This commit is contained in:
Sebastian
2026-08-29 15:41:29 +02:00
commit e2903b96dc
3828 changed files with 188535 additions and 0 deletions
@@ -0,0 +1,101 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/swamp
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Black Dragon"]
---
# Adult Black Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Black Dragon
![](compendium/bestiary/dragon/token/adult-black-dragon.png#token)
*Huge dragon, Chaotic Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 195 (`17d12 + 85`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|14 (+2)|21 (+5)|14 (+2)|13 (+1)|17 (+3)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +7, Constitution +10, Wisdom +6, Charisma +8
- **Skills** Perception +11, Stealth +7
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 14
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage plus 4 (`1d8`) acid damage.
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (`2d8 + 6`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (`12d8`) acid damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (`2d6 + 6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked [prone](rules/conditions.md#prone).
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (`3d6`) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (`3d6`) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with [darkvision](rules/senses.md#darkvision) can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-black-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-black-dragon.md)) black dragon can use one or more of the following additional lair actions while in its lair:
- **Filth Burst.** The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (`3d6`) poison damage on a failed save, or half as much damage on a successful one. The cylinder is "difficult terrain".
- **Grasping Muck.** Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be [restrained](rules/conditions.md#restrained) until initiative count 20 on the next round.
- **Noxious Gas.** A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
## Regional effects
The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Ennui.** Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.
- **Grating Spies.** Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ([Stealth](rules/skills.md#Stealth)) checks. The dragon can suppress this effect at will.
- **Rotting Domain.** Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
```
^statblock
## Environment
swamp
@@ -0,0 +1,99 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/desert
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Blue Dragon"]
---
# Adult Blue Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Blue Dragon
![](compendium/bestiary/dragon/token/adult-blue-dragon.png#token)
*Huge dragon, Lawful Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 225 (`18d12 + 108`)
- **Speed** 40 ft., burrow 30 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|25 (+7)|10 (+0)|23 (+6)|16 (+3)|15 (+2)|19 (+4)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +5, Constitution +11, Wisdom +7, Charisma +9
- **Skills** Perception +12, Stealth +5
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 16
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (`2d10 + 7`) piercing damage plus 5 (`1d10`) lightning damage.
***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (`2d6 + 7`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (`2d8 + 7`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (`12d10`) lightning damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (`2d6 + 7`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone) and buried. The buried target is [restrained](rules/conditions.md#restrained) and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) lightning damage.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-blue-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-blue-dragon.md)) blue dragon can use one or both of the following additional lair actions while in its lair:
- **Misleading Mirage.** Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50% chance chance of going in a different direction from the direction it intends.
- **Sudden Sinkhole.** The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (`2d6`) bludgeoning damage and landing [prone](rules/conditions.md#prone). On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
## Regional effects
The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
- Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom ([Perception](rules/skills.md#Perception)) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall `1d6 × 10` feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within `1d10` days. Any sinkholes remain where they are.
**Additional Regional Effects.** Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Blue Luster.** Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
- **Mirage Terrain.** The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence ([Investigation](rules/skills.md#Investigation)) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
- **Sandstorm.** A sandstorm blows constantly within 1 mile of the dragon's lair.
```
^statblock
## Environment
desert, coastal
@@ -0,0 +1,100 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/desert
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Brass Dragon"]
---
# Adult Brass Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Brass Dragon
![](compendium/bestiary/dragon/token/adult-brass-dragon.png#token)
*Huge dragon, Chaotic Good*
- **Armor Class** 18 (natural armor)
- **Hit Points** 172 (`15d12 + 75`)
- **Speed** 40 ft., burrow 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|10 (+0)|21 (+5)|14 (+2)|13 (+1)|17 (+3)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +5, Constitution +10, Wisdom +6, Charisma +8
- **Skills** History +7, Perception +11, Persuasion +8, Stealth +5
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 13
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (`2d8 + 6`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (`13d6`) fire damage on a failed save, or half as much damage on a successful one.
- **Sleep Breath.** The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall [unconscious](rules/conditions.md#unconscious) for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (`2d6 + 6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked [prone](rules/conditions.md#prone). Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50% chance chance of being extinguished.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-brass-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-brass-dragon.md)) brass dragon can use one or more of the following additional lair actions while in its lair:
- **Animate Statues.** The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (`3d6`) bludgeoning damage on a hit.
- **Blast of Wind.** A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked [prone](rules/conditions.md#prone). Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50% chance chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon [prone](rules/conditions.md#prone).
- **Obscuring Sand.** Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.
## Regional effects
The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence ([Investigation](rules/skills.md#Investigation)) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
If the dragon dies, the tracks fade in `1d10` days, but the other effects fade immediately.
**Additional Regional Effects.** Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Cloud Companion.** A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of "extreme heat" (see the "Dungeon Master's Guide").
- **Talkative Denizens.** Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.
```
^statblock
## Environment
desert
@@ -0,0 +1,107 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Bronze Dragon"]
---
# Adult Bronze Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Bronze Dragon
![](compendium/bestiary/dragon/token/adult-bronze-dragon.png#token)
*Huge dragon, Lawful Good*
- **Armor Class** 19 (natural armor)
- **Hit Points** 212 (`17d12 + 102`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|25 (+7)|10 (+0)|23 (+6)|16 (+3)|15 (+2)|19 (+4)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +5, Constitution +11, Wisdom +7, Charisma +9
- **Skills** Insight +7, Perception +12, Stealth +5
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 15
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (`2d10 + 7`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (`2d6 + 7`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (`2d8 + 7`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Lightning Breath.** The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (`12d10`) lightning damage on a failed save, or half as much damage on a successful one.
- **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (`2d6 + 7`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the [fog cloud](compendium/spells/fog-cloud.md) spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (`1d10`) thunder damage and be [deafened](rules/conditions.md#deafened) until the end of its next turn.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-bronze-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-bronze-dragon.md)) bronze dragon can use one or more of the following additional lair actions while in its lair:
- **Ocean's Call.** The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (`1d10`) slashing damage; then the swarm vanishes.
- **Salt Burst.** The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) slashing damage.
- **Whelming Water.** The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked [prone](rules/conditions.md#prone).
## Regional effects
The region containing a legendary bronze dragon's lair is warped by the dragon's magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the [control weather](compendium/spells/control-weather.md) spell.
- Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Phantom Escort.** Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.
- **Underwater Pursuit.** Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
- **Unfailing Faithfulness.** Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.
```
^statblock
## Environment
coastal
@@ -0,0 +1,99 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Copper Dragon"]
---
# Adult Copper Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Copper Dragon
![](compendium/bestiary/dragon/token/adult-copper-dragon.png#token)
*Huge dragon, Chaotic Good*
- **Armor Class** 18 (natural armor)
- **Hit Points** 184 (`16d12 + 80`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|12 (+1)|21 (+5)|18 (+4)|15 (+2)|17 (+3)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +6, Constitution +10, Wisdom +7, Charisma +8
- **Skills** Deception +8, Perception +12, Stealth +6
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 14
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (`2d8 + 6`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Acid Breath.** The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (`12d8`) acid damage on a failed save, or half as much damage on a successful one.
- **Slowing Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (`2d6 + 6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the [spike growth](compendium/spells/spike-growth.md) spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become [restrained](rules/conditions.md#restrained). A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the [restrained](rules/conditions.md#restrained) condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-copper-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-copper-dragon.md)) copper dragon can use one or both of the following additional lair actions while in its lair:
- **Laughing Gas.** The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is [incapacitated](rules/conditions.md#incapacitated) with laughter until the end of its next turn.
- **Torpid Energy.** The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.
## Regional effects
The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
- Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the dragon dies, the magic carvings fade over the course of `1d10` days. The other effects end immediately.
**Additional Regional Effects.** Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Distant Melodies.** The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.
- **Starlit Stones.** Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)
```
^statblock
## Environment
hill
@@ -0,0 +1,106 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/environment/grassland
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Gold Dragon"]
---
# Adult Gold Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Gold Dragon
![](compendium/bestiary/dragon/token/adult-gold-dragon.png#token)
*Huge dragon, Lawful Good*
- **Armor Class** 19 (natural armor)
- **Hit Points** 256 (`19d12 + 133`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|14 (+2)|25 (+7)|16 (+3)|15 (+2)|24 (+7)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +8, Constitution +13, Wisdom +8, Charisma +13
- **Skills** Insight +8, Perception +14, Persuasion +13, Stealth +8
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 17
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (`12d10`) fire damage on a failed save, or half as much damage on a successful one.
- **Weakening Breath.** The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
**Additional Lair Action.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-gold-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-gold-dragon.md)) gold dragon can use the following additional lair action while in its lair:
- **Beguiling Glow.** Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be [charmed](rules/conditions.md#charmed) by the dragon until initiative count 20 on the next round.
## Regional effects
The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
**Additional Regional Effects.** Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Beneficent Trail.** Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.
- **Emanation of Justice.** Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.
- **Liar's Revelation.** Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
```
^statblock
## Environment
grassland, forest
@@ -0,0 +1,102 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Green Dragon"]
---
# Adult Green Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Green Dragon
![](compendium/bestiary/dragon/token/adult-green-dragon.png#token)
*Huge dragon, Lawful Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 207 (`18d12 + 90`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|12 (+1)|21 (+5)|18 (+4)|15 (+2)|17 (+3)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +6, Constitution +10, Wisdom +7, Charisma +8
- **Skills** Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 22
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Common, Draconic
- **Challenge** 15
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage plus 7 (`2d6`) poison damage.
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (`2d8 + 6`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (`16d6`) poison damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (`2d6 + 6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be [restrained](rules/conditions.md#restrained) by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (`4d8`) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (`4d8`) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be [charmed](rules/conditions.md#charmed) by the dragon until initiative count 20 on the next round.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-green-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-green-dragon.md)) green dragon can use one or both of the following additional lair actions while in its lair:
- **Creeper Vines.** The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become [zombies](compendium/bestiary/undead/zombie.md). The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
- **Lashing Root.** One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (`3d6`) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked [prone](rules/conditions.md#prone).
## Regional effects
The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- **.** Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 (`1d6`) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
- Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
- Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within `1d10` days, they become mundane plants and normal difficult terrain, losing their thorns.
**Additional Regional Effects.** Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the *Monster Manual*:
- **Inviting Whispers.** Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
- **Twisted Messengers.** The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth.
```
^statblock
## Environment
forest
@@ -0,0 +1,99 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/environment/mountain
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Red Dragon"]
---
# Adult Red Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Red Dragon
![](compendium/bestiary/dragon/token/adult-red-dragon.png#token)
*Huge dragon, Chaotic Evil*
- **Armor Class** 19 (natural armor)
- **Hit Points** 256 (`19d12 + 133`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|10 (+0)|25 (+7)|16 (+3)|13 (+1)|21 (+5)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +13, Wisdom +7, Charisma +11
- **Skills** Perception +13, Stealth +6
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 17
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage plus 7 (`2d6`) fire damage.
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (`18d6`) fire damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (`6d6`) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked [prone](rules/conditions.md#prone).
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the end of its turn. While [poisoned](rules/conditions.md#poisoned) in this way, a creature is [incapacitated](rules/conditions.md#incapacitated).
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-red-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-red-dragon.md)) red dragon can use one or both of the following additional lair actions while in its lair:
- **Noxious Smoke.** A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the end of its turn. The cloud lasts until initiative count 20 on the next round.
- **Searing Heat.** Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (`3d6`) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
## Regional effects
The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon's lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Desertification.** Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown.
- **Fiery Senses.** The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.
- **Ominous Flames.** Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
```
^statblock
## Environment
mountain, hill
@@ -0,0 +1,98 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/mountain
- monster/environment/urban
- monster/size/huge
- monster/type/dragon
aliases: ["Adult Silver Dragon"]
---
# Adult Silver Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult Silver Dragon
![](compendium/bestiary/dragon/token/adult-silver-dragon.png#token)
*Huge dragon, Lawful Good*
- **Armor Class** 19 (natural armor)
- **Hit Points** 243 (`18d12 + 126`)
- **Speed** 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|10 (+0)|25 (+7)|16 (+3)|13 (+1)|21 (+5)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +5, Constitution +12, Wisdom +6, Charisma +10
- **Skills** Arcana +8, History +8, Perception +11, Stealth +5
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 16
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Cold Breath.** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (`13d8`) cold damage on a failed save, or half as much damage on a successful one.
- **Paralyzing Breath.** The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be [paralyzed](rules/conditions.md#paralyzed) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as if it had cast the [fog cloud](compendium/spells/fog-cloud.md) spell. The fog lasts until initiative count 20 on the next round.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (`1d10`) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50% chance chance of being extinguished.
**Additional Lair Action.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-silver-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-silver-dragon.md)) silver dragon can use the following additional lair action while in its lair:
- **Icy Grip.** A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be [restrained](rules/conditions.md#restrained) until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
## Regional effects
The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the [control weather](compendium/spells/control-weather.md) spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in `1d10` days.
```
^statblock
## Environment
mountain, urban
@@ -0,0 +1,100 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/arctic
- monster/size/huge
- monster/type/dragon
aliases: ["Adult White Dragon"]
---
# Adult White Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Adult White Dragon
![](compendium/bestiary/dragon/token/adult-white-dragon.png#token)
*Huge dragon, Chaotic Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 200 (`16d12 + 96`)
- **Speed** 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|22 (+6)|10 (+0)|22 (+6)| 8 (-1)|12 (+1)|12 (+1)|
- **Proficiency Bonus** +5
- **Saving Throws** Dexterity +5, Constitution +11, Wisdom +6, Charisma +6
- **Skills** Perception +11, Stealth +5
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 21
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 13
## Traits
***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage plus 4 (`1d8`) cold damage.
***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (`2d8 + 6`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (`12d8`) cold damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (`2d6 + 6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (`3d6`) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (`3d6`) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (`3d6`) piercing damage.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-white-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-white-dragon.md)) white dragon can use one or both of the following additional lair actions while in its lair:
- **Blinding Sleet.** Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) until initiative count 20 on the next round.
- **Whirling Wind.** A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the "Dungeon Master's Guide" for rules on "strong wind"). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.
## Regional effects
The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
- Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
- If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Biting Chill.** Extreme cold envelops the land within 6 miles of the dragon's lair (see the "Dungeon Master's Guide" for rules on "extreme cold"). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
- **Mirror Ice.** The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ([Stealth](rules/skills.md#Stealth)) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50% chance chance of going in a different direction from the direction it intends.
```
^statblock
## Environment
arctic
@@ -0,0 +1,101 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/swamp
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Black Dragon"]
---
# Ancient Black Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Black Dragon
![](compendium/bestiary/dragon/token/ancient-black-dragon.png#token)
*Gargantuan dragon, Chaotic Evil*
- **Armor Class** 22 (natural armor)
- **Hit Points** 367 (`21d20 + 147`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|14 (+2)|25 (+7)|16 (+3)|15 (+2)|19 (+4)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +9, Constitution +14, Wisdom +9, Charisma +11
- **Skills** Perception +16, Stealth +9
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 21
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage plus 9 (`2d8`) acid damage.
***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (`15d8`) acid damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked [prone](rules/conditions.md#prone).
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (`3d6`) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (`3d6`) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with [darkvision](rules/senses.md#darkvision) can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-black-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-black-dragon.md)) black dragon can use one or more of the following additional lair actions while in its lair:
- **Filth Burst.** The dragon chooses a point on the ground it can see within 120 feet of it. A 20-foot-radius, 20-foot-high cylinder of watery filth centered on that point erupts from the ground until initiative count 20 on the next round. Each creature in the cylinder when it appears or that ends its turn there must make a DC 15 Constitution saving throw, taking 10 (`3d6`) poison damage on a failed save, or half as much damage on a successful one. The cylinder is "difficult terrain".
- **Grasping Muck.** Tendrils of roiling muck extend from the dragon's lair to grasp up to three creatures of the dragon's choice that it can see within the lair. A targeted creature must succeed on a DC 15 Strength saving throw or be [restrained](rules/conditions.md#restrained) until initiative count 20 on the next round.
- **Noxious Gas.** A bubble of swamp gas erupts in a 20-foot-radius sphere centered on a point the dragon can see within its lair. Each creature in the area must succeed on a DC 15 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
## Regional effects
The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a black dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Ennui.** Creatures that spend a year within 10 miles of the dragon's lair are filled with listless despair.
- **Grating Spies.** Trilling, obnoxious birds, bugs, and reptiles follow any Humanoid creatures unknown to the dragon within 6 miles of the lair, imposing disadvantage on Dexterity ([Stealth](rules/skills.md#Stealth)) checks. The dragon can suppress this effect at will.
- **Rotting Domain.** Stinging bugs are aggressive and the air is heavy with the odor of rot within 6 miles of the lair.
```
^statblock
## Environment
swamp
@@ -0,0 +1,99 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/desert
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Blue Dragon"]
---
# Ancient Blue Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Blue Dragon
![](compendium/bestiary/dragon/token/ancient-blue-dragon.png#token)
*Gargantuan dragon, Lawful Evil*
- **Armor Class** 22 (natural armor)
- **Hit Points** 481 (`26d20 + 208`)
- **Speed** 40 ft., burrow 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|29 (+9)|10 (+0)|27 (+8)|18 (+4)|17 (+3)|21 (+5)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +7, Constitution +15, Wisdom +10, Charisma +12
- **Skills** Perception +17, Stealth +7
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 23
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (`2d10 + 9`) piercing damage plus 11 (`2d10`) lightning damage.
***Claw.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (`2d6 + 9`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (`2d8 + 9`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (`16d10`) lightning damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (`2d6 + 9`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone) and buried. The buried target is [restrained](rules/conditions.md#restrained) and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) lightning damage.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-blue-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-blue-dragon.md)) blue dragon can use one or both of the following additional lair actions while in its lair:
- **Misleading Mirage.** Until initiative count 20 on the next round, at each intersection or branching passage in the lair, a creature other than the dragon has a 50% chance chance of going in a different direction from the direction it intends.
- **Sudden Sinkhole.** The dragon chooses a point on the ground that it can see within 120 feet of it. A 5-foot-radius, 20-foot-deep pit forms centered on that point. A creature on the ground above where the pit formed must make a DC 15 Dexterity saving throw. On a failed save, a creature falls to the bottom of the pit, taking 7 (`2d6`) bludgeoning damage and landing [prone](rules/conditions.md#prone). On a successful save, a creature moves to the nearest unoccupied space instead of falling in the pit.
## Regional effects
The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
- Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom ([Perception](rules/skills.md#Perception)) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall `1d6 × 10` feet into the sinkhole.
If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within `1d10` days. Any sinkholes remain where they are.
**Additional Regional Effects.** Any of these effects might appear in the area around a blue dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Blue Luster.** Creatures that spend a year within 1 mile of the dragon's lair find blue objects fascinating and feel compelled to acquire them at every opportunity.
- **Mirage Terrain.** The area immediately surrounding the lair appears to be a lush oasis. A creature carefully examining the illusion can attempt a DC 15 Intelligence ([Investigation](rules/skills.md#Investigation)) check to disbelieve it. A creature who disbelieves the illusion sees it as a vague image superimposed on the underlying terrain.
- **Sandstorm.** A sandstorm blows constantly within 1 mile of the dragon's lair.
```
^statblock
## Environment
desert, coastal
@@ -0,0 +1,104 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/desert
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Brass Dragon"]
---
# Ancient Brass Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Brass Dragon
![](compendium/bestiary/dragon/token/ancient-brass-dragon.png#token)
*Gargantuan dragon, Chaotic Good*
- **Armor Class** 20 (natural armor)
- **Hit Points** 297 (`17d20 + 119`)
- **Speed** 40 ft., burrow 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|10 (+0)|25 (+7)|16 (+3)|15 (+2)|19 (+4)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +13, Wisdom +8, Charisma +10
- **Skills** History +9, Perception +14, Persuasion +10, Stealth +6
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 24
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 20
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
- **Fire Breath.** The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (`16d6`) fire damage on a failed save, or half as much damage on a successful one.
- **Sleep Breath.** The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall [unconscious](rules/conditions.md#unconscious) for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked [prone](rules/conditions.md#prone). Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50% chance chance of being extinguished.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-brass-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-brass-dragon.md)) brass dragon can use one or more of the following additional lair actions while in its lair:
- **Animate Statues.** The dragon chooses up to three statues in the lair that it can see. Each of these statues briefly animates and attacks one creature within 5 feet of it, with a +7 bonus to hit and dealing 10 (`3d6`) bludgeoning damage on a hit.
- **Blast of Wind.** A mighty wind sweeps through the lair in a direction of the dragon's choice, blowing along a line 40 feet wide and 100 feet long. Each creature in that area except the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet in the wind's direction and be knocked [prone](rules/conditions.md#prone). Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50% chance chance of being extinguished. If the dragon is within the area of the wind, it can choose to be pushed 15 feet in the wind's direction, and the wind can't knock the dragon [prone](rules/conditions.md#prone).
- **Obscuring Sand.** Dust and sand fill the air within 120 feet of the dragon, making the area lightly obscured until initiative count 20 on the next round.
## Regional effects
The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence ([Investigation](rules/skills.md#Investigation)) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.
If the dragon dies, the tracks fade in `1d10` days, but the other effects fade immediately.
**Additional Regional Effects.** Any of these effects might appear in the area around a brass dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Cloud Companion.** A small, wispy cloud follows non-evil creatures as they journey within 6 miles of the dragon's lair. It changes direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of "extreme heat" (see the "Dungeon Master's Guide").
- **Talkative Denizens.** Creatures within 1 mile of the dragon's lair find pleasure in hearing the sound of their own voices. The air is filled with a deafening chorus of birds and small animals, and sapient creatures talk extensively.
```
^statblock
## Environment
desert
@@ -0,0 +1,107 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Bronze Dragon"]
---
# Ancient Bronze Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Bronze Dragon
![](compendium/bestiary/dragon/token/ancient-bronze-dragon.png#token)
*Gargantuan dragon, Lawful Good*
- **Armor Class** 22 (natural armor)
- **Hit Points** 444 (`24d20 + 192`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|29 (+9)|10 (+0)|27 (+8)|18 (+4)|17 (+3)|21 (+5)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +7, Constitution +15, Wisdom +10, Charisma +12
- **Skills** Insight +10, Perception +17, Stealth +7
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 22
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20 (`2d10 + 9`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +16 to hit, reach 10 ft., one target. *Hit:* 16 (`2d6 + 9`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 20 ft., one target. *Hit:* 18 (`2d8 + 9`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Lightning Breath.** The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (`16d10`) lightning damage on a failed save, or half as much damage on a successful one.
- **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (`2d6 + 9`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the [fog cloud](compendium/spells/fog-cloud.md) spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (`1d10`) thunder damage and be [deafened](rules/conditions.md#deafened) until the end of its next turn.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-bronze-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-bronze-dragon.md)) bronze dragon can use one or more of the following additional lair actions while in its lair:
- **Ocean's Call.** The dragon conjures a swarm of spectral dolphins. Each creature in the water within 120 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 5 (`1d10`) slashing damage; then the swarm vanishes.
- **Salt Burst.** The dragon chooses a point it can see in the lair. The air in a 20-foot-radius sphere centered on that point bursts with abrasive salt crystals. Each creature in that area must succeed on a DC 15 Dexterity saving throw or take 10 (`3d6`) slashing damage.
- **Whelming Water.** The dragon causes a strong current to course through the water in its lair. The dragon chooses any number of creatures it can see that are standing or swimming in water within 120 feet of it. Each chosen creature must succeed on a DC 15 Strength saving throw or be knocked [prone](rules/conditions.md#prone).
## Regional effects
The region containing a legendary bronze dragon's lair is warped by the dragon's magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the [control weather](compendium/spells/control-weather.md) spell.
- Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a bronze dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Phantom Escort.** Ghostly naval ships from an ancient armada appear, escorting well-meaning creatures in need of the dragon's help toward the dragon's lair.
- **Underwater Pursuit.** Sailors glimpse the shadowy, illusory form of a dragon in the depths below them, keeping pace with their vessel.
- **Unfailing Faithfulness.** Sapient creatures that spend a year within 10 miles of the dragon's lair find it nearly impossible to break a promise.
```
^statblock
## Environment
coastal
@@ -0,0 +1,103 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Copper Dragon"]
---
# Ancient Copper Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Copper Dragon
![](compendium/bestiary/dragon/token/ancient-copper-dragon.png#token)
*Gargantuan dragon, Chaotic Good*
- **Armor Class** 21 (natural armor)
- **Hit Points** 350 (`20d20 + 140`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|12 (+1)|25 (+7)|20 (+5)|17 (+3)|19 (+4)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +8, Constitution +14, Wisdom +10, Charisma +11
- **Skills** Deception +11, Perception +17, Stealth +8
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 21
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Acid Breath.** The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (`14d8`) acid damage on a failed save, or half as much damage on a successful one.
- **Slowing Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the [spike growth](compendium/spells/spike-growth.md) spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become [restrained](rules/conditions.md#restrained). A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the [restrained](rules/conditions.md#restrained) condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-copper-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-copper-dragon.md)) copper dragon can use one or both of the following additional lair actions while in its lair:
- **Laughing Gas.** The dragon chooses a point on the ground that it can see within 120 feet of it. A cloud of pink gas fills a 20-foot-radius sphere centered on that point. Each creature in that area that fails a DC 15 Wisdom saving throw is [incapacitated](rules/conditions.md#incapacitated) with laughter until the end of its next turn.
- **Torpid Energy.** The dragon chooses a creature it can see within 120 feet of it. If the target fails a DC 15 Constitution saving throw, its speed is halved, and it can't use reactions or bonus actions until the end of its next turn.
## Regional effects
The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
- Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.
If the dragon dies, the magic carvings fade over the course of `1d10` days. The other effects end immediately.
**Additional Regional Effects.** Either of these effects might appear in the area around a copper dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Distant Melodies.** The ethereal music of woodwinds and bells can be heard carried on the wind within 1 mile of the dragon's lair.
- **Starlit Stones.** Standing stones are common on hilltops within 1 mile of the dragon's lair. The stones shed dim light in a 10-foot radius at night. (If the dragon dies, the stones remain, but they no longer shed light.)
```
^statblock
## Environment
hill
@@ -0,0 +1,106 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/environment/grassland
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Gold Dragon"]
---
# Ancient Gold Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Gold Dragon
![](compendium/bestiary/dragon/token/ancient-gold-dragon.png#token)
*Gargantuan dragon, Lawful Good*
- **Armor Class** 22 (natural armor)
- **Hit Points** 546 (`28d20 + 252`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|30 (+10)|14 (+2)|29 (+9)|18 (+4)|17 (+3)|28 (+9)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +9, Constitution +16, Wisdom +10, Charisma +16
- **Skills** Insight +10, Perception +17, Persuasion +16, Stealth +9
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 24
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (`2d10 + 10`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (`2d6 + 10`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (`2d8 + 10`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (`13d10`) fire damage on a failed save, or half as much damage on a successful one.
- **Weakening Breath.** The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (`2d6 + 10`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
**Additional Lair Action.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-gold-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-gold-dragon.md)) gold dragon can use the following additional lair action while in its lair:
- **Beguiling Glow.** Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be [charmed](rules/conditions.md#charmed) by the dragon until initiative count 20 on the next round.
## Regional effects
The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
**Additional Regional Effects.** Any of these effects might appear in the area around a gold dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Beneficent Trail.** Within 10 miles of the dragon's lair, small runes in the shape of a gold dragon appear to creatures in great need, marking a subtle trail leading to the dragon's lair.
- **Emanation of Justice.** Creatures that spend a year within 6 miles of the dragon's lair value fairness and justice over their personal feelings.
- **Liar's Revelation.** Within 6 miles of the dragon's lair, any creature attempting to tell a deliberate lie must succeed on a DC 15 Charisma saving throw or find itself accidentally revealing the truth it was attempting to conceal. The first time a creature fails this saving throw, it is immune to this effect for 24 hours.
```
^statblock
## Environment
grassland, forest
@@ -0,0 +1,102 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Green Dragon"]
---
# Ancient Green Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Green Dragon
![](compendium/bestiary/dragon/token/ancient-green-dragon.png#token)
*Gargantuan dragon, Lawful Evil*
- **Armor Class** 21 (natural armor)
- **Hit Points** 385 (`22d20 + 154`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|27 (+8)|12 (+1)|25 (+7)|20 (+5)|17 (+3)|19 (+4)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +8, Constitution +14, Wisdom +10, Charisma +11
- **Skills** Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 27
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Common, Draconic
- **Challenge** 22
## Traits
***Amphibious.*** The dragon can breathe air and water.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage plus 10 (`3d6`) poison damage.
***Claw.*** *Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 22 (`4d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +15 to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (`22d6`) poison damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be [restrained](rules/conditions.md#restrained) by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (`4d8`) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (`4d8`) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
- Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be [charmed](rules/conditions.md#charmed) by the dragon until initiative count 20 on the next round.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-green-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-green-dragon.md)) green dragon can use one or both of the following additional lair actions while in its lair:
- **Creeper Vines.** The dragon can use the vines and roots within its lair to animate up to three Humanoid corpses, which become [zombies](compendium/bestiary/undead/zombie.md). The zombies take their turn immediately after this lair action. Each one reverts to an inanimate corpse after 1 minute, when the dragon uses this lair action again, or when the zombie is destroyed.
- **Lashing Root.** One large root or branch that is part of the lair makes a melee attack roll against a creature within 10 feet of it. It has a +7 bonus to hit and deals 10 (`3d6`) bludgeoning damage on a hit. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked [prone](rules/conditions.md#prone).
## Regional effects
The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- **.** Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 (`1d6`) piercing damage from thorns.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
- Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
- Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within `1d10` days, they become mundane plants and normal difficult terrain, losing their thorns.
**Additional Regional Effects.** Either or both of these effects might appear in the area around a green dragon's lair, in addition to or instead of those described in the *Monster Manual*:
- **Inviting Whispers.** Whispers rustle in the foliage within 1 mile of the dragon's lair. The words are indistinct, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery.
- **Twisted Messengers.** The dragon can cause any Tiny Beast within 1 mile of its lair to act as its mouthpiece. The effect is horrendous, as the creature's throat and mouth temporarily warp into a twisted version of the dragon's own in order to allow the dragon's voice to issue forth.
```
^statblock
## Environment
forest
@@ -0,0 +1,99 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/environment/mountain
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Red Dragon"]
---
# Ancient Red Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Red Dragon
![](compendium/bestiary/dragon/token/ancient-red-dragon.png#token)
*Gargantuan dragon, Chaotic Evil*
- **Armor Class** 22 (natural armor)
- **Hit Points** 546 (`28d20 + 252`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|30 (+10)|10 (+0)|29 (+9)|18 (+4)|15 (+2)|23 (+6)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +7, Constitution +16, Wisdom +9, Charisma +13
- **Skills** Perception +16, Stealth +7
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 24
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (`2d10 + 10`) piercing damage plus 14 (`4d6`) fire damage.
***Claw.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (`2d6 + 10`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (`2d8 + 10`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (`26d6`) fire damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (`2d6 + 10`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (`6d6`) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked [prone](rules/conditions.md#prone).
- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the end of its turn. While [poisoned](rules/conditions.md#poisoned) in this way, a creature is [incapacitated](rules/conditions.md#incapacitated).
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-red-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-red-dragon.md)) red dragon can use one or both of the following additional lair actions while in its lair:
- **Noxious Smoke.** A cloud of thick, dark smoke fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is heavily obscured. A creature other than the dragon that starts its turn in the cloud or enters it for the first time on its turn must succeed on a DC 15 Constitution saving throw or be [poisoned](rules/conditions.md#poisoned) until the end of its turn. The cloud lasts until initiative count 20 on the next round.
- **Searing Heat.** Searing heat spreads out in a 15-foot-radius sphere centered on a point the dragon can see within 120 feet of it. Any creature that enters the affected area or starts its turn there must make a DC 15 Constitution saving throw, taking 10 (`3d6`) fire damage on a failed save, or half as much damage on a successful one. The heat lasts until initiative count 20 on the next round.
## Regional effects
The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon's lair.
- Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the dragon dies, these effects fade over the course of `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a red dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Desertification.** Precipitation is almost nonexistent within 6 miles of the dragon's lair, making the land parched and arid and most plant life withered and brown.
- **Fiery Senses.** The dragon can hear up to 30 feet through any open flame within 1 mile of the dragon's lair.
- **Ominous Flames.** Open flames within 6 miles of the dragon's lair are tinged dark red, hiss and crackle constantly, and throw off embers and showers of sparks.
```
^statblock
## Environment
mountain, hill
@@ -0,0 +1,98 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/mountain
- monster/environment/urban
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient Silver Dragon"]
---
# Ancient Silver Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient Silver Dragon
![](compendium/bestiary/dragon/token/ancient-silver-dragon.png#token)
*Gargantuan dragon, Lawful Good*
- **Armor Class** 22 (natural armor)
- **Hit Points** 487 (`25d20 + 225`)
- **Speed** 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|30 (+10)|10 (+0)|29 (+9)|18 (+4)|15 (+2)|23 (+6)|
- **Proficiency Bonus** +7
- **Saving Throws** Dexterity +7, Constitution +16, Wisdom +9, Charisma +13
- **Skills** Arcana +11, History +11, Perception +16, Stealth +7
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 26
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 23
## Traits
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (`2d10 + 10`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (`2d6 + 10`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (`2d8 + 10`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Cold Breath.** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (`15d8`) cold damage on a failed save, or half as much damage on a successful one.
- **Paralyzing Breath.** The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be [paralyzed](rules/conditions.md#paralyzed) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Change Shape.*** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (`2d6 + 10`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as if it had cast the [fog cloud](compendium/spells/fog-cloud.md) spell. The fog lasts until initiative count 20 on the next round.
- A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (`1d10`) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50% chance chance of being extinguished.
**Additional Lair Action.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-silver-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-silver-dragon.md)) silver dragon can use the following additional lair action while in its lair:
- **Icy Grip.** A sudden, supernatural chill fills the lair near the dragon. Each creature of the dragon's choice that it can see within 120 feet of it must succeed on a DC 15 Constitution saving throw or be [restrained](rules/conditions.md#restrained) until initiative count 20 on the next round. Creatures that have resistance to cold damage have advantage on the saving throw; creatures that have immunity to cold damage succeed automatically.
## Regional effects
The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the [control weather](compendium/spells/control-weather.md) spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
- Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in `1d10` days.
```
^statblock
## Environment
mountain, urban
@@ -0,0 +1,100 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/arctic
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Ancient White Dragon"]
---
# Ancient White Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Ancient White Dragon
![](compendium/bestiary/dragon/token/ancient-white-dragon.png#token)
*Gargantuan dragon, Chaotic Evil*
- **Armor Class** 20 (natural armor)
- **Hit Points** 333 (`18d20 + 144`)
- **Speed** 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|26 (+8)|10 (+0)|26 (+8)|10 (+0)|13 (+1)|14 (+2)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +14, Wisdom +7, Charisma +8
- **Skills** Perception +13, Stealth +6
- **Senses** blindsight 60 ft., darkvision 120 ft., passive Perception 23
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 20
## Traits
***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
## Actions
***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 19 (`2d10 + 8`) piercing damage plus 9 (`2d8`) cold damage.
***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 20 ft., one target. *Hit:* 17 (`2d8 + 8`) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become [frightened](rules/conditions.md#frightened) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (`16d8`) cold damage on a failed save, or half as much damage on a successful one.
## Legendary Actions
***Detect.*** The dragon makes a Wisdom ([Perception](rules/skills.md#Perception)) check.
***Tail Attack.*** The dragon makes a tail attack.
***Wing Attack (Costs 2 Actions).*** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (`2d6 + 8`) bludgeoning damage and be knocked [prone](rules/conditions.md#prone). The dragon can then fly up to half its flying speed.
## Additional sources
## Lair actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (`3d6`) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (`3d6`) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (`3d6`) piercing damage.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
**Additional Lair Actions.** At your discretion, a legendary ([adult](compendium/bestiary/dragon/adult-white-dragon.md) or [ancient](compendium/bestiary/dragon/ancient-white-dragon.md)) white dragon can use one or both of the following additional lair actions while in its lair:
- **Blinding Sleet.** Driving sleet falls in a 40-foot-high, 20-foot-radius cylinder centered on a point the dragon can see within 120 feet of it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be [blinded](rules/conditions.md#blinded) until initiative count 20 on the next round.
- **Whirling Wind.** A strong wind blows in a 30-foot-radius sphere centered on the dragon (see the "Dungeon Master's Guide" for rules on "strong wind"). The dragon's flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies.
## Regional effects
The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
- Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
- If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of `1d10` days.
**Additional Regional Effects.** Any of these effects might appear in the area around a white dragon's lair, in addition to or instead of the effects described in the *Monster Manual*:
- **Biting Chill.** Extreme cold envelops the land within 6 miles of the dragon's lair (see the "Dungeon Master's Guide" for rules on "extreme cold"). If the climate in the area already features extreme cold, the cold is numbing, giving creatures in the area without immunity or resistance to cold damage disadvantage on Strength and Dexterity checks.
- **Mirror Ice.** The icy surfaces in the dragon's lair reflect light like mirrors, giving creatures in the lair other than the dragon disadvantage on Dexterity ([Stealth](rules/skills.md#Stealth)) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50% chance chance of going in a different direction from the direction it intends.
```
^statblock
## Environment
arctic
@@ -0,0 +1,44 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Black Dragon Wyrmling"]
---
# Black Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Black Dragon Wyrmling
![](compendium/bestiary/dragon/token/black-dragon-wyrmling.png#token)
*Medium dragon, Chaotic Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 33 (`6d8 + 6`)
- **Speed** 30 ft., fly 60 ft., swim 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|15 (+2)|14 (+2)|13 (+1)|10 (+0)|11 (+0)|13 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +4, Constitution +3, Wisdom +2, Charisma +3
- **Skills** Perception +4, Stealth +4
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** acid
- **Languages** Draconic
- **Challenge** 2
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (`1d10 + 2`) piercing damage plus 2 (`1d4`) acid damage.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (`5d8`) acid damage on a failed save, or half as much damage on a successful one.
```
^statblock
@@ -0,0 +1,40 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Blue Dragon Wyrmling"]
---
# Blue Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Blue Dragon Wyrmling
![](compendium/bestiary/dragon/token/blue-dragon-wyrmling.png#token)
*Medium dragon, Lawful Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 52 (`8d8 + 16`)
- **Speed** 30 ft., burrow 15 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|17 (+3)|10 (+0)|15 (+2)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +4, Wisdom +2, Charisma +4
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** lightning
- **Languages** Draconic
- **Challenge** 3
## Actions
***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (`1d10 + 3`) piercing damage plus 3 (`1d6`) lightning damage.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (`4d10`) lightning damage on a failed save, or half as much damage on a successful one.
```
^statblock
@@ -0,0 +1,43 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Brass Dragon Wyrmling"]
---
# Brass Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Brass Dragon Wyrmling
![](compendium/bestiary/dragon/token/brass-dragon-wyrmling.png#token)
*Medium dragon, Chaotic Good*
- **Armor Class** 16 (natural armor)
- **Hit Points** 16 (`3d8 + 3`)
- **Speed** 30 ft., burrow 15 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|15 (+2)|10 (+0)|13 (+1)|10 (+0)|11 (+0)|13 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +3, Wisdom +2, Charisma +3
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** fire
- **Languages** Draconic
- **Challenge** 1
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (`1d10 + 2`) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (`4d6`) fire damage on a failed save, or half as much damage on a successful one.
- **Sleep Breath.** The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall [unconscious](rules/conditions.md#unconscious) for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
```
^statblock
@@ -0,0 +1,47 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Bronze Dragon Wyrmling"]
---
# Bronze Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Bronze Dragon Wyrmling
![](compendium/bestiary/dragon/token/bronze-dragon-wyrmling.png#token)
*Medium dragon, Lawful Good*
- **Armor Class** 17 (natural armor)
- **Hit Points** 32 (`5d8 + 10`)
- **Speed** 30 ft., fly 60 ft., swim 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|17 (+3)|10 (+0)|15 (+2)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +4, Wisdom +2, Charisma +4
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** lightning
- **Languages** Draconic
- **Challenge** 2
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (`1d10 + 3`) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (`3d10`) lightning damage on a failed save, or half as much damage on a successful one.
- **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
```
^statblock
@@ -0,0 +1,43 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Copper Dragon Wyrmling"]
---
# Copper Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Copper Dragon Wyrmling
![](compendium/bestiary/dragon/token/copper-dragon-wyrmling.png#token)
*Medium dragon, Chaotic Good*
- **Armor Class** 16 (natural armor)
- **Hit Points** 22 (`4d8 + 4`)
- **Speed** 30 ft., climb 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|15 (+2)|12 (+1)|13 (+1)|14 (+2)|11 (+0)|13 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +3, Constitution +3, Wisdom +2, Charisma +3
- **Skills** Perception +4, Stealth +3
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** acid
- **Languages** Draconic
- **Challenge** 1
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (`1d10 + 2`) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Acid Breath.** The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (`4d8`) acid damage on a failed save, or half as much damage on a successful one.
- **Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
```
^statblock
@@ -0,0 +1,56 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/underwater
- monster/size/gargantuan
- monster/type/dragon
aliases: ["Dragon Turtle"]
---
# Dragon Turtle
*Source: SRD / Basic Rules*
```ad-statblock
title: Dragon Turtle
![](compendium/bestiary/dragon/token/dragon-turtle.png#token)
*Gargantuan dragon, Neutral*
- **Armor Class** 20 (natural armor)
- **Hit Points** 341 (`22d20 + 110`)
- **Speed** 20 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|25 (+7)|10 (+0)|20 (+5)|10 (+0)|12 (+1)|12 (+1)|
- **Proficiency Bonus** +6
- **Saving Throws** Dexterity +6, Constitution +11, Wisdom +7
- **Skills** ⏤
- **Senses** darkvision 120 ft., passive Perception 11
- **Damage Resistances** fire
- **Languages** Aquan, Draconic
- **Challenge** 17
## Traits
***Amphibious.*** The dragon turtle can breathe air and water.
## Actions
***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
***Bite.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (`3d12 + 7`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 16 (`2d8 + 7`) slashing damage.
***Tail.*** *Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 26 (`3d12 + 7`) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked [prone](rules/conditions.md#prone).
***Steam Breath (Recharge 5-6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (`15d6`) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
```
^statblock
## Environment
underwater, coastal
+49
View File
@@ -0,0 +1,49 @@
---
obsidianUIMode: preview
cssclasses: json5e-note
---
# Index of Dragon
- [Adult Black Dragon](07-Compendium/bestiary%201/dragon/adult-black-dragon.md)
- [Adult Blue Dragon](07-Compendium/bestiary%201/dragon/adult-blue-dragon.md)
- [Adult Brass Dragon](07-Compendium/bestiary%201/dragon/adult-brass-dragon.md)
- [Adult Bronze Dragon](07-Compendium/bestiary%201/dragon/adult-bronze-dragon.md)
- [Adult Copper Dragon](07-Compendium/bestiary%201/dragon/adult-copper-dragon.md)
- [Adult Gold Dragon](07-Compendium/bestiary%201/dragon/adult-gold-dragon.md)
- [Adult Green Dragon](07-Compendium/bestiary%201/dragon/adult-green-dragon.md)
- [Adult Red Dragon](07-Compendium/bestiary%201/dragon/adult-red-dragon.md)
- [Adult Silver Dragon](07-Compendium/bestiary%201/dragon/adult-silver-dragon.md)
- [Adult White Dragon](07-Compendium/bestiary%201/dragon/adult-white-dragon.md)
- [Ancient Black Dragon](07-Compendium/bestiary%201/dragon/ancient-black-dragon.md)
- [Ancient Blue Dragon](07-Compendium/bestiary%201/dragon/ancient-blue-dragon.md)
- [Ancient Brass Dragon](07-Compendium/bestiary%201/dragon/ancient-brass-dragon.md)
- [Ancient Bronze Dragon](07-Compendium/bestiary%201/dragon/ancient-bronze-dragon.md)
- [Ancient Copper Dragon](07-Compendium/bestiary%201/dragon/ancient-copper-dragon.md)
- [Ancient Gold Dragon](07-Compendium/bestiary%201/dragon/ancient-gold-dragon.md)
- [Ancient Green Dragon](07-Compendium/bestiary%201/dragon/ancient-green-dragon.md)
- [Ancient Red Dragon](07-Compendium/bestiary%201/dragon/ancient-red-dragon.md)
- [Ancient Silver Dragon](07-Compendium/bestiary%201/dragon/ancient-silver-dragon.md)
- [Ancient White Dragon](07-Compendium/bestiary%201/dragon/ancient-white-dragon.md)
- [Black Dragon Wyrmling](07-Compendium/bestiary%201/dragon/black-dragon-wyrmling.md)
- [Blue Dragon Wyrmling](07-Compendium/bestiary%201/dragon/blue-dragon-wyrmling.md)
- [Brass Dragon Wyrmling](07-Compendium/bestiary%201/dragon/brass-dragon-wyrmling.md)
- [Bronze Dragon Wyrmling](07-Compendium/bestiary%201/dragon/bronze-dragon-wyrmling.md)
- [Copper Dragon Wyrmling](07-Compendium/bestiary%201/dragon/copper-dragon-wyrmling.md)
- [Dragon Turtle](07-Compendium/bestiary%201/dragon/dragon-turtle.md)
- [Gold Dragon Wyrmling](07-Compendium/bestiary%201/dragon/gold-dragon-wyrmling.md)
- [Green Dragon Wyrmling](07-Compendium/bestiary%201/dragon/green-dragon-wyrmling.md)
- [Pseudodragon](07-Compendium/bestiary%201/dragon/pseudodragon.md)
- [Red Dragon Wyrmling](07-Compendium/bestiary%201/dragon/red-dragon-wyrmling.md)
- [Silver Dragon Wyrmling](07-Compendium/bestiary%201/dragon/silver-dragon-wyrmling.md)
- [White Dragon Wyrmling](07-Compendium/bestiary%201/dragon/white-dragon-wyrmling.md)
- [Wyvern](07-Compendium/bestiary%201/dragon/wyvern.md)
- [Young Black Dragon](07-Compendium/bestiary%201/dragon/young-black-dragon.md)
- [Young Blue Dragon](07-Compendium/bestiary%201/dragon/young-blue-dragon.md)
- [Young Brass Dragon](07-Compendium/bestiary%201/dragon/young-brass-dragon.md)
- [Young Bronze Dragon](07-Compendium/bestiary%201/dragon/young-bronze-dragon.md)
- [Young Copper Dragon](07-Compendium/bestiary%201/dragon/young-copper-dragon.md)
- [Young Gold Dragon](07-Compendium/bestiary%201/dragon/young-gold-dragon.md)
- [Young Green Dragon](07-Compendium/bestiary%201/dragon/young-green-dragon.md)
- [Young Red Dragon](07-Compendium/bestiary%201/dragon/young-red-dragon.md)
- [Young Silver Dragon](07-Compendium/bestiary%201/dragon/young-silver-dragon.md)
- [Young White Dragon](07-Compendium/bestiary%201/dragon/young-white-dragon.md)
@@ -0,0 +1,47 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Gold Dragon Wyrmling"]
---
# Gold Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Gold Dragon Wyrmling
![](compendium/bestiary/dragon/token/gold-dragon-wyrmling.png#token)
*Medium dragon, Lawful Good*
- **Armor Class** 17 (natural armor)
- **Hit Points** 60 (`8d8 + 24`)
- **Speed** 30 ft., fly 60 ft., swim 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|14 (+2)|17 (+3)|14 (+2)|11 (+0)|16 (+3)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +4, Constitution +5, Wisdom +2, Charisma +5
- **Skills** Perception +4, Stealth +4
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** fire
- **Languages** Draconic
- **Challenge** 3
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (`1d10 + 4`) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (`4d10`) fire damage on a failed save, or half as much damage on a successful one.
- **Weakening Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
```
^statblock
@@ -0,0 +1,45 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Green Dragon Wyrmling"]
---
# Green Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Green Dragon Wyrmling
![](compendium/bestiary/dragon/token/green-dragon-wyrmling.png#token)
*Medium dragon, Lawful Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 38 (`7d8 + 7`)
- **Speed** 30 ft., fly 60 ft., swim 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|15 (+2)|12 (+1)|13 (+1)|14 (+2)|11 (+0)|13 (+1)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +3, Constitution +3, Wisdom +2, Charisma +3
- **Skills** Perception +4, Stealth +3
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Draconic
- **Challenge** 2
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (`1d10 + 2`) piercing damage plus 3 (`1d6`) poison damage.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (`6d6`) poison damage on a failed save, or half as much damage on a successful one.
```
^statblock
@@ -0,0 +1,58 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/desert
- monster/environment/forest
- monster/environment/hill
- monster/environment/mountain
- monster/environment/urban
- monster/size/tiny
- monster/type/dragon
aliases: ["Pseudodragon"]
---
# Pseudodragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Pseudodragon
![](compendium/bestiary/dragon/token/pseudodragon.png#token)
*Tiny dragon, Neutral Good*
- **Armor Class** 13
- **Hit Points** 7 (`2d4 + 2`)
- **Speed** 15 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
| 6 (-2)|15 (+2)|13 (+1)|10 (+0)|12 (+1)|10 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** ⏤
- **Skills** Perception +3, Stealth +4
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 13
- **Languages** understands Common and Draconic but can't speak
- **Challenge** 1/4
## Traits
***Keen Senses.*** The pseudodragon has advantage on Wisdom ([Perception](rules/skills.md#Perception)) checks that rely on sight, hearing, or smell.
***Magic Resistance.*** The pseudodragon has advantage on saving throws against spells and other magical effects.
***Limited Telepathy.*** The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (`1d4 + 2`) piercing damage.
***Sting.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (`1d4 + 2`) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become [poisoned](rules/conditions.md#poisoned) for 1 hour. If the saving throw fails by 5 or more, the target falls [unconscious](rules/conditions.md#unconscious) for the same duration, or until it takes damage or another creature uses an action to shake it awake.
```
^statblock
## Environment
mountain, forest, hill, urban, desert, coastal
@@ -0,0 +1,40 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Red Dragon Wyrmling"]
---
# Red Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Red Dragon Wyrmling
![](compendium/bestiary/dragon/token/red-dragon-wyrmling.png#token)
*Medium dragon, Chaotic Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 75 (`10d8 + 30`)
- **Speed** 30 ft., climb 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|10 (+0)|17 (+3)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +5, Wisdom +2, Charisma +4
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** fire
- **Languages** Draconic
- **Challenge** 4
## Actions
***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (`1d10 + 4`) piercing damage plus 3 (`1d6`) fire damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (`7d6`) fire damage on a failed save, or half as much damage on a successful one.
```
^statblock
@@ -0,0 +1,43 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["Silver Dragon Wyrmling"]
---
# Silver Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: Silver Dragon Wyrmling
![](compendium/bestiary/dragon/token/silver-dragon-wyrmling.png#token)
*Medium dragon, Lawful Good*
- **Armor Class** 17 (natural armor)
- **Hit Points** 45 (`6d8 + 18`)
- **Speed** 30 ft., fly 60 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|10 (+0)|17 (+3)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +5, Wisdom +2, Charisma +4
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** cold
- **Languages** Draconic
- **Challenge** 2
## Actions
***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (`1d10 + 4`) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Cold Breath.** The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (`4d8`) cold damage on a failed save, or half as much damage on a successful one.
- **Paralyzing Breath.** The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be [paralyzed](rules/conditions.md#paralyzed) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
```
^statblock
Binary file not shown.

After

Width:  |  Height:  |  Size: 519 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 494 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 558 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 537 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 478 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 467 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 519 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 494 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 558 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 537 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 478 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 467 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 133 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 140 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 141 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 136 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 534 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 139 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 135 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 54 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 134 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 124 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 482 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 519 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 494 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 504 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 558 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 537 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 478 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 506 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 467 KiB

@@ -0,0 +1,40 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/size/medium
- monster/type/dragon
aliases: ["White Dragon Wyrmling"]
---
# White Dragon Wyrmling
*Source: SRD / Basic Rules*
```ad-statblock
title: White Dragon Wyrmling
![](compendium/bestiary/dragon/token/white-dragon-wyrmling.png#token)
*Medium dragon, Chaotic Evil*
- **Armor Class** 16 (natural armor)
- **Hit Points** 32 (`5d8 + 10`)
- **Speed** 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|14 (+2)|10 (+0)|14 (+2)| 5 (-3)|10 (+0)|11 (+0)|
- **Proficiency Bonus** +2
- **Saving Throws** Dexterity +2, Constitution +4, Wisdom +2, Charisma +2
- **Skills** Perception +4, Stealth +2
- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 14
- **Damage Immunities** cold
- **Languages** Draconic
- **Challenge** 2
## Actions
***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (`1d10 + 2`) piercing damage plus 2 (`1d4`) cold damage.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (`5d8`) cold damage on a failed save, or half as much damage on a successful one.
```
^statblock
+50
View File
@@ -0,0 +1,50 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/environment/mountain
- monster/size/large
- monster/type/dragon
aliases: ["Wyvern"]
---
# Wyvern
*Source: SRD / Basic Rules*
```ad-statblock
title: Wyvern
![](compendium/bestiary/dragon/token/wyvern.png#token)
*Large dragon, Unaligned*
- **Armor Class** 13 (natural armor)
- **Hit Points** 110 (`13d10 + 39`)
- **Speed** 20 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|10 (+0)|16 (+3)| 5 (-3)|12 (+1)| 6 (-2)|
- **Proficiency Bonus** +3
- **Saving Throws** ⏤
- **Skills** Perception +4
- **Senses** darkvision 60 ft., passive Perception 14
- **Languages** —
- **Challenge** 6
## Actions
***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can 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 10 ft., one creature. *Hit:* 11 (`2d6 + 4`) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (`7d6`) poison damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
mountain, hill
@@ -0,0 +1,53 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/swamp
- monster/size/large
- monster/type/dragon
aliases: ["Young Black Dragon"]
---
# Young Black Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Black Dragon
![](compendium/bestiary/dragon/token/young-black-dragon.png#token)
*Large dragon, Chaotic Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 127 (`15d10 + 45`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|14 (+2)|17 (+3)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +5, Constitution +6, Wisdom +3, Charisma +5
- **Skills** Perception +6, Stealth +5
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 7
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage plus 4 (`1d8`) acid damage.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (`11d8`) acid damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
swamp
@@ -0,0 +1,50 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/environment/desert
- monster/size/large
- monster/type/dragon
aliases: ["Young Blue Dragon"]
---
# Young Blue Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Blue Dragon
![](compendium/bestiary/dragon/token/young-blue-dragon.png#token)
*Large dragon, Lawful Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 152 (`16d10 + 64`)
- **Speed** 40 ft., burrow 20 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|21 (+5)|10 (+0)|19 (+4)|14 (+2)|13 (+1)|17 (+3)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +4, Constitution +8, Wisdom +5, Charisma +7
- **Skills** Perception +9, Stealth +4
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 9
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (`2d10 + 5`) piercing damage plus 5 (`1d10`) lightning damage.
***Claw.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (`2d6 + 5`) slashing damage.
***Lightning Breath (Recharge 5-6).*** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (`10d10`) lightning damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
desert, coastal
@@ -0,0 +1,52 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/desert
- monster/size/large
- monster/type/dragon
aliases: ["Young Brass Dragon"]
---
# Young Brass Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Brass Dragon
![](compendium/bestiary/dragon/token/young-brass-dragon.png#token)
*Large dragon, Chaotic Good*
- **Armor Class** 17 (natural armor)
- **Hit Points** 110 (`13d10 + 39`)
- **Speed** 40 ft., burrow 20 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|10 (+0)|17 (+3)|12 (+1)|11 (+0)|15 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +3, Constitution +6, Wisdom +3, Charisma +5
- **Skills** Perception +6, Persuasion +5, Stealth +3
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 6
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (`12d6`) fire damage on a failed save, or half as much damage on a successful one.
- **Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall [unconscious](rules/conditions.md#unconscious) for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
```
^statblock
## Environment
desert
@@ -0,0 +1,56 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/coastal
- monster/size/large
- monster/type/dragon
aliases: ["Young Bronze Dragon"]
---
# Young Bronze Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Bronze Dragon
![](compendium/bestiary/dragon/token/young-bronze-dragon.png#token)
*Large dragon, Lawful Good*
- **Armor Class** 18 (natural armor)
- **Hit Points** 142 (`15d10 + 60`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|21 (+5)|10 (+0)|19 (+4)|14 (+2)|13 (+1)|17 (+3)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +3, Constitution +7, Wisdom +4, Charisma +6
- **Skills** Insight +4, Perception +7, Stealth +3
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17
- **Damage Immunities** lightning
- **Languages** Common, Draconic
- **Challenge** 8
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (`2d10 + 5`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (`2d6 + 5`) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (`10d10`) lightning damage on a failed save, or half as much damage on a successful one.
- **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
```
^statblock
## Environment
coastal
@@ -0,0 +1,52 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/size/large
- monster/type/dragon
aliases: ["Young Copper Dragon"]
---
# Young Copper Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Copper Dragon
![](compendium/bestiary/dragon/token/young-copper-dragon.png#token)
*Large dragon, Chaotic Good*
- **Armor Class** 17 (natural armor)
- **Hit Points** 119 (`14d10 + 42`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|12 (+1)|17 (+3)|16 (+3)|13 (+1)|15 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +4, Constitution +6, Wisdom +4, Charisma +5
- **Skills** Deception +5, Perception +7, Stealth +4
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17
- **Damage Immunities** acid
- **Languages** Common, Draconic
- **Challenge** 7
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Acid Breath.** The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (`9d8`) acid damage on a failed save, or half as much damage on a successful one.
- **Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
```
^statblock
## Environment
hill
@@ -0,0 +1,57 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/environment/grassland
- monster/size/large
- monster/type/dragon
aliases: ["Young Gold Dragon"]
---
# Young Gold Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Gold Dragon
![](compendium/bestiary/dragon/token/young-gold-dragon.png#token)
*Large dragon, Lawful Good*
- **Armor Class** 18 (natural armor)
- **Hit Points** 178 (`17d10 + 85`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|14 (+2)|21 (+5)|16 (+3)|13 (+1)|20 (+5)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +6, Constitution +9, Wisdom +5, Charisma +9
- **Skills** Insight +5, Perception +9, Persuasion +9, Stealth +6
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 19
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 10
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Fire Breath.** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (`10d10`) fire damage on a failed save, or half as much damage on a successful one.
- **Weakening Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
```
^statblock
## Environment
grassland, forest
@@ -0,0 +1,54 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/forest
- monster/size/large
- monster/type/dragon
aliases: ["Young Green Dragon"]
---
# Young Green Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Green Dragon
![](compendium/bestiary/dragon/token/young-green-dragon.png#token)
*Large dragon, Lawful Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 136 (`16d10 + 48`)
- **Speed** 40 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|19 (+4)|12 (+1)|17 (+3)|16 (+3)|13 (+1)|15 (+2)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +4, Constitution +6, Wisdom +4, Charisma +5
- **Skills** Deception +5, Perception +7, Stealth +4
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 17
- **Damage Immunities** poison
- **Condition Immunities** poisoned
- **Languages** Common, Draconic
- **Challenge** 8
## Traits
***Amphibious.*** The dragon can breathe air and water.
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage plus 7 (`2d6`) poison damage.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
***Poison Breath (Recharge 5-6).*** The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (`12d6`) poison damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
forest
@@ -0,0 +1,50 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/hill
- monster/environment/mountain
- monster/size/large
- monster/type/dragon
aliases: ["Young Red Dragon"]
---
# Young Red Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Red Dragon
![](compendium/bestiary/dragon/token/young-red-dragon.png#token)
*Large dragon, Chaotic Evil*
- **Armor Class** 18 (natural armor)
- **Hit Points** 178 (`17d10 + 85`)
- **Speed** 40 ft., climb 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|10 (+0)|21 (+5)|14 (+2)|11 (+0)|19 (+4)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +4, Constitution +9, Wisdom +4, Charisma +8
- **Skills** Perception +8, Stealth +4
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18
- **Damage Immunities** fire
- **Languages** Common, Draconic
- **Challenge** 10
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage plus 3 (`1d6`) fire damage.
***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (`16d6`) fire damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
mountain, hill
@@ -0,0 +1,53 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/mountain
- monster/environment/urban
- monster/size/large
- monster/type/dragon
aliases: ["Young Silver Dragon"]
---
# Young Silver Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young Silver Dragon
![](compendium/bestiary/dragon/token/young-silver-dragon.png#token)
*Large dragon, Lawful Good*
- **Armor Class** 18 (natural armor)
- **Hit Points** 168 (`16d10 + 80`)
- **Speed** 40 ft., fly 80 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|23 (+6)|10 (+0)|21 (+5)|14 (+2)|11 (+0)|19 (+4)|
- **Proficiency Bonus** +4
- **Saving Throws** Dexterity +4, Constitution +9, Wisdom +4, Charisma +8
- **Skills** Arcana +6, History +6, Perception +8, Stealth +4
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 18
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 9
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (`2d10 + 6`) piercing damage.
***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (`2d6 + 6`) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
- **Cold Breath.** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (`12d8`) cold damage on a failed save, or half as much damage on a successful one.
- **Paralyzing Breath.** The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be [paralyzed](rules/conditions.md#paralyzed) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
```
^statblock
## Environment
mountain, urban
@@ -0,0 +1,53 @@
---
obsidianUIMode: preview
cssclasses: json5e-monster
tags:
- compendium/src/5e/mm
- monster/environment/arctic
- monster/size/large
- monster/type/dragon
aliases: ["Young White Dragon"]
---
# Young White Dragon
*Source: SRD / Basic Rules*
```ad-statblock
title: Young White Dragon
![](compendium/bestiary/dragon/token/young-white-dragon.png#token)
*Large dragon, Chaotic Evil*
- **Armor Class** 17 (natural armor)
- **Hit Points** 133 (`14d10 + 56`)
- **Speed** 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|18 (+4)|10 (+0)|18 (+4)| 6 (-2)|11 (+0)|12 (+1)|
- **Proficiency Bonus** +3
- **Saving Throws** Dexterity +3, Constitution +7, Wisdom +3, Charisma +4
- **Skills** Perception +6, Stealth +3
- **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16
- **Damage Immunities** cold
- **Languages** Common, Draconic
- **Challenge** 6
## Traits
***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
## Actions
***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (`2d10 + 4`) piercing damage plus 4 (`1d8`) cold damage.
***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (`2d6 + 4`) slashing damage.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (`10d8`) cold damage on a failed save, or half as much damage on a successful one.
```
^statblock
## Environment
arctic