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The Codex of Dragons!

Many people from scholars to lore

masters and more have been looking

for a tome of dragons for a multitude of

reasons. The most common tome that

they search for is known as The

Draconomicon however, this is not The

Draconomicon this is The Dracodex!

They have many similiarities from its information to its

contents but, the Dracodex serves to serve Players and

Dungeon Masters alike for ways to incorporate dragons and

draconic elements into their games.

Author's NoteI have been writing homebrew for the past few years,

originally it was mainly just for use at my table but I realized

that other people could benefit from my work and we could

all play our best game. So I wrote homebrew and genuinely

enjoyed it and then I slowly started to realize that older

editions of D&D had a melancholy of dragons missing in

modern day which I wanted for my games, thus began my

trek into the deepest recesses of D&D history. I had been

making statblocks for dragons for well over the past year and

with Fizban's Treasury of Dragons on the horizon I wanted to

make a concrete compiled supplement before Fizban can.

This is my magnum opis and compilation of my work over the

past year for all to enjoy!

So why is the book called The Dracodex? Well The

Draconomicon's naming convention definetely had

something to do with this but, this is not The Draconomicon

and I wanted to distinguish that this is my own creation,

perhaps borrowing elements from the books of those names

but, also interjecting some of my own. So when I combed my

brain for synonyms for books and saw what had existed

already for D&D I had some to the realization there is no

Codex. So 'Draco', being a common term to "draconify"

something and the 'co' overlapping I had a catchy name.

Finally, I have only ever played D&D 5e and do not own a

single sourcebook from before fifth edition. All I have to go on

are articles and determination thus, my depictions of these

monsters may not be exactly reflective of their counterparts

in older editions; nonetheless, if it is not one of the few

original creations in this book, I did strive to make them as

comparable and a straight port of their counterparts.

CreditsArt

DM's Guild Creator Resource - Allies and Enemies Art byDM's Guild by Dungeon Master's Guild, DM's Guild CreatorResource - Allies and Enemies Art 2 by Dungeon Master'sGuild, DM's Guild Creator Resource - Creatures Art 4 byDungeon Master's Guild, DM's Guild Creator Resource -Creatures Art 5 by Dungeon Master's Guild, DM's GuildCreator Resource - Dragons Art by Dungeon Master's Guild,DM's Guild Creator Resource - Dragons 2 Art by DungeonMaster's Guild, DM's Guild Creator Resource - EberronHeroes and Villains Art Pack by Dungeon Master's Guild,DM's Guild Creator Resource - Humanoid Art by DungeonMaster's Guild, DM's Guild Creator Resource - MonstrosityArt by Dungeon Master's Guild

_ Author

Lenmis

_ Based on the original game created by

E. Gary Gygax and Dave Arneson, with Brian Blume, RobKuntz, and Don Kaye

_ Playtesting provided by

several friends. Thank you!

_ Legal Jargon

DUNGEONS & DRAGONS, D&D, Wizards of the Coast,Forgotten Realms, Ravenloft, Eberron, Ravnica, the dragonampersand, Theros and all other Wizards of the Coastproduct names, and their respective logos are trademarks ofWizards of the Coast in the USA and other countries.

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Contents0 The Codex of Dragons!

0.1 Author's Note

0.2 Credits

1 Chapter 1:1.1 Choosing A Race

1.1.1 Dracotaur

1.2 Dragonborns of Bahamut

1.2.1 Born of Bahamut

1.2.2 The Rite of Rebirth

1.2.3 Dragonborn of Bahamut Traits

1.3 Extra Dragonborn Ancestries

1.3.1 Chromatic Dragon Ancestries

1.3.2 Ferrous Dragon Ancestries

1.3.3 Gem Dragon Ancestry

1.3.4 Lesser Gem Dragon Ancestry

1.3.5 Metallic Dragon Ancestries

1.3.6 Billow

1.3.7 Scales

1.3.8 Petrify

1.4 Kobolds

1.4.1 Subraces

1.4.2 Kobold Traits

1.4.3 Standard Kobold Traits

1.4.4 Urd Traits (Winged Kobold)

1.4.5 Wyvern-Descent Kobold

1.5 Lizardfolk

1.5.1 Lizardfolk Subraces

1.5.2 Lizardfolk Traits

1.5.3 Amphibious Lizardfolk Traits

1.5.4 Common Lizardfolk Traits

1.5.5 Juggernaut Lizardfolk Traits

1.5.6 Winged Lizardfolk Traits

1.6 Choosing a Class

1.6.1 Barbarian - Primal Paths

1.6.2 Path of the Dragon

1.6.3 Draconic Ancestry

1.6.4 Form of the Dragon

1.6.5 Draconic Soul

1.6.6 Frightful Presence

1.6.7 Call the Hunt

1.6.8 Totem Warrior

1.6.9 Bard - Bardic Colleges

1.6.10 College of Scales

1.6.11 Draconic Scales

1.6.12 Bardic Manipulation

1.6.13 Sorcerer - Sorcerous Origin

1.6.14 Draconic Bloodline

1.7 Choosing a Background

1.7.1 Dragonslayer

1.7.2 Former Cultist

1.8 Feats

1.8.1 Aquatic

1.8.2 Draconic Heritage

1.8.3 Hardened Scales

1.8.4 Inherited Dragonism

1.8.5 Tempo Theft

1.9 Spells

2.0 Chapter 2:2.0.1 Dragon History

2.0.1.1 Mythology Changes

2.1 Proto-Dragons2.1.2 The Theory of Proto-Dragons

2.1.2.1 Eodraco

2.1.3 After the Eodracos

2.1.3.1 Ignidraco

2.1.3.2 Eodraco orientalis

2.1.4 Inficedraco & Ferrodracos

2.1.4.1 Inficedraco

2.1.4.2 Ferrodraco

2.1.5 Scrutiny

2.1.5.1 The Gap of Mythology & History

2.1.6 Eodraco

2.1.6.1 Refresher

2.1.7 Eodraco luminare

2.1.7.1 Refresher

2.1.7.2 Double Split

2.1.8 Eodraco orientalis

2.1.8.1 Refresher

2.1.9 Ignidracos

2.1.9.1 Refresher

2.1.10 Ferrodraco

2.1.10.1 Refresher

2.1.11 Inficedraco

2.1.11.1 Refresher

2.1.12 Commonground

2.1.13 Multi-Headed Eodracos

2.1.13.1 Refresher

2.1.14 Primal Wyverns

2.1.14.1 Refresher

2.2 Greater Dragons - Catastrophic Dragons2.2.1 The Dawn War

2.2.1.1 Catastrophic Results

2.2.1.2 The End of the War

2.2.2 The Catastrophic Dragons

2.2.2.1 Avalanche Dragons

2.2.2.2 Torando Dragons

2.2.2.3 Typhoon Dragons

2.2.2.4 Wildfire Dragons

2.2.3 Avalanche Dragons

2.2.3.1 Avalanche Dragons Lore

2.2.4 Blizzard Dragons

2.2.4.1 Blizzard Dragons Lore

2.2.5 Earthquake Dragons

2.2.5.1 Earthquake Dragon Lore

2.2.6 Tornado Dragons

2.2.6.1 Tornado Dragon Lore

2.2.7 Typhoon Dragons

2.2.7.1 Typhoon Dragon Lore

2.2.8 Volcanic Dragons

2.2.8.1 Volcanic Dragon Lore

2.2.9 Wildfire Dragons

2.2.9.1 Wildfire Dragon Lore

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2.3 Greater Dragons - Chromatic Dragons2.3.1 Brown Dragons

2.3.1.1 Brown Dragon Lore

2.3.2 Gray Dragons

2.3.1 Gray Dragon Lore

2.3.2 The True Gray Dragons?

2.3.2 Gray Dragons II](#p63)

2.3.2.1 Fang Dragon Lore

2.3.4 Indigo Dragons

2.3.4.1 Indigo Dragon Lore

2.3.5 Infrared Dragons

2.3.5.1 Infrared Dragons Lore

2.3.6 Orange Dragons

2.3.6.1 Orange Dragon Lore

2.3.7 Purple Dragons

2.3.7.1 Purple Dragon Lore

2.3.8 Ultraviolet Dragons

2.3.9 Yellow Dragons

2.3.9.1 Yellow Dragon Lore

2.4 Greater Dragons - Ferrous Dragons2.4.1 The Iron Wars

2.4.2 Gruaghlothor's Return

2.4.3 Chrome (Chromium) Dragons

2.4.3.1 Chrome Dragon Lore

2.4.3.2 Tactics

2.4.3.3 Livelihood

2.4.4 Cobalt Dragons

2.4.4.1 Cobalt Dragon Lore

2.4.4.2 Livelihood

2.4.5 Iron Dragons

2.4.5.1 Iron Dragon Lore

2.4.5.2 Tactics

2.4.5.3 Livelihood

2.4.6 Nickel Dragons

2.4.6.1 Nickel Dragon Lore

2.4.6.2 Tactics

2.4.6.3 Livelihood

2.4.7 Steel Dragons

2.4.7.1 Steel Dragon Lore

2.4.7.2 Tactics

2.4.7.3 Livelihood

2.4.8 Tungsten Dragons

2.4.8.1 Tungsten Dragon Lore

2.4.8.2 Tactics

2.5 Greater Dragons - Gem Dragons2.5.1 Greater Gem Dragon Lore

2.5.2 Sardior

2.5.3 Lesser Gem Dragons

2.5.4 Amethyst Dragons

2.5.4.1 Amethyst Dragon Lore

2.5.4.2 Tactics

2.5.4.3 Livelihood

2.5.5 Crystal Dragons

2.5.5.1 Crystal Dragon Lore

2.5.5.2 Tactics

2.5.5.3 Livelihood

2.5.6 Emerald Dragons

2.5.6.1 Emerald Dragon Lore

2.5.6.2 Tactics

2.5.6.3 Livelihood

2.5.7 Sapphire Dragons

2.5.7.1 Sapphire Dragon Lore

2.5.7.2 Tactics

2.5.7.3 Livelihood

2.5.8 Topaz Dragons

2.5.8.1 Topaz Dragon Lore

2.5.8.2 Tactics

2.5.8.3 Livelihood

2.5.9 Obsidian Dragons

2.5.9.1 Obsidian Dragon Lore

2.5.9.2 Tactics

2.5.9.3 Livelihood

2.5.9.4 The Strength of Obsidian

2.5.9.5 Who Is Seradess

2.6 Greater Dragons - Gem Dragons (Extra-Planar)2.6.1 Extra-Planar Gem Dragons

2.6.2 The List

2.6.3 Crystalline Dragons

2.6.3.1 Crystalline Dragon Lore

2.6.4 Diamond Dragons

2.6.4.1 Diamond Dragon Lore?

2.6.5 Extra-Planar Amber Dragons

2.6.5.1 Extra-Planar Amber Dragon Lore

2.6.6 Extra-Planar Jade Dragon

2.6.6.1 Extra-Planar Jade Dragon Lore

2.6.7 Onyx Dragons

2.6.7.1 Onyx Dragon Lore

2.6.8 Ruby Dragons

2.6.8.1 Ruby Dragon Lore

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2.7 Greater Dragons - Lung Dragons2.7.1 The Dragons of Kara-Tur

2.7.1.1 Types of Lung Dragons

2.7.1.2 Differences in the Dragons of Faerûn and Kara-

Tur

2.7.2 The Celestial Bureaucracy

2.7.2.1 The Celestial Emperor

2.7.2.2 The Nine Immortals

2.7.2.3 The Lesser Immortals

2.7.2.4 The Million Officials

2.7.3 Yu lung

2.7.3.1 Yu lung Lore

2.7.4 Chiang lung

2.7.4.1 Chiang lung Lore

2.7.5 Li lung

2.7.5.1 Li lung Lore

2.7.6 Lung wang

2.7.6.1 Lore

2.7.7 Pan lung

2.7.7.1 Pan lung Lore

2.7.8 Shen lung

2.7.8.1 Shen lung Lore

2.7.9 T'ien lung

2.7.9.1 T'ien lung Lore

2.7.10 Tun mi lung

2.7.10.1 Tun mi lung Lore

2.8 Greater Dragons - Metallic Dragons2.8.1 Adamantine Dragons

2.8.1.1 Adamantine Dragon Lore

2.8.1.2 Tactics

2.8.1.3 Livelihood

2.8.2 Electrum Dragons

2.8.2.1 Electrum Dragon Lore

2.8.2.2 Tactics

2.8.2.3 Livelihood

2.8.3 Mercury Dragons

2.8.3.1 Mercury Dragon Lore

2.8.3.2 Tactics

2.8.3.3 Livelihood

2.8.4 Mithral Dragons

2.8.4.1 Mithral Dragon Lore

2.8.4.2 Tactics

2.8.4.3 Livelihood

12.5 Orium Dragons

12.5.1 Orium Dragon Lore

12.5.2 Tactics

12.5.3 Livelihood

2.8.6 Platinum Dragons

2.8.6.1 Platinum Dragon Lore

2.9 Greater Dragons - Misc. Greater Dragons2.9.1 Air Dragons

2.9.1.1 Air Dragons Lore

2.9.2 Arcane Dragons

2.9.2.1 Hex Dragons

2.9.2.2 Tome Dragons

2.9.3 Ascendant Dragons

2.9.3.1 Ascendant Dragon Lore

2.9.4 Twilight Dragons

2.9.4.1 Twilight Dragon Lore

2.9.4.2 The Apex of Mortal Draconic Power

2.10 Lesser Dragons2.10.1 Dracohydras

2.10.1.1 Dracohydra Lore

2.10.1.2 Extra Info

2.10.2 Dracolisks

2.10.2.1 Dracolisk Lore

2.10.3 Dracosphinxes

2.10.3.1 Dracosphinx Lore

2.10.4 Drakes

2.10.4.1 History

2.10.4.2 Ambush Drakes

2.10.4.3 Guard Drakes

2.10.4.4 Portal Drakes

2.10.4.5 Rage Drakes

2.10.4.6 Smoke Drakes

2.10.4.7 Spitting Drakes

2.10.4.8 Vulture Drakes

2.10.5 Dragonets

2.10.5.1 Dragonet Lore

2.10.5.2 The Firedrake (The Original Dragonette)

2.10.5.3 Other Dragonets

2.10.5.4 Crow's-Nest Dragon Lore

2.10.5.5 Geyser Dragon Lore

2.10.5.6 Mole Dragon Lore

2.10.5.7 Pavilion Dragon Lore

2.10.6 Lesser Gem Dragons

2.10.6.1 Amber Dragon Lore

2.10.6.2 Jacinth Dragon Lore

2.10.6.3 Jade Dragon Lore

2.10.6.4 Moonstone Dragon Lore

2.10.6.5 Pearl Dragon Lore

2.11 Other Draconic Creatures2.11.1 Brainstealer Dragons Lore

2.11.1.1 Illithids & Dragons

2.11.1.2 Abilities

3 Chapter 3:3.1 Dragon Eggs

3.2 Dragon Parts

3.2.1 Bones

3.2.2 Claws

3.2.3 Fangs

3.2.4 Horns

3.2.5 Meat

3.2.6 Scales (and Hide)

3.3 Frightened?: Fight or Flight!

3.3.1 Fight or Flight?

3.4 Minions

3.4.1 Creating a Minion

A AppendicesA-1 Appendix A: Assorted Creatures

A-1-1 Hieracosphinxes

A-1-2 Orium Snake Construct & Orium Smoke

Snakes

A-2 Appendix B: Stat Blocks by Challenge Rating

A-3 Appendix C: Creatures by Environment

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Chapter 1:

This book offers different options for your

character to use in character creation or to

change and alter your character well after a

campaign has started. Browse the options in

the following pages to get a feel for what you

want your next character to be. Don't forget

coordinate with your Dungeon Master as they

may want to tweak how some of these options interact with

their world or if some are not allowed.

Choosing A RaceThis book offers several races/lineages for your character to

choose upon creation (or perhaps reincarnation). The

following races are the options presented in this book:

Dracotaurs, Dragonborns of Bahamut, Extra Dragonborn

Ancestries, Kobolds, and Lizardfolk.

DracotaurDracotaurs are the strange cross of a dragon or dragonborn

and a centaur; their upper body is that of a reptilian

humanoid and their lower body is very evocative of a dragon.

In the wild, they are generally and understandably hostile

however, those that have been introduced and integrated into

society easily become functioning members and well-

respected amongst their peers. Many Lizardfolk and Kobold

tribes are known to adopt Dracotaurs due to their shared

draconic lineage and mutual benefits.

Dracotaur TraitsYou have the following racial traits.

Creature Type. You are a Dragon.

Size. Dracotaurs stand between 6 and 7 feet tall, with their

draconic bodies reaching about 4 feet at the withers. Your

size is Medium.

Speed. Your base walking speed is 40 feet.

Bite. Your fangs are natural melee weapons, with which

you're proficient. If you hit with a bite, the target takes

piercing damage equal to 1d4 + your Strength modifier.

Charge. If you move at least 30 feet straight toward a

target and then hit it with a melee weapon attack on the same

turn, you can use your bonus action to make a bite or claw

attack.

Claws. Your claws are natural melee weapons, with which

you’re proficient. If you hit with a claw, the target takes

slashing damage equal to 1d4 + your Strength modifier.

Darkvision. You can see in dim light within 60 feet of you

as if it were bright light, and in darkness as if it were dim

light. You can't discern color in darkness, only shades of gray.

Draconic Build. You count as one size larger when

determining your carrying capacity and the weight you can

push or drag. In addition, any climb that requires hands and

feet is especially difficult for you because of your hooves.

When you make such a climb, each foot of movement costs

you 4 extra feet, instead of the normal 1 extra foot.

Draconic Resistance. Choose a type of dragon from the

draconic resistance table; this determines the type of

resistance you gain.

Languages. You can speak, read, and write Common and

Draconic.

Draconic ResistanceDragon Type Resistance

Amethyst Force

Black Acid

Blue Fire

Brass Fire

Bronze Lightning

Crystal Radiant

Copper Acid

Emerald Psychic

Gold Fire

Green Poison

Red Fire

Sapphire Thunder

Silver Cold

Topaz Necrotic

White Cold

7

CHAPTER 1 | CHOOSING A RACE

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Dragonborns of BahamutBorn of BahamutDragonborn of Bahamut are a race of noble heroes that

Bahamut sponsored the generation of during the Time of

Dragons to act as his emissaries in the mortal realm. Yet

unlike the dragonborns of fifth edition, they weren't born

naturally, rather they were reborn from non-draconic good-

aligned humanoids who showed their devotion and

dedication to Bahamut, then willingly took on the Draconic

Traits in place of their original biology.

These dragonborn are powerful creatures who have

features that resemble their adoptive father. Furthermore,

they have strong determination and are natural leaders who

took up the responsibility of tooking up the battle against the

abberant spawn of Tiamat.

The Rite of RebirthAfter the new dragonborns were offered to option to undergo

the Rite of Rebirth all that remained was some visages of

their original appearance, the rest replaced with a draconic

body which inherited the best traits of metallic dragons,

though legends say a rare few may have taken on the traits of

the long lost song dragons and some sorcerers of the

draconic bloodline even took up traits of the platinum dragon

himself, Bahamut.

Any previous blemishes and scars are removed in the

transformation and they are always ever so slightly bigger

and more muscular than their original race. However for the

blessings they recieved they became sterile and can nevber

bear children as Bahamut only wanted to impart his

blessings to those who took up this offer of their free will, not

curse the next generation who followed.

Unlike the generic dragonborns of fifth edition, these

dragonborns were long-lived and could up to 600 years, yet

many died in the crusades against the abberant army of

Tiamat.

Whenever a player, with a humanoid character, wants their

character to undergo these transformations or a Dungeon

Master extends an offer on behalf of Bahamut to a player to

undergo these transformations both parties must be in

agreement before this takes place. Even roleplaying out the

commune between Bahamut and the newly chosen champion

is encouraged and could lead to incredible and fantastic

stories.

The Rite in Other RealmsIn other realms where Bahamut may not be a member of the

Pantheon there may be a god that replaces Bahamut for the

Rite of Rebirth and it may have different effects on those who

undergo the process as a different god may have a slightly

different outlook on how the transformation should effect the

newly reborn dragonborn.

Dragonborn of Bahamut TraitsYou have the following racial traits.

Creature Type. Your are a Humanoid.

Size. You are Medium or Small. You choose size when you

gain this lineage.

Speed. Your walking speed is 30 feet.

Ancestral Legacy. If you replace a race with this lineage,

you can keep the following elements of that race: any skill

proficiencies you gained from it and any climbing, flying, or

swimming speed you gained from it.

If you don't keep any of those elements or you choose this

lineage at character creation, you gain proficency in two skills

of your choice.

Aspect of the Dragon. Every dragonborn is born with an

Aspect of the Dragon. However some get to choose the aspect

they are reborn with though others have it randomly chosen

during their rebirth, yet it gave them an advantage either way.

The details of this aspect are listed below under the Aspects

of the Dragon section.

Draconic Ancestry. Choose a Draconic Ancestry from the

Draconic Ancestry table, once you make this choice it is

irreversible, every ability that refers to a Draconic Ancestry

will use the Draconic Ancestry you chose when you took this

trait.

Draconic Resistance. You gain the resistance of the

Draconic Ancestry you chose.

Draconic AncestryDragon Type Damage Type Breath Weapon

Brass Fire 5 by 30 ft. line (Dex. Save)

Bronze Lightning 5 by 30 ft. line (Dex. Save)

Copper Acid 5 by 30 ft. line (Dex. Save)

Gold Fire 15 ft. cone (Dex. Save)

Silver Cold 15 ft. cone (Con. Save)

Aspects of the DragonThese are the aspects that dragonborns have a choice of, or

are forced into. When taking on an aspect you can either roll

randomly for an aspect or choose an aspect that you wish to

have.

8

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Random Aspectd6 Aspect of the Dragon

1-2 Aspect of the Heart

3-4 Aspect of the Mind

5-6 Aspect of the Wings

Aspect of the HeartYou have developed the ability to use a dragon's breath. When

you use your breath weapon, each creature in the area of the

exhalation must make a saving throw, the type of which is

determined by your draconic ancestry. The DC for this saving

throw equals 8 + your Constitution modifier + your

proficiency bonus. A creature takes 2d6 damage on a failed

save, and half as much damage on a successful one. The

damage increases to 3d6 at 6th level, 4d6 at 11th level, and

5d6 at 16th level. After you use your breath weapon, you can’t

use it again until you complete a short or long rest.

Aspect of the MindYou are immune to the Paralysis condition and cannot be

frightened or put to sleep even by any magical means.

Aspect of the WingsYou have developped draconic wings and have gained the

ability to fly. You have a flying speed equal to your walking

speed. To use this speed, you can’t be wearing heavy armor.

Extra DragonbornAncestriesThe traditional five Chromatic, five Metallic, and five Gem

dragonborns are not the only dragonborns that exist within

the realms, there are many more. Most of which fit in the

readily predefined families of dragons. Some of these

dragons have a breath weapon which do not have a

traditional damage associated with them, refer to the

following sections for more information on them.

Chromatic Dragon AncestriesThese dragons are those which exist beyond Black, Blue,

Green, Red, and White in the Chromatic Family.

Extra Chromatic Dragon AncestriesDragon Type Damage Type Breath Weapon

Brown Acid 5 by 30 ft. line (Dex. save)

Fang (Gray) Acid 5 by 30 ft. line (Dex. save)

Gray Petrify* 15 ft. cone (Dex. save)

Indigo (Blue) Lightning 5 by 30 ft. line (Con. save)

Indigo (Purple) Psychic 15 ft. cone (Con. save)

Infrared Radiant 5 by 30 ft. line (Con. save)

Orange Fire 15 ft. cone (Dex. save)

Purple (Deep) Psychic 15 ft. cone (Con. save)

Ultraviolet Psychic 15 ft. cone (Con. save)

Yellow Fire 5 by 30 ft. line (Dex. save)

Ferrous Dragon AncestriesThese dragons are an offshoot, or subfamily, from the

Metallic Family.

Ferrous Dragon Ancestries

Dragon TypeDamage

Type Breath Weapon

Chrome(Chromium)

Cold 5 by 30 ft. line (Con.save)

Iron Lightning 15 ft. cone (Dex. save)

Nickel Acid 5 by 30 ft. line (Con.save)

Steel Poison 15 ft. cone (Con. save)

Tungsten Fire 15 ft. cone (Dex. save)

Gem Dragon AncestryThis dragon exists beyond Amethyst, Crystal, Emerald,

Sapphire, Topaz in the Gem Family.

Extra Gem Dragon AncestryDragon Type Damage Type Breath Weapon

Obsidian Fire 15 ft. cone (Dex. save)

Lesser Gem Dragon AncestryThese dragons are an offshoot, or subfamily, from the Gem

Family.

Lesser Gem Dragon AncestriesDragon Type Damage Type Breath Weapon

Amber Fire 5 by 30 ft. line (Dex. save)

Jacinth Fire 15 ft. cone (Dex. save)

Jade Force 15 ft. cone (Str. save)

Moonstone Billow* 15 ft. cone (Con. save)

Pearl Fire 15 ft. cone (Dex. save)

Metallic Dragon AncestriesThese dragons are those which exist beyond Brass, Bronze,

Copper, Gold, and Silver in the Metallic Family.

Extra Metallic Dragon AncestriesDragon Type Damage Type Breath Weapon

Adamantine Thunder 15 ft. cone (Con. save)

Cobalt Cold 15 ft. cone (Con. save)

Electrum Lightning 15 ft. cone (Dex. save)

Mercury Radiant Scales* 15 ft. cone (Con. save)

Mithral Slashing 15 ft. cone (Dex. save)

Orium Poison 15 ft. cone (Con. save)

BillowIf a creature fails the saving throw, the creature immediately

becomes incapitated and stays so for the next 1d4 turns.

9

CHAPTER 1 | CHOOSING A RACE

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ScalesInstead of using a Breath Weapon, certain dragonborns such

as Mercury dragonborns reflect light off their scales into the

eyes of their opponents.

PetrifyIf a creature fails the saving throw by 5 or more, the creature

is instantly petrified for the next 1d6 turns. Otherwise, a

creature that fails the save begins to turn to stone and is

restrained. The restrained creature must repeat the saving

throw at the end of its next turn or ending the effect on a

success.

KoboldsKobolds are often dismissed as cowardly, foolish, and weak,

but these little reptilian creatures actually have a strong

social structure that stresses devotion to the tribe, are clever

with their hands, and viciously work together in order to

overcome their physical limitations.

Kobolds tend to be underappreciated opposed to other

races, as they are the only race with a negative modifier, so

this is a slight revision of the kobold that is much more

balanced with other races and not the defacto weakest race

in the game.

SubracesSome kobolds are born with wings, they are called Urds.

Though they are ostracized by Kobold society they are quite

helpful to adventurer groups. Some Kobolds have descended

from Wyverns rather than true dragons and have some

special capabilties as a result.

Kobold TraitsYou have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you

as if it were bright light and in darkness as if it were dim

light. You discern colors in that darkness only as shades of

gray.

Draconic Roar. As a bonus action, you let out a draconic

roar at your enemies within 10 feet of you. Until the end of

your next turn, you and your allies have advantage on attack

rolls against any of those enemies who could hear the roar.

You can use this trait a number of times equal to your

proficiency bonus, and you regain all expended uses when

you finish a long rest.

Grovel, Cower, and Beg. As an action on your turn, you

can cower pathetically to distract nearby foes. Until the end

of your next turn, your allies gain advantage on attack rolls

against enemies within 10 feet of you that can see you. Once

you use this trait, you can't use it again until you finish a short

or long rest.

Languages. You can speak, read, and write Common and

Draconic.

The Longevity of LifeDragons can live for almost the lifespan of theuniverse, half-dragons can live for roughly half theamount of time a dragon could give or take a feweons as half their blood is dragon, but dragonbornswho have a small droplet of that blood live evenshorter lifespans than that of humans. That isridiculous!

Dragonborn Lifespan. On average Dragonbornslive up to be only 80 years old, but it is possiblethat some Dragonborns can live to be up to 10times that length, on rare occasion a Dragonborncan live up to 800 years old!

Standard Kobold TraitsYou have the following racial traits.

Draconic Legacy. The kobold connection to dragons can

manifest in unpredictable ways in an individual kobold.

Choose one of the following legacy options when you select

this race:

You have advantage on saving throws to avoid or end the

frightened condition on yourself.

You know one cantrip of your choice from the sorcerer

spell list. Intelligence, Wisdom, or Charisma is your

spellcasting ability for that cantrip (choose when you

select this race).

You can make unarmed strikes with your tail. When you

hit with it, the strike deals 1d6 + your Strength modifier

bludgeoning damage, instead of the bludgeoning damage

normal for an unarmed strike.

Pack Tactics. You have advantage on an attack roll against

a creature if at least one of your allies is within 5 feet of the

creature and the ally isn't incapacitated.

Urd Traits (Winged Kobold)You have the following racial traits.

Flight. You have a flying speed of 30 feet. To use this speed,

you can’t be wearing any armor.

Rock Drop. You can pick up a rock and drop it on an

enemy using your movement speed and a bonus action on

your turn, which you're proficient in doing. If you hit with a

rcok drop, the target takes bludgeoning damage equal to 1d4

+ your Dexterity modifier.

Wyvern-Descent KoboldYou have the following racial traits.

Poison Resistance. You are resistant to poison damage

and immune to the poisoned condition.

Stinger. Your stinger-pointed tail is a natural weapon,

which you can use to make unarmed strikes. If you hit with it,

you deal piercing damage equal to 1d6 + your Proficiency

Bonus poison damage, instead of the bludgeoning damage

normal for an unarmed strike.

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LizardfolkLizardfolk are a very strange race in D&D as they occupy a

very strange niche in not understanding emotions, similar to

a Warforged, but still being a living and breathing creature as

opposed to a construct. With their alien-like mindset they

should have more diverity as the race should not all be

lumped into one mega-category, giving our scaly friends some

more options and fun.

Furthermore, they share a unique connection to dragons as

they discernably don't have any connections to dragons from

an outside glance but, everyone knowns they speak draconic.

Most Lizardfolk do happen to have just the smallest amount

of draconic blood in their veins, even less than that of

Kobolds, and in some it even manifests. In those which it

manifests they often end up getting some other noticeable

benefits or the ability to use magic based off the elemental

affinities of the draconic blood in their veins.

Lizardfolk SubracesLizardfolk are a very diversified species, that have very

different styles of living which are occupied by different

subspecies. The amphibious subspecies has a greater affinity

for water than all other subspecies. The common subspecies

is the most well-known and has all the stereotypical lizardfolk

traits. Juggernaut Lizardfolk are beefier and more resilient

than common lizardfolk. Some lizardfolk such as Winged

Lizardfolk even have wings from their heritage.

Lizardfolk TraitsYou have the following racial traits.

Creature Type. You are a Humanoid.

Size. You are Medium.

Speed. Your walking speed is 30 feet.

Bite. Your fanged maw is a natural weapon, which you can

use to make unarmed strikes. If you hit with it, you deal

piercing damage equal to 1d6 + your Strength modifier,

instead of the bludgeoning damage normal for an unarmed

strike.

Hold Breath. You can hold your breath for up to 15

minutes at a time.

Hunter's Lore. You gain proficiency with two of the

following skills of your choice: Animal Handling, Nature,

Perception, Stealth, and Survival.

Natural Armor. You have tough, scaly skin. When you

aren't wearing armor, your AC is 13 + your Dexterity modifier.

You can use your natural armor to determine your AC if the

armor you wear would leave you with a lower AC. A shield's

benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and

Draconic.

Amphibious Lizardfolk TraitsYou have the following racial traits.

Amphibious. You can breathe air and water.

Environmental Advantage. When submerged in water

your Armor Class is increased by 1.

Swim Speed. You have a swimming speed of 30 feet.

Common Lizardfolk TraitsYou have the following racial traits.

Cunning Artisan. As part of a short rest, you can harvest

bone and hide from a slain beast, construct, dragon,

monstrosity, or plant creature of size Small or larger to create

one of the following items: a shield, a club, a javelin, or 1d4

darts or blowgun needles. To use this trait, you need a blade,

such as a dagger, or appropriate artisan's tools, such as

leatherworker's tools.

Hungry Jaws. In battle, you can throw yourself into a

vicious feeding frenzy. As a bonus action, you can make a

special attack with your bite. If the attack hits, it deals its

normal damage, and you gain temporary hit points (minimum

of 1) equal to your Constitution modifier, and you can't use

this trait again until you finish a short or long rest.

Swim Speed. You have a swimming speed of 30 feet.

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Juggernaut Lizardfolk TraitsThese Lizardfolk are built a bit chunkier and tougher than

the average lizardolk. Generally, because of their martial

advantage they get trained in extra weapons and are trained

to protect the weaker Lizardfolk.

You have the following racial traits.

Juggernaut's Endurance. You can focus yourself to

occasionally shrug off injury. When you take damage, you can

use your reaction to roll a d12. Add your Constitution

modifier to the number rolled, and reduce the damage by that

total. After you use this trait, you can’t use it again until you

finish a short or long rest.

Martial Training. You are proficient with two martial

weapons of your choice and with light armor.

Superior Scales. When using your Natural Armor your AC

is instead 14 + your Dexterity Modifier.

Winged Lizardfolk TraitsThese Lizardfolk are probably the rarest of all Lizardfolk as

they retained wings from their heritage. Most other

Lizardfolk don't have wing so having them is quite the

phenomenon but they are a major asset as well.

You have the following racial traits.

Flight. You have a flying speed of 30 feet. To use this speed,

you can’t be wearing medium or heavy armor.

Glide. You can glide through the air at a rate of up to 60

when angled downwards.

Choosing a ClassThere are several fantastical classes and furthermore

subclasses open for Players to choose from however, the

subclasses presented here are draconic in theme.

Barbarian - Primal PathsAt 3rd level, a barbarian gains the Primal Path feature, which

offers you the choice of a subclass. The following options are

available to you when making that choice: Path of the Dragon

and Path of the Totem Warrior (Drake).

Path of the DragonBarbarians who walk the Path of the Dragon draw their rage

from a draconic spark burning within their souls. That

dragon bursts forth in the throes of rage, physically

transforming the barbarian.

Such a barbarian might be inhabited by a draconic spirit or

be descended from shape-shifters. You can choose the origin

of your reptilian might or determine it by rolling on the Origin

of the Dragon table.

Origin of the Dragond4 Origin

1 One of your parents is a shapeshifting dragon, andyou've inherited some of their draconic abilities.

2 You have a drop of draconic blood in your veins, yetyou're able to manipulate it and bring forth its might.

3 A dragon gave you their graces, and has gifted you theability to embody their power.

4 An ancient dragon's spirit has roosted within your soul,allowing you to walk this path.

Draconic Ancestry3rd-level Path of the Dragon feature

When taking this subclass you choose a draconic ancestry

that will influence the direction of your abilities down the

road. Your options are available on the Draconic Ancestry

table.

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Draconic AncestryDragon Type Damage Type

Amethyst Force

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Crystal Radiant

Copper Acid

Emerald Psychic

Gold Fire

Green Poison

Red Fire

Sapphire Thunder

Silver Cold

Topaz Necrotic

White Cold

Form of the Dragon3rd-level Path of the Dragon feature

When you enter your rage, you can transform, revealing the

draconic power within you. Until the rage ends, you manifest

a natural weapon. It counts as a simple melee weapon for

you, and you add your Strength modifier to the attack roll

when you attack with it, as normal; you add your Strength

Modifier worth of the damage type of your draconic ancestry

to damage rolls when you attack with it.

You choose the weapon's form each time you rage:

Bite. Your mouth transforms into a draconic muzzle or

great mandibles (your choice). It deals 1d8 piercing damage

on a hit. Once on each of your turns when you damage a

creature with this bite, you regain a number of hit points

equal to your proficiency bonus, provided you have less than

half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which

you can use as a weapon if it's empty. It deals 1d6 slashing

damage on a hit. Once on each of your turns when you attack

with a claw using the Attack action, you can make one

additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8

piercing damage on a hit and has the reach property. If a

creature you can see within 10 feet of you hits you with an

attack roll, you can use your reaction to swipe your tail and

roll a d8, applying a bonus to your AC equal to the number

rolled, potentially causing the attack to miss you.

Draconic Soul6th-level Path of the Dragon feature

The draconic power within you increases, causing the

natural weapons of your Form of the Beast to count as

magical for the purpose of overcoming resistance and

immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your

surroundings. When you finish a short or long rest, choose

one of the following benefits, which lasts until you finish your

next short or long rest:

You gain a swimming speed equal to your walking speed,

and you can breathe underwater.

You gain a climbing speed equal to your walking speed,

and you can climb difficult surfaces, including upside

down on ceilings, without needing to make an ability

check.

When you jump, you can make a Strength (Athletics)

check and extend your jump by a number of feet equal to

the check's total. You can make this special check only

once per turn.

Frightful Presence10th-level Path of the Dragon feature

Each creature of your choice that is within 30 feet of you

must succeed on a Wisdom saving throw (DC equal to 8 +

your Constitution modifier + your proficiency bonus) 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

your Frightful Presence for the next 24 hours.

You can use this feature a number of times equal to your

proficiency bonus, and you regain all expended uses when

you finish a long rest.

Call the Hunt14th-level Path of the Dragon feature

The dragon within you grows so powerful that you can

spread its ferocity to others and gain resilience from them

joining your hunt. When you enter your rage, you can choose

a number of other willing creatures you can see within 30

feet of you equal to your Constitution modifier (minimum of

one creature).

You gain 5 temporary hit points for each creature that

accepts this feature. Until the rage ends, the chosen

creatures can each use the following benefit once on each of

their turns: when the creature hits a target with an attack roll

and deals damage to it, the creature can roll a d6 and gain a

bonus to the damage, of the kind of damage associated with

your draconicn ancestry, equal to the number rolled.

You can use this feature a number of times equal to your

proficiency bonus, and you regain all expended uses when

you finish a long rest.

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Totem WarriorIf you follow the path of the Totem Warrior from the Player's

Handbook, you have access to the options presented here.

Totem Spirit3rd-level Path of the Totem Warrior feature

This option is available to you when you choose a totem

animal at 3rd level.

As with the spirits in the Player's Handbook, the option

here requires a physical object incorporating some part of the

totem beast, and you might aquire minor physical attributes

associated with your totem spirit, such as fangs or scales if

you have a drake totem spirit.

Also your totem spirit might be an animal similar to the

one listed here but more suitable to your homeland, such as a

lizard or reptilian, rather than a drake.

Drake. When entering rage, you choose a draconic

ancestry and take on the resistance of that kind of dragon.

The spirit of the drake makes you rather resilient.

Aspect of the Beast6th-level Path of the Totem Warrior feature

This option is available to you when you choose a totem

animal at 6th level.

Drake. You become proficient in the Draconic language, if

you already are you become proficient in another Standard

Language that you do not already know. Furthermore, you get

a + 2 bonus to all Perception checks. The drake spirit not

only makes you strong but smart.

Totemic Attunement14th-level Path of the Totem Warrior feature

This option is available to you when you choose a totem

animal at 14th level.

Drake. While raging, your draconic ancestry's resistance

becomes immunity. Furthermore, when entering rage you

can unleash a breath weapon that is associated with your

draconic ancestry. When you use your breath weapon, each

creature in the area of the exhalation must make a saving

throw, the type of which is determined by your draconic

ancestry. The DC for this saving throw equals 8 + your

Constitution modifier + your proficiency bonus. A creature

takes 2d6 damage on a failed save, and half as much damage

on a successful one.

Bard - Bardic CollegesAt 3rd level, a bard gains the Bard College feature, which

offers you the choice of a subclass. The following option is

available to you when making that choice: College of Scales.

College of ScalesBards of the College of Scales join for one reason, they can't

tell the difference between a musical scale and the scales of a

dragon, they are one in the same and are harnessed the same

exact way.

They used these abilties to get themselves into and out of

trouble, but all the abilities they use they always strive to

improve just as a musician does their music and a dragon

does their hoard.

Pitch Perfection3rd-level College of Scales feature

When making a Performance check you can alter the scale

of your music (or however you perform) to just the right pitch

for any performance. You gain double your proficiency bonus

to all performance checks (even if you are an expert).

Additionally, as an action, when performing you can also

tune your musical instrument (or performace) to a pitch so

high that it pierces the ears in the most subtle of ways.

Choose up to a number of creatures equal to your Charisma

Modifier within 30 feet of you, they take 2d4 psychic damage.

Finally, you become proficient in the Draconic language if

you are not already.

Frightening Inspiration3rd-level College of Scales feature

You can warp some draconic words into your Bardic

Inspirations. When your Bardic Inspiration is expended and

rolled, if the roll is greater than or equal to the number on the

Frightening Inspiration table, the creature(s) that the Bardic

Inspiration is affecting, if any, become frightened of the

person who expended the Bardic Inspiration until the end of

their next turn.

Frightening InspirationBard Level d6 Minimum

3rd 6

6th 5

10th 4

14th 3

18th 2

Draconic Scales6th-level College of Scales feature

Your body starts to become slightly scaled, if your body

already had scales they become much thicker. Your Armor

Class increased by 1 and you choose a Draconic Ancestry

from the Draconic Ancestry table and gain resistance to the

associated damage type.

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Draconic AncestryDragon Type Damage Type

Amethyst Force

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Crystal Radiant

Copper Acid

Emerald Psychic

Gold Fire

Green Poison

Red Fire

Sapphire Thunder

Silver Cold

Topaz Necrotic

White Cold

Bardic Manipulation14th-level College of Scales feature

When using your Bardic Inspiration, and by extension

Frightening Inspiration, you can manipulate the result of the

outcome somewhat. You can sacrifice 15 feet of movement

on the current turn, if it is available to you, to bump the result

of the dice roll by 1 in either direction. You can do this a

number of times equal to your Charisma Modifier (minimum

3) and all expended uses of this ability recover on a Long

Rest.

Sorcerer - Sorcerous OriginAt 1st level, a sorcerer gains the Sorcerous Origin feature,

which offers you the choice of a subclass. The following

option is available to you when making that choice: Draconic

Bloodline.

Draconic BloodlineIf you are of the Draconic Bloodline from the Player's

Handbook, you have access to the options presented here.

Draconic Magic1st-level Draconic Bloodline feature

You learn additional spells when you reach certain levels in

this class, as shown on the Draconic Spells table. Each of

these spells counts as a sorcerer spell for you, but it doesn't

count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one

spell you gained from this feature with another spell of the

same level. The new spell must be an enchanment or illusion

spell from the sorcerer, warlock, or wizard spell list.

Draconic SpellsSorcerer Level Spells

1st absorb elements, chromatic orb

3rd dragon's breath, see invisibility

5th elemental weapon, protection from energy

7th elemental bane, leomund's secret chest

9th geas, legend lore

Choosing a BackgroundDragonslayerYou have spent a portion of your life chasing and slaying

dragons or practicing to do so one day, atleast that's what you

claim. To be a dragonslayer all you need to do is have an

ultimate goal to strive towards and a way to overcome it when

the destined time comes.

Skill Proficiencies: Animal Handling, Athletics

Languages: Draconic, and one of your choice

Eqipment: The fang of a fallen dragon, a list of potential

dragon lairs, a set of traveler's clothes, and a pouch

containing 15 gp.

Feature: PreparedYou are prepared for the most adverse of situtations such as a

dragon's frightful presense or effects given off by other

monsters. You have advantage on all saving throws against

being frightened. Additionally, as a bonus action you can

recall information on dragons which you can relay however

you prefer; this information includes its age category,

resistances, immunities, vulnerabilities, and what its breath

weapons are.

Former CultistYou used to spend a lot of time with members of the Cult of

the Dragon, and may even been inducted. Somehow,

someway you've broken free of the grasps of the cult with

knowledge of the cult and a vendetta against one another. You

might be the key to taking down the cult or just another thorn

in the side of the cult's history.

Skill Proficiencies: Insight, Religion

Languages: Draconic, and one of your choice

Eqipment: The scale of a chromatic dragon, a document

containing some cult plans, a set of traveler's clothes, and a

pouch containing 10 gp.

Feature: Cult ContactYou haven't completely cut off contact with the cult you still

have some contacts within the cult and are on good terms

with some members. You can contact your cult contact to

know what is happening in the cult currently and if they have

any major plans that come up. However, beware if you foil

these plans the cult could snuff out your contact, attack you,

your friends, your family, and more.

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FeatsAquaticPrerequisite: (non-Amphibious) Lizardfolk

Your lungs and respiratory system are built in such a way

that you've achieved the ability to last for quite some time

underwater without needing air, you gain the following

benefits:

Increase your Constitution score by 1, to a maximum of 20.

You can hold your breath underwater for 1 hour.

Draconic HeritagePrerequisite: Kobold or Lizardfolk

You have been able to trace back your draconic roots and

learn of your draconic heritage and have learned how to use

your roots to your advantage. Choose a Dragon Type from the

Draconic Heritage table below and you gain resistance to the

damage type associated with it.

Draconic HeritageDragon Type Damage Type

Black Acid

Blue Lightning

Brass Fire

Bronze Lightning

Copper Acid

Gold Fire

Green Poison

Red Fire

Silver Cold

White Cold

Hardened ScalesPrerequisite: Lizardfolk

Your scales are much tougher than the scales of the

average Lizardfolk. When you aren't wearing armor, your AC

is now 16, rather than 13, + your Dexterity modifier. You can

use your natural armor to determine your AC if the armor you

wear would leave you with a lower AC. A shield's benefits

apply as normal while you use your natural armor.

Inherited DragonismPrerequisite: Kobold or Lizardfolk, the Draconic Heritage

feat

You have been able to take your draconic roots and further

harness them. You can now use the breath weapon of your

respective draconic ancestor. You gain the following breath

weapon in accordance to the color you chose for your

draconic heritage as seen on the Inherited Dragonism table

below.

Inherited DragonismDragon Type Damage Type Breath Weapon

Black Acid 5 by 30 ft. line (Dex. save)

Blue Lightning 5 by 30 ft. line (Dex. save)

Brass Fire 5 by 30 ft. line (Dex. save)

Bronze Lightning 5 by 30 ft. line (Dex. save)

Copper Acid 5 by 30 ft. line (Dex. save)

Gold Fire 15 ft. cone (Dex. save)

Green Poison 15 ft. cone (Con. save)

Red Fire 15 ft. cone (Dex. save)

Silver Cold 15 ft. cone (Con. save)

White Cold 15 ft. cone (Con. save)

When you use your breath weapon, each creature in the

area of the exhalation must make a saving throw, the type of

which is determined by your Draconic Heritage. The DC for

this saving throw equals 8 + your Constitution modifier +

your Proficiency Bonus. A creature takes 4d6 damage on a

failed save, and half as much damage on a successful one.

After you use your breath weapon, you can’t use it again

until you complete a short or Long Rest.

Tempo TheftPrerequisite: Kobold

You become much more capable of maneuvering your body

in a way that you use the movement of other creatures to

empower your own.

When a creature moves past you, you can use a reaction to

steal the remaining movement speed of that creature,

stopping it in its place. On you next turn you can take the

remaing movement speed of that creature and add it onto the

movement speed you are able to make that turn.

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SpellsShape AirTransmutation cantrip

Casting Time: 1 action

Range: 30 feet

Components: SDuration: Instantaneous or 1 hour (see below)

You choose an area of air that you can see within range and

that fits within a 5-foot cube. You manipulate it in one of the

following ways:

You instantaneously move or otherwise change the flow of

the air as you direct, up to 5 feet in any direction. This

movement doesn't have enough force to cause damage.

You cause the air to form into simple shapes and animate

at your direction. This change lasts for 1 hour.

You change the air's color or opacity. The air must be

changed in the same way throughout. This change lasts

for 1 hour.

You freeze the air, provided that there are no creatures in

it. The air unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more

than two of its non-instantaneous effects active at a time, and

you can dismiss such an effect as an action.

Classes: Druid, Sorcerer, Wizard

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Chapter 2:

There are many dragons that exist within the

realms and many of those dragons have been

recordered throughout history in this tome.

Everything from statistics to certain habitats of

several kinds of dragons have been recorded

and are for all to view in this tome.

Scholars and sages that have classified

dragons are generally hailed as heroes as they make the

process of documenting dragons much easier and clean.

Thanks to their work we have a relatively plausible timeline

of how dragons interact with our world, when the appeared,

and how they may have appeared.

Dragon HistoryThe first dragons to exist were white, black, blue, green, red,

and golden who was quite distinguished from the rest. The

next four dragons that were discovered were the rest of the

metallic dragons such as brass, copper, bronze, and silver.

This made up the original ten dragons but there was more

than enough space for more dragons.

The other astonishing thing about these earlier dragons

was how minimal they were and how much they didn't cover

which they now do, their were many niches open for other

dragons to come. This space allowed for other dragons to fill

in the void that otherwise would not have existed.

Quickly, new dragons began to appear to fill in the tints of

the color wheel such as early iterations of brown, orange, and

yellow followed by the original gray dragons. Then followed

by different versions, recorded by different adventurers, of

yellow and orange accompanied by the new purple. This

might be the largest source of where the different

information and versions come from as these dragons started

in what is a semi-official standpoint and then integrated to an

official one yet left with many wondering which each dragon

was actually meant to be, which version, which is likely the

reason we cannot agree on which are the true ones today.

These chromatic dragons were only followed by more

metallic dragons, and then many other kinds of dragons that

had unique and fascinating concepts. Certain dragons took

on the aspects of the elements, some of these dragons

governed other lands, some even became space ghosts.

Since sources differ on how some dragons are perceived

such as gray dragons there will be different variations of the

gray dragons and other similarities for the others as well.

Additionally, some small liberties will be taken to reimagine

these dragons and further explore their lore as well as what

might have changed since their début in older editions such

as the yellow dragon's spell list. This is by no means perfect

but, it's just an attempt to reimagine some dragons that

should have existed in the first place.

Mythology ChangesFor those who believe a dragon is represented completely

wrong in this document feel free to change it. Mythology and

lore are not a perfect practice and then converting the

information into numbers on a dice isn't an exact science as

words can have an arbitrary value. Mythology is always

changing and adapting to the times, the lore of the ancient

faerûnian gods today is not the same has it always has been

as our modern views have gone back and changed how we

perceive this ancient mythology the same way it has with

every mythology. These dragons are being perceived the

same way and having even more liberties taken on them as

their information is much more scarce than the information

on an ancient pantheon which we have centuries of records

of as opposed to mere decades with almost no time for

refinement where corporations through a dragon to the side

or forgot of there existence either on purpose or on accident.

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Proto-Dragons

Proto-Dragons were not one species, in fact there

are several different species which are referred

to as Proto-Dragons. Nonetheless, each of these

different species had a few distinct

commonalities such as appearing like

prehistoric reptilian creatures. Today scholars

from every corner of the multiverse believe that

Proto-Dragons have evolved into the Dragons of today and

much more.

The Theory of Proto-DragonsIt is widely believed that Proto-Dragons lived around the time

of the dinosaurs and were likely related to them in some form

or another. This theory is supported by the fact that certain

dragons and dinosaurs can bear half-dinosaur / half-dragon

offspring. It is believed that the first Proto-Dragons were

known as Eodracos, wyvern-like creatures that weren't

intelligent, yet smarter than the average animal. When the

end of the era of dinosaurs came, Eodracos survived the

calamity and went on to start an evolutionary process that

lasted thousands of years.

EodracoEodracos, also known as "Dawn Dragons" from languages of

the past, were the first Proto-Dragon genus. They generally

measured 35 feet in length with a 50 foot wingspan, with a

portion of their length leading into a tail-like stinger similar to

wyverns today. Fossil records show that their skull was

smaller than that of a wyvern yet larger than that of a

dinosaur which makes their level of intelligence slightly

ahead of their time. Furthermore, they were shorter than

most other dinosaurs which might have contributed to their

ability to survive the cataclysm which ended the era of the

dinosaurs, which many speculate to be the Tearfall. Even

though they survived, with the warped climate of Toril the

Eodracos had to diversify and evolve to survive. Some of

these species became the ancestors of wyverns, drakes, and

psuedo-dragons. Other fossil evidence suggests that there

has been multi-headed winged Eodracos which may have

evolved into the hydras. and other multi-headed reptiles, of

today.

After the EodracosIt is believed that Eodracos lead to the evolution of two main

genera of dragons, and many smaller ones, though one went

extinct during the Days of Thunder and then other went to

become known as Ignidracos.

The other genera that the Eodraco gave way to was the

Eodraco orientalis, multi-headed dragons (such as hydras),

wyverns, and lesser dragons (which had two notable sub-

branches; one of which became drakes and the other became

faerie dragons and psuedo-dragons).

IgnidracoIgnidraco were the first dragons that were able to breathe out

blasts of fire, likely because their digestive tract had evolved

to allow them to regurgitate intestinal gas and ignite it with

an enzymatic, hypergolic reaction in the back of their throats.

With enough time, Ignidraco were able to modify their

digestive tracts to produce other effects as well such as

exhaling acid, lightning, poison, and a cold white beam.

Furthermore, they were much more intelligent than that of

a normal Eodraco and they are infact attributed to being

users of the Draconic language, albeit a very rudimentairy

and archaic form of it.

Scholars, do not have a timeframe for it, but at some point

Ignidracos evovled into two primary new subspecies the

ferrodracos and inficedracos, (also a subspecies which

evolved into planar dragons). The ferrodracos are the

ancestors of modern Metallic Dragons and the Inficedracos

are the ancestors of modern Chromatic Dragons. This make

the Ignidraco the first member of the species we refer to

today as true dragons.

Other Problems in the DragonFamily TreeMagic is such an interesting and fun part of thefantasical realms of D&D. From, the ForgottenRealms to Eberron, Ravenloft, Ravnica, Theros, andmuch more, magic exists everywhere. The problemis that with genetic and fossil records, it isimpossible to tell if Proto-Dragons used many formof magic, however primal it may have been. SoEodraco may have been casters, though their brainsize suggests otherwise, but we can't say for sure.

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Eodraco orientalisEodraco orientalis is another species, like the Ignidraco,

which evolved from the Eodraco. Strangely enough, this

subspecies doesn't have enough evidence to prove their

actual existence which is a major problem. The problem lies

in the fact that if this species did not exist, then Lung

dragons, who supposedly descended from them, could not

exist either. Some scholars believe this branch of the tree was

made up by apologists to fill in holes in the proto-dragon

theory. However, what we do know is that Lung dragons are

in fact true dragons - so there must be some connection to

that of Ignidracos, perhaps they had another briefly lived

common ancestor earlier in time before they split.

An Aging Fiasco!Like any creature, Proto-Dragons obviously agedand today we have defintive brackets to tell theapproximate age of a dragon, usually used tomeasure their approximate power. Well, it isunknown if Proto-Dragons even lived for the sameamount of time or if they gained power as theyaged like the dragons of today.

Inficedraco & FerrodracosInficedracoInficedraco were an evolution of the ignidraco who were

more ferocious and more intelligent than their ancestors.

Around, -10,000 DR Inficedraco had fully evolved into the

chromatic dragons of today. However, extra speculation

surrounds this group as the fact that they may have also been

the predecessors to Gem Dragons as well yet, there is

nothing to suggest this is the truth.

FerrodracoFerrodraco were an evolution of the ignidraco, who took a

very different approach than that of Inficedraco, they favored

intellectual and social behavior. Due to this approach, their

level of intelligence soared beyond that of the Inficedracos.

Around -10,000 DR Ferrodraco had fully evolved into the

metallic dragons of today. Similar, to Inficedraco many

scholars believe that ferrous dragons also descended from

this group due to their close tie with metallic dragons.

ScrutinyMany scholars believe there are far too many inconsistencies

in the theory of proto-dragons, though the fossil record

simply doesn't lie. One of the inconsistencies they point to is

that Linnorm dragons do not fit into this theory and Gem

Dragons as well as Ferrous Dragons do not fit in snuggly

either. Then the whole branch of Eodraco orientalis may or

may not be fabricated as well. Many opponents to the

evolutionist theory believe that the gods created the mortal

races and that simply science cannot explain everything.

Again, this argument was countered with the fossil record

showing that Proto-Dragons existed beyond Toril and have

been found in other planes of existence such as Greyhawk

and Eberron, and these Proto-Dragons are almost identical

to the fossils of Torilian Proto-Dragons.

The Gap of Mythology & HistoryAnother big problem that the theory of Proto-Dragons faced

is where the gods fit into the equation as while mythology

might be rooted in history accounts of these divine beings do

have merit. Gods such as Bahamut (The God of Metallic

Dragons), Gruaghlothor (The God of Ferrous Dragons),

Sardior (The God of Gem Dragons), and Tiamat (The

Goddess of Chromatic Dragons) must have come from

somewhere and with good reason. Would the humanoids

who currently inhabit the realms realistically dream of an evil

dragon god sealed within the Abyss, ever clawing for freedom

just to destroy them? Probably not, especially when they have

evidence that these dieties exist and have exercised their

power on the material planes before. So some scholars have

looked to bridge the gap and find the general commonground

between both theories to find a definitive truth thats lies

somewhere in the middle.

The Most Prevalent TheoryOf these middle ground theories, there is one that rises above

the rest, or several different variations of one. Whenever a

dragon genus was on the verge of a split, the "founder" of the

new branch would take the title of their god. This is hard to

envision so the example that follows will be of that and

Bahamut and Tiamat, however there are several theories on

who parented them anyways. The most widely accepted

theory is that Bahamut and Tiamat were born from the

sundered corpse of Io, who was also known as Asgorath.

In the case of the Ignidraco evolving to become the

Inficedraco and Ferrodraco, it is possible to believe that the

final Ignidraco was some sort of body that Io or Asgorath

used for a temporary time. After his death, the two siblings

became the founders of two new distinctive branches of

dragons and after their mortal passing they became godly.

However, this theory has its own scrutiny as it works better

with Tiamat then Bahamut as Tiamat, having features of all

chromatic dragons, could have easily been the original

amalgamation of them all whereas Bahamut, is a platinum

dragon and no other Metallic Dragon is platinum in the

slightest.

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This leads to a subtheory, that sometimes when a certain

genus of dragons originally came into existence six familes

would form. In the case of the Metallic Dragons: Brass,

Bronze, Copper, Gold, Platinum, Silver. The less stronger

varieties would cannibalize the strongest and leave them as

their god. However, this is very out-there behavior for Metallic

Dragons and even that of Gem Dragons which follow a

similar structure: Amethyst, Crystal, Emerald, Ruby,

Sapphire, and Topaz; with Ruby being the strongest. Yet, this

theory further fumbles with dragons that don't fit within these

rigid boundaries such as the literal "black sheep" of the Gem

Dragons, the Obsidian Dragon. In fact, the above theory

doesn't work in the case of Chromatic Dragons when Purple

(also known as Deep) Dragons and Gray (also known as

Fang) Dragons are thrown in on top of Yellow and Orange

Dragons.

Furthermore, this theory doesn't work for many other

dragon gods who aren't gods of a specific general

classification of dragons such as: Astilabor, Garyx, Hlal,

Kereska, Kuyutha, Lendys, Null, Tamara, Task, and Zorquan.

The TruthWith how dragons are currently organized and classified, it

will be hard to ever have a rigid structure which allows for us

to have an intricate map to their whole history, especially

with their family being so vast and their history having almost

no documentation on behalf of humanoids. And who really

cares where they came from, we should really worry about

how to keep the dangerous ones away and how to build great

relationships with the ones who are willing to work with us.

EodracoRefresherEodraco are the founders of dragonkind and are more akin to

wyvern than the dragons of today. Additionally, even though

these are the founder of dragonkind, they don't meet most of

the qualifications of a dracon and fit the qualifications of a

beast much closer as they are more similar to dinosaurs than

other dragons.

22

Ancient EodracoGargantuan beast, unaligned

Armor Class 20 (natural armor)Hit Points 177 (13d20 + 40)Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 18 (+4) 5 (-3) 14 (+2) 8 (-1)

Skills Perception +9Senses darkvision 60 ft., passive Perception 19Languages —Challenge 10 (5,900 XP) Proficiency Bonus +4

Flyby. The eodraco doesn't provoke opportunity attackswhen it flies out of an enemy's reach.

Pack Tactics. The eodraco has advantage on an attackroll against a creature if at least one of the eodraco'sallies is within 5 feet of the creature and the ally isn'tincapacitated.

ActionsMultiattack. The eodraco makes two attacks: one withits bite and one with its stinger. While flying, it can useits claws in place of one other attack.

Bite. Melee Weapon Attack: +8 to hit, reach 15 ft., onecreature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft.,one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft.,one creature. Hit: 15 (3d6 + 4) piercing damage. Thetarget must make a DC 18 Constitution saving throw,taking 35 (10d6) poison damage on a failed save, orhalf as much damage on a successful one.

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Adult EodracoHuge beast, unaligned

Armor Class 18 (natural armor)Hit Points 102 (11d12 + 30)Speed 20 ft., fly 80 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 18 (+4) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +7Senses darkvision 60 ft., passive Perception 16Languages —Challenge 8 (3,900 XP) Proficiency Bonus +3

Flyby. The eodraco doesn't provoke opportunityattacks when it flies out of an enemy's reach.

Pack Tactics. The eodraco has advantage on anattack roll against a creature if at least one of theeodraco's allies is within 5 feet of the creature andthe ally isn't incapacitated.

ActionsMultiattack. The eodraco makes two attacks: onewith its bite and one with its stinger. While flying, itcan use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10ft., one creature. Hit: 11 (2d6 + 4) piercingdamage. The target must make a DC 17Constitution saving throw, taking 24 (7d6) poisondamage on a failed save, or half as much damage ona successful one.

Young EodracoLarge beast, unaligned

Armor Class 15 (natural armor)Hit Points 50 (9d10 + 20)Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +5Senses darkvision 60 ft., passive Perception 14Languages —Challenge 5 (1,800 XP) Proficiency Bonus +3

Pack Tactics. The eodraco has advantage on anattack roll against a creature if at least one of theeodraco's allies is within 5 feet of the creature andthe ally isn't incapacitated.

ActionsMultiattack. The eodraco makes two attacks: onewith its bite and one with its stinger. While flying, itcan use its claws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,one creature. Hit: 11 (2d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 13 (2d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft.,one creature. Hit: 11 (2d6 + 4) piercing damage.The target must make a DC 16 Constitution savingthrow, taking 18 (5d6) poison damage on a failedsave, or half as much damage on a successful one.

Eodraco WyrmlingMedium beast, unaligned

Armor Class 18 (natural armor)Hit Points 42 (7d8 + 10)Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA

17 (+3) 10 (+0) 14 (+2) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +4Senses darkvision 30 ft., passive Perception 13Languages —Challenge 2 (450 XP) Proficiency Bonus +2

Pack Tactics. The eodraco has advantage on an attackroll against a creature if at least one of the eodraco'sallies is within 5 feet of the creature and the ally isn'tincapacitated.

ActionsMultiattack. The eodraco makes two attacks: one withits bite and one with its stinger.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., onecreature. Hit: 10 (2d6 + 3) piercing damage.

Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft.,one creature. Hit: 7 (1d6 + 3) piercing damage.

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Eodraco luminareRefresherEodraco luminare are the newly named branch of the

Eodraco lineage, which is alive and well today, focussed on

what have become known as Lesser Dragons. Members of

this lineage include Drakes (not manufactured by the Cult of

the Dragon), Faerie Dragons, and Psuedo-Dragons and their

ancestors.

Because dragons such as Drakes (Ambush and Guard

varieties), Faerie Dragons, and Pseudo-Dragons do not age

like other dragons (i.e. their power does not grow much with

age) they only need one stat-block per split in the family tree.

Double SplitThere was two points where the Eodraco luminare genus

split into two definitive lineages. The first of which is where

Drakes split off from the rest of the family and the second is

where Faerie and Psuedo-Dragons became their own

distinctive entities. Therefore, there are two defintive points

in time where the Eodraco luminare was a vastly different

species. A Eodraco luminare that existed before Drakes split

off from the main tree (and coincidentally before the draconic

language was formed) and from before Faerie and Psuedo-

Dragons became the sole survivors of the main tree.

24

Eodraco luminare(Early)Medium dragon, unaligned

Armor Class 14 (natural armor)Hit Points 23(4d6 + 9)Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)

Skills Perception +4, Stealth +4Senses darkvision 60 ft., passive Perception 14Languages —Challenge 1/2 (100 XP) Proficiency Bonus 2

Pack Tactics. The eodraco luminare has advantageon an attack roll against a creature if at least one ofthe eodraco luminare's allies is within 5 feet of thecreature and the ally isn't incapacitated.

Limited Telepathy. Using telepathy, the dragon canmagically communicate with any other eodracoluminare, or a descendant of one, within 60 feet ofit.

ActionsBite. Melee Weapon Attack: +4 to hit, reach 5ft.,one target. Hit 4 (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,one creature. Hit: 5 (1d4 + 3) piercing damage, andthe target must succeed on a DC 11 Constitutionsaving throw or become poisoned for 1 hour.

Eodraco luminare(Late)Tiny dragon, unaligned

Armor Class 14 (natural armor)Hit Points 11(3d4 + 3)Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA

3 (-4) 20 (+5) 13 (+1) 14 (+2) 12 (+1) 16 (+3)

Skills Arcana +4, Perception +3, Stealth +7Senses darkvision 60 ft., passive Perception 13Languages Draconic; understands Common and

Sylvan but can't speakChallenge 1 (200 XP) Proficiency Bonus 2

Keen Senses. The eodraco luminare has advantageon Wisdom (Perception) checks that rely on sight,hearing, or smell.

Limited Telepathy. Using telepathy, the eodracoluminare can magically communicate with anyother eodraco luminare, or a descendant of one,within 60 feet of it. Additionally, it can magicallycommunicate simple ideas, emotions, and imagestelepathically with any creature within 100 feet of itthat can understand a language.

Magic Resistance. The eodraco luminare hasadvantage on saving throws against spells and othermagical effects.

ActionsBite. Melee Weapon Attack: +7 to hit, reach 5ft.,one target. Hit 7 (1d4 + 5) piercing damage.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft.,one creature. Hit: 5 (1d4 + 3) piercing damage, andthe target must succeed on a DC 11 Constitutionsaving throw or become poisoned for 1 hour. If thesaving throw fails by 5 or more, the target fallsunconscious for the same duration, or until it takesdamage or another creature uses an action to shakeit awake.

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Eodraco orientalisRefresherEodraco orientalis were never confirmed to exist or not. If

they did exist, they would be the genus that gave rise to what

became the Lung Dragons native to the lands of Kara-Tur.

Some new ideas have spiced up the debate proposing that

they are closer related to Ignidracos, as opposed to Eodracos,

as they share a similar life cycle and can be broadly placed

into rigid age categories, which it is no confirmed Eodracos

did and several of its other succesors didn't.

Unlike other dragons, the Lung Dragons do not have

wings, however presumably in the past they may have had

wings. Additionally, unlike all other dragons, all of the young

of the Lung Dragons live in the water whereas most other

dragons adapt for water later in life. However, the Eodraco

orientalis wasn't too far departed from the original Eodraco

that it was more of a traditional dragon.

25

Ancient EodracoorientalisGargantuan dragon, neutral good

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 +11Skills Perception +16, Stealth +9Senses blindsight 60 ft., darkvision 120 ft., passive

Perception 26Languages Common, DraconicChallenge 18 (20,000 XP) Proficiency Bonus +6

Amphibious. The eodraco orientalis can breathe airand water.

Legendary Resistance (3/Day). If the eodracoorientalis fails a saving throw, it can choose tosucceed instead.

ActionsMultiattack. The eodraco orientalis can use itsFrightful Presence. It then makes three attacks: onewith 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 10ft., 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 eodracoorientalis's choice that is within 120 feet of theeodraco orientalis and aware of it must succeed ona DC 19 Wisdom saving throw or becomefrightened for 1 minute. A creature can repeat thesaving throw at the end of each of its turns, endingthe effect on itself on a success. If a creature'ssaving throw is successful or the effect ends for it,the creature is immune to the eodraco orientalis'sFrightful Presence for the next 24 hours.

Legendary ActionsThe eodraco orientalis can take 3 legendary actions,choosing from the options below. Only onelegendary action can be used at a time and only atthe end of another creature's turn. The dragonregains spent legendary actions at the start of itsturn.

Detect. The eodraco orientalis makes a Wisdom(Perception) check.

Tail Attack. The eodraco orientalis makes a tailattack.

Wing Attack (Costs 2 Actions). The eodracoorientalis beats its wings. Each creature within 15feet of the dragon must succeed on a DC 23Dexterity saving throw or take 15 (2d6 + 8)bludgeoning damage and be knocked prone. Theeodraco orientalis can then fly up to half its flyingspeed.

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Adult EodracoorientalisHuge dragon, neutral good

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 +8Skills Perception +11, Stealth +7Senses blindsight 60 ft., darkvision 120 ft., passive

Perception 21Languages Common, DraconicChallenge 11 (7,200 XP) Proficiency Bonus +4

Amphibious. The eodraco orientalis can breathe air andwater.

Legendary Resistance (3/Day). If the eodraco orientalisfails a saving throw, it can choose to succeed instead.

ActionsMultiattack. The eodraco orientalis can use its FrightfulPresence. It then makes three attacks: one with its biteand 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., onetarget. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., onetarget. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the eodracoorientalis's choice that is within 120 feet of theeodraco orientalis and aware of it must succeed on aDC 16 Wisdom saving throw or become frightened for1 minute. A creature can repeat the saving throw at theend of each of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to theeodraco orientalis's Frightful Presence for the next 24hours.

Legendary ActionsThe eodraco orientalis can take 3 legendary actions,choosing from the options below. Only one legendaryaction can be used at a time and only at the end ofanother creature's turn. The dragon regains spentlegendary actions at the start of its turn.

Detect. The eodraco orientalis makes a Wisdom(Perception) check.

Tail Attack. The eodraco orientalis makes a tail attack.

Wing Attack (Costs 2 Actions). The eodraco orientalisbeats its wings. Each creature within 15 feet of thedragon must succeed on a DC 19 Dexterity savingthrow or take 13 (2d6 + 6) bludgeoning damage andbe knocked prone. The eodraco orientalis can then flyup to half its flying speed.

Young EodracoorientalisLarge dragon, neutral good

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 +5Skills Perception +6, Stealth +5

Senses blindsight 30 ft., darkvision 120 ft., passivePerception 16

Languages Common, DraconicChallenge 4 (1,100 XP) Proficiency Bonus +2

Amphibious. The eodraco orientalis can breathe air andwater.

ActionsMultiattack. The eodraco orientalis makes three attacks:one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., onetarget. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 11 (2d6 + 4) slashing damage.

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IgnidracosRefresherIgnidraco loosely means "fire-breathing dragon" which was

the distinction of the Ignidraco.

Unlike, all other branches of the family up until this point

Ignidracos had developped a way to breath fire, and later

even more bizzare utilizations. Their higher intelligence

allowed them to live longer lives and also to develop a very

archaic form of the language that has evolved to draconic

today.

27

Eodraco orientalisWyrmlingMedium dragon, neutral good

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 +3Skills Perception +4, Stealth +4Senses blindsight 10 ft., darkvision 60 ft., passive

Perception 14Languages DraconicChallenge 1/2 (100 XP) Proficiency Bonus +2

Amphibious. The eodraco orientalis can breathe air andwater.

ActionsBite. Melee Weapon Attack: +4 to hit, reach 5 ft., onetarget. Hit: 7 (1d10 + 2) piercing damage.

Ancient IgnidracoGargantuan dragon, neutral

Armor Class 20 (natural armor)Hit Points 297 (17d20 + 119)Speed 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 +10Skills History +9, Perception +14, Persuasion +10,

Stealth +6Senses blindsight 60 ft., darkvision 120 ft., passive

Perception 24Languages Common, DraconicChallenge 17 (18,000 XP) Proficiency Bonus +6

Legendary Resistance (3/Day). If the ignidraco fails asaving throw, it can choose to succeed instead.

ActionsMultiattack. The ignidraco can use its FrightfulPresence. It then makes three attacks: one with itsbite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft.,one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the ignidraco'schoice that is within 120 feet of the ignidraco andaware of it must succeed on a DC 18 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to theignidraco's Frightful Presence for the next 24hours.

Fire Breath (Recharge 5-6). The ignidraco exhales firein a 90-foot line that is 10 feet wide. Each creaturein that line must make a DC 21 Dexterity savingthrow, taking 56 (16d6) fire damage on a failedsave, or half as much damage on a successful one.

Legendary ActionsThe ignidraco can take 3 legendary actions,choosing from the options below. Only onelegendary action can be used at a time and only atthe end of another creature's turn. The ignidracoregains spent legendary actions at the start of itsturn.

Detect. The ignidraco makes a Wisdom(Perception) check.

Tail Attack. The ignidraco makes a tail attack.

Wing Attack (Costs 2 Actions). The ignidraco beatsits wings. Each creature within 15 feet of theignidraco must succeed on a DC 22 Dexteritysaving throw or take 15 (2d6 + 8) bludgeoningdamage and be knocked prone. The ignidraco canthen fly up to half its flying speed.

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Adult IgnidracoHuge dragon, neutral

Armor Class 18 (natural armor)Hit Points 172 (15d12 + 75)Speed 40 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 +8Skills History +7, Perception +11, Persuasion +8,

Stealth +5Senses blindsight 60 ft., darkvision 120 ft., passive

Perception 21Languages Common, DraconicChallenge 10 (5,900 XP) Proficiency Bonus +4

Legendary Resistance (3/Day). If the ignidraco fails asaving throw, it can choose to succeed instead.

ActionsMultiattack. The ignidraco can use its FrightfulPresence. It then makes three attacks: one with itsbite 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.

Tail. Melee Weapon Attack: +10 to hit, reach 15 ft.,one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Frightful Presence. Each creature of the ignidraco'schoice that is within 120 feet of the ignidraco andaware of it must succeed on a DC 16 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to theignidraco's Frightful Presence for the next 24hours.

Fire Breath (Recharge 5-6). The ignidraco exhales firein a 60-foot line that is 5 feet wide. Each creaturein that line must make a DC 18 Dexterity savingthrow, taking 45 (13d6) fire damage on a failedsave, or half as much damage on a successful one.

Legendary ActionsThe ignidraco can take 3 legendary actions,choosing from the options below. Only onelegendary action can be used at a time and only atthe end of another creature's turn. The ignidracoregains spent legendary actions at the start of itsturn.

Detect. The ignidraco makes a Wisdom(Perception) check.

Tail Attack. The ignidraco makes a tail attack.

Wing Attack (Costs 2 Actions). The ignidraco beatsits wings. Each creature within 15 feet of theignidraco must succeed on a DC 19 Dexteritysaving throw or take 13 (2d6 + 6) bludgeoningdamage and be knocked prone. The ignidraco canthen fly up to half its flying speed.

Young IgnidracoLarge dragon, neutral

Armor Class 17 (natural armor)Hit Points 110 (13d10 + 39)Speed 40 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 +5Skills Perception +6, Persuasion +5, Stealth +3Senses blindsight 30 ft., darkvision 120 ft., passive

Perception 16Languages Common, DraconicChallenge 3 (700 XP) Proficiency Bonus +2

ActionsMultiattack. The ignidraco makes three attacks: onewith its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft.,one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The ignidraco exhales firein a 40-foot line that is 5 feet wide. Each creaturein that line must make a DC 14 Dexterity savingthrow, taking 42 (12d6) fire damage on a failedsave, or half as much damage on a successful one.

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FerrodracoRefresherFerrodraco roughly means metal dragon, or as we know

them today Metallic Dragons. The Ferrodraco were the first

Metallic Dragons to be found on any material plane where

Metallic Dragons are found (unless some other event dictated

otherwise such as a Planeshift).

InficedracoRefresherInficedraco roughly means color dragon, or as we know them

today Chromatic Dragons. The Inficedraco were the first

Chromatic Dragons to be found on any material plane where

Chromatic Dragons are found (unless some other event

dictated otherwise such as a Planeshift).

CommongroundBeing the first of each of their respected kind, they have some

connections to their descendants and some to the Ignidraco.

The Ignidraco most commonly was able to breathe fire, and

while that was the case for it, it wasn't for its descendants

who had branched into other breath weapons with

Ferrodracos developping a second. This all means that all

Ferrodracos and Inficedracos had the same basic template or

exterior with a few palette swaps on the interior for extra

flavor for the specific dragon.

The Ferrodraco Damage Type and Inficedraco Damage

Type tables can be found to the right and they determine

which damage type the Proto-Dragon was immune to and

able to dish out with its breath weapon.

Ferrodraco Damage TypeFerrodraco Color Damage Type

Brass/Gold Fire

Bronze Lightning

Copper Acid

Silver Cold

Inficedraco Damage TypeInficedraco Color Damage Type

Black Acid

Blue Lightning

Green Poison

Red Fire

White Cold

29

Ignidraco WyrmlingMedium dragon, neutral

Armor Class 16 (natural armor)Hit Points 16 (3d8 + 3)Speed 30 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 +3Skills Perception +4, Stealth +2

Senses blindsight 10 ft., darkvision 60 ft., passivePerception 14

Languages DraconicChallenge 1/8 (25 XP) Proficiency Bonus +2

ActionsBite. Melee Weapon Attack: +4 to hit, reach 5 ft., onetarget. Hit: 7 (1d10 + 2) piercing damage.

Fire Breath (Recharge 5-6). The ignidraco exhales fire ina 20-foot line that is 5 feet wide. Each creature in thatline must make a DC 11 Dexterity saving throw, taking14 (4d6) fire damage on a failed save, or half as muchdamage on a successful one.

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Ancient FerrodracoTemplateGargantuan dragon, neutral 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 +13Skills Arcana +11, History +11, Perception +16,

Stealth +7Damage Immunities damage typeSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 26Languages Common, DraconicChallenge 23 (50,000 XP) Proficiency Bonus +7

Legendary Resistance (3/Day). If the ferrodraco failsa saving throw, it can choose to succeed instead.

ActionsMultiattack. The ferrodraco can use its FrightfulPresence. It then makes three attacks: one with itsbite 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 10ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft.,one target. Hit: 19 (2d8 + 10) bludgeoningdamage.

Frightful Presence. Each creature of the ferrodraco'schoice that is within 120 feet of the ferrodraco andaware of it must succeed on a DC 21 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to theferrodraco's Frightful Presence for the next 24hours.

Breath Weapons (Recharge 5–6). The ferrodracouses one of the following breath weapons.

Damaging Breath. The ferrodraco exhales flavor texthere in a 90-foot cone. Each creature in that areamust make a DC 24 Constitution saving throw,taking 67 (15d8) damage type damage on a failedsave, or half as much damage on a successful one.

Weakening Breath. The ferrodraco exhales paralyzinggas in a 90-foot cone. Each creature in that areamust succeed on a DC 24 Strength saving throw orhave disadvantage on Strength-based attack rolls,Strength checks, and Strength saving throws for 1minute. A creature can repeat the saving throw atthe end of each of its turns, ending the effect onitself on a success.

Legendary ActionsThe ferrodraco can take 3 legendary actions,choosing from the options below. Only onelegendary action can be used at a time and only atthe end of another creature's turn. The ferrodracoregains spent legendary actions at the start of itsturn.

Detect. The ferrodraco makes a Wisdom(Perception) check.

Tail Attack. The ferrodraco makes a tail attack.

Wing Attack (Costs 2 Actions). The ferrodraco beatsits wings. Each creature within 15 feet of theferrodraco must succeed on a DC 25 Dexteritysaving throw or take 17 (2d6 + 10) bludgeoningdamage and be knocked prone. The ferrodraco canthen fly up to half its flying speed.

Adult FerrodracoTemplateHuge dragon, neutral 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 +10Skills Arcana +8, History +8, Perception +11,

Stealth +5Damage Immunities damage typeSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 21Languages Common, DraconicChallenge 16 (15,000 XP) Proficiency Bonus +5

Legendary Resistance (3/Day). If the ferrodraco failsa saving throw, it can choose to succeed instead.

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ActionsMultiattack. The ferrodraco can use its FrightfulPresence. It then makes three attacks: one with itsbite 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 ferrodraco'schoice that is within 120 feet of the ferrodraco andaware of it must succeed on a DC 18 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to theferrodraco's Frightful Presence for the next 24hours.

Breath Weapons (Recharge 5–6). The ferrodracouses one of the following breath weapons.

Damaging Breath. The ferrodraco exhales flavor texthere in a 60-foot cone. Each creature in that areamust make a DC 20 Constitution saving throw,taking 58 (13d8) damage type damage on a failedsave, or half as much damage on a successful one.

Weakening Breath. The ferrodraco exhales paralyzinggas in a 60-foot cone. Each creature in that areamust succeed on a DC 20 Strength saving throw orhave disadvantage on Strength-based attack rolls,Strength checks, and Strength saving throws for 1minute. A creature can repeat the saving throw atthe end of each of its turns, ending the effect onitself on a success.

Legendary ActionsThe ferrodraco can take 3 legendary actions,choosing from the options below. Only onelegendary action can be used at a time and only atthe end of another creature's turn. The ferrodracoregains spent legendary actions at the start of itsturn.

Detect. The ferrodraco makes a Wisdom(Perception) check.

Tail Attack. The ferrodraco makes a tail attack.

Wing Attack (Costs 2 Actions). The ferrodraco beatsits wings. Each creature within 15 feet of theferrodraco must succeed on a DC 22 Dexteritysaving throw or take 15 (2d6 + 8) bludgeoningdamage and be knocked prone. The ferrodraco canthen fly up to half its flying speed.

Young FerrodracoTemplateLarge dragon, neutral 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 +8Skills Arcana +6, History +6, Perception +8, Stealth

+4Damage Immunities damage typeSenses blindsight 30 ft., darkvision 120 ft., passive

Perception 18Languages Common, DraconicChallenge 9 (5,000 XP) Proficiency Bonus +3

ActionsMultiattack. The ferrodraco 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: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,one target. Hit: 13 (2d6 + 6) slashing damage.

Breath Weapons (Recharge 5–6). The ferrodracouses one of the following breath weapons.

Damaging Breath. The ferrodraco exhales flavor texthere in a 30-foot cone. Each creature in that areamust make a DC 17 Constitution saving throw,taking 54 (12d8) damage type damage on a failedsave, or half as much damage on a successful one.

Weakening Breath. The ferrodraco exhales paralyzinggas in a 30-foot cone. Each creature in that areamust succeed on a DC 17 Strength saving throw orhave disadvantage on Strength-based attack rolls,Strength checks, and Strength saving throws for 1minute. A creature can repeat the saving throw atthe end of each of its turns, ending the effect onitself on a success.

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Ferrodraco WyrmlingTemplateMedium dragon, neutral 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 +4Skills Perception +4, Stealth +2Damage Immunities damage typeSenses blindsight 10 ft., darkvision 60 ft., passive

Perception 14Languages DraconicChallenge 2 (450 XP) Proficiency Bonus +2

ActionsBite. Melee Weapon Attack: +6 to hit, reach 5 ft., onetarget. Hit: 9 (1d10 + 4) piercing damage. BreathWeapons (Recharge 5–6). The ferrodraco uses one ofthe following breath weapons.

Damaging Breath. The ferrodraco exhales flavor texthere in a 15-foot cone. Each creature in that area mustmake a DC 13 Constitution saving throw, taking 18(4d8) damage type damage on a failed save, or half asmuch damage on a successful one.

Weakening Breath. The ferrodraco exhales paralyzinggas in a 15-foot cone. Each creature in that area mustsucceed on a DC 13 Strength saving throw or havedisadvantage on Strength-based attack rolls, Strengthchecks, and Strength saving throws for 1 minute. Acreature can repeat the saving throw at the end of eachof its turns, ending the effect on itself on a success.

Ancient InficedracoTemplateGargantuan dragon, neutral evil

Armor Class 22 (natural armor)Hit Points 481 (26d20 + 208)Speed 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 +12Skills Perception +17, Stealth +7Damage Immunities damage typeSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 27Languages Common, DraconicChallenge 23 (50,000 XP) Proficiency Bonus +7

Legendary Resistance (3/Day). If the inficedraco fails asaving throw, it can choose to succeed instead.

ActionsMultiattack. The inficedraco can use its FrightfulPresence. It then makes three attacks: one with its biteand two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,one target. Hit: 20 (2d10 + 9) piercing damage plus11 (2d10) damage type 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., onetarget. Hit: 18 (2d8 + 9) bludgeoning damage.

Frightful Presence. Each creature of the inficedraco'schoice that is within 120 feet of the inficedraco andaware of it must succeed on a DC 20 Wisdom savingthrow or become frightened for 1 minute. A creaturecan repeat the saving throw at the end of each of itsturns, ending the effect on itself on a success. If acreature's saving throw is successful or the effect endsfor it, the creature is immune to the inficedraco'sFrightful Presence for the next 24 hours.

Damaging Breath (Recharge 5–6). The inficedracoexhales flavor text here in a 120-foot line that is 10feet wide. Each creature in that line must make a DC23 Dexterity saving throw, taking 88 (16d10) damagetype damage on a failed save, or half as much damageon a successful one.

Legendary ActionsThe inficedraco can take 3 legendary actions, choosingfrom the options below. Only one legendary action canbe used at a time and only at the end of anothercreature's turn. The inficedraco regains spent legendaryactions at the start of its turn.

Detect. The inficedraco makes a Wisdom (Perception)check.

Tail Attack. The inficedraco makes a tail attack.

Wing Attack (Costs 2 Actions). The inficedraco beats itswings. Each creature within 15 feet of the inficedracomust succeed on a DC 24 Dexterity saving throw ortake 16 (2d6 + 9) bludgeoning damage and beknocked prone. The inficedraco can then fly up to halfits flying speed.

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Adult InficedracoTemplateHuge dragon, neutral evil

Armor Class 19 (natural armor)Hit Points 225 (18d12 + 108)Speed 40 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 +9Skills Perception +12, Stealth +5Damage Immunities damage typeSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 22Languages Common, DraconicChallenge 16 (15,000 XP) Proficiency Bonus +5

Legendary Resistance (3/Day). If the inficedraco fails asaving throw, it can choose to succeed instead.

ActionsMultiattack. The inficedraco can use its FrightfulPresence. It then makes three attacks: one with its biteand 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) damage type damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., onetarget. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., onetarget. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the inficedraco'schoice that is within 120 feet of the inficedraco andaware of it must succeed on a DC 17 Wisdom savingthrow or become frightened for 1 minute. A creaturecan repeat the saving throw at the end of each of itsturns, ending the effect on itself on a success. If acreature's saving throw is successful or the effect endsfor it, the creature is immune to the inficedraco'sFrightful Presence for the next 24 hours.

Damaging Breath (Recharge 5–6). The inficedracoexhales flavor text here in a 90-foot line that is 5 feetwide. Each creature in that line must make a DC 19Dexterity saving throw, taking 66 (12d10) damagetype damage on a failed save, or half as much damageon a successful one.

Legendary ActionsThe inficedraco can take 3 legendary actions, choosingfrom the options below. Only one legendary action canbe used at a time and only at the end of anothercreature's turn. The inficedraco regains spent legendaryactions at the start of its turn.

Detect. The inficedraco makes a Wisdom (Perception)check.

Tail Attack. The inficedraco makes a tail attack.

Wing Attack (Costs 2 Actions). The inficedraco beats itswings. Each creature within 15 feet of the inficedracomust succeed on a DC 20 Dexterity saving throw ortake 14 (2d6 + 7) bludgeoning damage and beknocked prone. The inficedraco can then fly up to halfits flying speed.

Young InficedracoTemplateLarge dragon, neutral evil

Armor Class 18 (natural armor)Hit Points 152 (16d10 + 64)Speed 40 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 +7Skills Perception +9, Stealth +4Damage Immunities damage typeSenses blindsight 30 ft., darkvision 120 ft., passive

Perception 19Languages Common, DraconicChallenge 9 (5,000 XP) Proficiency Bonus +3

ActionsMultiattack. The inficedraco 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 damageplus 5 (1d10) damage type damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,one target. Hit: 12 (2d6 + 5) slashing damage.

Damaging Breath (Recharge 5–6). The inficedracoexhales flavor text here in a 60-foot line that is 5feet wide. Each creature in that line must make aDC 16 Dexterity saving throw, taking 55 (10d10)damage type damage on a failed save, or half asmuch damage on a successful one.

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Multi-Headed EodracosRefresherMulti-Headed Eodracos were a subset of Eodracos that lead

to the birth of Hydras and their sister-species Dracohydras.

Though, Dracohydras have become exceedingly more rare

than the prior in almost any multiverse. This applies just as

well to Hydra family member throughout the multiverse like

Cryohydras and Pyrohydras.

Unlike their modern counterparts, evidence suggests that

Multi-Headed Eodracos could fly and the bodies of modern

Hydras have vestigial muscles that would have been used to

manipulate their wings, which they lost when they began to

swim. However, today Hydras are considered monstrosities

rather than dragons which causes debate on whether or not

they even belond in the Proto-Dragon family tree or if they

were a branch of mistaken identity.

Hydra LifespanBecause hydras do not age like other dragons, theirlife is more eternal, (i.e. their power does not growmuch with age) they only need one stat-block.

34

Inficedraco WyrmlingTemplateMedium dragon, neutral evil

Armor Class 17 (natural armor)Hit Points 52 (8d8 + 16)Speed 30 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 +4Skills Perception +4, Stealth +2Damage Immunities damage typeSenses blindsight 10 ft., darkvision 60 ft., passive

Perception 14Languages DraconicChallenge 3 (700 XP) Proficiency Bonus +2

ActionsBite. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 8 (1d10 + 3) piercing damage plus3 (1d6) damage type damage.

Damaging Breath (Recharge 5–6). The inficedracoexhales flavor text here in a 30-foot line that is 5feet wide. Each creature in that line must make aDC 12 Dexterity saving throw, taking22 (4d10)damage type damage on a failed save, or half asmuch damage on a successful one.

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Primal WyvernsRefresher

P i l W id d t b f th t di t

Primal Wyverns are considered to be one of the most direct

descendants of Eodracos and possibly the earliest and least

adapted. Primal Wyverns became the Wyverns of today, but at

this point in time, they were slightly less developped than the

Wyverns of today.

35

Multi-Headed EodracoHuge dragon, unaligned

Armor Class 15 (natural armor)Hit Points 160 (13d12 + 75)Speed 30 ft., fly 30ft., swim 10 ft.

STR DEX CON INT WIS CHA

0 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)

Skills Perception +6Senses darkvision 60 ft., passive Perception 16Languages —Challenge 8 (3,900 XP) Proficiency Bonus +3

Hold Breath. The multi-headed eodraco can hold itsbreath for 1 hour.

Multiple Heads. The multi-headed eodraco has fiveheads. While it has more than one head, the multi-headed eodraco has advantage on saving throwsagainst being blinded, charmed, deafened, frightened,stunned, and knocked unconscious.

Whenever the multi-headed eodraco takes 25 or moredamage in a single turn, one of its heads dies. If all itsheads die, the multi-headed eodraco dies.

At the end of its turn, it grows two heads for each of itsheads that died since its last turn, unless it has takenfire damage since its last turn. The multi-headedeodraco regains 10 hit points for each head regrown inthis way.

Reactive Heads. For each head the multi-headedeodraco has beyond one, it gets an extra reaction thatcan be used only for opportunity attacks.

Wakeful. While the multi-headed eodraco sleeps, atleast one of its heads is awake.

ActionsMultiattack. Themulti-headed eodraco makes as manybite attacks as it has heads.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., onetarget. Hit: 10 (1d10 + 5) piercing damage.

Primal WyvernLarge dragon, unaligned

Armor Class 13 (natural armor)Hit Points 101 (12d10 + 35)Speed 10 ft., fly 80 ft.

STR DEX CON INT WIS CHA

19 (+4) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2)

Skills Perception +4Senses darkvision 60 ft., passive Perception 14Languages —Challenge 6 (2,300 XP) Proficiency Bonus +3

ActionsMultiattack. The wyvern makes two attacks: one with itsbite and one with its stinger. While flying, it can use itsclaws in place of one other attack.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., onecreature. Hit: 8 (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., onetarget. Hit: 9 (1d8 + 4) slashing damage.

Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,one creature. Hit: 11 (2d6 + 4) piercing damage. Thetarget must make a DC 14 Constitution saving throw,taking 18 (5d6) poison damage on a failed save, or halfas much damage on a successful one.

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Greater Dragons - CatastrophicDragonsThe Dawn WarThe Dawn War was a war fought at the dawn of time where

Primordials arose from the Elemental Chaos to create the

mortal world, Feywild, and Shadowfell then, Gods arose from

the Astral Sea to stabalize these planes and fill them with life.

The Primordials didn't take well to the Gods meddling in

their affairs and thus the Dawn War began. During this war

Io was slain by Erek-Hus and to reunify the dragons with

their creators gone both Bahamut and Tiamat took to the

throne.

Catastrophic ResultsMany dragons saw Bahamut and Tiamat as lackluster

pretenders and took to their own devices, a certain group of

dragons specifically belived that the Primordials were going

to win the war, they became the Catastrophic Dragons. These

dragons approached the lords of the Elemental Chaos

expressing the desire to join their side and offer their

allegiance, to which the lords accepted as it would give them

an even stronger edge against the Gods. This pact formed

between the two parties warped the dragons, they became

entities that were not quite dragon, also not quite elemental,

however something much stronger than the two alone.

The End of the WarWhen the war came to a close the kinsfolk of the

Catastrophic Dragons saw them as traitors and the surviving

Catastrophic Dragons decided to lick their wounds and

pursue other goals. To this day many Catastrophic Dragons

have never left the Elemental Chaos but, they can be foudn

within the Astral Sea and even within the prime Material

Plane, Feywild, and Shadowfell.

The World Axis CosmologyThe World Axis Cosmology is nowhere near ascleancut as the Great Wheel Cosmology and as aresult neither were elementals. CatastrophicDragons arose in 4th edition underneath the WorldAxis Cosmology which directly influenced thedesign of these dragons.

The Catastrophic DragonsCatastrophic Dragons take on the general shape of draconic

beings however, their body has essentially lost its physical

form and taken on a raw elemental form. They even have lost

their ability to standardly reproduce and instead of mating

they metaphysically imprint into their environment and their

eggs form alongside the appropriate elemental disaster.

Incidentally, these eggs are quite valuable as they are a raw

source of pure elemental power which of course could be

used for magic but, also call upon the wrath of any nearby

elementals.

Catastrophic Dragons no longer need to eat, although their

instincts sometimes make them devour a victim or magic

item. They instead feed by activating the elemental energies

around them, causing earthquakes, fires, storms, volcanic

eruptions, and much more. The small trade off for becoming

a Catastrophic Dragon is their loss of a breath weapon which

instead is manifested around them as an aura which they can

use in multiple ways.

There are atleast seven kinds of Catastrophic Dragons that

exist today and more that may have been wiped out in the

Dawn War. The existing Catastrophic Dragons are:

Avalanche Dragons

"I’ve seen plenty of rock slides down this pass, but one I won’t

ever forget. I saw something dance in the crushing boulders. I

saw a dragon with wings of stone, coming for me. It haunts my

dreams."– Jak Ironwheel, Caravan Guard

Torando Dragons

"Friend, there ain’t no reason to go to Gallowston. It’s gone.

Something tore a hole in the sky, and the wound bled dark,

angry clouds. As the winds howled, a demon rode that storm.

It danced in the lightning, and where it flew, death followed it."– Renard, Wilderness Scout

Typhoon Dragons

"Typhoon dragon? Pshaw. I’ve faced down fire-breathers,

poison-spitters, beasts of the frozen tundra. What’s a little rain

going to-"– Last words of Kaltho Vadarris, Dragon Slayer

Wildfire Dragons

"Fire lives but briefly. The dragon is its reincarnation."– Ang-tur, High Shaman of Imix

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Avalanche DragonsAvalanche Dragons LoreAvalanche Dragons were composed of equal parts air, earth,

and of course dragon. Of all the Catastrophic Dragons they

were the most ambiguously featured and it was hard to pick

the body of the dragon out of from the surrounding

avalanche. They were more air and dust than solid which

their Earthquake Dragon cousins took the form of. The

Dragons who would become the Avalanche Dragons were a

unique splinter faction of dragons that regretted the death of

Io, they came to despise death and fell into the company of

Athuam the Falling Sky who saw potential in these lost

dragons. He filled their heads with the idea that they could

kill death and as a result bring back Io and his power would

allow them to do so.

Athuam and NerullBefore meeting the Avalance Dragons, Athuam was bested by

Nerull, also known as Infestix the Oinoloth. The Primordial,

Athuam, wanted revenge. Nerull, happened to be a greater

god of death which he used to further convince the Avalanche

Dragons to join his side. Athuam had the dragons feed on his

muddy blood which transformed them into the Avalanche

Dragons. Most of the dragons perished alongside Athuam

when they went to fight Nerull in Pluton but the survivors

went on to become their own distinct breed of dragons. To

this day, Avalanche Dragons hate the undead, necromancers,

and all who associate with them.

After AthuamAvalanche Dragons came to hate essentially everyone and

everything and this allowed them to hold grudges longer than

almost any other creater in the multiverse. The length of time

they hold their grudges is even something that dwarves

marvel at and these vindictive dragons have no problem

shifting the grudge from one creature or thing to anything

that associates with it. Thus, alliances with this creature don't

last long and often end when the dragon's blind rage causes it

to lash out with friends and foes alike, even when the enemy

is undead or necromancers. Their longest alliances last with

beasts that they share mountain peaks with and they find

sufficient common ground with Earthquake and Volcanic

Dragons.

AbilitiesAvalanche Dragons are excellent fliers thanks to their airy

attunement. Their body is surrounded by constantly swirling

stony shards sometimes reaching terminal velocity which

pummels all who come close. Their fluid nature makes them

able to fit into quite small spaces and resistant to anything

that would slow them, but prevents them from biting like

normal dragons could. They instead using sweeping and claw

attacks combined with a smothering, crushing trample after

they blind their foes with clouds of dust and scatter those

who get close with its aura. The most ancient of their breed,

some of which are survivors from the war, can launch

boulders from their mass as a projectile weapon.

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Ancient AvalancheDragonGargantuan dragon (elemental), unaligned

Armor Class 22 (natural armor)Hit Points 367 (21d20 + 147)Speed 40 ft., fly 80 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 +11Skills Perception +16, Stealth +9Damage Immunities bludgeoningCondition Immunities blindedSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 26Languages Common, Draconic, PrimordialChallenge 21 (33,000 XP) Proficiency Bonus +7

Legendary Resistance (3/Day). If the dragon fails asaving throw, it can choose to succeed instead.

Misty Form. The dragon can occupy anothercreature's space and vice versa. In addition, if aircan pass through a space, the dragon can passthrough it without squeezing. Each foot ofmovement in water costs it 2 extra feet, rather than1 extra foot. The dragon can't manipulate objects inany way that requires fingers or manual dexterity.

Stony Aura. All creatures that are within 20 ft. ofthis dragon must make a DC 22 Dexterity savingthrow, taking 2d10 (11) bludgeoning damage on afailed save, or half as much damage on a successfulone.

ActionsMultiattack. The dragon can use its FrightfulPresence. It then makes three attacks: one with itstrample and two with its claws.

Claw. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Trample. Melee Weapon Attack: +15 to hit, reach10 ft., one target. Hit: 19 (2d10 + 8) bludgeoningdamage.

Frightful Presence. Each creature of the dragon'schoice that is within 120 feet of the dragon andaware of it must succeed on a DC 19 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to thedragon's Frightful Presence for the next 24 hours.

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Boulder Blast (Recharge 5–6). The dragon blasts aboulder in a 90-foot line that is 10 feet wide. Eachcreature in that line must make a DC 22 Dexteritysaving throw, taking 67 (15d8) bludgeoning damageon a failed save, or half as much damage on asuccessful one.

Legendary ActionsThe dragon can take 3 legendary actions, choosingfrom the options below. Only one legendary action canbe used at a time and only at the end of anothercreature's turn. The dragon regains spent legendaryactions at the start of its turn.

Blinding Attack. The dragon whooses dust into the eyesof surrounding creatures. Each creature within 15 feetof the dragon must succeed on a DC 23 Constitutionsaving throw or become blinded until the end of itsnext turn.

Boulder Blast Recharge (Costs 2 Actions). The dragonimmediately regains the use of its Boulder Blast and canuse it immediately after taking this Legendary Action.

Detect. The dragon makes a Wisdom (Perception)check.

Adult Avalanche DragonHuge dragon (elemental), unaligned

Armor Class 19 (natural armor)Hit Points 195 (17d12 + 85)Speed 40 ft., fly 80 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 +8Skills Perception +11, Stealth +7Damage Immunities bludgeoningCondition Immunities blindedSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 21Languages Common, Draconic, PrimordialChallenge 14 (11,500 XP) Proficiency Bonus +5

Legendary Resistance (3/Day). If the dragon fails a savingthrow, it can choose to succeed instead.

Misty Form. The dragon can occupy another creature'sspace and vice versa. In addition, if air can pass througha space, the dragon can pass through it withoutsqueezing. Each foot of movement in water costs it 2extra feet, rather than 1 extra foot. The dragon can'tmanipulate objects in any way that requires fingers ormanual dexterity.

Stony Aura. All creatures that are within 15 ft. of thisdragon must make a DC 18 Dexterity saving throw,taking 2d8 (9) bludgeoning damage on a failed save, orhalf as much damage on a successful one.

ActionsMultiattack. The dragon can use its Frightful Presence.It then makes three attacks: one with its trample andtwo with its claws.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., onetarget. Hit: 13 (2d6 + 6) slashing damage.

Trample. Melee Weapon Attack: +11 to hit, reach 5 ft.,one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choicethat is within 120 feet of the dragon and aware of itmust succeed on a DC 16 Wisdom saving throw orbecome frightened for 1 minute. A creature can repeatthe saving throw at the end of each of its turns, endingthe effect on itself on a success. If a creature's savingthrow is successful or the effect ends for it, thecreature is immune to the dragon's Frightful Presencefor the next 24 hours.

Stone Blast (Recharge 5–6). The dragon blasts a barrageof stones in a 60-foot line that is 5 feet wide. Eachcreature in that line must make a DC 18 Dexteritysaving throw, taking 54 (12d8) bludgeoning damageon a failed save, or half as much damage on asuccessful one.

Legendary ActionsThe dragon can take 3 legendary actions, choosingfrom the options below. Only one legendary action canbe used at a time and only at the end of anothercreature's turn. The dragon regains spent legendaryactions at the start of its turn.

Blinding Attack. The dragon whooses dust into the eyesof surrounding creatures. Each creature within 15 feetof the dragon must succeed on a DC 19 Constitutionsaving throw or become blinded until the end of itsnext turn.

Stone Blast Recharge (Costs 2 Actions). The dragonimmediately regains the use of its Stone Blast and canuse it immediately after taking this Legendary Action.

Detect. The dragon makes a Wisdom (Perception)check.

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Young AvalancheDragonLarge dragon (elemental), unaligned

Armor Class 18 (natural armor)Hit Points 127 (15d10 + 45)Speed 40 ft., fly 80 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 +5Skills Perception +6, Stealth +5Damage Immunities bludgeoningCondition Immunities blindedSenses blindsight 30 ft., darkvision 120 ft., passive

Perception 16Languages Common, Draconic, PrimordialChallenge 7 (2,900 XP) Proficiency Bonus +3

Misty Form. The dragon can occupy anothercreature's space and vice versa. In addition, if aircan pass through a space, the dragon can passthrough it without squeezing. Each foot ofmovement in water costs it 2 extra feet, rather than1 extra foot. The dragon can't manipulate objects inany way that requires fingers or manual dexterity.

Stony Aura. All creatures that are within 10 ft. ofthis dragon must make a DC 14 Dexterity savingthrow, taking 2d6 (7) bludgeoning damage on afailed save, or half as much damage on a successfulone.

ActionsMultiattack. The dragon makes three attacks: onewith its trample and two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,one target. Hit: 11 (2d6 + 4) slashing damage.

Trample. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) bludgeoningdamage.

Stone Blast (Recharge 5–6). The dragon blasts abarrage of stones in a 30-foot line that is 5 feetwide. Each creature in that line must make a DC 14Dexterity saving throw, taking 49 (11d8)bludgeoning damage on a failed save, or half asmuch damage on a successful one.

Avalanche DragonWyrmlingMedium dragon (elemental), unaligned

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 +3Skills Perception +4, Stealth +4Damage Immunities bludgeoningCondition Immunities blindedSenses blindsight 10 ft., darkvision 60 ft., passive

Perception 14Languages Draconic, PrimordialChallenge 2 (450 XP) Proficiency Bonus +2

Misty Form. The dragon can occupy anothercreature's space and vice versa. In addition, if aircan pass through a space, the dragon can passthrough it without squeezing. Each foot ofmovement in water costs it 2 extra feet, rather than1 extra foot. The dragon can't manipulate objects inany way that requires fingers or manual dexterity.

Stony Aura. All creatures that are within 5 ft. of thisdragon must make a DC 11 Dexterity saving throw,taking 2d4 (5) bludgeoning damage on a failedsave, or half as much damage on a successful one.

ActionsClaw. Melee Weapon Attack: +5 to hit, reach 5 ft.,one target. Hit: 7 (1d10 + 2) slashing damage.

Stone Blast (Recharge 5–6). The dragon blasts abarrage of stones in a 15-foot line that is 5 feetwide. Each creature in that line must make a DC 11Dexterity saving throw, taking 22 (5d8)bludgeoning damage on a failed save, or half asmuch damage on a successful one.

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Blizzard DragonsBlizzard Dragons LoreThe dragons that would become Blizzard Dragons sought the

aid of Umboras, Lord of the Rimefire, who imprisoned them

for a year and a day in icy tombs int he deepest, coldest parts

of the Elemental Chaos. They were finally able to claw their

way to freedom when they became as cold as himself. These

Blizzard Dragons served him loyally, until the Raven Queen

claimed the mantle of Goddess of Winter from Khala.

The WarUmboras saw the mantle of the God of Winter as his own

and for the Raven Queen to take it from him meant that it

was time to go to war. He and his Blizzard Dragons made

way for Letherna, home of the Raven Queen. Sadly, this did

not go as planned for Umboras as the Raven Queen sent him

and the Blizzard Dragons into Pandemonium. Umboras was

seperated from the Blizzard Dragons as part of this plot and

imprisoned somewhere in Pandemonium. Some Blizzard

Dragons endlessly search the wind-chilled Pandemonium in

search of him but, many have moved on and even to other

planes.

Blizzard Dragons on Other PlanesBlizzard Dragons have actually become very common in the

Feywild often they act as allies of the Winter Court. They are

the most sociable of all Catastrophic Dragons and form

alliances with those who are just cold-hearted and tyrannical

as them.

AbilitiesAll Blizzard Dragons posess an Aura of Freezing Cold which

unleashes gale-force winds and push away would-be

attackers. Their bites and claws are freezing cold, so much so

that their bite temporarily entombs victims in a shell of ice.

They can further raise the effect of their aura to pulse could

into it which causes further damage and even paralysis.

When they are first damaged they release a "Chill Rebuke" as

a blast of cold damage, anyone stupid enough to hit them for

cold damage will only obsure the dragon making it harder to

hit and heal it.

40

Ancient BlizzardDragonGargantuan dragon (elemental), unaligned

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 +13Skills Arcana +11, History +11, Perception +16,

Stealth +7Damage Immunities coldSenses blindsight 60 ft., darkvision 120 ft., passive

Perception 26Languages Common, Draconic, PrimordialChallenge 23 (50,000 XP) Proficiency Bonus +7

Aura of Freezing Cold. When within 20 ft. of thisdragon, walking toward the dragon takes double theamount of movement speed.

Chill Rebuke. Any attack that reduces the hit pointsof this creature from its maximum to anythingbelow, unleashes a blast of cold air back onto theattacker dealing 67 (15d8) cold damage.

Cold Absorption. Whenever the dragon is subjectedto cold damage, it takes no damage and insteadregains a number of hit points equal to the colddamage dealt. Furthermore, it grants in half-cover(+2 AC) until the end of its next turn.

Ice Walk. The dragon can move across and climb icysurfaces without needing to make an ability check.Additionally, difficult terrain composed of ice orsnow doesn't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails asaving throw, it can choose to succeed instead.

ActionsMultiattack. The dragon can use its FrightfulPresence. It then makes three attacks: one with itsbite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,one target. Hit: 21 (2d10 + 10) plus 9 (2d8) colddamage. Any creature hit with this attack mustmake a DC 24 Constitution saving throw, orbecome encased in ice and paralyzed until the endof their next turn.

Claw. Melee Weapon Attack: +17 to hit, reach 10ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Frightful Presence. Each creature of the dragon'schoice that is within 120 feet of the dragon andaware of it must succeed on a DC 21 Wisdomsaving throw or become frightened for 1 minute. Acreature can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on asuccess. If a creature's saving throw is successful orthe effect ends for it, the creature is immune to thedragon's Frightful Presence for the next 24 hours.

Cold Blast. (Recharge 5–6). The dragon exudes an icyblast in a 90-foot cone. Each creature in that areamust make a DC 24 Constitution saving throw,taking 67 (15d8) cold damage on a failed save, orhalf as much damage on a successful one.

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