TexasXtreme's 5E SRD
Monsters D

Table of Contents

1 Darkmantle

Small monstrosity, unaligned

Armor Class 11
Hit Points 22 (5d6 + 5)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
16(+3) 12(+1) 13(+1) 2(−4) 10(+0) 5(−3)

Senses blindsight 60 ft., passive Perception 10
Skills Stealth +3
Languages
Challenge 1/2 (100 XP)

Echolocation
The darkmantle can’t use its blindsight while deafened.
False Appearance
While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.

Actions

Crush
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day)
A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

2 Demons

2.1 Balor

Huge fiend (demon), chaotic evil

Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26(+8) 15(+2) 22(+6) 20(+5) 16(+3) 22(+6)

Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 19 (22,000 XP)

Death Throes
When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.
Fire Aura
At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance
The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons
The balor’s weapon attacks are magical.

Actions

Multiattack
The balor makes two attacks: one with its longsword and one with its whip.
Longsword
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip
Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Teleport
The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

2.2 Dretch

Small fiend (demon), chaotic evil

Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 20 ft.

STR DEX CON INT WIS CHA
11(+0) 11(+0) 12(+1) 5(-3) 8(-1) 3(-4)

Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)
Challenge 1/4 (50 XP)

Attack

Multiattack
The dretch makes two attacks: one with its bite and one with its claws.
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Claws
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day)
A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can’t take reactions.

2.3 Glabrezu

Large fiend (demon), chaotic evil

Armor Class 17 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 40 ft.

STR DEX CON INT WIS CHA
20(+5) 15(+2) 21(+5) 19(+4) 17(+3) 16(+3)

Saving Throws Str +9, Con +9, Wis +7, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 9 (5,000 XP)

Innate Spellcasting
The glabrezu’s spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
At will
darkness, detect magic, dispel magic
1/day each
confusion, fly, power word stun
Magic Resistance
The glabrezu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
Pincer
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
Fist
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage.

2.4 Hezrou

Large fiend (demon), chaotic evil

Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.

STR DEX CON INT WIS CHA
19(+4) 17(+3) 20(+5) 5(-3) 12(+1) 13(+1)

Saving Throws Str +7, Con +8, Wis +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Magic Resistance
The hezrou has advantage on saving throws against spells and other magical effects.
Stench
Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou’s stench for 24 hours.

Actions

Multiattack
The hezrou makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

2.5 Marilith

Large fiend (demon), chaotic evil

Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 40 ft.

STR DEX CON INT WIS CHA
18(+4) 20(+5) 20(+5) 18(+4) 16(+3) 20(+5)

Saving Throws Str +9, Con +10, Wis +8, Cha +10
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 16 (15,000 XP)

Magic Resistance
The marilith has advantage on saving throws against spells and other magical effects.
Magic Weapons
The marilith’s weapon attacks are magical.
Reactive
The marilith can take one reaction on every turn in a combat.

Actions

Multiattack
The marilith makes seven attacks: six with its longswords and one with its tail.
Longsword
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail
Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can’t make tail attacks against other targets.
Teleport
The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Reactions

Parry
The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.

2.6 Nalfeshnee

Large fiend (demon), chaotic evil

Armor Class 18 (natural armor)
Hit Points 184 (16d10 + 96)
Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
21(+5) 10(+0) 22(+6) 19(+4) 12(+1) 15(+2)

Saving Throws Con +11, Int +9, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)

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

Actions

Multiattack
The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6)
The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be 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 nalfeshnee’s Horror Nimbus for the next 24 hours.
Teleport
The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

2.7 Quasit

Tiny fiend (demon, shapechanger), chaotic evil

Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft.

STR DEX CON INT WIS CHA
5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0)

Skills Stealth +5
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)

Shapechanger
The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Magic Resistance
The quasit has advantage on saving throws against spells and other magical effects.

Actions

Claws (Bite in Beast Form)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Scare (1/Day)
One creature of the quasit’s choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility
The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.

2.8 Vrock

Large fiend (demon), chaotic evil

Armor Class 15 (natural armor)
Hit Points 104 (11d10 + 44)
Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17(+3) 15(+2) 18(+4) 8(-1) 13(+1) 8(-1)

Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)

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

Actions

Multiattack
The vrock makes two attacks: one with its beak and one with its talons.
Beak
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Talons
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Spores (Recharge 6)
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Stunning Screech (1/Day)
The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn’t a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock’s next turn.

3 Devils

3.1 Barbed Devil

Medium fiend (devil), lawful evil

Armor Class 15 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Str +6, Con +7, Wis +5, Cha +5
Skills Deception +5, Insight +5, Perception +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)

Barbed Hide
At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.
Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Tail
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Hurl Flame
Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.

3.2 Bearded Devil

Medium fiend (devil), lawful evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 9 (-1) 11 (+0) 11 (+0)

Saving Throws Str +5, Con +4, Wis +2
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Infernal, telepathy 120 ft.
Challenge 3 (700 XP)

Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.
Steadfast
The devil can’t be frightened while it can see an allied creature within 30 feet of it.

Actions

Multiattack
The devil makes two attacks: one with its beard and one with its glaive.
Beard
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Glaive
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

3.3 Bone Devil

Large fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)

Saving Throws Int +5, Wis +6, Cha +7
Skills Deception +7, Insight +6
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 9 (5,000 XP)

Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The devil makes three attacks: two with its claws and one with its sting.
Claw
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Sting
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3.4 Chain Devil

Medium fiend (devil), lawful evil

Armor Class 16 (natural armor)
Hit Points 85 (10d8 + 40)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Con +7, Wis +4, Cha +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The devil makes two attacks with its chains.
Chain
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn’t already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.
Animate Chains (Recharges after a Short or Long Rest)

Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil’s control, provided that the chains aren’t being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can’t make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.

Reactions

Unnerving Mask
When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature’s departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.

3.5 Erinyes

Medium fiend (devil), lawful evil

Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)

Saving Throws Dex +7, Con +8, Wis +6, Cha +8
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP)

Hellish Weapons
The erinyes’s weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).
Magic Resistance
The erinyes has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The erinyes makes three attacks.
Longsword
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.
Longbow
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Reactions

Parry
The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

3.6 Horned Devil

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 148 (17d10 + 55)
Speed 20 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)

Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Infernal, telepathy 120 ft.
Challenge 11 (7,200 XP)

Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Tail
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame
Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.

3.7 Ice Devil

Large fiend (devil), lawful evil

Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)

Saving Throws Dex +7, Con +9, Wis +7, Cha +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities cold, fire, poison
Condition Immunities poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 12
Languages Infernal, telepathy 120 ft.
Challenge 14 (11,500 XP)

Devil’s Sight
Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance
The devil has advantage on saving throws against spells and other magical effects.

Actions

Multiattack
The devil makes three attacks: one with its bite, one with its claws, and one with its tail.
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.
Claws
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.
Tail
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.
Wall of Ice (Recharge 6)

The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

3.8 Imp

Tiny fiend (devil, shapechanger), lawful evil

Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)

Shapechanger
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight
Magical darkness doesn’t impede the imp’s darkvision.
Magic Resistance
The imp has advantage on saving throws against spells and other magical effects.

Actions

Sting (Bite in Beast Form)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Invisibility
The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

3.9 Lemure

Medium fiend (devil), lawful evil

Armor Class 7
Hit Points 13 (3d8)
Speed 15 ft.

STR DEX CON INT WIS CHA
10 (+0) 5 (-3) 11 (+0) 1 (-5) 11 (+0) 3 (-4)

Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities charmed, frightened, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands Infernal but can’t speak Challenge 0 (10 XP)

Devil’s Sight
Magical darkness doesn’t impede the lemure’s darkvision.
Hellish Rejuvenation
A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.

Actions

Fist
Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

3.10 Pit Fiend

Large fiend (devil), lawful evil

Armor Class 19 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)

Saving Throws Dex +8, Con +13, Wis + 10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 20 (25,000 XP)

Fear Aura
Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the pit fiend’s Fear Aura for the next 24 hours.
Magic Resistance
The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons
The pit fiend’s weapon attacks are magical.
Innate Spellcasting
The pit fiend’s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will
detect magic, fireball
3/day each
hold monster, wall of fire

Actions

Multiattack
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite
Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

4 Dinosaurs

4.1 Plesiosaurus

Large beast, unaligned

Armor Class 13 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
18(+4) 15(+2) 16(+3) 2(−4) 12(+1) 5(−3)

Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 2 (450 XP)

Hold Breath
The plesiosaurus can hold its breath for 1 hour.

Actions

Bite
Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage.

4.2 Triceratops

Huge beast, unaligned

Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 50 ft.

STR DEX CON INT WIS CHA
22(+6) 9(-1) 17(+3) 2(−4) 11(+0) 5(−3)

Senses passive Perception 10
Languages
Challenge 5 (1,800 XP)

Trampling Charge
If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Gore
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage.
Stomp
Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage.

4.3 Tyrannosaurus Rex

Huge beast, unaligned

Armor Class 13 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 50 ft.

STR DEX CON INT WIS CHA
25(+6) 10(+0) 19(+4) 2(−4) 12(+1) 9(−1)

Skills Perception +4
Senses passive Perception 14
Languages
Challenge 8 (3,900 XP)

Actions

Multiattack
The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target.
Bite
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target.
Tail
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

5 Doppelganger

Medium monstrosity (shapechanger), neutral

Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
11(+0) 18(+4) 14(+2) 11(+0) 12(+1) 14(+2)

Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Shapechanger
The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Ambusher
The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack
If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack
The doppelganger makes two melee attacks.
Slam
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts
The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

6 Dragons

6.1 Chromatic Dragons

6.1.1 Black Dragons

  1. Ancient Black Dragon

    Gargantuan dragon, chaotic evil

    Armor Class 22 (natural armor)
    Hit Points 367 (21d20 + 147)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)

    Saving Throws Dex +9, Con +14, Wis +9, Cha +11
    Skills Perception +16, Stealth +9
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
    Languages Common, Draconic
    Challenge 21 (33,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.
    Claw
    Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +15 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 19 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.
    Acid Breath (Recharge 5–6)
    The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Black Dragon

    Huge dragon, chaotic evil

    Armor Class 19 (natural armor)
    Hit Points 195 (17d12 + 85)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)

    Saving Throws Dex +7, Con +10, Wis +6, Cha +8
    Skills Perception +11, Stealth +7
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
    Languages Common, Draconic
    Challenge 14 (11,500 XP)

    Amphibious
    The dragon can breathe air and water.
    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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.
    Claw
    Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail
    Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
    Acid Breath (Recharge 5–6)
    The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Black Dragon

    Large dragon, chaotic evil

    Armor Class 18 (natural armor)
    Hit Points 127 (15d10 + 45)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

    Saving Throws Dex +5, Con +6, Wis +3, Cha +5
    Skills Perception +6, Stealth +5
    Damage Immunities acid
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
    Languages Common, Draconic
    Challenge 7 (2,900 XP)

    Amphibious. The dragon can breathe air and water.

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.
    Claw
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Acid Breath (Recharge 5–6)
    The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.
  4. Black Dragon Wyrmling

    Medium dragon, chaotic evil

    Armor Class 17 (natural armor)
    Hit Points 33 (6d8 + 6)
    Speed 30 ft., fly 60 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)

    Saving Throws Dex +4, Con +3, Wis +2, Cha +3
    Skills Perception +4, Stealth +4
    Damage Immunities acid
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 2 (450 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.
    Acid Breath (Recharge 5–6)
    The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

6.1.2 Blue Dragons

  1. Ancient Blue Dragon

    Gargantuan dragon, lawful evil

    Armor Class 22 (natural armor)
    Hit Points 481 (26d20 + 208)
    Speed 40 ft., burrow 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)

    Saving Throws Dex +7, Con +15, Wis +10, Cha +12
    Skills Perception +17, Stealth +7
    Damage Immunities lightning
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    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) lightning 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.
    Lightning Breath (Recharge 5–6)
    The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 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.
  2. Adult Blue Dragon

    Huge dragon, lawful evil

    Armor Class 19 (natural armor)
    Hit Points 225 (18d12 + 108)
    Speed 40 ft., burrow 30 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

    Saving Throws Dex +5, Con +11, Wis +7, Cha +9
    Skills Perception +12, Stealth +5
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
    Languages Common, Draconic
    Challenge 16 (15,000 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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
    Claw
    Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  3. Young Blue Dragon

    Large dragon, lawful evil

    Armor Class 18 (natural armor)
    Hit Points 152 (16d10 + 64)
    Speed 40 ft., burrow 20 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)

    Saving Throws Dex +4, Con +8, Wis +5, Cha +7
    Skills Perception +9, Stealth +4
    Damage Immunities lightning
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
    Languages Common, Draconic
    Challenge 9 (5,000 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) lightning damage.
    Claw
    Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
    Lightning Breath (Recharge 5–6)
    The dragon exhales lightning in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
  4. Blue Dragon Wyrmling

    Medium dragon, lawful evil

    Armor Class 17 (natural armor)
    Hit Points 52 (8d8 + 16)
    Speed 30 ft., burrow 15 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)

    Saving Throws Dex +2, Con +4, Wis +2, Cha +4
    Skills Perception +4, Stealth +2
    Damage Immunities lightning
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 3 (700 XP)

    Actions

    Bite
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.
    Lightning Breath (Recharge 5–6)
    The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

6.1.3 Green Dragons

  1. Ancient Green Dragon

    Gargantuan dragon, lawful evil

    Armor Class 21 (natural armor)
    Hit Points 385 (22d20 + 154)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    27 +8 12 +1 25 +7 20 +5 17 +3 19 +4

    Saving Throws Dex +8, Con +14, Wis +10, Cha +11
    Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
    Damage Immunities poison
    Condition Immunities poisoned
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 22 (41,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.
    Claw
    Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +15 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 19 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.
    Poison Breath (Recharge 5–6)
    The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Green Dragon

    Huge dragon, lawful evil

    Armor Class 19 (natural armor)
    Hit Points 207 (18d12 + 90)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    23 +6 12 +1 21 +5 18 +4 15 +2 17 +3

    Saving Throws Dex +6, Con +10, Wis +7, Cha +8
    Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
    Damage Immunities poison
    Condition Immunities poisoned
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
    Languages Common, Draconic
    Challenge 15 (13,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.
    Claw
    Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail
    Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
    Poison Breath (Recharge 5–6)
    The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Green Dragon

    Large dragon, lawful evil

    Armor Class 18 (natural armor)
    Hit Points 136 (16d10 + 48)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    19 +4 12 +1 17 +3 16 +3 13 +1 15 +2

    Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +7, Stealth +4
    Damage Immunities poison
    Condition Immunities poisoned
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
    Languages Common, Draconic
    Challenge 8 (3,900 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.
    Claw
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Poison Breath (Recharge 5–6)
    The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
  4. Green Dragon Wyrmling

    Medium dragon, lawful evil

    Armor Class 17 (natural armor)
    Hit Points 38 (7d8 + 7)
    Speed 30 ft., fly 60 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    15 +2 12 +1 13 +1 14 +2 11 +0 13 +1

    Saving Throws Dex +3, Con +3, Wis +2, Cha +3 Skills Perception +4, Stealth +3
    Damage Immunities poison
    Condition Immunities poisoned
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 2 (450 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.
    Poison Breath (Recharge 5–6)
    The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.

6.1.4 Red Dragons

  1. Ancient Red Dragon

    Gargantuan dragon, chaotic evil

    Armor Class 22 (natural armor)
    Hit Points 546 (28d20 + 252)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    30 +10 10 +0 29 +9 18 +4 15 +2 23 +6

    Saving Throws Dex +7, Con +16, Wis +9, Cha +13
    Skills Perception +16, Stealth +7
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
    Languages Common, Draconic
    Challenge 24 (62,000 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
    Claw
    Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
    Tail
    Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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.
    Fire Breath (Recharge 5–6)
    The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Red Dragon

    Huge dragon, chaotic evil

    Armor Class 19 (natural armor)
    Hit Points 256 (19d12 + 133)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    27 +8 10 +0 25 +7 16 +3 13 +1 21 +5

    Saving Throws Dex +6, Con +13, Wis +7, Cha +11
    Skills Perception +13, Stealth +6
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
    Languages Common, Draconic
    Challenge 17 (18,000 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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
    Claw
    Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +14 to hit, reach 15 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 19 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.
    Fire Breath (Recharge 5–6)
    The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Red Dragon

    Large dragon, chaotic evil

    Armor Class 18 (natural armor)
    Hit Points 178 (17d10 + 85)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    23 +6 10 +0 21 +5 14 +2 11 +0 19 +4

    Saving Throws Dex +4, Con +9, Wis +4, Cha +8
    Skills Perception +8, Stealth +4
    Damage Immunities fire
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
    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: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
    Claw
    Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Fire Breath (Recharge 5–6)
    The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
  4. Red Dragon Wyrmling

    Medium dragon, chaotic evil

    Armor Class 17 (natural armor)
    Hit Points 75 (10d8 + 30)
    Speed 30 ft., climb 30 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    19 +4 10 +0 17 +3 12 +1 11 +0 15 +2

    Saving Throws Dex +2, Con +5, Wis +2, Cha +4
    Skills Perception +4, Stealth +2
    Damage Immunities fire
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 4 (1,100 XP) Actions

    Bite
    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
    Fire Breath (Recharge 5–6)
    The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

6.1.5 White Dragons

  1. Ancient White Dragon

    Gargantuan dragon, chaotic evil

    Armor Class 20 (natural armor)
    Hit Points 333 (18d20 + 144)
    Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    26 +8 10 +0 26 +8 10+0 13 +1 14 +2

    Saving Throws Dex +6, Con +14, Wis +7, Cha +8
    Skills Perception +13, Stealth +6
    Damage Immunities cold
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
    Languages Common, Draconic
    Challenge 20 (25,000 XP)

    Ice Walk
    The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
    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 9 (2d8) cold 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 16 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.
    Cold Breath (Recharge 5–6)
    The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult White Dragon

    Huge dragon, chaotic evil

    Armor Class 18 (natural armor)
    Hit Points 200 (16d12 + 96)
    Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    22 +6 10 +0 22 +6 8 -1 12 +1 12 +1

    Saving Throws Dex +5, Con +11, Wis +6, Cha +6 Skills Perception +11, Stealth +5
    Damage Immunities cold
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
    Languages Common, Draconic
    Challenge 13 (10,000 XP)

    Ice Walk
    The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.
    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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
    Claw
    Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail
    Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 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.
    Cold Breath (Recharge 5–6)
    The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young White Dragon

    Large dragon, chaotic evil

    Armor Class 17 (natural armor)
    Hit Points 133 (14d10 + 56)
    Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    18 +4 10 +0 18 +4 6 -2 11 +0 12 +1

    Saving Throws Dex +3, Con +7, Wis +3, Cha +4
    Skills Perception +6, Stealth +3
    Damage Immunities cold
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
    Languages Common, Draconic
    Challenge 6 (2,300 XP)

    Ice Walk
    The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment.

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
    Claw
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Cold Breath (Recharge 5–6)
    The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
  4. White Dragon Wyrmling

    Medium dragon, chaotic evil

    Armor Class 16 (natural armor)
    Hit Points 32 (5d8 + 10)
    Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    14 +2 10 +0 14 +2 5 -3 10 +0 11 +0

    Saving Throws Dex +2, Con +4, Wis +2, Cha +2
    Skills Perception +4, Stealth +2
    Damage Immunities cold
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 2 (450 XP)

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.
    Cold Breath (Recharge 5–6)
    The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.

6.2 Metallic

6.2.1 Brass Dragons

  1. Ancient Brass Dragon

    Gargantuan dragon, chaotic good

    Armor Class 20 (natural armor)
    Hit Points 297 (17d20 + 119)
    Speed 40 ft., burrow 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    27 +8 10 +0 25 +7 16 +3 15 +2 19 +4

    Saving Throws Dex +6, Con +13, Wis +8, Cha +10 Skills History +9, Perception +14, Persuasion +10, Stealth +6 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24 Languages Common, Draconic Challenge 20 (25,000 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: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons:
    Fire Breath
    The dragon exhales fire in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath
    The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Brass Dragon

    Huge dragon, chaotic good

    Armor Class 18 (natural armor)
    Hit Points 172 (15d12 + 75)
    Speed 40 ft., burrow 30 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    23 +6 10 +0 21 +5 14 +2 13 +1 17 +3

    Saving Throws Dex +5, Con +10, Wis +6, Cha +8
    Skills History +7, Perception +11, Persuasion +8, Stealth +5
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
    Languages Common, Draconic
    Challenge 13 (10,000 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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
    Claw
    Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail
    Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath
    The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Brass Dragon

    Large dragon, chaotic good

    Armor Class 17 (natural armor)
    Hit Points 110 (13d10 + 39)
    Speed 40 ft., burrow 20 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    19 +4 10 +0 17 +3 12 +1 11 +0 15 +2

    Saving Throws Dex +3, Con +6, Wis +3, Cha +5
    Skills Perception +6, Persuasion +5, Stealth +3
    Damage Immunities fire
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
    Languages Common, Draconic
    Challenge 6 (2,300 XP)

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
    Claw
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath
    The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
  4. Brass Dragon Wyrmling

    Medium dragon, chaotic good

    Armor Class 16 (natural armor)
    Hit Points 16 (3d8 + 3)
    Speed 30 ft., burrow 15 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    15 +2 10 +0 13 +1 10 +0 11 +0 13 +1

    Saving Throws Dex +2, Con +3, Wis +2, Cha +3
    Skills Perception +4, Stealth +2
    Damage Immunities fire
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 1 (200 XP)

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.
    Sleep Breath
    The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

6.2.2 Bronze Dragons

  1. Ancient Bronze Dragon

    Gargantuan dragon, lawful good

    Armor Class 22 (natural armor)
    Hit Points 444 (24d20 + 192)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    29 +9 10 +0 27 +8 18 +4 17 +3 21 +5

    Saving Throws Dex +7, Con +15, Wis +10, Cha +12
    Skills Insight +10, Perception +17, Stealth +7
    Damage Immunities lightning
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 22 (41,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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.
    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.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Lightning Breath
    The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath
    The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 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.
  2. Adult Bronze Dragon

    Huge dragon, lawful good

    Armor Class 19 (natural armor)
    Hit Points 212 (17d12 + 102)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    25 +7 10 +0 23 +6 16 +3 15 +2 19 +4

    Saving Throws Dex +5, Con +11, Wis +7, Cha +9
    Skills Insight +7, Perception +12, Stealth +5
    Damage Immunities lightning
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
    Languages Common, Draconic
    Challenge 15 (13,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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.
    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.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Lightning Breath
    The dragon exhales lightning in a 90- foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath
    The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 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.
  3. Young Bronze Dragon

    Large dragon, lawful good

    Armor Class 18 (natural armor)
    Hit Points 142 (15d10 + 60)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    21 +5 10 +0 19 +4 14 +2 13 +1 17 +3

    Saving Throws Dex +3, Con +7, Wis +4, Cha +6
    Skills Insight +4, Perception +7, Stealth +3
    Damage Immunities lightning
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
    Languages Common, Draconic
    Challenge 8 (3,900 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
    Claw
    Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Lightning Breath
    The dragon exhales lightning in a 60- foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath
    The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
  4. Bronze Dragon Wyrmling

    Medium dragon, lawful good

    Armor Class 17 (natural armor)
    Hit Points 32 (5d8 + 10)
    Speed 30 ft., fly 60 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    17 +3 10 +0 15 +2 12 +1 11 +0 15 +2

    Saving Throws Dex +2, Con +4, Wis +2, Cha +4
    Skills Perception +4, Stealth +2
    Damage Immunities lightning
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 2 (450 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Bite
    Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Lightning Breath
    The dragon exhales lightning in a 40- foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
    Repulsion Breath
    The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.

6.2.3 Copper Dragons

  1. Ancient Copper Dragon

    Gargantuan dragon, chaotic good

    Armor Class 21 (natural armor)
    Hit Points 350 (20d20 + 140)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    23 +6 12 +1 21 +5 18 +4 15 +2 17 +3

    Saving Throws Dex +8, Con +14, Wis +10, Cha +11
    Skills Deception +11, Perception +17, Stealth +8
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 21 (33,000 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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
    Claw
    Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +15 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 19 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Acid Breath
    The dragon exhales acid in an 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.
    Slowing Breath
    The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Copper Dragon

    Huge dragon, chaotic good

    Armor Class 18 (natural armor)
    Hit Points 184 (16d12 + 80)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    23 +6 12 +1 21 +5 18 +4 15 +2 17 +3

    Saving Throws Dex +6, Con +10, Wis +7, Cha +8
    Skills Deception +8, Perception +12, Stealth +6
    Damage Immunities acid
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
    Languages Common, Draconic
    Challenge 14 (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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
    Claw
    Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Tail
    Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Acid Breath
    The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
    Slowing Breath
    The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Copper Dragon

    Large dragon, chaotic good

    Armor Class 17 (natural armor)
    Hit Points 119 (14d10 + 42)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    19 +4 12 +1 17 +3 16 +3 13 +1 15 +2

    Saving Throws Dex +4, Con +6, Wis +4, Cha +5
    Skills Deception +5, Perception +7, Stealth +4
    Damage Immunities acid
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17
    Languages Common, Draconic
    Challenge 7 (2,900 XP)

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
    Claw
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Acid Breath
    The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.
    Slowing Breath
    The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
  4. Copper Dragon Wyrmling

    Medium dragon, chaotic good

    Armor Class 16 (natural armor)
    Hit Points 22 (4d8 + 4)
    Speed 30 ft., climb 30 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    15 +2 12 +1 13 +1 14 +2 11 +0 13 +1

    Saving Throws Dex +3, Con +3, Wis +2, Cha +3
    Skills Perception +4, Stealth +3
    Damage Immunities acid
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 1 (200 XP)

    Actions

    Bite
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Acid Breath
    The dragon exhales acid in an 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
    Slowing Breath
    The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

6.2.4 Gold Dragons

  1. Ancient Gold Dragon

    Gargantuan dragon, lawful good

    Armor Class 22 (natural armor)
    Hit Points 546 (28d20 + 252)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    30 +10 14 +2 29 +9 18 +4 17 +3 28 +9

    Saving Throws Dex +9, Con +16, Wis +10, Cha +16
    Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
    Languages Common, Draconic
    Challenge 24 (62,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
    Claw
    Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
    Tail
    Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath
    The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Gold Dragon

    Huge dragon, lawful good

    Armor Class 19 (natural armor)
    Hit Points 256 (19d12 + 133)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    27 +8 14 +2 25 +7 16 +3 15 +2 24 +7

    Saving Throws Dex +8, Con +13, Wis +8, Cha +13
    Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
    Languages Common, Draconic
    Challenge 17 (18,000 XP)

    Amphibious
    The dragon can breathe air and water.
    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 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
    Claw
    Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +14 to hit, reach 15 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 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath
    The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Gold Dragon

    Large dragon, lawful good

    Armor Class 18 (natural armor)
    Hit Points 178 (17d10 + 85)
    Speed 40 ft., fly 80 ft., swim 40 ft.

    STR DEX CON INT WIS CHA
    23 +6 14 +2 21 +5 16 +3 13 +1 20 +5

    Saving Throws Dex +6, Con +9, Wis +5, Cha +9
    Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
    Damage Immunities fire
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
    Languages Common, Draconic
    Challenge 10 (5,900 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
    Claw
    Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath
    The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  4. Gold Dragon Wyrmling

    Medium dragon, lawful good

    Armor Class 17 (natural armor)
    Hit Points 60 (8d8 + 24)
    Speed 30 ft., fly 60 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    19 +4 14 +2 17 +3 14 +2 11 +0 16 +3

    Saving Throws Dex +4, Con +5, Wis +2, Cha +5
    Skills Perception +4, Stealth +4
    Damage Immunities fire
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 3 (700 XP)

    Amphibious
    The dragon can breathe air and water.

    Actions

    Bite
    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Fire Breath
    The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
    Weakening Breath
    The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6.2.5 Silver Dragons

  1. Ancient Silver Dragon

    Gargantuan dragon, lawful good

    Armor Class 22 (natural armor)
    Hit Points 487 (25d20 + 225)
    Speed 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    30 +10 10 +0 29 +9 18 +4 15 +2 23 +6

    Saving Throws Dex +7, Con +16, Wis +9, Cha +13
    Skills Arcana +11, History +11, Perception +16, Stealth +7
    Damage Immunities cold
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
    Claw
    Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
    Tail
    Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Cold Breath
    The dragon exhales an icy blast in a 90- foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.
    Paralyzing Breath
    The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed 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.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  2. Adult Silver Dragon

    Huge dragon, lawful good

    Armor Class 19 (natural armor)
    Hit Points 243 (18d12 + 126)
    Speed 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    27 +8 10 +0 25 +7 16 +3 13 +1 21 +5

    Saving Throws Dex +5, Con +12, Wis +6, Cha +10
    Skills Arcana +8, History +8, Perception +11, Stealth +5
    Damage Immunities cold
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
    Languages Common, Draconic
    Challenge 16 (15,000 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: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
    Claw
    Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail
    Melee Weapon Attack: +13 to hit, reach 15 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 Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Cold Breath
    The dragon exhales an icy blast in a 60- foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.
    Paralyzing Breath
    The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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.
    Change Shape
    The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

    Legendary Actions

    The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon 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 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  3. Young Silver Dragon

    Large dragon, lawful good

    Armor Class 18 (natural armor)
    Hit Points 168 (16d10 + 80)
    Speed 40 ft., fly 80 ft.

    STR DEX CON INT WIS CHA
    23 +6 10 +0 21 +5 14 +2 11 +0 19 +4

    Saving Throws Dex +4, Con +9, Wis +4, Cha +8
    Skills Arcana +6, History +6, Perception +8, Stealth +4
    Damage Immunities cold
    Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
    Languages Common, Draconic
    Challenge 9 (5,000 XP)

    Actions

    Multiattack
    The dragon makes three attacks: one with its bite and two with its claws.
    Bite
    Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
    Claw
    Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Cold Breath
    The dragon exhales an icy blast in a 30- foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
    Paralyzing Breath
    The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed 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.
  4. Silver Dragon Wyrmling

    Medium dragon, lawful good

    Armor Class 17 (natural armor)
    Hit Points 45 (6d8 + 18)
    Speed 30 ft., fly 60 ft.

    STR DEX CON INT WIS CHA
    19 +4 10 +0 17 +3 12 +1 11 +0 15 +2

    Saving Throws Dex +2, Con +5, Wis +2, Cha +4
    Skills Perception +4, Stealth +2
    Damage Immunities cold
    Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
    Languages Draconic
    Challenge 2 (450 XP)

    Actions

    Bite
    Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
    Breath Weapons (Recharge 5–6)
    The dragon uses one of the following breath weapons.
    Cold Breath
    The dragon exhales an icy blast in a 15- foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
    Paralyzing Breath
    The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.

7 Dragon Turtle

Gargantuan dragon, neutral

Armor Class 20 (natural armor)
Hit Points 341 (22d20 + 110)
Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
25 +7 10 +0 20 +5 10 +0 12 +1 12 +1

Saving Throws Dex +6, Con +11, Wis +7
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Draconic
Challenge 17 (18,000 XP)

Amphibious
The dragon turtle can breathe air and water.

Actions

Multiattack
The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
Bite
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
Claw
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5–6)
The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

8 Drider

Large monstrosity, chaotic evil

Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 +3 16 +3 18 +4 13 +1 14 +2 12 +1

Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
Languages Elvish, Undercommon
Challenge 6 (2,300 XP)

Fey Ancestry
The drider has advantage on saving throws against being charmed, and magic can’t put the drider to sleep.
Innate Spellcasting
The drider’s innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will
dancing lights
1/day each
darkness, faerie fire
Spider Climb
The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity
While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Walker
The drider ignores movement restrictions caused by webbing.

Actions

Multiattack
The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.
Longsword
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow
Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

9 Dryad

Medium fey, neutral

Armor Class 11 (16 with barkskin) Hit Points 22 (5d8) Speed 30 ft.

STR DEX CON INT WIS CHA
10 +0 12 +1 11 +0 14 +2 15 +2 18 +4

Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Elvish, Sylvan Challenge 1 (200 XP)

Innate Spellcasting
The dryad’s innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
At will
druidcraft
3/day each
entangle, goodberry
1/day each
barkskin, pass without trace, shillelagh
Magic Resistance
The dryad has advantage on saving throws against spells and other magical effects.
Speak with Beasts and Plants
The dryad can communicate with beasts and plants as if they shared a language.
Tree Stride
Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.

Actions

Club
Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
Fey Charm

The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn’t under the dryad’s control, it takes the dryad’s requests or actions in the most favorable way it can.

Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the dryad’s Fey Charm for the next 24 hours.

The dryad can have no more than one humanoid and up to three beasts charmed at a time.

10 Duergar

Medium humanoid (dwarf), lawful evil

Armor Class 16 (scale mail, shield)
Hit Points 26 (4d8 + 8)
Speed 25 ft.

STR DEX CON INT WIS CHA
14 +2 11 +0 14 +2 11 +0 10 +0 9 -1

Damage Resistances poison
Senses darkvision 120 ft., passive Perception 10
Languages Dwarvish, Undercommon
Challenge 1 (200 XP)

Duergar Resilience
The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity
While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest)
For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest)
The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.

Created: 2017-03-20 Mon 22:18

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