Young Battle dragon
Large Dragon, Always neutral good
- Armor Class 18 (natural armor)
- Hit Points 169 (17d12+68)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (21) Dex (10) Con (19) Int (14) Wis (15) Cha (16)
- Saving Throws Dex +4, Con +8, Wis +6, Cha +8
- Skills Perception +8, Stealth +4
- Damage Immunities thunder
- Senses blindsight 30 ft., darkvision 120 ft., 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: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) thunder damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapon (Recharge 5–6). A battle dragon exhales thunder energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 35 (10d6) thunder damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adult Battle dragon
Huge Dragon, Always neutral good
- Armor Class 19 (natural armor)
- Hit Points 243 (18d12 + 126)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (25) Dex (10) Con (23) Int (16) Wis (17) Cha (18)
- Saving Throws Dex +5, Con +11, Wis +8, Cha +9
- Skills Perception +13, Stealth +5
- Damage Immunities thunder
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
- Languages Common, Draconic
- Challenge 16 (11,500 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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) thunder 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: 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 17 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.
Battle Fury Once per day, an ancient or older battle dragon may enter a battle fury, which grants it a +2 bonus to Strength and Constitution and a +1 bonus on all saves, but a –2 penalty to AC. This battle fury lasts for a number of rounds equal to the dragon’s (new) Constitution modifier.
Breath Weapon (Recharge 5–6). A battle dragon exhales thunder energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 49 (14d6) thunder damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Inspire Courage Once per day, an adult or older battle dragon can inspire courage in itself and its allies for 1 minute, granting them a +2 bonus on saving throws against charm or fear effects and a +1 bonus on attack rolls and weapon damage rolls. This requires the dragon to speak, sing, or roar for 1 action.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Ancient Battle dragon
Gargantuan Dragon, Always neutral good
- Armor Class 22 (natural armor)
- Hit Points 432 (32d12+224)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (29) Dex (10) Con (25) Int (18) Wis (19) Cha (20)
- Saving Throws Dex +7, Con +14, Wis +11, Cha +12
- Skills Perception +18, Stealth +7
- Damage Immunities thunder
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
- Languages Common, Draconic
- Challenge 23 (50,000 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: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) thunder damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 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 20 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.
Battle Fury Once per day, an ancient or older battle dragon may enter a battle fury, which grants it a +2 bonus to Strength and Constitution and a +1 bonus on all saves, but a –2 penalty to AC. This battle fury lasts for a number of rounds equal to the dragon’s (new) Constitution modifier.
Breath Weapon (Recharge 5–6). A battle dragon exhales thunder energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 70 (20d6) thunder damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Inspire Courage Once per day, an adult or older battle dragon can inspire courage in itself and its allies for 1 minute, granting them a +2 bonus on saving throws against charm or fear effects and a +1 bonus on attack rolls and weapon damage rolls. This requires the dragon to speak, sing, or roar for 1 action.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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.
Astral Dragon, Unmated
Medium dragon, neutral
- Armor Class 14 (natural armor, 16 on the Astral Plane)
- Hit Points 60 (8d8 + 24)
- Speed 15 ft. (50 ft. on the Astral Plane), fly 50 ft.
STR DEX CON INT WIS CHA Str (15) Dex (12) Con (17) Int (17) Wis (17) Cha (16)
- Saving Throws Con +5, Int +5, Wis +3, Cha +5
- Skills Perception +7
- Senses blindsight 10 ft., darkvision 60 ft., passive Perception 17
- Languages Abyssal, Draconic, telepathy 120 ft.
- Challenge 2 (450 XP)
Heightened Astral Vision. While on the Astral Plane, the astral dragon can see up to ten miles in any direction so long as nothing impedes its vision.
Rejuvenation. If the astral dragon is destroyed, it regains all its hit points in 1 hour unless it is destroyed with a power word kill or wish spell.
Actions
Multiattack. The astral dragon makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Ancient Astral Dragon
Gargantuan Dragon, Always neutral
- Armor Class 20 (natural armor) 25 (on the astral plane)
- Hit Points 385 (22d20 + 154)
- Speed 20 ft, fly 90 ft, swim 40 ft. (on the astral plane: fly 180 ft)
STR DEX CON INT WIS CHA Str (25) Dex (12) Con (25) Int (25) Wis (26) Cha (26)
- Saving Throws Con +15, Int +15, Wis +16, Cha +15
- Skills Perception +18, Stealth +7
- Damage Immunities psychic
- Condition Immunities paralysis, sleep
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28
- Languages Common, Draconic
- Challenge 25 (75,000 XP)
Chained Mates If the astral dragons’ chain is broken and the dragons are separated by at least 300 feet for 30 days, they will revert into a pair of unmated astral dragons. The only way to break a pair of mated astral dragons’ chain is with a wish spell.
Heightened Astral Vision While on the Astral Plane, the astral dragons can see up to ten miles in any direction so long as nothing impedes their vision.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Rejuvenation If the astral dragons are destroyed, they regain all their hit points in 1 hour unless they are destroyed with a power word kill or wish spell.
Spellcasting. The astral dragons are 20th-level spellcasters. Their spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). The astral dragons have the following cleric spells prepared:
Cantrips: guidance, light, mending, resistance, thaumaturgy
1st level (4 slots): detect evil and good, detect magic, protection from evil and good, sanctuary
2nd level (3 slots): augury, calm emotions, locate object
3rd level (3 slots): clairvoyance, dispel magic, sending
4th level (3 slots): banishment, divination, locate creature
5th level (3 slots): commune, dispel evil and good, legend lore, scrying
6th level (2 slots): heal, word of recall
7th level (2 slots): plane shift, symbol
8th level (1 slot): antimagic field
9th level (1 slot): gate
Magic Resistance The dragons have advantage on saving throws against spells and other magical effects.
Two Heads The astral dragons have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Multiattack. The astral dragons can use their Frightful Presence. They then make four attacks; two with their bites and two with their claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Frightful Presence. Each creature of the dragons’ choice that is within 120 feet of the dragons and aware of them 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 dragons’ Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). A battle dragon exhales thunder energy in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 70 (20d6) thunder damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened 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 can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Cantrip. The dragons cast a cantrip. Detect. The dragons make a Wisdom (Perception) check. Tail Attack. The dragons make a tail attack. Wing Attack (Costs 2 Actions). The dragons beat their wings. Each creature within 15 feet of the dragons must succeed on a DC 23 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragons can then fly up to half their flying speed.
Lair Actions
On initiative count 20 (losing initiative ties), the dragons take a lair action to cause one of the following effects; the dragons can’t use the same effect two rounds in a row:
- Crystal shards sprout from the ground, creating a dense wall on a solid surface the dragons can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 13, 15 hit points, vulnerability to thunder damage, and immunity to acid, cold, fire, necrotic, poison, and psychic damage.
- The Astral Dragons alter the fabric of the Astral Plane, creating an astral fog that fills a 20-foot radius sphere centered on a point the dragons can see within 120 feet of them. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 15 Wisdom saving throw or become confused for 1 minute as if under the effects of the confusion spell. 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 effects of the dragons’ fog for 1 hour.
- Powerful psychic winds blow around the dragons. Each creature within 60 feet of the dragons must succeed on a DC 15 Intelligence saving throw or be pushed 15 feet away from the dragons and become stunned until the end of the dragon’s next turn. Nonthinking objects are unaffected by these winds.
Young Fang dragon
Large Dragon, Always Chaotic Neutral
- Armor Class 18 (natural armor)
- Hit Points 142 (15d12+45)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (21) Dex (10) Con (17) Int (12) Wis (17) Cha (12)
- Saving Throws Dex +3, Con +6, Wis +6, Cha +4
- Skills Intimidation +5, Perception +8, Stealth +3
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 8 (3,900 XP)
Ability Drain: A fang dragon does not have a breath weapon, but its bite drains 1d4 Constitution if the victim fails a Constitution save.
Increased Damage: Because of their sharp claws, teeth, and scales, fang dragons deal 1d8 extra Slashing damage.
Sound Imitation: A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Wisdom save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):
At will— detect magic
2/day— shield, telekinesis
1/day— dispel magic, globe of invulnerability
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d8) Slashing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 3 (1d8) Slashing damage.
Adult Fang dragon
Huge Dragon, Always Chaotic Neutral
- Armor Class 19 (natural armor)
- Hit Points 220 (21d12+84)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (23) Dex (10) Con (19) Int (14) Wis (19) Cha (14)
- Saving Throws Dex +5, Con +9, Wis +9, Cha +7
- Skills Intimidation +7, Perception +9, Stealth +3
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
- Languages Common, Draconic
- Challenge 15 (13,000 XP)
Ability Drain: A fang dragon does not have a breath weapon, but its bite drains 1d4 Constitution if the victim fails a Constitution save.
Increased Damage: Because of their sharp claws, teeth, and scales, fang dragons deal 1d8 extra Slashing damage.
Sound Imitation: A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Wisdom save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):
At will— detect magic
2/day— shield, telekinesis
1/day— dispel magic, globe of invulnerability
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d8) Slashing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 3 (1d8) Slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 3 (1d8) Slashing 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 14 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.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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.
Ancient Fang dragon
Gargantuan Dragon, Always Chaotic Neutral
- Armor Class 21 (natural armor)
- Hit Points 375 (30d12+180)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (27) Dex (10) Con (23) Int (16) Wis (21) Cha (16)
- Saving Throws Dex +7, Con +13, Wis +12, Cha +10
- Skills Intimidation +10, Perception +12, Stealth +7
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 29
- Languages Common, Draconic
- Challenge 22 (41,000 XP)
Ability Drain: A fang dragon does not have a breath weapon, but its bite drains 1d4 Constitution if the victim fails a Constitution save.
Increased Damage: Because of their sharp claws, teeth, and scales, fang dragons deal 1d8 extra Slashing damage.
Sound Imitation: A fang dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Wisdom save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 20):
At will— detect magic
2/day— shield, telekinesis
1/day— dispel magic, globe of invulnerability
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 3 (1d8) Slashing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 3 (1d8) Slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 3 (1d8) Slashing 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 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.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Young Pyroclastic dragons
Large Dragon, Always lawful evil or neutral evil
- Armor Class 18 (natural armor)
- Hit Points 218 (19d12+95)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (23) Dex (10) Con (21) Int (14) Wis (15) Cha (14)
- Saving Throws Dex +5, Con +10, Wis +7, Cha +7
- Skills Insight +7, Perception +12, Persuasion +8, Stealth +5
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic, Ignan
- Challenge 13 (10,000 XP)
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15):
At will— produce flame, pyrotechnics, shatter, Thunderwave
3/day— shield, wall of fire, wall of stone
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Breath Weapon (Recharge 5–6): The dragon uses one of the following breath weapons.
Ash Breath. The dragon exhales a cone of superheated ash accompanied by crushing waves of sonic force (dealing half fire damage and half force damage) in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 55 (10d10) fire/force damage on a failed save, or half as much damage on a successful one.
Disintegrating line. Creatures within the area of the line must succeed on a DC 15 Charisma saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Adult Pyroclastic dragons
Huge Dragon, Always lawful evil or neutral evil
- Armor Class 20 (natural armor)
- Hit Points 312 (25d12+150)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (27) Dex (10) Con (23) Int (16) Wis (17) Cha (18)
- Saving Throws Dex +6, Con +12, Wis +9, Cha +10
- Skills Insight +9, Perception +15, Persuasion +10, Stealth +6
- Damage Immunities fire
- Senses blindsight 30 ft., darkvision 120 ft., passive Perception 22
- Languages Common, Draconic, Ignan
- Challenge 20 (25,000 XP)
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15):
At will— produce flame, pyrotechnics, shatter, Thunderwave
3/day— shield, wall of fire, wall of stone
2/day— incendiary cloud, fire storm, power word stun
1/day— meteor swarm
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 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 3 (1d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., 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 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.
Breath Weapon (Recharge 5–6): The dragon uses one of the following breath weapons.
Ash Breath. The dragon exhales a cone of superheated ash accompanied by crushing waves of sonic force (dealing half fire damage and half force damage) in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 77 (14d10) fire/force damage on a failed save, or half as much damage on a successful one.
Disintegrating line. Creatures within the area of the line must succeed on a DC 18 Charisma saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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 22 Dexterity saving throw or take 16 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Ancient Pyroclastic dragons
Gargantuan Dragon, Always lawful evil or neutral evil
- Armor Class 22 (natural armor)
- Hit Points 527 (34d12+306)
- Speed 40 ft., climb 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA Str (30) Dex (10) Con (29) Int (18) Wis (19) Cha (20)
- Saving Throws Dex +8, Con +17, Wis +12, Cha +13
- Skills Insight +12, Perception +20, Persuasion +13, Stealth +8
- Damage Immunities fire
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 30
- Languages Common, Draconic, Ignan
- Challenge 27 (105,000 XP)
Spellcasting:. The dragon casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15):
At will— produce flame, pyrotechnics, shatter, Thunderwave
3/day— shield, wall of fire, wall of stone
2/day— incendiary cloud, fire storm, power word stun
1/day— meteor swarm
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: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d8) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon Attack: Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 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.
Breath Weapon (Recharge 5–6): The dragon uses one of the following breath weapons.
Ash Breath. The dragon exhales a cone of superheated ash accompanied by crushing waves of sonic force (dealing half fire damage and half force damage) in a 90-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 110 (20d10) fire/force damage on a failed save, or half as much damage on a successful one.
Disintegrating line. Creatures within the area of the line must succeed on a DC 21 Charisma saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
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 26 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.