Dragons, Metallic
Brass Dragon
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.
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.
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.
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.
Bronze Dragon
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.
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.
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.
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.
Copper Dragon
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 |
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, 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.
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.
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.
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.
Gold Dragon
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.
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.
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.
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.
Silver Dragon
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.
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.
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.
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.