Elder Chroma Dragon (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Elder Chroma Dragon[edit]

Colossal dragon, chaotic evil

Armor Class 30 (natural armor)
Hit Points 2,025 (50d60 + 500)
Speed 80 ft., fly 160 ft.

30 (+10) 14 (+2) 30 (+10) 30 (+10) 20 (+5) 30 (+10)

Saving Throws Dex +16, Con +24, Int +24, Wis +19, Cha +24
Skills Deception +24, Insight +19, Perception +19, Persuasion +24, Stealth +16
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, poisoned, stunned
Senses blindsight 180 ft., darkvision 300 ft., passive Perception 29
Languages Common, Draconic
Challenge 50 (5,520,000 XP)

Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Elemental Absorption. Whenever the dragon is subjected to acid, cold, fire, lightning or poison damage, it takes no damage and instead regains a number of hit points equal to the acid, cold, fire, lightning or poison damage dealt.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Siege Monster. The dragon deals double damage to objects and structures.


Multiattack. The dragon uses its Frightful Presence. It then makes five attacks: one with its bite, two with its claws and two with its tail.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage and 42 (12d6) acid, lightning, poison, fire, or cold damage (dragon's choice).

Claw. Melee Weapon Attack: +24 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.


The dragon can take 4 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 25 feet of the dragon must make a DC 30 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage or be knocked prone. The dragon can then fly up to half its flying speed.
Breath Weapon (Costs 4 Actions). The dragon chooses acid, cold, fire, lightning or poison and uses one of its breath weapons in either a 150-foot cone (cold, fire or poison) or a 180-foot line that is 15 feet wide (acid or lightning). Each creature in that area must make a DC 32 Dexterity (acid, fire or lightning) or Constitution (cold or poison) saving throw, taking 168 (48d6) damage of the chosen type on a failed save, or half as much damage on a successful one.

The elder chroma dragon is an incredibly old dragon that lives in its own demiplane: a place of soaring volcanoes and glaciers, as well as toxic swamps and dark forests. It stays in slumber unless something awakes it, causing it to go on a rampage spoken of only in legends. It is a highly intelligent creature, able to draw on abilities from all chromatic dragons. Whenever it takes or deals damage based on a chromatic dragon's element, its scales change to that color, though usually a dark variation of the color.

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