Shin God Makes Two Wing attacks and one Tail attack.
Claw Mele Attack: +12 to hit, 10 ft reach, one target. Hit 2d6+12 slashing damage.
Tail Mele Attack +12 to hit, 20ft Reach, one target. hit 2d8+12 damage. If the Target is a creature (and the dragon's tail hasn't been cut off) it is grappled (Escape DC 21). Untill this grapple ends the target is restrained and the dragon can't make a tail attack on a different target.
Frightfull Presence Each Creature of the dragon's choice that is within 120 ft of the dragon on it and aware of it must succeed on a DC 21 Wisdom Saving Throw or Become Frightened for 1 Minuete. A creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a sucsess. The creature is then immune to the dragon's Frightfull Presence for the next 24 hours.
Radiation Breath (Recharge 5-6) The Dragon exhales fire in a 90ft cone. Each creature in the area must make a DC 21 dextarity saving throw taking (26d6) fire damage on a failed save, or half as much on a sucsessfull one.
As long as the dragon's tail hasn't been cut off it can store an extra charge. Both charges use the same recharge die.Legendary actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dragon regaings spent legendary actions at the start of it's turn. As long as the dragon hasn't had it's tail severed it gets an aditional 2 legendary actions as specified in the Terrible Taill ability.
Tail Attack The dragon Makess a tail attack.
Wing Attack (2 Actions) The dragon beats it's wings. Each creature withing 15 feet of the dragon must succeed on a DC 21 dexterity saving throw or take (2d6+12) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Radiation Beam (2 actions) This ability may only be used if the dragon used it's radiation Breath during its turn. The dragon exhales a 120ft line of pure energy that is 5 ft wide. Each creature in that line must make a DC 21 dextarity saving throw, taking (17d10) radiant damage on a failed save or half as much damage on a sucsessful one.
Wierd
Wild
Wonderful
Dive into a world of strange monsters with Taerun's Guide to Exotic Dragons!
Inside this book you will find many dragons and other monsters inspried by pop culture icons, everything From Marvel, DC, Overwatch, And more, as well as a few never before seen creatures. Populate your world with Unique and bizzare creatures to surpurse and elight your players.
All Art in this book was created by Christian at
PopCross Studios.
