Dragons (5e Creature)
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See also: 5e SRD:Dragons
Dragons
Chromatic Dragons
Black Dragons
- Black Dragon, Great Wyrm
- Black Dragon, Wyrm
- Black Dragon, Very Old
- Black Dragon, Old
- Black Dragon, Mature Adult
- Black Dragon, Young Adult
- Black Dragon, Juvenile
- Black Dragon, Very Young
See 5e SRD:Dragons.
Blue Dragons
- Blue Dragon, Great Wyrm
- Blue Dragon, Wyrm
- Blue Dragon, Very Old
- Blue Dragon, Old
- Blue Dragon, Mature Adult
- Blue Dragon, Young Adult
- Blue Dragon, Juvenile
- Blue Dragon, Very Young
See 5e SRD:Dragons.
Brown Dragons
- Brown Dragon, Great Wyrm
- Brown Dragon, Wyrm
- Brown Dragon, Ancient
- Brown Dragon, Very Old
- Brown Dragon, Old
- Brown Dragon, Mature Adult
- Brown Dragon, Adult
- Brown Dragon, Young Adult
- Brown Dragon, Juvenile
- Brown Dragon, Young
- Brown Dragon, Very Young
- Brown Dragon, Wyrmling
Aggressive and quick-tempered, brown dragons crave the heat of the desert, and respond to even the smallest of slights—real or imagined—with violence. Brown dragons live for the hunt, chasing the largest prey, and a brown dragon on the hunt destroys villages and towns to sate its hunger on the way. As such, most brown dragons keep minions around to guard their treasures from thieves, though they rarely travel more than a few miles away from their lairs.
A brown dragon has a very long, smooth body to aid in burrowing. A long, spiralling horn dominates the front of its head, while several small ridges line the back of its head, extending to its neck, and several spikes adorn its jaw. A young brown dragon has muddy brown scales that gradually thicken and turn to an almost black brown as it ages. Its pupils also fade as it ages, and the oldest brown dragons have eyes that resemble spheres of soil.
Fiery Hatred. A brown dragon's breath is as hot as the winds of deserts it lives in, and it likes to sear its prey before devouring it. A brown dragon has a remarkable memory, though it most remembers creatures that defeat it or prey that escapes it, focusing attacks against those creatures if it encounters them again.
Brown dragons sometimes compete for territory with blue dragons, though a brown dragon that sees itself clearly outmatched offers its fealty to the blue dragon, serving it until it has the opportunity to overthrow its former master, claiming its treasures as its own and devouring any of the blue dragon's minions that refuse to serve it. Such a brown dragon often lets adventurers seeking to slay its master pass relatively unharmed, though they see those adventurers as expendable, devouring any that survive the fury of the blue dragon.
Riches of the Sands. A brown dragon loves the lustre of gemstones, though it especially likes objects made from amber or topaz. A brown dragon sees desert caravans as an easy source of food and treasure, and attacks them whenever it can, devouring the traders and dragging anything that strikes its fancy beneath the sands, leaving the rest to be covered by the ever-changing dunes. A brown dragon likes to carve tales of its glory on stone tablets and display them proudly within its lair, both as a warning to its enemies and a testament to its own pride.
A Brown Dragon's Lair
A brown dragon prefers to build its lair deep underground, building criss-crossing tunnels that it can collapse behind it to trap interlopers that follow it, and with numerous cavern-like rooms that it uses to store its treasure or, more rarely, its eggs.
A brown dragon might have a secret entrance to its lair concealed within a large stone formation or near an oasis, but such an entrance is usually filled with sand or made to look as natural as possible. Such tunnels usually lead to a major chamber or a secret treasure vault.
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:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- A blast of scorching air sweeps through the lair, forming a 5-foot-wide line that is 60 feet long. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage.
Regional Effects
The region containing a legendary brown dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Sandstorms rage within 6 miles of the lair.
- Quicksand (see "Wilderness Hazards" in chapter 5 of the Dungeon Master's Guide) spontaneously forms within 1 mile of the lair.
- Amber brought within 1 mile of the lair glows slightly and feels warm to the touch.
If the dragon dies, these effects fade over the course of 1d10 days. Any quicksand remains where it is.
Green Dragons
- Green Dragon, Great Wyrm
- Green Dragon, Wyrm
- Green Dragon, Very Old
- Green Dragon, Old
- Green Dragon, Mature Adult
- Green Dragon, Young Adult
- Green Dragon, Juvenile
- Green Dragon, Very Young
See 5e SRD:Dragons.
Grey Dragons
- Grey Dragon, Great Wyrm
- Grey Dragon, Wyrm
- Grey Dragon, Ancient
- Grey Dragon, Very Old
- Grey Dragon, Old
- Grey Dragon, Mature Adult
- Grey Dragon, Adult
- Grey Dragon, Young Adult
- Grey Dragon, Juvenile
- Grey Dragon, Young
- Grey Dragon, Very Young
- Grey Dragon, Wyrmling
Calculating and cunning, grey dragons are manipulative, never taking action unless they see benefit in doing so. Grey dragons are lazy, rarely venturing from the mountain caves they inhabit except to hunt, and a grey dragon prefers to eat all of its kills.
A grey dragon has a thick, yet limber body and very long wings that it usually keeps tucked close to its body. A ridge of jagged horns emerges from the back of its head, culminating in an imposing crest, while several small spikes jut out around its eyes. A young grey dragon has stony grey scales with a few flecks of lighter and darker grey. As it ages, these flecks become larger and more varied, giving an adult grey dragon a mottled appearance with some scales nearly black, and others almost white.
Cold and Distant. Grey dragons are arrogant and aloof, cold as the bitter gales of the mountains they inhabit. They hate and avoid all other kinds of dragon, viewing them as inferior, and they see humanoids as little more than slaves to be devoured as they see fit. They find orcs and half-orcs to be the tastiest of humanoids, so an orc horde that draws too near to the lair of a grey dragon rarely escapes without major losses, so nearby settlements are rarely attacked by orcs, though a grey dragon isn't picky about what it eats, and so might devour an attacking orc horde and the population of a village at the same time.
Conversely, they find elves and dwarves disgusting, often leaving settlements predominately inhabited by members of those races relatively unscathed unless they incur the dragon's ire.
Frigid Treasures. A grey dragon is an avid collector of stones, and their treasure hoards are often littered with oddly shaped or coloured stones that the dragon has accumulated during its life. Other treasures they value include objects made from or including pieces of stone, particularly obsidian or granite.
A Grey Dragon's Lair
A grey dragon prefers to build its lair in caves in the highest snow-capped mountains, far from thieves and other dragons.
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 dragon conjures limbs of ice and stone that burst from a wall that it can see within 120 feet of it. The limbs sweep at a creature of the dragon's choice within 30 feet of the wall, which must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage.
- A cloud of mist swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
- Ice and stone erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius spike. Each creature in the spike's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary grey dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Snowstorms rage within 6 miles of the lair.
- Slippery ice (see "Wilderness Hazards" in chapter 5 of the Dungeon Master's Guide) spontaneously forms within 1 mile of the lair.
- Menacing faces can occasionally be seen in the clouds within 1 mile of the lair.
If the dragon dies, these effects fade over the course of 1d10 days.
Magenta Dragons
- Magenta Dragon, Great Wyrm
- Magenta Dragon, Wyrm
- Magenta Dragon, Ancient
- Magenta Dragon, Very Old
- Magenta Dragon, Old
- Magenta Dragon, Mature Adult
- Magenta Dragon, Adult
- Magenta Dragon, Young Adult
- Magenta Dragon, Juvenile
- Magenta Dragon, Young
- Magenta Dragon, Very Young
- Magenta Dragon, Wyrmling
Obsessive and possessive, magenta dragons are greedy to a fault, little issues in this dragon's life consume their being to an almost compulsive nature. Magenta dragons are bipolar, their attitudes and emotions towards things in their lives change at a whim. Unlike most chromatic dragons that find themselves living in natural caves or jungles, Magenta dragons prefer to live in cities molded by gnomes or elves.
A magenta dragon has a lean and slim body and two sets of ornate wings that is prefers to display so that they are admired for their beauty. Magenta dragons lack any horns or spikes to speak of but have incredibly strong hide to make up for its relatively unimposing appearance. A young magenta dragon has dull brown scales with streaks of red scales mixed within. As it ages, these streaks become larger and more varied, giving an adult magenta dragon a worked polished wood like quality.
Spontaneous and Impulsive. Magenta dragons are wild and erratic, changing their desires at the flip of a hat. They find themselves bored at times but when push comes to shove, they are very resourceful using their gale force breath to keep other flying creatures, especially dragons, away from their home and treasures. Magenta dragons are probably the most carefree chromatic dragon enjoying conversation over combat but they will not hesitate when it comes to defending their territory. They treat other races with respect, at least as much respect as they deserve, and are on relatively good terms with them but even so... they are still dragons.
Carved Treasures. A magenta dragon enjoys treasures carved from any style of wood. Their lair is furnished with luxurious wooden sculptures of just about anything, many of them carved by the dragon itself though some are acquired. Magenta dragons prize woodworkers and sculptors to keep their lairs looking well presentable to others that may visit.
A Magenta Dragon's Lair
A magenta dragon's lair is a well furnished city that was made and well kept to the point where it is spotless.
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 dragon animates a sculpture within its lair. The sculpture is an ally of the dragon, is immune to the charmed and frightened conditions, and is immune to psychic damage. In addition, the animated sculpture acts on the dragon's initiative.
- Stray wood splinters converge within 120 feet of the dragon in a 20-foot cube. The wood splinters spread around corners. The wood splinters then explode into enemies. Each creature in the cube must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
- Wood polish erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot radius puddle. Each creature in the puddle's area must succeed on a DC 15 Dexterity saving throw or fall prone. The puddle is difficult terrain and remains for 1 minute or until the dragon uses this lair action again.
Regional Effects
The region containing a legendary magenta dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Wooden surfaces within 6 miles of the lair have a magically polished sheen to them that does not go dull.
- Trees within 1 mile of the lair cannot be cut down or otherwise mutilated, unless the dragon allows it, and break any object used to do so.
- Beasts with an Intelligence score of 2 or less within 1 mile of the lair change to a random alignment every hour.
If the dragon dies, these effects fade over the course of 1d10 days.
Orange Dragons
- Orange Dragon, Great Wyrm
- Orange Dragon, Wyrm
- Orange Dragon, Ancient
- Orange Dragon, Very Old
- Orange Dragon, Old
- Orange Dragon, Mature Adult
- Orange Dragon, Adult
- Orange Dragon, Young Adult
- Orange Dragon, Juvenile
- Orange Dragon, Young
- Orange Dragon, Very Young
- Orange Dragon, Wyrmling
The most domineering of chromatic dragons, orange dragons are exceedingly vain and arrogant. They seek to dominate all creatures foolish enough to enter their demesnes, though they find gnomes and halflings ugly, and eat them on sight.
An orange dragon has a very long neck, and its lithe body is covered in overlapping arrowhead-shaped scales. Two long spikes emerge from either side of its jaw, which is very wide compared to most other dragons, while a single whitish horn that resembles a tree stump emerges from the back of its head. A young orange dragon has pale amber scales that gradually thicken and turn to an almost red orange as it ages.
Toxic Dragons. Orange dragons are poisonous and evil, and they think themselves as gods from deep in the rainforest.
An orange dragon's breath courses with foul-smelling poison that causes terrible pain in those that breathe it. It is driven by its vile nature to keep those it defeats alive as long as possible so that it can watch the pained writhing of its victims. When its victims expire, it devours them, though it prefers not to eat the head, placing it at the edge of its territory impaled on a sharpened pole to ward off interlopers.
Jungle Treasures. An orange dragon craves gems and precious metals, particularly those orange in colouration. Above all other treasures, however, an orange dragon sees items crafted from humanoid bones to be the most valuable, sending its minions to slay humanoids far and wide. As it prefers to have humanoid minions, an orange dragon also uses the threat of becoming a part of its hoard to keep its underlings in line.
An Orange Dragon's Lair
An orange dragon lairs deep in the rainforest, claiming an overgrown ruin or jungle clearing as its lair.
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:
- Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A cloud of swarming insects fills a 20-foot-radius sphere centred on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.
Regional Effects
The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Rainstorms rage within 6 miles of the lair.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it in minutes.
- There's a noticeable increase in the populations of venomous animals, particularly snakes, spiders, and wasps.
If the dragon dies, these effects fade over the course of 1d10 days.
Pink Dragons
- Pink Dragon, Great Wyrm
- Pink Dragon, Wyrm
- Pink Dragon, Ancient
- Pink Dragon, Very Old
- Pink Dragon, Old
- Pink Dragon, Mature Adult
- Pink Dragon, Adult
- Pink Dragon, Young Adult
- Pink Dragon, Juvenile
- Pink Dragon, Young
- Pink Dragon, Very Young
- Pink Dragon, Wyrmling
Bubbly and aloof, pink dragons care little for the lives of other chromatic dragons. Pink dragons enjoy their free time, typically for swimming in the ocean. They seek to live in relative peace in their coral castles but have no problem defending themselves from the undersea creatures that intrude near its lair.
A pink dragon has a short neck, and its frail appearing body is covered in heart-shaped scales. Curved horns emerge from either side of its jaw, which is very petite compared to most other dragons, while a single pink spike that resembles a pillar of coral emerges from the back of its head. A young pink dragon has a white tinge to its scales that gradually gain more and more red as it turns into pink as it ages.
Whimsical and Sadistic. A pink dragon enjoy jokes, puns and all manner of laughter.
A pink dragon's breath large amounts of bubbles that when they pop cause quick freezing liquid to coat is victims. It surrounds itself with bodies of those it has slain, posing their bodies in fits of laughter. Pink dragons find themselves hilarious but to others, their humour is borderline cruel.
Treasures of Love. A pink dragon values pink gems, such as rose diamonds, viewing pink to be a source of joy and happiness. It also likes to possess coral and pink sea life, as they affirm it of its joyful demeanour.
A Pink Dragon's Lair
Pink dragon lairs are found underneath mountains of coral.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A wall of coral springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
- Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to bludgeoning damage, resistance to fire and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Icy gas is released in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Constitution saving throw or be paralyzed.
Regional Effects
The region containing a legendary pink dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Water within 6 miles of the dragon's lair becomes pink in appearance.
- Coral within 1 mile of the dragon's lair is as strong as metal.
- Large quantities of pink sea life is extremely common within 1 mile of the dragon's lair.
If the dragon dies, these effects fade over the course of 1d10 days.
Purple Dragons
- Purple Dragon, Great Wyrm
- Purple Dragon, Wyrm
- Purple Dragon, Ancient
- Purple Dragon, Very Old
- Purple Dragon, Old
- Purple Dragon, Mature Adult
- Purple Dragon, Adult
- Purple Dragon, Young Adult
- Purple Dragon, Juvenile
- Purple Dragon, Young
- Purple Dragon, Very Young
- Purple Dragon, Wyrmling
Gluttonous and greedy, a purple dragon's eye sees all things other than itself to be food, treasure, or worthless.
A purple dragon's head is quite long and thin, yet its eyes are quite large, almost seeming as though they belong to another creature. A long crest emerges from the back of a purple dragon's head, and at the end of its tapering snout is a cluster of small horns. A young purple dragon's scales are a pale violet that darkens into a more dull purple as it ages.
Deep Dragons. A purple dragon values itself on its treasures, believing that the older it becomes, the more rightfully it can claim the treasures of the world as its own.
However, purple dragons are intelligent and cunning, more so than most believe. They know that most think them unintelligent gluttons, and they play the part until they can lure other creatures into traps, chasing prey to impassable chasms or into dead ends in tunnels.
Subterranean Riches. A purple dragon values purple gems, such as amethysts, viewing purple to be a regal and noble colour. It also likes to possess elaborate jewellery and symbols of status, as they affirm it of its innate draconic superiority.
A Purple Dragon's Lair
A purple dragon finds sunlight displeasing, and so lairs as far beneath the earth as it can, choosing a natural cavern system or an abandoned (sometimes forcefully) underground fortress or mine as its lair.
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:
- Jagged stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- A flash of acid originates around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) acid damage.
Regional Effects
The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Tremors are common within 6 miles of the lair.
- Tunnels form within 1 mile of the lair that lead to dangerous places, such as chasms or magma flows.
- Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days. Any tunnels remain where they are.
Red Dragons
- Red Dragon, Great Wyrm
- Red Dragon, Wyrm
- Red Dragon, Very Old
- Red Dragon, Old
- Red Dragon, Mature Adult
- Red Dragon, Young Adult
- Red Dragon, Juvenile
- Red Dragon, Very Young
See 5e SRD:Dragons.
White Dragons
- White Dragon, Great Wyrm
- White Dragon, Wyrm
- White Dragon, Very Old
- White Dragon, Old
- White Dragon, Mature Adult
- White Dragon, Young Adult
- White Dragon, Juvenile
- White Dragon, Very Young
See 5e SRD:Dragons.
Yellow Dragons
- Yellow Dragon, Great Wyrm
- Yellow Dragon, Wyrm
- Yellow Dragon, Ancient
- Yellow Dragon, Very Old
- Yellow Dragon, Old
- Yellow Dragon, Mature Adult
- Yellow Dragon, Adult
- Yellow Dragon, Young Adult
- Yellow Dragon, Juvenile
- Yellow Dragon, Young
- Yellow Dragon, Very Young
- Yellow Dragon, Wyrmling
Yellow dragons are to gold dragons as fool's gold is to real gold. They physically appear very similar to gold dragons, and an older yellow dragon's scales even have a slight sheen, but in reality, the vicious and brutal yellow dragons are entirely unlike the majestic gold dragons.
However, the mimicry of a yellow dragon is flawed in several key ways. No yellow dragon can breathe fire or the weakening gas of a gold dragon: their breath is charged with the fury of lightning, so a yellow dragon avoids using its breath weapon if it risks exposing itself, often hunting during storms when its breath could be dismissed as a bolt of lightning, while some study magic to replicate the effect of a searing storm of fire. Yellow dragons are also noticeably smaller and weaker than gold dragons, though yellow dragons claim that they were always the smallest of the clutch if this threatens to reveal their deception. Most revealing of all is that, even though a yellow dragon's scales have a slight sheen, it is never to the same degree as a gold dragon.
Conniving and Cunning. Yellow dragons are deceitful by nature, avoiding the truth whenever they can, finding amusement in misleading other creatures. A yellow dragon hates creatures more powerful than itself, and seeks to attack and devour them in secrecy.
A yellow dragon loves the taste of humanoid flesh, though it rarely indulges its hunger for fear of outing itself. Interlopers that grow curious and begin investigating the lair of a yellow dragon are seen as fair game by yellow dragons, devouring them to indulge its hunger and to keep its secret.
A yellow dragon that has its secret revealed ruthlessly destroys any creatures that revealed it, indiscriminately attacking and levelling nearby settlements and taking anything that it wants.
Similar Treasures. Attempting to appear as similar as possible to gold dragons, yellow dragons stock their hoards with treasures valued by gold dragons, such as pearls, and places magical wards within its vaults, though above all else, a yellow dragon craves yellow gemstones, as it sees yellow as the most beautiful and majestic of all colours by far.
A Yellow Dragon's Lair
A yellow dragon prefers to build its lair in places that a gold dragon might be found, to aid in its mimicry.
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 dragon creates a cloud of fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
- The dragon creates an illusory replica of itself. The replica acts on the same initiative as the dragon, but cannot damage or otherwise harm creatures or objects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. The image fades on initiative count 20 on the next round.
Regional Effects
The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Gems and pearls within 1 mile of the dragon's lair that aren't a part of its hoard seem duller than usual.
- There's a noticeable increase in the populations of creatures that hunt by mimicry.
If the dragon dies, these effects fade over the course of 1d10 days.
Metallic Dragons
Adamantine Dragons
- Adamantine Dragon, Great Wyrm
- Adamantine Dragon, Wyrm
- Adamantine Dragon, Ancient
- Adamantine Dragon, Very Old
- Adamantine Dragon, Old
- Adamantine Dragon, Mature Adult
- Adamantine Dragon, Adult
- Adamantine Dragon, Young Adult
- Adamantine Dragon, Juvenile
- Adamantine Dragon, Young
- Adamantine Dragon, Very Young
- Adamantine Dragon, Wyrmling
Proudly the most powerful and rarest of the metallic dragon breed are the adamantine dragons. The reason that this type of dragon is so rare is that they do not live on the Material Plane and therefore have little recorded about them save by the most astute dragon researchers. Those who do know have found that these rare dragons dwell in the Outer Planes.
An adamantine dragon has heavy, over-lapping plates along its shoulders and back where as the remainder of its body is covered in sword-like scales that protrude in a slightly spiked fashion. The body of an adamantine dragon is large and stocky, with its muscular frame able to withstand a large amount of punishment. The tail of an adamantine dragon is shaped almost like a maul with a large block-esqe shape that it can break through walls and stone with ease. The entire body of an adamantine dragon is eventually coated with the metal that bears its name. From its scales, claws and horns; nothing is left uncovered. A young adamantine dragon is starting to grow the thick plates around its shoulders but they are not large enough to confuse them with their natural scales and as it ages, these plates become more profound. As such, the older an adamantine dragon becomes the thicker and harder is scales and their plates become till they are nigh indestructible.
Hardiest of Defenses. An adamantine dragon's scales do not buckle, do not bend and do not break; no matter how much force is applied. They have the strongest scales by far and that fact aids to their strength and defense. Damage dealt to an adamantine dragon is always beneath the surface of the scales. This defense is one of the reasons why an adamantine dragon has little to fear when it comes to the power of those who oppose it.
A Rare Sight. Seeing an adamantine dragon is almost like seeing a deity, at least to most. There are so few adamantine dragons because of one reason. Hunters. Adamantine dragons did not always live in the Outer Planes, they once enjoyed their lives on the Material Plane finding it nice and most people friendly. However, when one of these dragons died from old age, a group of miners eventually came across it. They did not know it was a dragon at first since the body was covered in debris. They only realized it after clearing away almost half of the scales, going through nearly 300 pickaxes to do it. Afterwards they stopped but they did not want to waste the metal they collected. They forged this metal into pickaxes, weapons, armor and the like. They presented these gifts to their lord and after a few days the lord demanded where this metal came from. They explained and eventually, rumors spread far and wide. The rumor of metal capable of withstanding the most powerful of blows and not leave a scratch. Years later, many adamantine dragons lay slain by greedy individuals claiming this metal. The metallic dragon deity saw this and took their children back, bringing them to their realm...saving them from the greed of mortals.
An Adamantine Dragon's Lair
An adamantine dragon's lair is like a fortress, well defended and fortified by the defenses there in. It can be placed anywhere but usually found in high to reach places that can only be reached by flight or powerful magic.
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:
- A 20-foot wall that is 1-foot thick breaks through the ground at a point the dragon can see within 120 feet. A creature in the same space of the wall must make a DC 15 Dexterity saving throw or be pushed onto either side of the wall (dragon's choice). The wall has 20 AC, 100 hit points and is immune to nonmagical attacks not made with adamantine weapons. The wall remains until the dragon uses this lair action again.
- A column extends from a solid surface within 120 feet of the dragon. A creature in the same space of the column must make a DC 15 Dexterity or become restrained as they are pushed into a solid surface and take 17(5d6) bludgeoning damage. The column remains until the dragon uses this lair action again.
- Time slows down in a 30-foot radius around the dragon. Creatures within that radius, excluding the dragon, must make a DC 15 Wisdom or become slowed as per the slow spell. This effect remains until initiative count 20.
Regional Effects
The region containing a legendary adamantine dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- There are pockets of time that are slowed to the point where creatures and objects only age 1 year for every century that passes. Creatures that pass through the effect are unharmed if they pass through after the initial slowing. These areas vary in size and shape; they occur within 6 miles of the dragon's lair.
- Veins of adamantine ore slowly replace all other natural ore sources within 1 miles of the dragon's lair.
- Rock and rock-like creatures, such as earth elementals, become as hard as adamantine to where they are immune to nonmagical attacks not made with adamantine weapons.
If the dragon dies, pockets of slowed time and veins of adamantine ore fade over 1d10 centuries. The effect on rocks and rock-like creatures fade immediately
Brass Dragons
- Brass Dragon, Great Wyrm
- Brass Dragon, Wyrm
- Brass Dragon, Very Old
- Brass Dragon, Old
- Brass Dragon, Mature Adult
- Brass Dragon, Young Adult
- Brass Dragon, Juvenile
- Brass Dragon, Very Young
See 5e SRD:Dragons.
Bronze Dragons
- Bronze Dragon, Great Wyrm
- Bronze Dragon, Wyrm
- Bronze Dragon, Very Old
- Bronze Dragon, Old
- Bronze Dragon, Mature Adult
- Bronze Dragon, Young Adult
- Bronze Dragon, Juvenile
- Bronze Dragon, Very Young
See 5e SRD:Dragons.
Cobalt Dragons
- Cobalt Dragon, Great Wyrm
- Cobalt Dragon, Wyrm
- Cobalt Dragon, Ancient
- Cobalt Dragon, Very Old
- Cobalt Dragon, Old
- Cobalt Dragon, Mature Adult
- Cobalt Dragon, Adult
- Cobalt Dragon, Young Adult
- Cobalt Dragon, Juvenile
- Cobalt Dragon, Young
- Cobalt Dragon, Very Young
- Cobalt Dragon, Wyrmling
Virtuous and noble, a cobalt dragon has little tolerance for evildoers that trespass on its territory, and it adamantly protects the flora and fauna of its home.
A cobalt dragon has a thick and stocky body and a whip-like tail that is quite long in proportion to the rest of its body. It has a pair of long, curling horns that extend from the back of its head, which is very solidly built in comparison to those of other metallic dragons, while the many ridges and spikes on its face give it a somewhat frightening appearance. A young cobalt dragon has bluish scales tinged with black, and as it ages, its scales harden and become deeper in tone, so an older cobalt dragon has incredibly dark blue scales that shimmer like moonlit ocean water. Its pupils also fade as it ages, while white flecks emerge on its eyes, so the oldest cobalt dragons have eyes that resemble the night sky.
Dragons of the Night. Most humanoids find cobalt dragons unsettling at best, or downright terrifying at worst, though those who have personally met cobalt dragons quickly change their minds when they find how kind the dragons can be. Above all else, however, a cobalt dragon respects strength. It might allow a creature that bests it in a trial by combat to pass through its territory with no further incursions, while it delivers those it defeats to nearby settlements.
A cobalt dragon chooses its minions based on their martial might, and it treats its minions like an instructor at a school of arms, using its inborn knowledge of ancient fighting styles to teach its students. Some aspiring warriors travel far and wide to beseech a particularly powerful cobalt dragon to teach them, and then those that pass several gruelling tasks set by the dragon are allowed tutelage.
Valued Treasures. A cobalt dragon likes to hoard metal objects, particularly those made from cobalt. It also hoards tomes and treatises on martial combat to supplement its own knowledge, so a particularly old cobalt dragon might have mastery of several forms of hand-to-hand combat, both those long lost to history and those newly created.
A Cobalt Dragon's Lair
A cobalt dragon takes a mist-covered forest as a lair, though it prefers to live near the ocean. Gradually, the mist thickens, and the forest and its surrounds begin to turn supernaturally cold thanks to the dragon's frigid influence.
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 dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A flash of cold 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 10 (3d6) cold damage.
Regional Effects
The region containing a legendary cobalt dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair is lightly obscured by fog.
- Plants and plant creatures that aren't hostile to the dragon within 1 mile of the lair take no damage from nonmagical fire.
- Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it feels supernaturally invigorated.
If the dragon dies, the fog fades over 1d10 days. The other effects end immediately.
Copper Dragons
- Copper Dragon, Great Wyrm
- Copper Dragon, Wyrm
- Copper Dragon, Very Old
- Copper Dragon, Old
- Copper Dragon, Mature Adult
- Copper Dragon, Young Adult
- Copper Dragon, Juvenile
- Copper Dragon, Very Young
See 5e SRD:Dragons.
Gold Dragons
- Gold Dragon, Great Wyrm
- Gold Dragon, Wyrm
- Gold Dragon, Very Old
- Gold Dragon, Old
- Gold Dragon, Mature Adult
- Gold Dragon, Young Adult
- Gold Dragon, Juvenile
- Gold Dragon, Very Young
See 5e SRD:Dragons.
Iron Dragons
- Iron Dragon, Great Wyrm
- Iron Dragon, Wyrm
- Iron Dragon, Ancient
- Iron Dragon, Very Old
- Iron Dragon, Old
- Iron Dragon, Mature Adult
- Iron Dragon, Adult
- Iron Dragon, Young Adult
- Iron Dragon, Juvenile
- Iron Dragon, Young
- Iron Dragon, Very Young
- Iron Dragon, Wyrmling
The surliest and most pessimistic of metallic dragons, iron dragons oppose evil unerringly, though are also the most far-removed of metallic dragons, preferring to build their lairs as far away as possible from humanoid settlements.
Iron dragons have somewhat small bodies when compared to other dragons, but they are covered in tough scales that give them an armoured appearance. Numerous horns extend from the back of an iron dragon's head, though the largest of these horns emerges from between the dragon's eyes. A newly hatched iron dragon has a ruddy brown coating over its scales that resembles rusted iron that flakes off as it approaches the end of the wyrmling stage of development, leaving tough metallic scales that resemble small plates of iron. An iron dragon's pupils fade as it ages, and the eyes of the oldest iron dragons look like pools of liquid iron.
Toughness and Might. Iron dragons are tough and solitary, seldom leaving their isolation except to raise young or to meet with other iron dragons.
Most iron dragons make an exception to their solitude to keep minions around. An iron dragon can breathe a gas that causes those that inhale it to become pacifistic, so a particularly rowdy intruder is subjected to this breath and forced to leave or perform some minor task for the dragon. Some of the more unfettered iron dragons use this breath to create servants and guards for their lairs.
Martial Riches. An iron dragon likes to collect objects made from iron, especially weapons and armour, and particularly those used by great heroes, both old and new. An iron dragon might travel to the home of a dying hero to request a favoured weapon to add to its hoard, or take the storied axe of a slain giant intruder as a favoured treasure. Magical weapons and sentient weapons are the greatest treasures that an iron dragon can possess.
An Iron Dragon's Lair
An iron dragon prefers to dwell in hilly areas, far from the settlements of humanoids.
The dragon makes the boundaries of its territory incredibly obvious, embedding shed horns and talons within trees and boulders.
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 dragon creates a cloud of fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
Regional Effects
The region containing a legendary iron dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms are common within 6 miles of the lair.
- Creatures that aren't hostile to the dragon within 1 mile of the lair magically gain the ability to speak and understand Draconic if they don't already.
- Reptiles within 1 mile of the lair are unusually active.
If the dragon dies, the storms fade over 1d10 days. The other effects end immediately.
Lead Dragons
- Lead Dragon, Great Wyrm
- Lead Dragon, Wyrm
- Lead Dragon, Ancient
- Lead Dragon, Very Old
- Lead Dragon, Old
- Lead Dragon, Mature Adult
- Lead Dragon, Adult
- Lead Dragon, Young Adult
- Lead Dragon, Juvenile
- Lead Dragon, Young
- Lead Dragon, Very Young
- Lead Dragon, Wyrmling
Lead dragons are intelligent and wise, though they are also competent combatants. They are friendly enough, if somewhat aloof and arrogant at times.
Lead dragons are incredibly stocky and heavy. A great many spikes of all different sizes emerge from a lead dragon's thick head. A newly hatched lead dragon has somewhat dull grey scales, and as it ages, a lead dragon's scales grow thicker and tougher, though their scales always appear duller than those of most other metallic dragons. A lead dragon's pupils fade as it ages, and the eyes of the oldest lead dragons look like glowing grey orbs.
Fierce Combatants. A lead dragon has poisonous breath that can cause a myriad of detrimental bodily effects, though it rarely uses its breath in combat unless it sees a dire need to, as it prefers to hack away with its claws and tear foes to pieces with its fangs.
A lead dragon focuses its attacks on a single troublesome foe, only diverting its attention to drive its allies away.
Toxic Treasures. A lead dragon's favoured treasures are objects made from or including components made from lead. Lead dragons also like to collect dark-coloured gems, such as onyxes and unusually dark sapphires.
A Lead Dragon's Lair
A lead dragon builds its lair by a rock-studded coast, typically in a cave system that can only be accessed via underwater entrances.
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:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.
Regional Effects
The region containing a legendary lead dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair is lightly obscured by fog.
- Lead within 1 mile of the dragon's lair sparkles and gleams, shedding dim light in a 5-foot radius.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Creatures that aren't enemies of the dragon find it to be normal water.
If the dragon dies, these effects fade over the course of 1d10 days.
Mercury Dragons
- Mercury Dragon, Great Wyrm
- Mercury Dragon, Wyrm
- Mercury Dragon, Ancient
- Mercury Dragon, Very Old
- Mercury Dragon, Old
- Mercury Dragon, Mature Adult
- Mercury Dragon, Adult
- Mercury Dragon, Young Adult
- Mercury Dragon, Juvenile
- Mercury Dragon, Young
- Mercury Dragon, Very Young
- Mercury Dragon, Wyrmling
Sly and mercurial, mercury dragons are tricksters by nature. They are capable of transforming their bodies into a roiling wave of liquid metal, and they use this to move around enemies and reach advantageous terrain.
Mercury dragons are much slimmer and more angular than most other dragons. A pair of short horns extend above a mercury dragon's eyes, and several short spikes run down the back of its neck. A newly hatched mercury dragon has silvery scales that are quite flexible, and as it ages, a mercury dragon's scales grow thicker and tougher, yet they still remain unusually flexible. A mercury dragon's pupils fade as it ages, and the eyes of the oldest mercury dragons look like pools of liquid mercury.
Fluid Dragons. A mercury dragon has poisonous breath that can cause blindness, and creatures that are exposed to mercury dragons suffer the long-term detriments of gases it releases from its scales, which often cause madness or blindness. A mercury dragon cannot control these gases, so many are solitary, favouring minions resistant to poison, such as constructs. Others study magic to alleviate the effects of their poison on creatures exposed to it.
Mercury dragons like to play in pools of liquid mercury, and so rivers of mercury are common in the lairs of mercury dragons.
Liquid Treasures. A mercury dragon's favoured treasures are liquids, such as potions, oils, and its most valued treasure: mercury. It also likes to collect treasures that can be molten down, like metals. A mercury dragon has an innate sense for the general temperature a substance needs to reach before it becomes liquid just by looking at it.
A Mercury Dragon's Lair
A mercury dragon prefers to dwell in mountains or underground, though it favours places where mercury is common.
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:
- Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the slow spell. Creatures affected by the spell feel like they are wading through quicksilver. The effect lasts until initiative count 20 on the next round.
- A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.
Regional Effects
The region containing a legendary mercury dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Rain is common within 6 miles of the lair.
- Images reflected in liquids within 1 mile of the lair sometimes move of their own accord.
- Liquids within 6 miles of the lair seem to be more vibrant than usual.
If the dragon dies, these effects fade over the course of 1d10 days.
Mithral Dragons
- Mithral Dragon, Great Wyrm
- Mithral Dragon, Wyrm
- Mithral Dragon, Ancient
- Mithral Dragon, Very Old
- Mithral Dragon, Old
- Mithral Dragon, Mature Adult
- Mithral Dragon, Adult
- Mithral Dragon, Young Adult
- Mithral Dragon, Juvenile
- Mithral Dragon, Young
- Mithral Dragon, Very Young
- Mithral Dragon, Wyrmling
No metallic dragon rivals the mithral for power and majesty. (Though golds are loath to acknowledge their inferiority to anyone.) Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be found on the Material Plane rarely. When a mithral dragon comes to the Material Plane it is to do Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral dragon's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.
A mithral dragon's scales flex with the muscles beneath them, and they glow faintly. As a mithral ages. the icy white scales of youth darken to silver with white streaks. At the height of a mithral's power, intricate white striations sharply contrast its darker base color. Patterns along the dragon's claws flare with energy during combat. A ring of spikes crowns a mithral's head, and smaller spikes extend down its neck. The spikes stand on end when the dragon is excited—particularly when it's enraged. The dragon's wings consist of radiant energy instead of flesh. The dragon's eyes glow with inner light that grows more intense as it ages, the oldest of them shed motes of light from their eyes that ascend past the horns.
Nightmare of the Damned. A mithral dragon is feared by creatures such as devils, demons, and the undead, even more than these creatures fear solars. It is said that solars can make demon princes shrink away at its resonate command due to its celestial might, if that is true then a mithral dragon is what haunts these creatures in their most dreadful nightmares. It is also not uncommon for a mithral dragon to get somewhat bored and decide to go rampaging through the Nine Hells or the Abyss.
Bright Treasures. A mithral dragon favors treasures that shine, glow, or are very reflective, such as glowing magic items and extremely well-polished metals, and its most valued treasure: mithral.
A Mithral Dragon's Lair
Mithral dragons prefer lairs that are in the Astral Sea or in other similar divine planes. If a mithral dragon does choose to make a lair on the Material Plane it tends to favor places that have been consecrated by good deities such as Bahamut.
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:
- Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Dexterity saving throw or be struck by beams of radiance from the heavens and take 3d10 radiant damage.
- The dragon summons a planetar to a space it can see within 60 feet of it to aid it. The planetar is an ally of the dragon and acts on the dragon's initiative. The planetar remains for 1 minute, or until it is reduced to 0 hit points or the dragon uses this lair action again, whereupon it disappears.
- The dragon's scales reflect an intense otherworldly light in a 20-foot radius around it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Any region a mithral dragon lairs in becomes a serene paradise where plants flourish. Examples of this effect are: oases might appear in deserts, forests and jungles become lusher and thrive with life, and if a mithral dragon goes subterranean the dragon's own radiance causes the area around it to grow plants that would normally require sunlight to survive.
- Creatures that aren't hostile to the dragon within 1 mile of the lair become peaceful towards other nonhostile creatures, but turn into fierce guards should a creature hostile to the dragon enter its domain.
- Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it awakes with a sense of serenity.
If the dragon dies, these effects end over 1d10 days.
Orium Dragons
- Orium Dragon, Great Wyrm
- Orium Dragon, Wyrm
- Orium Dragon, Ancient
- Orium Dragon, Very Old
- Orium Dragon, Old
- Orium Dragon, Mature Adult
- Orium Dragon, Adult
- Orium Dragon, Young Adult
- Orium Dragon, Juvenile
- Orium Dragon, Young
- Orium Dragon, Very Young
- Orium Dragon, Wyrmling
Of the metallic dragons, the orium dragons are the ones most obsessed with ancient civilizations. They 'rule' over masses of lesser creatures, who are often conscripted to help rebuild these ruins. Those who challenge their might often find themselves choking on acidic gas, even as the lingering remnants of its breath weapon collapse into a serpent that strikes at the dragon's behest.
Orium dragons are named for an ancient, reddish metal particularly used for magic. They are somewhat feline in appearance for a dragon, with a rounded head, a lithe body, and feet that look more like paws. All oriums have long, prehensile tails, which can almost serve like another limb.
Draconic Rulers. Many dragons keep minions, however, the orium dragons take this a step further. Upon encountering a tribe, they will likely intimidate it into bringing tribute and assisting it in its searches. However, the orium dragon does its part as a benevolent ruler, protecting the tribe with protection against threats in exchange for food and information about the local area. As the dragon ages, their domain expands into a civilization of its own right. More and more tribes are subsumed by the dragon's empire as it restores the former glory of the ruins.
Ancient Treasures. When it comes to collecting treasure, orium dragons only have one rule: the older, the better. Ancient jade jewelry, coins from fallen empires, and archaic magic items are only a few of the items they search for. Most of this treasure comes from the ruins they dwell in, but they are willing to collect these items from anywhere.
A Orium Dragon's Lair
A typical orium dragon lairs in an ancient ruin, no matter where. They can typically be found in jungles that house the ruins of forgotten civilizations, but have been known to lair in scorching deserts, freezing tundras, and even other planes.
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 dragon causes up to six doors, windows, or other portals to slam shut, conjuring doors on them if they do not already have doors. They are considered to be magically closed with a arcane lock spell until initiative count 20 on the next round. Magically conjured doors, on the other hand, remain for 1 minute.
- A cloud of acidic mist extends outwards from the dragon. Each creature within 120 feet of the dragon must make a DC 15 Constitution saving throw or take 5 (1d10) acid damage. Creatures that take the acid damage are blinded until initiative count 20 on the next next round.
Regional Effects
The region containing a legendary orium dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.
- Ruins within the area are covered by an illusion causing them to appear pristine and unblemished.
- Eldritch magic suffuses the area. Any creature that casts a spell must roll a d20. On a roll of 1, they roll on the wild magic surge table for an effect.
- Creatures with an intelligence score of 7 or greater who are native to the area tend to be more orderly than normal, forming societies even if they normally wouldn't.
If the dragon dies, the illusion dissipates instantly. The magic and 'ordering' effects disappear over the course of 1d10 days.
Silver Dragons
- Silver Dragon, Great Wyrm
- Silver Dragon, Wyrm
- Silver Dragon, Very Old
- Silver Dragon, Old
- Silver Dragon, Mature Adult
- Silver Dragon, Young Adult
- Silver Dragon, Juvenile
- Silver Dragon, Very Young
See 5e SRD:Dragons.
Steel Dragons
- Steel Dragon, Great Wyrm
- Steel Dragon, Wyrm
- Steel Dragon, Ancient
- Steel Dragon, Very Old
- Steel Dragon, Old
- Steel Dragon, Mature Adult
- Steel Dragon, Adult
- Steel Dragon, Young Adult
- Steel Dragon, Juvenile
- Steel Dragon, Young
- Steel Dragon, Very Young
- Steel Dragon, Wyrmling
Steel dragons are the most stubborn of metallic dragons, similar to bulls in both shape and mentality.
Steel dragons are among the largest of dragons. Two horns, like those of a bull, emerge from the back of its stocky head. A newly hatched steel dragon has somewhat dull silver scales, and as it ages, a steel dragon's scales grow thicker, tougher and brighter in hue. A steel dragon's pupils fade as it ages, and the eyes of the oldest steel dragons resemble glowing blue orbs.
Sturdy Dragons. A steel dragon has acidic breath, though it tends to first use its deafening gas to disorient its opponents. A steel dragon's will is as sturdy as its body, and creatures that attempt to threaten a steel dragon rarely leave the dragon's presence alive.
A steel dragon also enjoys the company of other steel dragons, and a place known to be used by steel dragons as a gathering place is avoided by locals, as steel dragons don't take kindly to the thought of being spied on, and devour any creatures they think to be spies. Conversely, a steel dragon often sends its agents to learn about current affairs, and so that it knows when and where evil creatures are lurking, so it can destroy them.
Hardy Treasures. A steel dragon's favoured treasures are hard substances, such as metals, ores, and gems. A steel dragon keeps its treasures in a vault within a large stone formation or expansive ruin inside its territory, using that same structure as a den in which it retreats to to avoid the worst of the sun.
A Steel Dragon's Lair
A steel dragon lairs in a sun-scorched desert, though it might choose to inhabit a searing savannah.
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:
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Acid erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Rain is common within 6 miles of the lair.
- Clouds within 6 miles of the lair are steely grey in colour and move to conceal the dragon while it flies.
- Desert creatures within 6 miles of the lair that have an Intelligence score of 5 or lower are charmed by the dragon.
If the dragon dies, the rain fades over the course of 1d10 days, but the other effects end immediately.
Other Dragons
Chaos Dragons
- Chaos Dragon, Great Wyrm
- Chaos Dragon, Wyrm
- Chaos Dragon, Ancient
- Chaos Dragon, Very Old
- Chaos Dragon, Old
- Chaos Dragon, Mature Adult
- Chaos Dragon, Adult
- Chaos Dragon, Young Adult
- Chaos Dragon, Juvenile
- Chaos Dragon, Young
- Chaos Dragon, Very Young
- Chaos Dragon, Wyrmling
Describe your dragon here.
A Chaos Dragon's Lair
Describe the typical lair of the dragon here.
Lair Actions
Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.
Regional Effects
Describe the regional effects of the dragon here.
Describe how long it takes for the regional effects to end if the dragon dies here.
Feather Dragons
Often associated with phoenixes and other mythical birds more often than dragons, Feather Dragons are a special species of dragon almost exclusively found in the Elemental Plane of Air. Their feathered wings, talons, and beak-like muzzles resemble features of a bird. Likewise, their energetic, lively personality also matches that of a songbird's. They revel in absolute freedom, letting the wind guide them throughout their lives. Because the majority of a Feather Dragon's lifetime is spent airborne, they are easily the fastest species of dragon.
Bubbly and Friendly. Feather Dragons find it far easier to befriend creatures they encounter rather than fighting them. They view every creature they come across as a friend, often acting as guides and protectors to newcomers in the Elemental Plane of Air. Many creatures regard them as naive or just downright stupid because of this, but it is nearly impossible to change a Feather Dragon's mind on anything, especially when it comes to the way they act.
Airborne Predators. While they may be kind-hearted to sentient creatures, their dragon blood still gives them a carnivorous appetite. They primarily feed on Griffons, Hippogriffs, and in rare cases, large birds of prey, especially those that are members of invasive species from the Material Plane. They easily out-speed every species of dragon, let alone the creatures they hunt, so a Feather Dragon's chase for food ends as quickly as it begins. When hunting their prey, they usually charge head-on, swooping down and snatching their prey in mid-flight or from the ground. As soon as they lock their talons into their prey, they use rapid movements in the air to kill their prey, much like an alligator does when taking its prey underwater.
Guardians of the Skies. The friendships that Feather Dragons make establish them as the primary protectors of the Elemental Plane of Air. If intruders from the Material Plane or the Elemental Plane of Earth attempt to invade, Feather Dragons are the first to wipe them out. For their loyalty and bravery, Feather Dragons are often given huge amounts of space for their lairs.
Hoarders of Gems. Much like their blue dragon relatives, they are extremely fond of gems. Adventurers that enter a Feather Dragon's lair can see a wave of blue light reflected off the piles of gems that they collect. Their preferred gem is Lapis Lazuli, a gemstone of good luck, success, and prosperity, qualities that they strive to have in their lives. They enjoy seeing their collections of gemstones pile up each day, and because of this they do not hide their treasures like most dragons. Many beleive that this makes the Feather Dragon the easiest to steal from, but those that attempt to take advantage of a Feather Dragon's trust will be met with an untimely death by whirlwind.
A Feather Dragon's Lair
Feather Dragons make their lairs on the large floating islands found within the Elemental Plane of Air. Rather than dwelling in a cave or an enclosed space like other dragons, the Feather Dragon is able to manipulate the air around its lair to create a large, transparent bubble to live in. The Feather Dragon is able to suffocate or remove intruders by manipulating this air, giving the lair an extra measure of security just from its structure. Air elementals usually surround a Feather Dragon's lair as well.
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:
- All air is depleted from a 60-foot radius that the dragon can see. The lungs of creatures in this radius are severely injured from the amount of air removed from them in such a short time. Creatures within this radius must make a DC 15 Constitution saving throw or take 10 (3d6) bludgeoning damage. Regardless of the save's success, creatures within the radius begin suffocating and cannot breathe until they leave the space.
- The Feather Dragon conjures a large whirlwind, tossing creatures through the air. Each creature must make a DC 15 Dexterity saving throw, taking 21 (6d6) wind damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are thrown 60 feet in a direction that the dragon chooses, or half the distance on a successful save.
- A wall of blusterous wind springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) wind damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature that attempts to move through the wall or in the wall's space must make a DC 20 Strength saving throw once each round it's in contact with the wall. On a failed save, a creature takes 18 (4d8) wind damage, is thrown 60 feet into the air, and begins falling. The wall sinks back into the ground after one minute. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (boulders hurled by giants or siege engines and similar projectiles are unaffected). Creatures in gaseous form can't pass through it.
Regional Effects
The region containing a legendary Feather Dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Strong winds travel within 5 miles of the lair.
- Air elementals scour the land within 5 miles of the lair.
- Wild winds are scattered throughout the air within 1 mile of the lair.
If the dragon dies, these effects end within 1d10 days of the dragon's death.
Force Dragons
- Force Dragon, Mythic Wyrm
- Force Dragon, Great Wyrm
- Force Dragon, Ancient
- Force Dragon, Adult
- Force Dragon, Young
- Force Dragon, Wyrmling
Pitch Dragons
Cunning and cruel, pitch dragons are territorial brutes that patrol their woodland domains under cover of darkness. They view humanoids and similar creatures traveling through their territory the way a cat views mice—as prey to be stalked, terrorized, and killed for their amusement.
With its short, upturned snout and large, forward-pointing ears, a pitch dragon’s head resembles that of an enormous bat. Its back is covered with a layer of fine black fur, and its scales are matte black to better blend in with the darkness. It has a translucent throat sac that inflates as it draws breath, and a neck frill that swings forward to form a cone around the dragon’s head as it roars.
Pitch dragons have the sharpest hearing of all true dragons. They can pick out the sound of a single squirrel’s footfalls amidst the forest’s nocturnal din, and can track their victims by sound alone from miles away. Like bats, a pitch dragon can use echolocation to reveal its surroundings: a single pulse fired off as it soars above the forest will reveal everything from the canopy to the forest floor. Their vision is weaker than that of other dragons, however, and a pitch dragon may panic if something manages to deafen it.
A pitch dragon’s deadliest weapon is not its teeth or claws, but its voice. When it roars, special scales in the dragon’s neck frill amplify the soundwaves and focus them into a concentrated cone capable of shattering boulders. This deadly cry is audible from quite a distance, but a pitch dragon doesn’t care about that: it wants its impending victims to know that it’s in the area, so that it can relish in their terror as it slaughters them.
Treasures of the Dark. Pitch dragons covet dark-coloured gemstones like onyx and black diamonds, which they find pleasing to the eye. They also collect musical instruments, with a particular fondness for drums, gongs, and similar objects that produce sounds when struck.
A Pitch Dragon's Lair
Pitch dragons make their lairs in caves within or overlooking dense jungles and rainforests, using their voices and claws to expand existing chambers and carve out new ones. They slumber for most of the day, leaving their caves to hunt at dusk and returning with dawn’s first light.
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:
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- Part of the ceiling collapses above one creature that the dragon can see or hear within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A shrill noise magically erupts from a point the dragon chooses within 60 feet of it. Each creature within a 15-foot radius of that point must make a DC 15 Constitution saving throw or take 10 (3d6) thunder damage. On a failed save, a creature is also stunned until the end of its next turn.
Regional Effects
The region containing a legendary pitch dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Nonmagical light sources shed only dim light within 6 miles of the dragon’s lair. Magical light sources shed only dim light within 1 mile of the dragon’s lair.
- Sounds made within 1 mile of the dragon’s lair are unnaturally muted. Animals in that area are completely silent, and game and other large animals are conspicuously absent. Whenever a loud sound (such as the dragon’s roar) rings out in this area, each creature that can hear the sound must make a DC 15 Wisdom saving throw or become frightened for 1 minute.
- There is a marked increase in the population of bats.
If the dragon dies, these effects fade immediately.
Prismatic Dragons
- Prismatic Dragon, Mythic Wyrm
- Prismatic Dragon, Great Wyrm
- Prismatic Dragon, Ancient
- Prismatic Dragon, Adult
- Prismatic Dragon, Young
- Prismatic Dragon, Wyrmling
Half-Dragons
See 5e SRD:Half-Dragon.
If you want to use the dragons here for half-dragons, consult the table below for easy reference.
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