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View Full Version : D&D 5e/Next Neutral Dragons (Adult) Brown, Iron, Mercury, and Orange



FishBot
2017-06-11, 11:09 PM
A little while ago I made stats for the young versions of these dragons.

The link's right here: http://www.giantitp.com/forums/showthread.php?524883-Neutral-Dragons-(Young)-Brown-Iron-Mercury-and-Orange

The old thread has all the lore for each dragon, so lets just get to the good juicy stuff! :smallbiggrin:



Adult Brown Dragon
Huge dragon, Neutral Evil
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Armor Class: 16 (natural armor)
Hit Points: 212 (17d12 + 102)
Speed: 40 ft., burrow 40 ft., fly 80 ft.
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Str:24 (+7) Dex:11 (+0) Con:23 (+6) Int:9 (-1) Wis:10 (+0) Cha:17 (+3)
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Saving Throws: Dex +5, Con +11, Wis +5, Cha +8
Skills: Deception +8, Perception +10, Stealth +5
Damage Immunities: Acid
Senses: blindsight 60 ft., darkvision 120 ft., passive perception 20
Languages: Common, Draconic
Challenge: 15 (13,000 XP)
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrow speed and leaves a 10 foot diameter tunnel in its wake.

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 9 (2d8) acid 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 16 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's frightful presence for the next 24 hours.
Acid Breath (Recharge 5-6). The dragon spits acid in a 30 foot cone. Each creature in that cone must make a DC 19 dexterity saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 13 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.




Adult Iron Dragon
Huge dragon, Neutral Good
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Armor Class: 18 (natural armor)
Hit Points: 207 (18d12 + 90)
Speed: 40 ft., climb 40 ft., fly 80 ft.
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Str:24 (+7) Dex:15 (+2) Con:20 (+5) Int:20 (+5) Wis:17 (+3) Cha:14 (+2)
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Saving Throws: Dex +7, Con +10, Wis +8, Cha +7
Skills: Perception +13, Stealth +7
Damage Immunities: Lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive perception 23
Languages: Common, Draconic
Challenge: 15 (13,000 XP)
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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 9 (2d8) 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: 17 (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 15 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's frightful presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
* Lightning Breath. The dragon exhales electricity in a 40 foot cone. Each creature in that Cone must make a DC 18 constitution saving throw, taking 58 (13d8) lightning damage on a failed save, or half as much damage on a successful one.
* Smoke Breath. The dragon exhales thick black smoke In 20 foot radius sphere centered on a location within 5 feet of the dragon. The sphere spreads around corners, and it's area is heavily obscured. It lasts for 1 hour or until a wind of at least 10 miles per hour disperses it.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.




Adult Mercury Dragon
Huge dragon, Neutral Good
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Armor Class: 17 (natural armor)
Hit Points: 207 (18d12 + 90)
Speed: 40 ft., climb 40 ft., fly 80 ft.
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Str:20 (+5) Dex:13 (+1) Con:20 (+5) Int:17 (+3) Wis:12 (+1) Cha:25 (+7)
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Saving Throws: Dex +6, Con +10, Wis +6, Cha +12
Skills: Perception +11, Performance +10, Persuasion +10, Stealth +6
Damage Immunities: Lightning
Senses: blindsight 60 ft., darkvision 120 ft., passive perception 23
Languages: Common, Draconic
Challenge: 14 (11,500 XP)
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shiny. The dragon sheds bright light for 10 feet and dim light for another 10 feet. The dragon can suppress this light for as long as it can maintain concentration (as if concentrating on a spell).

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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10+5) piercing damage plus 9 (2d8) lightning damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8+5) 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 22 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's frightful presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
* Poison Breath. The dragon exhales poison in a 30 foot cone. Each creature in that cone must make a DC 14 constitution saving throw, taking 54 (12d8) poison damage on a failed save, or half as much damage on a successful one.
* Charming Breath. The dragon exhales an opiatic gas in a 30 foot cone. Each creature in that cone must make a DC 16 wisdom saving throw, becoming charmed by the dragon and all creatures they interatct with for eight hours. This effect ends if the creature takes damage.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.




Adult Orange Dragon
Huge dragon, Neutral Evil
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Armor Class: 21 (natural armor)
Hit Points: 195 (17d12 + 85)
Speed: 40 ft., climb 40 ft., fly 80 ft.
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Str:23 (+6) Dex:19 (+4) Con:21 (+5) Int:15 (+2) Wis:16 (+3) Cha:14 (+2)
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Saving Throws: Dex +9, Con +10, Wis +8, Cha +7
Skills: Perception +13, Stealth +9
Damage Immunities: Fire
Senses: blindsight 60 ft., darkvision 120 ft., passive perception 23
Languages: Common, Draconic
Challenge: 15 (13,000 XP)
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Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Ambusher. The dragon has advantage on attack rolls against any creature it has surprised.
Mask of the Wild. The dragon can attempt to hide even when only lightly obscured by natural phenomenons.

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 9 (2d8) fire 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 15 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's frightful presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire in a 60 foot line that is 5 feet wide. Each creature in that line must make a DC 18 dexterity saving throw, taking 58 (13d8) fire damage on a failed save, or half as much damage on a successful one.

LEGENDARY ACTIONS
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Give me your thoughts on this.

Mortis_Elrod
2017-06-13, 01:33 AM
What about Purple?

FishBot
2017-06-13, 01:36 AM
What about Purple?

I considered purple dragons initially but in the end I couldn't think of anything interesting to do with them