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Warcraft 5th Edition Dragon Lore

T
his first page was initially included by Pariah

when she started working on all the dragon

texts. Still keeping it here as a checkmark

page for the time being.

Dragon Layout
Each dragonflight starts with the true dragons (whelp,

drake, dragon, wyrm), however many there are.

Dragonkin (drakonid, dragonspawn) then follow on

after.

The proto-dragons then follow at the end of the dragon

chapter.

Each dragonflight should include some kind of a quote,

if there are any that could be apt to use. Dragons are a

pretty big deal, and each flight unique, so this feels like a

fun approach to take with them.

Progress Checklist
Dragons (general information)

Greater dragonflights (general information)

Lesser dragonflights (general information)

Black dragonflight

Blue dragonflight

Bronze dragonflight

Green dragonflight

Red dragonflight

Infinite dragonflight

Netherwing dragonflight

Plagued dragonflight

Stone dragonflight

Storm dragonflight

Twilight dragonflight

Proto-dragons

Double checking that all statblocks are ordered right

Re-reading and polishing texts where it feels necessary

Making sure the Wyrm stats are correct (if there is no

calculator link, there hasn't been done any CR re-check)

1
Dragons
Among the greatest of all living beings on the face of

Azeroth, dragons are creatures who live up to their many

legends. Their power is great as great as their beauty is

majestic; a tremendous force to be reckoned with.

Mature dragons are often larger than other creatures

they might encounter, and their fangs and claws strong

enough to destroy who might oppose them. To top it all off,

most dragons are fortified further still with innate magical

power. All of this taken into consideration, it is easy to see

how their history is intricately twined with that of Azeroth

itself -- in ways that few other beings can boast.

Their connection with the world is innate; born from

both their heritage and from the power of the Dragon

Aspects. With its first breath of life, a dragon will weave a

bond with the world with the world around it, and when its

death comes to pass it does so to a tremendous upheaval;

causing earthquakes, floods, and suchlike.

Even young dragons, those who have not established as

close a bond to the spiritual world, still make ripples in the

fabric of reality when they die. Although these ripples are

not always seen or felt by other races, they nonetheless

garner the attention of other dragons.

Dragon Lives
The life spans of dragons have not been accurately

measured, but they are known to live for several centuries.

A dragon begins its life as a whelp (or whelpling), growing


from there in both size and power until it becomes a drake
within five to ten years. After about a century or so, a drake

reaches full maturity as a dragon -- before taking centuries


therafter to become a wyrm.

The Dragon Aspects


Long ago, the titan-forged Keeper Tyr stood against

Galakrond; a tremendous,known as the Father of Dragons,

who consumed other proto-dragons to increase his horrific

power. It was only with the aid of five remarkable proto-

dragons who stood by his side that Tyr was victorious.

These five proto-dragons were Alexstrasza, Malygos,

Neltharion, Nozdormu, and Ysera. By the power of the

Titans, they were each transformed into the first dragons

and bestowed the title of Aspect.

They were immortal, given charge of each their own

domain on Azeroth and the tremendous power to keep it.

With them, other dragons who shared kinship with any of

the five were held to the same charge. They would watch

over all aspects of life with vigilance, feeling the weight of

their responsibilities upon their very souls.

In recent times, the Cataclysm and the destruction of

Deathwing during the Hour of Twilight, saw the end of the

Aspects' immortality -- as their charge to protect Azeroth

had been fulfilled. Still, they remain present, and may yet

aid Azeroth when a time of great need comes again.

DRAGONS

2
Interacting With Dragons Dragonkin
Each dragon is as individual as any mortal creature. They There are other creatures that serve the dragonflights,

have their dreams, personality, quirks, and traits to make usually under the command of older dragons and wyrms.

them stand out on their own. Still, there are a number of Though they are not true dragons themselves, they all

similarities that run through each dragonflight, and some remain closely tied members of their respective flight.

that run through dragons as a whole. Some of these How these creatures came to be is a well-guarded secret,

similarities are innate, others cultural, and others still known only to the dragons themselves; none of whom are

drawn from painful lessons learned in ages past. particularly forthcoming with this information.

Distant and Grand. Dragons interact with the mortal

races with fair infrequency. They prefer the company of Dragonspawn


their own kind, or even complete isolation, to that of The dragonspawn are monstrous beings trained to guard

creatures whose lives can be measured in mere decades. In and to care for their respective dragonflight; acting as

this light, if they do have to deal with mortals, they are often soldiers, assistants, or even companions. Just like the

more inclined to interact with longer-lived races -- elves in dragons themselves, they are endowed with a great number

particular, and often dwarves as well. of virtuous qualities and mystic abilities.

There is an exception to this tendency with the green and Drawing comparisons to other creatures, they share

red dragonflights. Green dragons, as protectors of the similarities with centaurs -- having a lower body with four

natural world and the Emerald Dream, sometimes seek the legs and a humanoid upper body with arms. Unlike

aid of druids and their allies. Red dragons, in their part as centaurs however, they are lizard-like in every way; their

protectors of life, are said to discreetly seek out mortals for bodies decked in scales. Some have been seen to have

the satisfaction of secretly living among them. wings, though never large enough to permit flight.

Long Perspective. Whatever the situation, it is typical

for a dragon to take a sometimes exceptionally long Drakonid


approach; content to seed events that may not see fruition The drakonid are typically described as half-man, half-

for decades, or even centuries. As long as their lives can dragon -- though just like with the dragonspawn, a dragon

last, sometimes even reaching millennia, they are rarely would never confirm whether there is anything to draw

wont for time to see their plans through to the end. from this observation or if it is merely a coincidence.

In the company of mortals, a dragon may very well forget They are towering creatures that walk on two legs,

that such creatures often prefer plans to take form in just a reaching far taller than any mortal that would cross their

few years -- or even sooner, if possible! path, and make great use of their impressive strength in the

work they do for the flight they serve.

Dragons
As a dragon grows older, each stage of its life is distinctly
Greater Dragonflights
unique from the last; not only growing larger, but also While Galakrond still reigned, the proto-dragons that

considerably more powerful. These stages are generally roamed the skies were said to span every colour of the

similar across all greater and lesser dragonflights. rainbow. Since then, the flights who have stood most

prominent are those of the five Aspects; black, blue, bronze,

Dragonwhelp green, and red. Widely known as the Greater Dragonflights,

A dragonwhelp typically measures around 4 ft. from its or the Prime Dragonflights, they have long embodied each

snout to its tail as it emerges from its egg -- in which it has their unique facet of the world with the power bestowed

already been conscious for some time. Though physically upon them by the Titans.

weak, and thus rarely left alone, even a newly hatched

whelp hold a significant magical aptitude.

Drake
It only takes a few years for a whelp to become a drake, a

fairly explosive growth by any measure, before staying as

such for decades to come. Given to their youth, drakes on

their own can be quick to act; preferring swift and decisive

action over the slow deliberation of their older kin.

Dragon
By the time a drake has reached full maturity as a dragon, a

century or more, it has had more than enough time to

experience the world -- and to draw wisdom from it. Even

among flights who keep close together, a mature dragon is

very likely try and keep its own lair secluded.

Wyrm
Should a dragon live long enough, centuries down the line,

it will eventually become a wyrm. They are the oldest and

most venerable of their flight, keeping scores of dragons

under their wings and within their domain, standing

second only to the Aspects themselves.

DRAGONS

3
Black Dragonflight. Originally charged with protecting the Plagued Dragonflight. The plagued dragonflight began as

earth and the deep places below, the black dragons fell another ill deed upon Deathwing's black dragon brood;

from grace when their Aspect -- Neltharion, now Deathwing these deep within the catacombs of Scholomance, where

-- was corrupted during the War of the Ancients. The black the Cult of the Damned sought to create new means for the

dragonflight remained a danger for centuries on end, until Scourge to spread its dreaded plague. Sickly green and

Deathwing's demise saw most of his flight destroyed with covered in blistering sores, these blighted creatures know

him, allowing what few black dragons still remained to only suffering and pain -- and only seek to inflict likewise

slowly reclaim their ancient place as guardians. upon any and all who cross their path.

Blue Dragonflight. Charged to watch over Azeroth's Stone Dragonflight. The elemental dragons of the stone

arcane torrents and ensure its power was never abused, dragonflight are native to the crystalline reaches of Deep-

blue dragons were nearly wiped out by Deathwing during holm, and were rarely ever seen by mortal eyes before the

the War of the Ancients. Their numbers eventually Great Cataclysm saw the Elemental Plane collide with the

recovered, as recently as the Third War, though their physical world. They are said to be fickle creatures, keeping

Aspect Malygos was lost to a grief-stricken madness that to their own matters and answering only to the strongest.

eventually became his demise. Storm Dragonflight. The elemental dragons of the

Bronze Dragonflight. Stoic and detached, more so than storm dragonflight are commonly found nesting in the

any other flight, the noble bronze dragons were charged mountains of Stormheim. Electric sparks can be seen

with keeping order of time. They are typically the least crackling across their scales, and the skies rumble when

likely to interact with the mortal races, unless errant events they spread their wings to take flight. It is unclear whether

in Azeroth's timeline can only be truly fixed by mortal they hold ties with the storm dragons of Skywall, within the

hands. Their power was diminished after the destruction of Elemental Plane -- though the two share a number of traits.

Deathwing, no longer permitting them control over the Twilight Dragonflight. The infinite dragonflight were

timelines, though they still retain the will to shift dragons brought forth by Sintharia, prime-consort of Deathwing, as

and mortals alike back and forward through time. a subservient race of dragons that would exist only to

Green Dragonflight. The green dragonflight was destroy at the black Aspect's whim. Their very existence is

charged with protecting nature and the Emerald Dream — chaos, their bodies radiating the same twisted energies

a pristine and mystical mirror of the material world, that that saw their creation as they shift back and forth between

exists as the world would have if civilization had never the material world and a harrowing plane of existence

touched it. It is said that green dragons may perceive both known as the Realm of Twilight.

these realities simultaneously, interwoven with one

another. They are reasonably more approachable than

other dragonflights, often choosing to work together with

druids in order carry out their charge.

Red Dragonflight. Life, and the harmony of all things

living, are the charge of the red dragonflight. They see

themselves as custodians of Azeroth's mortals, waging

battle with any who would threaten them. In this errand, it

is not uncommon for red dragons to mingle unseen among

mortals in cities and settlements around the world.

Regrettably, however, many red dragons still carry fresh

memories -- and a mistrust bordering animosity -- after they

were enslaved by the Dragonmaw clan of orcs during the

Second War to fight for the old Horde.

Lesser Dragonflights
Beyond the five greater dragonflights, a number of other

true dragons can be found soaring across the skies of

Azeroth and beyond. These flights are each unique in their

own regard; some borne from mysterious origins, others

brought forth for nefarious ends.

Infinite Dragonflight. The infinite dragonflight appear

as the twisted inverse of the bronze flight, their bodies

forever altered as a result of their deeds. Though their true

origins and motivations are cloudy, they appear at key

moments in history in order to waylay them.

Netherwing Dragonflight. The netherwing dragonflight

were born from black dragon eggs brought by Deathwing

onto the orc homeworld Draenor -- shortly before it was

destroyed. As the calamity tore the planet asunder, the

volatile powers of the Twisting Nether saw the eggs hatch

into shimmering, translucent beings; half there, half not.

4
Black Dragonflight
"My blessing upon you will seem humble compared to

those which have been bestowed upon the others: the

managing of time, of life, of dreams and magic. I offer you

the earth. The soil, the ground, the deep places. But know

that the earth is the basis of all things. It is where we are

rooted. Where you must come from, if you are to go to.

Here is whence true strength comes. From deep places...

within the world, and within oneself."

— Khaz'goroth's blessing of the Black Aspect

Black scales, the deepest colors of onyx and ebony; eyes

that burn red with the flame within, and a similar crimson

glow visible deep within their throat when they give a

mighty roar; black dragons are a sight to behold. Charged

with the protection of the earth, and bearers of its strength,

the black dragonflight is one of great power.

Defenders of Azeroth. For a time, black dragons were

once defenders of Azeroth. They shaped the lands, created

mountains and valleys, and represented the strength of the

earth. For millennia they defended Azeroth from

destruction, until they fell from grace.

Corrupted Champions. At an unknown point,

whisperings of the Old Gods corrupted the black dragons,

especially their Aspect and leader, Neltharion. During the

War of the Ancients, Neltharion was instrumental in the

creation of the Dragon Soul; this was ostensibly to defeat

the Burning Legion, but Neltharion used it to betray his

allies.

With the Legion all but defeated, Neltharion turned the

Dragon Soul on the night elves and dragons who had been

his allies. Only the timely arrival of Korialstrasz, consort of

the red dragonqueen, saved them all from certain death.

Enemies of Azeroth. The betrayal was so great that the

other dragonflights never truly recovered, and the ensuing

war between dragons further damaged the species. Black

dragons were hunted down and nearly annihilated, their

numbers reduced to very few. From that point forward they

served as infrequent but deadly threats to all.

During much of this time, Neltharion — now called

Deathwing — was rarely seen. After a series of setbacks

and a defeat at the hands of the other Aspects, he retreated

to Deepholm in the Elemental Plane. Many thought he was

defeated forever, but they were very wrong.

Cataclysmic Threat. After the fall of the Lich King,

Deathwing made his return. He fractured the World Pillar,

which caused the Cataclysm and reshaped much of the

surface of Azeroth. He and the black dragonflight brought

the world to its knees, but were ultimately defeated by

brave heroes. At their side fought Wrathion, an

uncorrupted black dragonwhelp who represented hope for

the future.

The Earth-Warder s Plight '


Neltharion wasn't just given responsibility of the
world, he was given its weight. He felt it pressing on
him, from all sides, at every moment. This unimagin-
able pressure, which would have killed any lesser
being, is what some believe drove him mad.

DRAGONS | Black Dragonflight

5
Black Dragonwhelp Actions
Small dragon, chaotic evil Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage plus 5 (2d4)
Armor Class 15 (natural armor) fire damage.
Hit Points 55 (10d6 + 20)
Speed 30 ft., fly 60 ft. Lava Breath (Recharge 5-6). The dragonwhelp exhales a
jet of lava in a 15-foot cone. Each creature in that area
must make a DC l3 Dexterity saving throw, taking 11
STR DEX CON INT WIS CHA (2d10) fire damage on a failed save, or half as much
damage on a successful one.
17 (+3) 10 (+0) 15 (+2) 11 (+0) 10 (+0) 12 (+1) In addition, the area hit by the lava becomes difficult
terrain for 1 minute, and any creature starting its turn
Saving Throws Str +5, Dex +2, Con +4, Cha +3 there takes 4 (1d8) fire damage.
Skills Deception +3, Perception +2 Change Shape. The drakgonwhelp can magically
Damage Immunities fire polymorph into a humanoid or back into its true form.
Senses blindsight 10ft., darkvision 60ft., tremorsense It reverts to its true form if it dies. Any equipment it is
60 ft., passive Perception 12 wearing or carrying is absorbed or borne by the new
Languages Common, Draconic form (its choice).
Challenge 3 (700 XP) In a new form, the dragonwhelp retains its alignment,
hit points, ability to speak, proficiencies and
Protector of Earth. The dragonwhelp can use its Intelligence, Wisdom, and Charisma scores, as well as
tremorsense while it is flying within 60 feet of the this action.
ground as if it was on the ground.

Black Drake Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 10
Large dragon, chaotic evil
(3d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 17 (natural armor)
target. Hit: 13 (2d8 + 4) slashing damage.
Hit Points 142 (15d10 + 60)
Speed 40 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
STR DEX CON INT WIS CHA Lava Breath. The dragon exhales a massive jet of lava in
a 30-foot cone. Each creature in that area must make a
19 (+4) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) DC 16 Dexterity saving throw, taking 33 (6d10) fire
damage on a failed save, or half as much damage on a
Saving Throws Str +7, Dex +3, Con +7, Cha +6 successful one.
Skills Deception +6, Perception +4 In addition, the area hit by the lava becomes difficult
Damage Immunities fire terrain for 1 minute, and any creature starting its turn
Senses blindsight 10ft., darkvision 60ft., tremorsense there takes 9 (2d8) fire damage.
60 ft., passive Perception 14 Shadow Breath. The dragon exhales shadowy fire in a
Languages Common, Draconic 30-foot cone. Each creature in that area must succeed
Challenge 8 (3,900 XP) a DC 16 Strength saving throw or take 21 (6d6)
necrotic damage at the start of each of its turns and
Protector of Earth. The drake can use its tremorsense have disadvantage on Strength-based attack rolls,
while it is flying within 60 feet of the ground as if it Strength checks, and Strength saving throws for 1
was on the ground. minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effects on itself on
Innate Spellcasting. The drake's innate spellcasting a success.
ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells, Change Shape. The drake can magically polymorph into
requiring no material components: a humanoid or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
At will: gust, mold earth, resistance carrying is absorbed or borne by the new form (its
3/day each: charm person, detect thoughts, earth choice).
tremor In a new form, the drake retains its alignment, hit
1/day: suggestion points, ability to speak, proficiencies, Innate
Spellcasting and Intelligence, Wisdom, and Charisma
Actions scores, as well as this action.
Multiattack. The drake makes two attacks: one with its
bite and one with its claws.

DRAGONS | Black Dragonflight

6
Black Dragon Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
Huge dragon, neutral evil
Lava Breath. The dragon exhales a massive jet of lava in
a 60-foot cone. Each creature in that area must make a
Armor Class 18 (natural armor)
DC 21 Dexterity saving throw, taking 49 (9d10) fire
Hit Points 225 (18d12 + 108)
damage on a failed save, or half as much damage on a
Speed 40 ft., climb 40ft., fly 80 ft.
successful one.
In addition, the area hit by the lava becomes difficult
STR DEX CON INT WIS CHA terrain for 1 minute, and any creature starting its turn
there takes 13 (3d8) fire damage.
24 (+7) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 19 (+4)
Shadow Breath. The dragon exhales shadowy fire in a 60
-foot cone. Each creature in that area must succeed a
Saving Throws Str +12, Dex +5, Con +11, Cha +9 DC 21 Strength saving throw or take 28 (8d6) necrotic
Skills Deception +9, Perception +6 damage at the start of each of its turns and have
Damage Immunities fire disadvantage on Strength-based attack rolls, Strength
Senses blindsight 10ft., darkvision 60ft., tremorsense checks, and Strength saving throws for 1 minute. A
90 ft., passive Perception 16 creature can repeat the saving throw at the end of each
Languages Common, Draconic of its turns, ending the effects on itself on a success.
Challenge 16 (15,000 XP)
Change Shape. The dragon can magically polymorph
Legendary Resistance (3/Day). If the dragon fails a saving into a humanoid or back into its true form. It reverts to
throw, it can choose to succeed instead. its true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (its
Protector of Earth. The dragon can use its tremorsense choice).
while it is flying within 90 feet of the ground as if it In a new form, the dragon retains its alignment, hit
was on the ground. points, ability to speak, proficiencies, Legendary
Resistance, Innate Spellcasting and Intelligence,
Innate Spellcasting. The dragon's innate spellcasting Wisdom, and Charisma scores, as well as this action.
ability is Charisma (spell save DC 17, +9 to hit with
spell attacks). It can innately cast the following spells, Reactions
requiring no material components:
Lava Spout. Whenever the dragon is hit by a creature
At will: detect magic, detect thoughts, mold earth, within 30 feet of it, it can cause a vent of flame to
resistance erupt, spouting a pool of lava to the attacker. The
3/day each: charm person, earth tremor, suggestion creature must make a DC 21 Dexterity saving throw,
1/day each: erupting earth, wall of stone taking 10 (3d6) fire damage on a failed save, or half as
much damage on a successful one.
Actions
Multiattack. The dragon can use its Frightful Presence. It
Legendary Actions
then makes two attacks: one with its bite and one with The dragon can take 3 legendary actions, choosing
its claws. from the options below. Only one legendary action
option can be used at a time and only at the end of
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one another creature's turn. The dragon regains spent
target. Hit: 12 (1d10 + 7) piercing damage plus 7 legendary actions at the start of its turn.
(2d6) fire damage.
Detect. The dragon makes a Wisdom (Perception)
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
check.
target. Hit: 11 (1d8 + 7) slashing damage.
Tail Attack. The dragon makes a tail attack .
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 11 (1d8 + 7) bludgeoning damage. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
Frightful Presence. Each creature of the dragon's choice
succeed on a DC 21 Dexterity saving throw or take 14
that is within 120 feet of the dragon and aware of it
(2d6 + 7) bludgeoning damage and be knocked prone.
must succeed on a DC 19 Wisdom saving throw or
The dragon can then fly up to half its flying speed.
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.

DRAGONS | Black Dragonflight

7
Black Wyrm Breath Weapons (Recharge 5-6). The wyrm uses one of
the following breath weapons.
Gargantuan dragon, neutral evil
Lava Breath. The wyrm exhales a massive jet of lava in a
60-foot cone. Each creature in that area must make a
Armor Class 22 (natural armor)
DC 23 Dexterity saving throw, taking 82 (15d10) fire
Hit Points 368 (23d20 + 126)
damage on a failed save, or half as much damage on a
Speed 40 ft., climb 40ft., fly 80 ft.
successful one.
In addition, the area hit by the lava becomes difficult
STR DEX CON INT WIS CHA terrain for 1 minute, and any creature starting its turn
there takes 18 (4d8) fire damage.
27 (+8) 14 (+2) 24 (+7) 16 (+3) 15 (+2) 21 (+5)
Shadow Breath. The wyrm exhales shadowy fire in a 60 -
foot cone. Each creature in that area must succeed a
Saving Throws Str +15, Dex +9, Con +14, Cha +12 DC 23 Strength saving throw or take 35 (10d6)
Skills Deception +12, Perception +9 necrotic damage at the start of each of its turns and
Damage Immunities fire have disadvantage on Strength-based attack rolls,
Senses blindsight 10ft., darkvision 60ft., tremorsense Strength checks, and Strength saving throws for 1
120 ft., passive Perception 19 minute. A creature can repeat the saving throw at the
Languages Common, Draconic end of each of its turns, ending the effects on itself on
Challenge 23 (50,000 XP) a success.

Legendary Resistance (3/Day). If the wyrm fails a saving Change Shape. The wyrm can magically polymorph into
throw, it can choose to succeed instead. a humanoid or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Protector of Earth. The wyrm can use its tremorsense carrying is absorbed or borne by the new form (its
while it is flying within 120 feet of the ground as if it choice).
was on the ground. In a new form, the wyrm retains its alignment, hit
points, ability to speak, proficiencies, Legendary
Innate Spellcasting. The wyrm's innate spellcasting Resistance, Innate Spellcasting and Intelligence,
ability is Charisma (spell save DC 20, +12 to hit with Wisdom, and Charisma scores, as well as this action.
spell attacks). It can innately cast the following spells,
requiring no material components: Reactions
At will: charm person, detect magic, detect thoughts, Lava Spout. Whenever the wyrm is hit by a creature
earth tremor within 30 feet of it, it can cause a vent of flame to
3/day each: erupting earth, suggestion, wall of stone erupt, spouting a pool of lava to the attacker. The
1/day each: ✦cataclysm, move earth creature must make a DC 23 Dexterity saving throw,
taking 21 (6d6) fire damage on a failed save, or half as
Actions much damage on a successful one.
Multiattack. The wyrm can use its Frightful Presence. It Legendary Actions
then makes two attacks: one with its bite and one with
its claws. The wyrm can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Bite. Melee Weapon Attack: +15 to hit, reach 10ft., one can be used at a time and only at the end of another
target. Hit: 19 (2d10 + 8) piercing damage plus 14 creature's turn. The wyrm regains spent legendary
(4d6) fire damage. actions at the start of its turn.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
Detect. The wyrm makes a Wisdom (Perception) check.
target. Hit: 17 (2d8 + 8) slashing damage.
Tail Attack. The wyrm makes a tail attack .
Tail. Melee Weapon Attack: +15 to hit, reach 15ft., one
target. Hit: 17 (2d8 + 8) bludgeoning damage. Wing Attack (Costs 2 Actions). The wyrm beats its
wings. Each creature within 10 feet of the wyrm must
Frightful Presence. Each creature of the wyrm's choice
succeed on a DC 21 Dexterity saving throw or take 22
that is within 120 feet of the wyrm and aware of it
(4d6 + 8) bludgeoning damage and be knocked prone.
must succeed on a DC 21 Wisdom saving throw or
The wyrm can then fly up to half its flying speed.
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 wyrm's Frightful Presence
for the next 24 hours.

DRAGONS | Black Dragonflight

8
Black Dragonspawn Black Drakonid
Medium monstrosity, chaotic evil Large humanoid (drakonid), chaotic evil

Armor Class 16 (scale mail) Armor Class 17 (scale mail)


Hit Points 135 (18d8 + 54) Hit Points 170 (20d10 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 11 (+0) 17 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3)

Skills Deception +3, Perception +3 Skills Deception +6, Perception +3


Damage Resistances fire Damage Resistances fire
Senses darkvision 60ft., passive Perception 13 Damage Vulnerabilities thunder
Languages Common, Draconic Senses darkvision 60ft., passive Perception 13
Challenge 5 (1,800 XP) Languages Common, Draconic
Challenge 7 (2,900 XP)
Actions Innate Spellcasting. The drakonid's innate spellcasting
Multiattack. The dragonspawn makes three greatsword ability is Charisma (spell save DC 14, +6 to hit with
attacks. spell attacks). It can innately cast the following spells,
requiring no material components:
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. At will: gust, mold earth
Greatsword. Melee Weapon Attack: +6 to hit, reach 2/day: earth tremor
10ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Actions
Rallying Shout (Recharges after a Short or Long Rest).
Multiattack. The drakonid makes two glaive attacks.
Each creature of the dragonspawn's choice that is
within 30 feet of it, can hear it, and not already Glaive. Melee Weapon Attack: +6 to hit, reach 10ft.,
affected by Rallying Shout gain advantage on attack one target. Hit: 14 (2d10 + 3) slashing damage plus 7
rolls until the start of the dragonspawn's next turn. (2d6) fire damage.
The dragonspawn can then make one attack as a
bonus action. Repelling Wave (Recharge 5-6). The drakonid releases
repulsion energy from the earth around it. Each
creature in that area within 10 feet the drakonid must
succeed on a DC 14 Strength saving throw. On a
failed save, the creature is pushed 15 feet away from
the drakonid.
Variant: Charscale Invoker

Among the black dragonspawns, the charscale


invokers are those who have exceptional magic
abilities. An charscale invoker has the same statistics
as a black dragonspawn, except it has Charisma 14
and instead of the Rallying Shout action, it has the
following trait:

Innate Spellcasting. The invoker's innate spellcasting


ability is Charisma (spell save DC 13). It can innately
cast the following spells, requiring no material
components:

At will: invoke elements, mold earth, resistance


2/day each: earth tremor, ✦elemental shock
1/day: Maximilian's earthen grasp

DRAGONS | Black Dragonflight

9
Blue Dragonflight The Nexus War. Some while after the defeat of Illidan,

Malygos seemed to wake from his madness. He concluded

"I believe that you will find that my gift to you is not just a that the mortal races had caused too much destruction

profound duty — which it is — but also a delight — which it with their reckless pursuit of power. He and the newly

is! Magic must be regulated, managed, and controlled. But it resurgent blue flight declared war on the Kirin Tor and

must also be appreciated and valued and not hoarded. began to siphon the magic of Azeroth, so that it could not

Such is the contradiction you must deal with. May you be be misused, but this had destructive effects on the world.

dutiful... and joyous both." Their efforts became so destructive that Alexstrsza and the

other aspects saw no other course but to destroy Malygos.


— Norgannon's blessing of the Blue Aspect
Spread to the Winds. No other dragonflight at that time

had ever suffered the death of an Aspect. Leaderless, and


Wreathed in swirls and eddies of snow-dusted air, blue
without the guiding power of the Aspect in whom had been
dragons are covered in lustrous scales of azure blue and
placed the power over arcane magic, the blue dragonflight
silvery white. The air around them is often cold. Magic is
was devastated once again. With the final destruction of
the domain of the blue dragonflight; they are charged with
Deathwing, this became a moot point, as the Aspects lost
its use and care, for the power of magic is not to be taken
their immortality and much of their power.
lightly.
Their numbers reduced yet again, lacking an Aspect, the
Tending the Arcane. Led by the Aspect Malygos, and his
blue dragonflight effectively dissolved. Blue dragons went
mate Sindragosa, the blue dragonflight tended arcane
their own way, each choosing their home and their goals as
magic for millennia. Native to the northern reaches that
they saw fit. Most retained the dragonkin that were already
would one day become Northrend, they conducted many
in their service, but kept little contact with one another.
experiments. They even discovered other realms of

existence, and spent much time watching over those who

practiced magic.

Betrayal and Death. During the War of the Ancients, the

blue dragonflight was betrayed. When Deathwing used the

Dragon Soul to turn on his allies, he all but wiped out the

blue dragons. Malygos — overwhelmed by the loss of his

mate, his friend Neltharion, and most of his kin — fell into a

grief-stricken madness. The few blue dragons who

remained, and a few remaining blue dragon eggs, were the

flight's only hope for the future.

DRAGONS | Blue Dragonflight

10
Blue Dragonwhelp Actions
Small dragon, lawful neutral Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
Armor Class 15 (natural armor) cold damage.
Hit Points 31 (7d6 + 7)
Speed 30 ft., fly 60 ft. Spellfrost Breath (Recharge 5-6). The dragonwhelp
exhales an icy blast in a 15-foot cone. Each creature in
that area must make a DC l3 Dexterity saving throw,
STR DEX CON INT WIS CHA taking 7 (2d6) arcane damage plus 3 (1d6) cold
damage on a failed save, or half as much damage on a
14 (+2) 11 (+0) 13 (+1) 14 (+2) 11 (+0) 14 (+2) successful one.
Change Shape. The drakgonwhelp can magically
Saving Throws Dex +2, Con +3, Int +4, Cha +4 polymorph into a humanoid or back into its true form.
Skills Arcana +6, Perception +2 It reverts to its true form if it dies. Any equipment it is
Damage Immunities force wearing or carrying is absorbed or borne by the new
Senses blindsight 10ft., darkvision 60ft., passive form (its choice).
Perception 12 In a new form, the dragonwhelp retains its alignment,
Languages Common, Draconic hit points, ability to speak, proficiencies and
Challenge 2 (450 XP) Intelligence, Wisdom, and Charisma scores, as well as
this action.
Protector of Magic. The dragonwhelp senses the
presence of magic within 30 feet of it. If it senses
magic in this way, it can see a faint aura around any
visible creature or object in the area that bears magic,
and it learn its school of magic, if any.

Blue Drake Multiattack. The drake makes two attacks: one with its
bite and one with its claws.
Large dragon, lawful neutral
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one
Armor Class 16 (natural armor) target. Hit: 14 (2d10 + 3) piercing damage plus 7
Hit Points 153 (18d10 + 54) (2d6) cold damage.
Speed 40 ft., fly 80 ft. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
STR DEX CON INT WIS CHA Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
17 (+3) 10 (+0) 17 (+3) 16 (+3) 12 (+1) 16 (+3)
Spellfrost Breath. The drake exhales an icy blast in a 60-
Saving Throws Dex +3, Con +6, Int +6, Cha +6 foot cone. Each creature in that area must make a DC
Skills Arcana +9, Perception +4 16 Dexterity saving throw, taking 24 (7d6) arcane
Damage Immunities force damage plus 10 (3d6) cold damage on a failed save, or
Senses blindsight 10ft., darkvision 60ft., passive half as much damage on a successful one.
Perception 14 In addition, any creature damaged by the cold breath
Languages Common, Draconic must succeed a DC 16 Wisdom saving throw or lose
Challenge 7 (2,900 XP) spell slots of combined level 1d4-1, starting with the
highest available level. The target regains any spell slots
lost in this way when they finish a short rest.
Protector of Magic. The drake senses the presence of
magic within 30 feet of it. If it senses magic in this Repulsion Breath. The drake exhales repulsion energy in
way, it can see a faint aura around any visible creature a 30-foot cone. Each creature in that area must
or object in the area that bears magic, and it learn its succeed on a DC 17 Strength saving throw. On a failed
school of magic, if any. save, the creature is pushed 60 feet away from the
drake and the target cannot cast any spells until the
Innate Spellcasting. The drake's innate spellcasting start of the drake's turn.
ability is Intelligence (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells, Change Shape. The drake can magically polymorph into
requiring no material components: a humanoid or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
At will: ✦flurry, minor illusion, shape water carrying is absorbed or borne by the new form (its
3/day each: Armor of Agathys, fog cloud, invisibility, choice).
magic missile In a new form, the drake retains its alignment, hit
1/day each: ✦amplify or dampen magic, dispel magic points, ability to speak, proficiencies, Innate
Spellcasting and Intelligence, Wisdom, and Charisma
Actions scores, as well as this action.

DRAGONS | Blue Dragonflight

11
Blue Dragon Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Huge dragon, lawful neutral
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Armor Class 19 (natural armor)
must succeed on a DC 18 Wisdom saving throw or
Hit Points 230 (20d12 + 100)
become frightened for 1 minute. A creature can repeat
Speed 40 ft., climb 40ft., fly 80 ft.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
21 (+5) 10 (+0) 20 (+5) 19 (+4) 12 (+1) 19 (+4) for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of
Saving Throws Dex +5, Con +11, Int +9, Cha +9 the following breath weapons.
Skills Arcana +14, Perception +6
Damage Immunities force Spellfrost Breath. The dragon exhales an icy blast in a
Senses blindsight 10ft., darkvision 60ft., passive 60-foot cone. Each creature in that area must make a
Perception 16 DC 18 Dexterity saving throw, taking 31 (9d6) arcane
Languages Common, Draconic damage plus 17 (5d6) on a failed save, or half as much
Challenge 14 (11,500 XP) damage on a successful one.
In addition, any creature damaged by the cold breath
Legendary Resistance (3/Day). If the dragon fails a saving must succeed a DC 19 Wisdom saving throw or lose
throw, it can choose to succeed instead. spell slots of combined level 2d4+1, starting with the
highest available level. The target regains any spell slots
Magic Destruction. Whenever an enemy creature within lost in this way when they finish a short rest.
30 feet of the dragon casts a spell, it must make a DC Repulsion Breath. The dragon exhales repulsion energy
18 Wisdom saving throw, taking 7 (2d6) psychic in a 30-foot cone. Each creature in that area must
damage on a failed save, or half as much damage on a succeed on a DC 18 Strength saving throw. On a failed
successful one. save, the creature is pushed 60 feet away from the
Protector of Magic. The dragon senses the presence of dragon and the target cannot cast any spells until the
magic within 60 feet of it. If it senses magic in this start of the dragon's turn..
way, it can see a faint aura around any visible creature Change Shape. The dragon can magically polymorph
or object in the area that bears magic, and it learn its into a humanoid or back into its true form. It reverts to
school of magic, if any. its true form if it dies. Any equipment it is wearing or
Innate Spellcasting. The dragon's innate spellcasting carrying is absorbed or borne by the new form (its
ability is Intelligence (spell save DC 17, +9 to hit with choice).
spell attacks). It can innately cast the following spells, In a new form, the dragon retains its alignment, hit
requiring no material components: points, ability to speak, proficiencies, Legendary
Resistance, Innate Spellcasting and Intelligence,
At will: detect thoughts, ✦flurry, minor illusion, shape Wisdom, and Charisma scores, as well as this action.
water,
3/day each: Armor of Agathys, dispel magic, fog cloud, Legendary Actions
magic missile
1/day each: ✦amplify or dampen magic, ✦spellsteal, The dragon can take 3 legendary actions, choosing
wall of force from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes two attacks: one with its bite and one with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack .
target. Hit: 16 (2d10 + 5) piercing damage plus 7 Wing Attack (Costs 2 Actions). The dragon beats its
(2d6) cold damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one succeed on a DC 21 Dexterity saving throw or take 12
target. Hit: 12 (2d6 + 5) slashing damage. (2d6 + 5) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

DRAGONS | Blue Dragonflight

12
Blue Wyrm Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 23 (4d8 + 5) bludgeoning damage.
Huge dragon, lawful neutral
Frightful Presence. Each creature of the wyrm's choice
that is within 120 feet of the wyrm and aware of it
Armor Class 20 (natural armor)
must succeed on a DC 21 Wisdom saving throw or
Hit Points 330 (20d20 + 120)
become frightened for 1 minute. A creature can repeat
Speed 40 ft., climb 40ft., fly 80 ft.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
creature is immune to the wyrm's Frightful Presence
21 (+5) 13 (+1) 22 (+6) 21 (+5) 16 (+3) 19 (+4) for the next 24 hours.
Breath Weapons (Recharge 5-6). The wyrm uses one of
Saving Throws Dex +8, Con +13, Int +12, Cha +11 the following breath weapons.
Skills Arcana +19, Perception +10
Damage Immunities force Spellfrost Breath. The wyrm exhales an icy blast in a 60-
Senses blindsight 10ft., darkvision 60ft., passive foot cone. Each creature in that area must make a DC
Perception 20 21 Dexterity saving throw, taking 52 (15d6) arcane
Languages Common, Draconic damage plus 24 (7d6) cold damage on a failed save, or
Challenge 21 (33,000 XP) half as much damage on a successful one.
In addition, any creature damaged by the cold breath
Legendary Resistance (3/Day). If the wyrm fails a saving must succeed a DC 21 Wisdom saving throw or lose
throw, it can choose to succeed instead. spell slots of combined level 2d6+2, starting with the
highest available level. The target regains any spell slots
Magic Destruction. Whenever an enemy creature within lost in this way when they finish a short rest.
30 feet of the wyrm casts a spell, it must make a DC Repulsion Breath. The wyrm exhales repulsion energy in
18 Wisdom saving throw, taking 14 (4d6) psychic a 30-foot cone. Each creature in that area must
damage on a failed save, or half as much damage on a succeed on a DC 21 Strength saving throw. On a failed
successful one. save, the creature is pushed 60 feet away from the
Protector of Magic. The wyrm senses the presence of wyrm and the target cannot cast any spells until the
magic within 60 feet of it. If it senses magic in this start of the wyrm's turn.
way, it can see a faint aura around any visible creature Change Shape. The wyrm can magically polymorph into
or object in the area that bears magic, and it learn its a humanoid or back into its true form. It reverts to its
school of magic, if any. true form if it dies. Any equipment it is wearing or
Innate Spellcasting. The wyrm's innate spellcasting carrying is absorbed or borne by the new form (its
ability is Intelligence (spell save DC 20, +12 to hit with choice).
spell attacks). It can innately cast the following spells, In a new form, the wyrm retains its alignment, hit
requiring no material components: points, ability to speak, proficiencies, Legendary
Resistance, Innate Spellcasting and Intelligence,
At will: Armor of Agathys, dispel magic, detect Wisdom, and Charisma scores, as well as this action.
thoughts, magic missile,
3/day each: ✦amplify or dampen magic, ✦spellsteal, Legendary Actions
wall of force
1/day each: antimagic field, arcane gate The wyrm can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Actions can be used at a time and only at the end of another
creature's turn. The wyrm regains spent legendary
Multiattack. The wyrm can use its Frightful Presence. It actions at the start of its turn.
then makes two attacks: one with its bite and one with
its claws. Detect. The wyrm makes a Wisdom (Perception) check.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Tail Attack. The wyrm makes a tail attack .
target. Hit: 27 (4d10 + 5) piercing damage plus 14 Wing Attack (Costs 2 Actions). The wyrm beats its
(4d6) cold damage. wings. Each creature within 10 feet of the wyrm must
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one succeed on a DC 21 Dexterity saving throw or take 19
target. Hit: 19 (4d6 + 5) slashing damage. (4d6 + 5) bludgeoning damage and be knocked prone.
The wyrm can then fly up to half its flying speed.

DRAGONS | Blue Dragonflight

13
Blue Dragonspawn Blue Drakonid
Medium monstrosity, lawful neutral Large humanoid (drakonid), lawful neutral

Armor Class 16 (scale mail) Armor Class 16 (scale mail)


Hit Points 120 (16d8 + 48) Hit Points 135 (18d10 + 36)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 17 (+3) 14 (+2) 15 (+2) 16 (+3) 11 (+0) 14 (+2)

Skills Arcana +3, Perception +2 Skills Arcana +6, Perception +3


Damage Resistances force Damage Resistances force
Senses darkvision 60ft., passive Perception 12 Damage Vulnerabilities lighting
Languages Common, Draconic Senses darkvision 60ft., passive Perception 13
Challenge 4 (1,100 XP) Languages Common, Draconic
Challenge 5 (1,800 XP)
Actions Innate Spellcasting. The drakonid's innate spellcasting
Multiattack. The dragonspawn makes two greatsword ability is Intelligence (spell save DC 13, +5 to hit with
attacks. spell attacks). It can innately cast the following spells,
requiring no material components:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage. At will: shape water, mage hand, ray of frost
Greatsword. Melee Weapon Attack: +5 to hit, reach 2/day: detect magic, fog cloud, magic missile
10ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Actions
Magic Pull (1/Day). As a bonus action , the
Glaive. Melee Weapon Attack: +5 to hit, reach 10ft.,
dragonspawn can choose up to two creatures within
one target. Hit: 14 (2d10 + 3) slashing damage plus
30 feet of it. These creatures must succeed on a DC
11 (2d10) cold damage.
13 Dexterity saving throw or be teleported in front of
the dragonspawn. Reactions
Power Sap (Recharge 5-6). When the drakonid is hit by
an attack, it can magically absorb up to 5 (1d10)
damage dealt by this attack. The drakonid can add the
absorbed damage to its next attack.
Variant: Azure Magus

Among the blue dragonspawns, the azure magi are


those who have exceptional magic abilities. An azure
magus has the same statistics as a blue
dragonspawn, except it has Intelligence 14 and
instead of the Multiattack action, it has the following
trait:

Innate Spellcasting. The magus's innate spellcasting


ability is Intelligence (spell save DC 12). It can
innately cast the following spells, requiring no
material components:

At will: blade ward, minor illusion, ✦flurry


2/day each: ice knife, magic missile
1/day each: mirror image, phantasmal force

DRAGONS | Blue Dragonflight

14
Bronze Dragonflight
"Unto you is charged the great task of keeping the purity of

time. Know that there is only one true timeline, though

there are those who would have it otherwise. You must

protect it. Without the truth of time as it is meant to unfold,

more will be lost than you can possibly imagine. The fabric

of reality will unravel. It is a heavy task — the base of all

tasks of this world, for nothing can transpire without time."

— Aman'Thul's blessing of the Bronze Aspect

Adorned in scales of glimmering bronze, which often seem

to shimmer like a mirage in the desert heat, bronze

dragons are a majestic sight to behold. Massive wings blot

out the sun, their eyes burn with magical intensity, and one

has a sense of impending time in their presence.

Encountering a bronze dragon is very rare, and always

portends great events.

Guardians of Time. Bronze dragons were gifted — and

burdened — with power over the passage of time. They

were able to see the past and the future with perfect clarity,

and in so doing they could identify any unnatural branches

from the established timeline. When great powers

threatened to change the past to their benefit, or alter the

course of events for a future that could be controlled,

bronze dragons were there to thwart those plans. They

performed their duty with diligence and honor for an Age,

until Neltharion's betrayal of dragonkind.

Hunted to All Corners. After Deathwing betrayed his

own kind, he attempted to subjugate the bronze

dragonflight. This would not come to pass, as Nozdormu —

the Timeless One, Aspect of the bronze dragonflight — saw

to it that his kin scattered to the distant corners of Azeroth.

From there, they maintained their endless vigil over the

proper timeline.

War in the Desert. Though bronze dragons are not

often likely to become involved in mortal affairs, they

became embroiled in the War of the Shifting Sands, over a

thousand years ago. Initially unwilling to help the night

elves battle the Qiraji, their attitude changed when the

spreading conflict threatened the Caverns of Time.

Nozdormu and his kin joined in the fight, and even enlisted

the aid of the other major dragonflights. After locking the

danger away in Ahn'Qiraj, they returned to their seclusion.

Destroying the Demon Soul. They joined mortal affairs

again during the Second War, specifically the Battle of

Grim Batol. When faced with Deathwing and his minions

once again, Nozdormo was finally convinced to throw the

bronze dragonflight into the conflict. Along with the other

dragons, they saw the destruction of the Demon Soul

which locked away some of the Aspects' power, and forced

Deathwing into retreat once again. With Nozdormu

restored to his former strength, he and the bronze dragons

once again took a more active role in the world.

Loss of the Sight. After the Cataclysm, when dragons

gathered to battle Deathwing one final time, the bronze

dragonflight was not absent. They took their place in

Wyrmrest Accord and joined in the fight, but with the

destruction of Deathwing and the fulfillment of the Aspects'

purpose, much was lost. Nozdormu and the other bronze

dragons retained much of their power, but lost their sight of

the true timeline, as well as direct control over it.

15
Bronze Dragonwhelp Actions
Small dragon, lawful neutral Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage plus 7 (2d6)
Armor Class 15 (natural armor) fire damage.
Hit Points 65 (10d6 + 30)
Speed 30 ft., fly 60 ft. Searing Sand Breath (Recharge 5-6). The dragonwhelp
exhales superheated sand in a 15-foot cone. Each
creature in that area must make a DC 13 Dexterity
STR DEX CON INT WIS CHA saving throw, taking 24 (7d6) fire damage on a failed
save and becoming blinded until the end of the
15 (+2) 10 (+0) 16 (+3) 12 (+1) 14 (+2) 10 (+0) dragonwhelp's next turn. On a success, a creature take
half as much damage to no other ill effect.
Saving Throws Dex +2, Con +6, Wis +4, Cha +2 Change Shape. The drakgonwhelp can magically
Skills History +3, Perception +4 polymorph into a humanoid or back into its true form.
Damage Immunities lighting It reverts to its true form if it dies. Any equipment it is
Senses blindsight 10ft., darkvision 60ft., passive wearing or carrying is absorbed or borne by the new
Perception 14 form (its choice).
Languages Common, Draconic In a new form, the dragonwhelp retains its alignment,
Challenge 4 (1,100 XP) hit points, ability to speak, proficiencies and
Intelligence, Wisdom, and Charisma scores, as well as
Master of Prediction. The dragonwhelp can predict the this action.
future with ease. It adds its wisdom modifier to its
initiative roll.

Bronze Drake Bite. Melee Weapon Attack: +8 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 9
Large dragon, lawful neutral
(2d8) fire damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Armor Class 17 (natural armor)
target. Hit: 13 (2d8 + 4) slashing damage.
Hit Points 199 (21d10 + 84)
Speed 40 ft., fly 80 ft. Breath Weapons (Recharge 5-6). The drake uses one of
the following breath weapons.
STR DEX CON INT WIS CHA Searing Sand Breath. The drake exhales superheated
sand in a 30-foot cone. Each creature in that area must
19 (+4) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 16 (+3) make a DC 17 Dexterity saving throw, taking 42
(12d6) fire damage on a failed save and becoming
Saving Throws Dex +3, Con +7, Wis +6, Cha +6 blinded until the end of the drake's next turn. On a
Skills History +6, Perception +7 success, a creature take half as much damage to no
Damage Immunities lighting other ill effect.
Senses blindsight 10ft., darkvision 60ft., passive Slowing Breath. The drake exhales pure temporal energy
Perception 17 in a 30-foot cone. Each creature in that area must
Languages Common, Draconic succeed on a DC 16 Constitution saving throw. On a
Challenge 10 (5,900 XP) failed save, the creature can't use reactions, its speed is
halved, and it can't make more than one attack on its
Master of Prediction. The drake can predict the future turn. In addition, the creature can use either an action
with ease. It adds its wisdom modifier to its initiative or a bonus action on its turn, but not both. These
roll. effects last for 1 minute. The creature can repeat the
saving throw at the end of each of its turns, ending the
Innate Spellcasting. The drake's innate spellcasting effect on itself with a successful save.
ability is Charisma (spell save DC 15, +7 to hit with
spell attacks). It can innately cast the following spells, Change Shape. The drake can magically polymorph into
requiring no material components: a humanoid or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
At will: dancing lights, shocking grasp carrying is absorbed or borne by the new form (its
3/day each: augury, misty step choice).
1/day: hold person In a new form, the drake retains its alignment, hit
points, ability to speak, proficiencies, Innate
Actions Spellcasting and Intelligence, Wisdom, and Charisma
Multiattack. The drake makes three attacks: one with its scores, as well as this action.
bite and two with its claws.

DRAGONS | Bronze Dragonflight

16
17
Bronze Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Huge dragon, lawful neutral
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 19 (natural armor) the saving throw at the end of each of its turns, ending
Hit Points 262 (21d12 + 126) the effect on itself on a success. If a creature's saving
Speed 40 ft., climb 40ft., fly 80 ft. throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
STR DEX CON INT WIS CHA
Breath Weapons (Recharge 5-6). The dragon uses one of
21 (+5) 10 (+0) 23 (+6) 16 (+3) 19 (+4) 19 (+4) the following breath weapons.

Saving Throws Dex +6, Con +12, Wis +10, Cha +10 Searing Sand Breath. The dragon exhales superheated
Skills History +9, Perception +10 sand in a 60-foot cone. Each creature in that area must
Damage Immunities lighting make a DC 21 Dexterity saving throw, taking 49
Senses blindsight 10ft., darkvision 60ft., passive (14d6) fire damage on a failed save and becoming
Perception 20 blinded until the end of the dragon's next turn. On a
Languages Common, Draconic success, a creature take half as much damage to no
Challenge 17 (18,000 XP) other ill effect.
In addition, any creature damaged by the searing sand
breath must succeed a DC 19 Wisdom saving throw or
Legendary Resistance (3/Day). If the dragon fails a saving age 10% of its natural lifespan.
throw, it can choose to succeed instead.
Slowing Breath. The dragon exhales pure temporal
Master of Prediction. The dragon can predict the future energy in a 60-foot cone. Each creature in that area
with ease. It adds its wisdom modifier to its initiative must succeed on a DC 18 Constitution saving throw.
roll. On a failed save, the creature can't use reactions, its
Protector of Time. Every enemy creature within 30 feet speed is halved, and it can't make more than one attack
of the dragon has disadvantage on their first attack on its turn. In addition, the creature can use either an
each turn. action or a bonus action on its turn, but not both.
These effects last for 1 minute. The creature can repeat
Innate Spellcasting. The dragon's innate spellcasting the saving throw at the end of each of its turns, ending
ability is Charisma (spell save DC 17, +9 to hit with the effect on itself with a successful save.
spell attacks). It can innately cast the following spells,
requiring no material components: Change Shape. The dragon can magically polymorph
into a humanoid or back into its true form. It reverts to
At will: dancing lights, detect magic, detect thoughts, its true form if it dies. Any equipment it is wearing or
feather fall, shocking grasp carrying is absorbed or borne by the new form (its
3/day each: augury, create or destroy water, misty step choice).
1/day each: haste, scrying, slow In a new form, the dragon retains its alignment, hit
points, ability to speak, proficiencies, Legendary
Actions Resistance, Innate Spellcasting and Intelligence,
Multiattack. The dragon can use its Frightful Presence. It Wisdom, and Charisma scores, as well as this action.
then makes two attacks: one with its bite and one with
its claws. Legendary Actions
The dragon can take 3 legendary actions, choosing
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one from the options below. Only one legendary action
target. Hit: 21 (3d10 + 5) piercing damage plus 10 option can be used at a time and only at the end of
(3d6) fire damage. another creature's turn. The dragon regains spent
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one legendary actions at the start of its turn.
target. Hit: 18 (3d8 + 5) slashing damage.
Detect. The dragon makes a Wisdom (Perception)
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one check.
target. Hit: 16 (2d10 + 5) bludgeoning damage.
Tail Attack. The dragon makes a tail attack .
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
succeed on a DC 21 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

DRAGONS | Bronze Dragonflight

18
Bronze Wyrm Breath Weapons (Recharge 5-6). The wyrm uses one of
the following breath weapons.
Huge dragon, lawful neutral
Searing Sand Breath. The wyrm exhales superheated
sand in a 60-foot cone. Each creature in that area must
Armor Class 21 (natural armor)
make a DC 21 Dexterity saving throw, taking 91
Hit Points 455 (26d20 + 182)
(26d6) fire damage on a failed save and becoming
Speed 40 ft., climb 40ft., fly 80 ft.
blinded until the end of the wyrm's next turn. On a
success, a creature take half as much damage to no
STR DEX CON INT WIS CHA other ill effect.
In addition, any creature damaged by the searing sand
21 (+5) 14 (+2) 24 (+7) 16 (+3) 19 (+4) 23 (+6) breath must succeed a DC 21 Wisdom saving throw or
age 10% of its natural lifespan.
Saving Throws Dex +9, Con +14, Wis +11, Cha +13 Slowing Breath. The wyrm exhales pure temporal energy
Skills History +10, Perception +11 in a 60-foot cone. Each creature in that area must
Damage Immunities lighting succeed on a DC 20 Constitution saving throw. On a
Senses blindsight 10ft., darkvision 60ft., passive failed save, the creature can't use reactions, its speed is
Perception 21 halved, and it can't make more than one attack on its
Languages Common, Draconic turn. In addition, the creature can use either an action
Challenge 24 (62,000 XP) or a bonus action on its turn, but not both. These
effects last for 1 minute. The creature can repeat the
Legendary Resistance (3/Day). If the wyrm fails a saving saving throw at the end of each of its turns, ending the
throw, it can choose to succeed instead. effect on itself with a successful save.
Master of Prediction. The wyrm can predict the future Change Shape. The wyrm can magically polymorph into
with ease. It adds its wisdom modifier to its initiative a humanoid or back into its true form. It reverts to its
roll. true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (its
Protector of Time. Every enemy creature within 30 feet choice).
of the wyrm has disadvantage on their first attack each In a new form, the wyrm retains its alignment, hit
turn. points, ability to speak, proficiencies, Legendary
Innate Spellcasting. The wyrm's innate spellcasting Resistance, Innate Spellcasting and Intelligence,
ability is Charisma (spell save DC 21, +13 to hit with Wisdom, and Charisma scores, as well as this action.
spell attacks). It can innately cast the following spells,
requiring no material components: Legendary Actions
At will: create or destroy water, detect thoughts, The wyrm can take 3 legendary actions, choosing from
feather fall, misty step the options below. Only one legendary action option
3/day each: haste, scrying, slow can be used at a time and only at the end of another
1/day each: maze, true seeing creature's turn. The wyrm regains spent legendary
actions at the start of its turn.
Actions Detect. The wyrm makes a Wisdom (Perception) check.
Multiattack. The wyrm can use its Frightful Presence. It
then makes two attacks: one with its bite and one with Tail Attack. The wyrm makes a tail attack .
its claws. Wing Attack (Costs 2 Actions). The wyrm beats its
wings. Each creature within 10 feet of the wyrm must
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one succeed on a DC 21 Dexterity saving throw or take 36
target. Hit: 44 (7d10 + 5) piercing damage plus 25 (7d6 + 7) bludgeoning damage and be knocked prone.
(7d6) fire damage. The wyrm can then fly up to half its flying speed.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 30 (7d8 + 5) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 37 (7d10 + 5) bludgeoning damage.
Frightful Presence. Each creature of the wyrm's choice
that is within 120 feet of the wyrm and aware of it
must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the wyrm's Frightful Presence
for the next 24 hours.

DRAGONS | Bronze Dragonflight

19
Bronze Dragonspawn Bronze Drakonid
Medium monstrosity, lawful neutral Large humanoid (drakonid), lawful neutral

Armor Class 16 (scale mail) Armor Class 16 (scale mail)


Hit Points 150 (20d8 + 60) Hit Points 178 (21d10 + 63)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 16 (+3)

Skills History +3, Perception +4 Skills History +3, Perception +4


Damage Resistances lighting Damage Resistances lightning
Senses darkvision 60ft., passive Perception 14 Damage Vulnerabilities poison
Languages Common, Draconic Senses darkvision 60ft., passive Perception 14
Challenge 6 (2,300 XP) Languages Common, Draconic
Challenge 8 (3,900 XP)
Cleave. Once on the dragonspawn's turn, when it
reduces a creature to 0 hit points with a melee Innate Spellcasting. The drakonid's innate spellcasting
weapon, it may immediately make an attack roll ability is Charisma (spell save DC 13, +5 to hit with
against another creature within reach using the same spell attacks). It can innately cast the following spells,
weapon. requiring no material components:

Actions At will: dancing lights, shocking grasp


1/day: misty step
Multiattack. The dragonspawn makes three greatsword
attacks. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The drakonid makes two glaive attacks.
target. Hit: 10 (2d6 + 3) piercing damage.
Glaive. Melee Weapon Attack: +5 to hit, reach 10ft.,
Greatsword. Melee Weapon Attack: +5 to hit, reach one target. Hit: 25 (4d10 + 3) slashing damage plus 6
10ft., one target. Hit: 14 (2d10 + 3) slashing damage. (1d12) lighting damage.
Time Warp (Recharges after a Short or Long Rest). The
drakonid chooses up to two creatures within 30 feet
of it. These creatures must succeed on a DC 13
Wisdom saving throw or until the end of their next
Variant: Bronze Wyrmkin
turn their speed is halved and the next attack against
them has advantage.
Among the bronze dragonspawns, the bronze
wyrmkins are those who have exceptional magic
abilities. A wyrmkin has the same statistics as a
bronze dragonspawn, except it has Charisma 14 and
instead of Cleave, it has the following trait:

Innate Spellcasting. The wyrmkin's innate spellcasting


ability is Charisma (spell save DC 13). It can innately
cast the following spells, requiring no material
components:

At will: dancing lights, message, shocking grasp


1/day each: hold person, misty step

20
Green Dragonflight Seeding the Great Trees. Following the Great Sundering

at the end of the War of the Ancients, the green Dragon

"You are bound to the waking Dream of Creation. Nature is Aspect Ysera played part in seeding a colossal tree within

your realm, and all things have caught glimpses of the the new Well of Eternity. The tree became known as

Emerald Dream when they sleep. You see them all, Ysera. Nordrassil, the Crown of the Heavens -- and with its

And they see you, though they may not know it. Like the branches as saplings, several more trees were scattered

Life-Binder, you touch all living beings, and sing to them across Azeroth.

the songs of creation and interconnectedness." These were the Great Trees, five of them in total. They

were not planted with Ysera's approval, however, nor did


— Eonar's blessing of the Green Aspect
they receive her blessing as Nordrassil once had. And so, as

the trees came to tower over the lands, their roots dug
The green dragonflight consists of dragons adorned with
deep, one tree fell an ill fate. In Northrend, the great tree
vibrant, green scales -- earning them their second moniker
Andrassil had reached deep enough into the earth to touch
as the Emerald Dragonflight.
the subterranean prison of Yogg'saron.
During the ordering of Azeroth, the titan Eonar charged
The Seeping Nightmare. As Yogg'saron touched the
Ysera and her flight with upholding the natural balance of
roots of Andrassil, without the dragons' protection,
both Azeroth and the Emerald Dream; a pristine spirit-
corruption quickly seeped into the tree. Though it was a
realm of nature and magic that exists far beyond the
heartbreaking task for the druids of the Cenarion Circle,
boundaries of the physical world. It is through this charge
the tree was destroyed -- renamed Vordrassil, the Broken
that the green dragons keep their affinity for the wilds.
Crown -- and the corruption thought stopped.
Protectors of Nature. When dealing with mortals, green
The Great Trees would all act as portals; each one an
dragons primarily only come into conflict with those who
anchoring point for the druids and green dragons alike to
would attempt to corrupt or destroy nature. In this sense,
travel between Azeroth and the Emerald Dream, as well as
much like the red dragons, they are among the most
a grove under the dragonflight's protection.
approachable of the dragonflights. To this end, they have
Unknown to them all, however, was the darkness that
many a time sought the help of druids to aid in their task,
had already taken root within the Emerald Dream.
and to this day keep a close connection with such groups --
Yogg'saron, and the other Old Gods with it, used the Great
the Cenarion Circle in particular.
Trees to allow their influence to reach beyond the mortal
Solitary Lives. Given the task placed upon them and
world. Heralded by a corrupting mist that spread out across
their ties to the Emerald Dream, it is not surprising that
the land, and by its eponymous Nightmare Lord, swathes of
green dragons highly reclusive; exceedingly difficult for
the Dream were twisted beyond any resemblance of its
mere mortals to find on their own. They are peaceful,
verdant self and corrupted into a waking Nightmare.
meditative, and said to be spending most of their time in

slumber and quiet contemplation.

DRAGONS | Black Dragonflight

21
Green Dragonwhelp Speak with Beasts and Plants. The dragonwhelp can
communicate with beasts and plants as if they shared a
Small dragon, neutral good
language.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Armor Class 14 (natural armor)
target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
Hit Points 81 (18d6 + 18)
acid damage.
Speed 30 ft., fly 60 ft.
Nature's Breath (Recharge 5-6). The dragonwhelp
chooses one of the following damage types: acid,
STR DEX CON INT WIS CHA poison or fire and it breaths in a 30-foot cone. Each
14 (+2) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 10 (+0) creature in that area must make a DC 13 Dexterity
saving throw, taking 10 (3d6) damage of the chosen
type on a failed save, or half as much damage on a
Saving Throws Dex +4, Con +3, Wis +4, Cha +2 successful one.
Skills Nature +3, Perception +2
Damage Immunities poison Change Shape. The drakgonwhelp can magically
Senses blindsight 10ft., darkvision 60ft., passive polymorph into a humanoid or back into its true form.
Perception 12 It reverts to its true form if it dies. Any equipment it is
Languages Common, Draconic wearing or carrying is absorbed or borne by the new
Challenge 2 (450 XP) form (its choice).
In a new form, the dragonwhelp retains its alignment,
hit points, ability to speak, proficiencies and
Actions Intelligence, Wisdom, and Charisma scores, as well as
Protector of Nature. All beasts and plant creatures this action.
within 30 ft. of the dragonwhelp have advantage on
saving throws againsts being charmed or frightened.
In addition, whenever the beast/plant creature succeed
on a saving throw, it gains temporary hit points equal
to the dragonwhelp's Wisdom modifier.

DRAGONS |B:
APPENDIX Black
NONPLAYER
Dragonflight
CHARACTERS

22
Green Drake Actions
Large dragon, neutral good Multiattack. The drake makes two attacks: one with its
bite and one with its claws.
Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45) Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one
Speed 40 ft., fly 80 ft. target. Hit: 8 (1d10 + 3) piercing damage plus 7 (2d6)
acid damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 10 (2d6 + 3) slashing damage.
17 (+3) 16 (+3) 16 (+3) 12 (+1) 16 (+3) 16 (+3) Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
Saving Throws Dex +6, Con +6, Wis +6, Cha +6 Nature's Breath. The drake chooses one of the following
Skills Nature +4, Perception +6 damage types: acid, poison or fire and it breaths in a
Damage Immunities poison 45-foot cone. Each creature in that area must make a
Senses blindsight 10ft., darkvision 60ft., passive DC 16 Dexterity saving throw, taking 31 (9d6) damage
Perception 16 of the chosen type on a failed save, or half as much
Languages Common, Draconic damage on a successful one.
Challenge 6 (2,300 XP)
Sleep Breath. The drake exhales sleep gas in a 30-foot
Protector of Nature. All beasts and plant creatures cone. Each creature in that area must succeed on a DC
within 45 ft. of the drake have advantage on saving 14 Constitution saving throw or fall unconscious for 5
throws againsts being charmed or frightened. minutes. This effect ends for a creature if the creature
In addition, whenever the beast/plant creature succeed takes damage or someone uses an action to wake it.
on a saving throw, it gains temporary hit points equal Change Shape. The drake can magically polymorph into
to the drake's Wisdom modifier. a humanoid or back into its true form. It reverts to its
true form if it dies. Any equipment it is wearing or
Speak with Beasts and Plants. The drake can carrying is absorbed or borne by the new form (its
communicate with beasts and plants as if they shared a choice).
language. In a new form, the drake retains its alignment, hit
Innate Spellcasting. The drake's innate spellcasting points, ability to speak, proficiencies, Innate
ability is Charisma (spell save DC 14, +6 to hit with Spellcasting and Intelligence, Wisdom, and Charisma
spell attacks). It can innately cast the following spells, scores, as well as this action.
requiring no material components:
At will: dancing lights, guidance, poison spray
3/day each: locate animals or plants, sleep
1/day: suggestion

DRAGONS
DRAGONS|| Green
Black Dragonflight

23
Green Dragon Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) slashing damage.
Huge dragon, neutral good
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
target. Hit: 9 (1d8 + 5) bludgeoning damage.
Armor Class 19 (natural armor)
Hit Points 195 (17d12 + 85) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., climb 40ft., fly 80 ft. 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
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
21 (+5) 18 (+4) 20 (+5) 14 (+2) 19 (+4) 19 (+4) 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
Saving Throws Dex +9, Con +10, Wis +9, Cha +9 for the next 24 hours.
Skills Nature +7, Perception +9
Damage Immunities poison Breath Weapons (Recharge 5-6). The dragon uses one of
Senses blindsight 10ft., darkvision 60ft., passive the following breath weapons.
Perception 19 Nature's Breath. The dragon chooses one of the
Languages Common, Draconic following damage types: acid, poison or fire and it
Challenge 13 (10,000 XP) breaths in a 60-foot cone. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 45
Legendary Resistance (3/Day). If the dragon fails a saving (13d6) damage of the chosen type on a failed save, or
throw, it can choose to succeed instead. half as much damage on a successful one.
Painful Dreams. Every sleeping enemy creature within Sleep Breath. The dragon exhales sleep gas in a 60-foot
30 feet of the dragon must make a DC 19 Wisdom cone. Each creature in that area must succeed on a DC
saving throw at the start of their turn, taking 28 (8d6) 18 Constitution saving throw or fall unconscious for 5
psychic damage on a failed save, or half as much minutes. This effect ends for a creature if the creature
damage on a successful one. takes damage or someone uses an action to wake it.
Protector of Nature. All beasts and plant creatures Change Shape. The dragon can magically polymorph
within 60 ft. of the dragon have advantage on saving into a humanoid or back into its true form. It reverts to
throws againsts being charmed or frightened. its true form if it dies. Any equipment it is wearing or
In addition, whenever the beast/plant creature succeed carrying is absorbed or borne by the new form (its
on a saving throw, it gains temporary hit points equal choice).
to the dragon's Wisdom modifier. In a new form, the dragon retains its alignment, hit
points, ability to speak, proficiencies, Legendary
Speak with Beasts and Plants. The dragon can Resistance, Innate Spellcasting and Intelligence,
communicate with beasts and plants as if they shared a Wisdom, and Charisma scores, as well as this action.
language.
Innate Spellcasting. The dragon's innate spellcasting Legendary Actions
ability is Charisma (spell save DC 17, +9 to hit with The dragon can take 3 legendary actions, choosing
spell attacks). It can innately cast the following spells, from the options below. Only one legendary action
requiring no material components: option can be used at a time and only at the end of
At will: acid splash, dancing lights, detect magic, detect another creature's turn. The dragon regains spent
thoughts, guidance legendary actions at the start of its turn.
3/day each: detect poison and decease, locate animals Detect. The dragon makes a Wisdom (Perception)
or plants, plant growth, sleep check.
1/day each: dream, hypnotic pattern
Tail Attack. The dragon makes a tail attack .
Actions Wing Attack (Costs 2 Actions). The dragon beats its
Multiattack. The dragon can use its Frightful Presence. It wings. Each creature within 10 feet of the dragon must
then makes two attacks: one with its bite and one with succeed on a DC 21 Dexterity saving throw or take 12
its claws. (2d6 + 5) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one
target. Hit: 10 (1d10 + 5) piercing damage plus 7
(2d6) acid damage.

DRAGONS | Green Dragonflight

24
Green Wyrm Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 19 (4d6 + 5) slashing damage.
Gargantuan dragon, neutral good
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 27 (5d8 + 5) bludgeoning damage.
Armor Class 20 (natural armor)
Hit Points 314 (19d20 + 114) Frightful Presence. Each creature of the wyrm's choice
Speed 40 ft., climb 40ft., fly 80 ft. that is within 120 feet of the wyrm and aware of it
must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
21 (+5) 18 (+4) 22 (+6) 14 (+2) 19 (+4) 21 (+5) 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 wyrm's Frightful Presence
Saving Throws Dex +10, Con +12, Wis +10, Cha +10 for the next 24 hours.
Skills Nature +8, Perception +10
Damage Immunities poison Breath Weapons (Recharge 5-6). The wyrm uses one of
Senses blindsight 10ft., darkvision 60ft., passive the following breath weapons.
Perception 20 Nature's Breath. The wyrm chooses one of the following
Languages Common, Draconic damage types: acid, poison or fire and it breaths in a
Challenge 20 (25,000 XP) 60-foot cone. Each creature in that area must make a
DC 20 Dexterity saving throw, taking 73 (21d6)
Legendary Resistance (3/Day). If the wyrm fails a saving damage of the chosen type on a failed save, or half as
throw, it can choose to succeed instead. much damage on a successful one.
Painful Dreams. Every sleeping enemy creature within Sleep Breath. The wyrm exhales sleep gas in a 60-foot
30 feet of the wyrm must make a DC 20 Wisdom cone. Each creature in that area must succeed on a DC
saving throw at the start of their turn, taking 45 (13d6) 20 Constitution saving throw or fall unconscious for 5
psychic damage on a failed save, or half as much minutes. This effect ends for a creature if the creature
damage on a successful one. takes damage or someone uses an action to wake it.
Protector of Nature. All beasts and plant creatures Change Shape. The wyrm can magically polymorph into
within 60 ft. of the wyrm have advantage on saving a humanoid or back into its true form. It reverts to its
throws againsts being charmed or frightened. true form if it dies. Any equipment it is wearing or
In addition, whenever the beast/plant creature succeed carrying is absorbed or borne by the new form (its
on a saving throw, it gains temporary hit points equal choice).
to the wyrm's Wisdom modifier. In a new form, the wyrm retains its alignment, hit
points, ability to speak, proficiencies, Legendary
Speak with Beasts and Plants. The wyrm can Resistance, Innate Spellcasting and Intelligence,
communicate with beasts and plants as if they shared a Wisdom, and Charisma scores, as well as this action.
language.
Innate Spellcasting. The wyrm's innate spellcasting Legendary Actions
ability is Charisma (spell save DC 19, +11 to hit with The wyrm can take 3 legendary actions, choosing from
spell attacks). It can innately cast the following spells, the options below. Only one legendary action option
requiring no material components: can be used at a time and only at the end of another
At will: detect poison and decease, detect thoughts, creature's turn. The wyrm regains spent legendary
plant growth, sleep actions at the start of its turn.
3/day each: dream, hypnotic pattern , locate animals or Detect. The wyrm makes a Wisdom (Perception) check.
plants,
1/day each: animal shapes, conjure fey Tail Attack. The wyrm makes a tail attack .

Actions Wing Attack (Costs 2 Actions). The wyrm beats its


wings. Each creature within 10 feet of the wyrm must
Multiattack. The wyrm can use its Frightful Presence. It succeed on a DC 21 Dexterity saving throw or take 53
then makes two attacks: one with its bite and one with (6d6 + 5) bludgeoning damage and be knocked prone.
its claws. The wyrm can then fly up to half its flying speed.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one
target. Hit: 27 (4d10 + 5) piercing damage plus 18
(5d6) acid damage.

DRAGONS | Green Dragonflight

25
Green Dragonspawn Green Drakonid
Medium monstrosity, neutral good Large humanoid (drakonid), neutral good

Armor Class 16 (scale mail) Armor Class 16 (scale mail)


Hit Points 52 (7d8 + 21) Hit Points 68 (8d10 + 24)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 16 (+3)

Skills Nature +2, Perception +3 Skills Nature +3, Perception +4


Damage Resistances poison Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13 Damage Vulnerabilities frost
Languages Common, Draconic Senses darkvision 60 ft., passive Perception 14
Challenge 3 (700 XP) Languages Common, Draconic
Challenge 4 (1,100 XP)
Acid Skin. A creature that touches the dragonspawn or
hits it with a melee attack while within 5 feet of it Innate Spellcasting. The drakonid's innate spellcasting
takes 4 (1d8) acid damage. ability is Charisma (spell save DC 13, +5 to hit with
spell attacks). It can innately cast the following spells,
Actions requiring no material components:
Multiattack. The dragonspawn makes two greatsword At will: dancing lights, poison spray
attacks. 2/day: sleep
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 7 (1d8 + 3) piercing damage.
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
Greatsword. Melee Weapon Attack: +5 to hit, reach one target. Hit: 14 (2d10 + 3) slashing damage plus 9
10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. (2d8) acid damage.
Reactions
Blurry Vision (Recharge 6). The drakonid can impose
disadvantage on an attack that would hit it. If the
Variant: Emeraldon Oracle
attack misses the drakonid, the creature must make a
DC 13 Dexterity saving throw. On a failed save, the
Among the green dragonspawn, the emeraldon creature becomes incapacitated until the start of its
oracles are those who have exceptional magic next turn.
abilities. An emeraldon oracle has the same statistics
as a green dragonspawn, except it has Charisma 14
and instead of Acid Skin, it has the following trait:

Innate Spellcasting. The oracle's innate spellcasting


ability is Charisma (spell save DC 12). It can innately
cast the following spells, requiring no material
components:

At will: acid splash, dancing lights, ✦invoke


elements
1/day each: silence, sleep

26
Red Dragonflight
"This is my gift: compassion for all living things. A drive to

protect and nurture them. And the ability to heal that which

others cannot, birth what others may not, and love even the

unlovable -- who surely need such grace more than any

other souls."

— Eonar's blessing of the Green Aspect

Borne across the sky on ruby wings, the red dragonflight

are feared and revered for their fiery breath -- which has

been gifted the power both to bring life and to take it away.

They are led by Alexstrasza, the Life-Binder, whose duty

was given to her by the titan Eonar.

Protectors of Life. It is not without reason that the red

dragonflight consider themselves custodians of mortal life.

In many ways, their claim is true; for they are often the

chosen wardens of places and artifacts whose powers

might spell doom for lesser beings. Wherever a red dragon

walks or breathes upon the earth, its soil is renewed, lush

and vibrant with life.

Mortal Ambassadors. With the exception of the green

dragonflight's ties to the druids of the Cenarion Circle, if a

mortal were to encounter a dragon -- whether knowingly or

not -- it's most likely that dragon would hail from the red

dragonflight. It is common among all dragons to keep tabs

on mortal races, especially their sprawling cities and

important figures, none of the other flights would do so as

openly as the red dragonflight often has.

The Queen of Dragons. Perhaps even greater than her

role as the Life-Binder, Alexstrasza of the red dragonflight

also holds the title of Dragon Queen. She, along with her

consorts, receives the greatest reverence even among the

other dragonflights, and her compassion for the mortal

races of Azeroth is beyond equal.

It is her firmly held belief that only a few are ever truly

evil, and that even those who are may not yet be beyond

redemption. After all, the power to change and to grow is

inherent in all life, whether it chooses to seek light or steep

itself in darkness.

The Dragons and the Dragonmaw. During the Second

War, the orc shaman Zuluhed of the Dragonmaw clan

received visions of a powerful artifact hidden away within

the depths of the earth -- the Demon Soul. In the hands of

Zuluhed's lieutenant, Nekros Skullcrusher, the Dragonmaw

clan wielded the power of the Demon Soul to track down

and enslave scores of the red dragonflight; including the

Life-Binder Alexstrasza herself.

For eight agonizing years, the Queen of Dragons was

kept prisoner by the Dragonmaw clan, deep within the

halls of Grim Batol; an ancient and abandoned dwarven

fortress the orcs had seized as their base of operations.

There, the orcish Horde raised her offspring as devastating

weapons of war for their swelling ranks of dragon riders.

The Battle of Grim Batol. Even after the defeat of the

Horde at the end of the Second War, the Dragonmaw clan

remained undefeated at Grim Batol and Alexstrasza

remained their prisoner. It was then that a small band of

resistance fighters from the Alliance -- led by the human

mage Rhonin -- managed to infiltrate the ancient fortress in

an effort to free the Dragon Queen.

A great battle ensued; one in which the Aspects clashed

with the fallen Earth-Warder, before the Demon Soul was

shattered and the orcs routed. Once the dragons could take

wing again, they returned to their old charge as protectors,

though their wounds would take a long time to heal.

27
Red Dragonwhelp Actions
Small dragon, chaotic good Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)
Armor Class 14 (natural armor) fire damage.
Hit Points 81 (18d6 + 18)
Speed 30 ft., fly 60 ft. Fire Breath (Recharge 5-6). The dragonwhelp exhales fire
in a 15-foot cone. Each creature in that area must make
a DC l3 Dexterity saving throw, taking 10 (3d6) fire
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on a
successful one.
16 (+3) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 14 (+2)
Change Shape. The drakgonwhelp can magically
polymorph into a humanoid or back into its true form.
Saving Throws Str +5, Dex +2, Con +3 , Cha +4 It reverts to its true form if it dies. Any equipment it is
Skills Medicine +2, Perception +2 wearing or carrying is absorbed or borne by the new
Damage Immunities fire form (its choice).
Senses blindsight 10ft., darkvision 60ft., passive In a new form, the dragonwhelp retains its alignment,
Perception 12 hit points, ability to speak, proficiencies and
Languages Common, Draconic Intelligence, Wisdom, and Charisma scores, as well as
Challenge 2 (450 XP) this action.
Protector of Life. The dragonwhelp can sense the state
of health of all creatures it can see within 60 feet of it,
including whether they are dead, undead, or alive. If the
creatures are alive, it knows if they are affected by any
conditions, including whether they are uninjured
(maximum current hit points), injured (fewer than
maximum current hit points), approaching death (1 hit
point), or dying. The dragonwhelp sees through magic
such as feign death or illusions intended to hide the
living or the dead.

28
Red Drake At will: light, produce flames, purify food and drink
3/day each: bless, flaming sphere, healing word
Large dragon, chaotic good
1/day: lesser restoration

Armor Class 16 (natural armor) Actions


Hit Points 152 (16d10 + 64) Multiattack. The drake makes three attacks: one with its
Speed 40 ft., climb 40ft., fly 80 ft. bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
STR DEX CON INT WIS CHA target. Hit: 15 (2d10 + 4) piercing damage plus 7
19 (+4) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) (2d6) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Saving Throws Str +7, Dex +3, Con +7 , Cha +6 target. Hit: 11 (2d6 + 4) slashing damage.
Skills Medicine +4, Perception +4 Breath Weapons (Recharge 5-6). The drake uses one of
Damage Immunities fire the following breath weapons.
Senses blindsight 10ft., darkvision 60ft., passive
Perception 14 Fire Breath. The drake exhales fire in a 60-foot cone.
Languages Common, Draconic Each creature in that area must make a DC 21 Dexterity
Challenge 8 (3,900 XP) saving throw, taking 38 (11d6) fire damage on a failed
save, or half as much damage on a successful one.
Protector of Life. The drake can sense the state of health Restorative Breath. The drake exhales radiant fire in a
of all creatures it can see within 60 feet of it, including 60-foot cone. Each friendly creature in that area regains
whether they are dead, undead, or alive. If the creatures 27 (6d8) hit points.
are alive, it knows if they are affected by any This fire sears any ground that it strikes: it burns away
conditions, including whether they are uninjured all soil and vegetation, which starts to grow back within
(maximum current hit points), injured (fewer than 1d4 days, but three times as bountiful as before.
maximum current hit points), approaching death (1 hit
point), or dying. The drake sees through magic such as Change Shape. The drake can magically polymorph into
feign death or illusions intended to hide the living or a humanoid or back into its true form. It reverts to its
the dead. true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (its
Innate Spellcasting. The drakonid's innate spellcasting choice).
ability is Charisma (spell save DC 14, +6 to hit with In a new form, the drake retains its alignment, hit
spell attacks). It can innately cast the following spells, points, ability to speak, proficiencies, Innate
requiring no material components: Spellcasting and Intelligence, Wisdom, and Charisma
scores, as well as this action.

DRAGONS | Red Dragonflight

29
Red Dragon Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Huge dragon, chaotic good
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
target. Hit: 14 (2d8 + 5) bludgeoning damage.
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., climb 40ft., fly 80 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
21 (+5) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 19 (+4) 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
Saving Throws Str +10, Dex +5, Con +11, Cha +9 for the next 24 hours.
Skills Medicine +6, Perception +6
Damage Immunities fire Breath Weapons (Recharge 5-6). The dragon uses one of
Senses blindsight 10ft., darkvision 60ft., passive the following breath weapons.
Perception 16 Fire Breath. The dragon exhales fire in a 60-foot cone.
Languages Common, Draconic Each creature in that area must make a DC 21 Dexterity
Challenge 15 (13,000 XP) saving throw, taking 49 (11d8) fire damage on a failed
save, or half as much damage on a successful one.
Essence of the Red. Every allied creature within 30 feet
of the dragon has advantage on their first attack. Restorative Breath. The dragon exhales radiant fire in a
60-foot cone. Each friendly creature in that area regains
Legendary Resistance (3/Day). If the dragon fails a saving 40 (10d8) hit points.
throw, it can choose to succeed instead. This fire sears any ground that it strikes: it burns away
all soil and vegetation, which starts to grow back within
Protector of Life. The dragon can sense the state of 1d4 days, but three times as bountiful as before.
health of all creatures it can see within 60 feet of it,
including whether they are dead, undead, or alive. If the Change Shape. The dragon can magically polymorph
creatures are alive, it knows if they are affected by any into a humanoid or back into its true form. It reverts to
conditions, including whether they are uninjured its true form if it dies. Any equipment it is wearing or
(maximum current hit points), injured (fewer than carrying is absorbed or borne by the new form (its
maximum current hit points), approaching death (1 hit choice).
point), or dying. The dragon sees through magic such In a new form, the dragon retains its alignment, hit
as feign death or illusions intended to hide the living or points, ability to speak, proficiencies, Legendary
the dead. Resistance, Innate Spellcasting and Intelligence,
Wisdom, and Charisma scores, as well as this action.
Innate Spellcasting. The dragon's innate spellcasting
ability is Charisma (spell save DC 17, +9 to hit with Legendary Actions
spell attacks). It can innately cast the following spells,
requiring no material components: The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
At will: control flames, detect evil and good, detect option can be used at a time and only at the end of
magic, light, purify food and drink another creature's turn. The dragon regains spent
3/day each: bless, cure wounds, lesser restoration, legendary actions at the start of its turn.
protection from poison, sanctuary, scorching ray
1/day each: greater restoration, wall of fire Detect. The dragon makes a Wisdom (Perception)
check.
Actions Tail Attack. The dragon makes a tail attack .
Multiattack. The dragon can use its Frightful Presence. It
then makes two attacks: one with its bite and one with Wing Attack (Costs 2 Actions). The dragon beats its
its claws. wings. Each creature within 10 feet of the dragon must
succeed on a DC 21 Dexterity saving throw or take 12
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one (2d6 + 5) bludgeoning damage and be knocked prone.
target. Hit: 16 (2d10 + 5) piercing damage plus 7 The dragon can then fly up to half its flying speed.
(2d6) fire damage.

DRAGONS | Red Dragonflight

30
Red Wyrm Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) slashing damage.
Huge dragon, chaotic good
Tail. Melee Weapon Attack: +13 to hit, reach 15ft., one
target. Hit: 28 (5d8 + 6) bludgeoning damage.
Armor Class 20 (natural armor)
Hit Points 363 (22d20+ 132) Frightful Presence. Each creature of the wyrm's choice
Speed 40 ft., climb 40ft., fly 80 ft. that is within 120 feet of the wyrm and aware of it
must succeed on a DC 21 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
23 (+6) 15 (+2) 22 (+6) 19 (+4) 14 (+2) 21 (+5) 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 wyrm's Frightful Presence
Saving Throws Str +13, Dex +9, Con +13, Cha +12 for the next 24 hours.
Skills Medicine +9, Perception +9
Damage Immunities fire Breath Weapons (Recharge 5-6). The wyrm uses one of
Senses blindsight 10ft., darkvision 60ft., passive the following breath weapons.
Perception 19 Fire Breath. The wyrm exhales fire in a 60-foot cone.
Languages Common, Draconic Each creature in that area must make a DC 22 Dexterity
Challenge 22 (41,000 XP) saving throw, taking 81 (18d8) fire damage on a failed
save, or half as much damage on a successful one.
Essence of the Red. Every allied creature within 30 feet
of the wyrm has advantage on their first attack. Restorative Breath. The wyrm exhales radiant fire in a
60-foot cone. Each friendly creature in that area regains
Legendary Resistance (3/Day). If the wyrm fails a saving 63 (14d8) hit points.
throw, it can choose to succeed instead. This fire sears any ground that it strikes: it burns away
all soil and vegetation, which starts to grow back within
Protector of Life. The wyrm can sense the state of 1d4 days, but three times as bountiful as before.
health of all creatures it can see within 60 feet of it,
including whether they are dead, undead, or alive. If the Change Shape. The wyrm can magically polymorph into
creatures are alive, it knows if they are affected by any a humanoid or back into its true form. It reverts to its
conditions, including whether they are uninjured true form if it dies. Any equipment it is wearing or
(maximum current hit points), injured (fewer than carrying is absorbed or borne by the new form (its
maximum current hit points), approaching death (1 hit choice).
point), or dying. The wyrm sees through magic such as In a new form, the wyrm retains its alignment, hit
feign death or illusions intended to hide the living or points, ability to speak, proficiencies, Legendary
the dead. Resistance, Innate Spellcasting and Intelligence,
Wisdom, and Charisma scores, as well as this action.
Innate Spellcasting. The wyrm's innate spellcasting
ability is Charisma (spell save DC 20, +12 to hit with Legendary Actions
spell attacks). It can innately cast the following spells,
requiring no material components: The wyrm can take 3 legendary actions, choosing from
the options below. Only one legendary action option
At will: bless, cure wounds, detect evil and good, can be used at a time and only at the end of another
detect magic, scorching ray creature's turn. The dragon regains spent legendary
3/day each: greater restoration, protection from actions at the start of its turn.
poison, sanctuary, wall of fire
1/day each: heal, regenerate Detect. The wyrm makes a Wisdom (Perception) check.

Actions Tail Attack. The wyrm makes a tail attack .

Multiattack. The wyrm can use its Frightful Presence. It Wing Attack (Costs 2 Actions). The wyrm beats its
then makes two attacks: one with its bite and one with wings. Each creature within 10 feet of the dragon must
its claws. succeed on a DC 21 Dexterity saving throw or take 27
(6d6 + 6) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one The wyrm can then fly up to half its flying speed.
target. Hit: 28 (4d10 + 6) piercing damage plus 17
(5d6) fire damage.

DRAGONS | Red Dragonflight

31
Red Dragonspawn Red Drakonid
Medium monstrosity, chaotic good Large humanoid (drakonid), chaotic good

Armor Class 16 (scale mail) Armor Class 17 (scale mail)


Hit Points 120 (16d8 + 48) Hit Points 144 (17d10 + 51)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 17 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3)

Skills Medicine +2, Perception +2 Skills Medicine +3, Perception +3


Damage Resistances fire Damage Resistances fire
Senses darkvision 60ft., passive Perception 12 Damage Vulnerabilities frost
Languages Common, Draconic Senses darkvision 60ft., passive Perception 13
Challenge 4 (1,100 XP) Languages Common, Draconic
Challenge 5 (1,800 XP)
Cleave. Once on the dragonspawn's turn, when it
reduces a creature to 0 hit points with a melee Innate Spellcasting. The drakonid's innate spellcasting
weapon, it may immediately make an attack roll ability is Charisma (spell save DC 13, +5 to hit with
against another creature within reach using the same spell attacks). It can innately cast the following spells,
weapon. requiring no material components:

Actions At will: light, produce flames, purify food and drink


1/day: flaming sphere
Multiattack. The dragonspawn makes two greatsword
attacks. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Glaive. Melee Weapon Attack: +5 to hit, reach 10ft.,
target. Hit: 7 (1d8 + 3) piercing damage. one target. Hit: 14 (2d10 + 3) slashing damage plus
10 (3d6) fire damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit: 10 (2d6 + 3) slashing damage. Fireburst (Recharge 5-6). The drakonid causes a
powerful explosion of flame to burst from it,
damaging anyone around it. Each creature within 10
feet of it 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.
Variant: Wyrmkin Firebrand

Among the red dragonspawns, the wyrmkin


firebrands are those who have exceptional magic
abilities. A wyrmkin firebrand has the same statistics
as a red dragonspawn, except it has Charisma 14 and
instead of Cleave, it has the following trait:

Innate Spellcasting. The wyrmkin firebrand's innate


spellcasting ability is Charisma (spell save DC 12). It
can innately cast the following spells, requiring no
material components:

At will: control flames, fire bolt, light


1/day each: absorb elements, scorching ray

DRAGONS | Red Dragonflight

32
Infinite Dragonflight
"You crawl unwitting, like a blind, writhing worm, towards

endless madness and despair. I have witnessed the true

End Time. This? This is a blessing you simply cannot

comprehend."

- Murozond the Infinite

The cruel and enigmatic Infinite Dragonflight are the

inverse of the wise Bronze flight. Where the Bronze seek to

maintain the flow of time and ensure that past events

remain as they are, while trying to learn from their

glimpses of the future, the Infinite flight seek to disrupt and

change the course of history, appearing amongst major

events from times past and altering them through trickery

or brute force. Their motivations are cloudy, and their

origins are a secret hidden in the ages - or in the distant

future.

Negative Image. They appear as eye-watering negatives

of their bronze foes, their colours and bodies altered by

their drastic meddling with the timeflow, with scales in

metallic greys and blues. Their hides appear cracked and

bleed out glowing energy instead of blood. Their voices

almost seem to come from all directions, and echo in a

disjointed manner, and when they move they almost seem

to be unsynchronised with events around them - their

shadows may lag behind for a moment, or their breath

attack may scorch the earth before the flames touch it.

Time Bandits. The Infinites have only one apparent goal

- changing the outcomes of major historical events to

change the future. To do so they aggressively create tears in

time, before using disguise and subterfuge to subtly change

events. They may mislead a major leader, or assassinate a

king, or simply change several minor details and invoke the

butterfly effect. When things do not go according to plan,

however, they throw subtlety away and engage in all-out

dragon combat, uncaring of the consequences across time.

Ebb and flow. In response to these threats, the Bronze

Dragonflight have been in a constant state of cat and

mouse with the Infinites. Never able to identify their base

of operations, with only smatterings of knowledge about

their leadership, the Bronze have found that they are

unable to do direct interference with the Infinites - partly

due to their own nature, but also because the Infinites

seem to know everything about the Bronze. Their methods,

their weaknesses, their powers - and the Infinites are far

less scrupulous with collateral damage. As such, the

Bronze must frequently collaborate with adventurers, and

sending them into the past through the Caverns of Time.

Lost time. The origins of the Infinites are unclear.

However, among their ranks, some familiar names have

been heard. It has been suggested that the Infinites may

have once been Bronze dragons who became disillusioned

with the duty of their flight, or perhaps who entered the

timeways and became lost or confused. Others suggest that

the Infinites may be dark reflections of real dragons

created from alternative universes, of which thousands are

created and destroyed each second. In truth, their origins

may remain a mystery as old as time.

Dragons

33
Infinite Dragonwhelp Infinite Dragonspawn
Small dragon, chaotic evil Medium monstrosity, chaotic evil

Armor Class 14 (natural armor) Armor Class 16 (scale mail)


Hit Points 66 (12d6 + 24) Hit Points 150 (20d8 + 60)
Speed 30 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 17 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 12 (+1)

Saving Throws Dex +2, Con +4 Skills History +3, Perception +4


Skills Perception +2, Survival +2 Damage Resistances lighting
Damage Immunities lightning Senses darkvision 60ft., passive Perception 14
Senses blindsight 10ft., darkvision 60ft., passive Languages Common, Draconic
Perception 12 Challenge 6 (2,300 XP)
Languages Common, Draconic
Challenge 4 (1,100 XP)
Actions
Breaker of Time. Each creature's initiative roll within Multiattack. The dragonspawn makes three greatsword
60 feet from the dragonwhelp is reduced by an attacks.
amount equal to the dragonwhelp's Charisma
modifier. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage.
Actions Greatsword. Melee Weapon Attack: +5 to hit, reach
10ft., one target. Hit: 14 (2d10 + 3) slashing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) slashing damage plus 7
(2d6) force damage.
Reactions
Knockdown. Whenever a creature misses an melee
Black Sand Breath (Recharge 5-6). The dragonwhelp attack against the dragonspawn, the dragonspawn can
exhales sand in a 60-foot cone. Each creature in that use its reaction to knock the attacker down. The
area must make a DC 16 Dexterity saving throw, creature must succeed on a DC 15 Strength saving
taking 18 (4d8) slashing damage on a failed save and throw or be knocked prone.
becoming blinded until the end of the dragonwhelp's
next turn. On a success, a creature take half as much
damage to no other ill effect.
This breath attack ignores resistance to slashing
damage and treats immunity as resistance to slashing
damage.
Change Shape. The drakgonwhelp can magically
polymorph into a humanoid 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 (its choice).
In a new form, the dragonwhelp retains its
alignment, hit points, ability to speak, proficiencies
and Intelligence, Wisdom, and Charisma scores, as
well as this action.

34
Infinite Drakonid
Large humanoid (drakonid), chaotic evil

Armor Class 16 (scale mail)


Hit Points 204 (24d10 + 72)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 16 (+3)

Skills Perception +5, Survival +5


Damage Resistances lighting
Senses darkvision 60ft., passive Perception 15
Languages Common, Draconic
Challenge 9 (5,000 XP)

Innate Spellcasting. The drakonid's innate spellcasting


ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells,
requiring no material components:
At will: minor illusion, shocking grasp
2/day: detect magic
Actions
Multiattack. The drakonid makes two glaive attacks.
Glaive. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit: 15 (2d10 + 4) slashing damage plus
14 (4d6) fire damage.
Repelling Wave (Recharge 5-6). The drakonid releases
repulsion energy from the earth around it. Each
creature in that area within 10 feet the drakonid must
succeed on a DC 16 Strength saving throw. On a
failed save, the creature is pushed 15 feet away from
the drakonid.

Dragons
35
Infinite Drake Infinite Breath. The drake breathes out pure corrupted
temporal energy in 20-foot cone. Each creature must
Large dragon, chaotic evil
succeed a DC 16 Dexterity saving throw or, for 1
minute, the target can't take reactions and must roll a
Armor Class 16 (natural armor) d6 to determine the consequence of the temporal
Hit Points 228 (24d10 + 96) energy:
Speed 40 ft., fly 80 ft.
1. Rewind Time. The target regains hit points equal to
its total number of hit dice.
STR DEX CON INT WIS CHA 2. Time Lapse. On its next turn, the target's speed is
21 (+5) 10 (+0) 18 (+4) 14 (+2) 16 (+3) 18 (+4) halved and cannot use its action.
3. Temporal Daze. On its next turn, the target cannot
Saving Throws Dex +4, Con +8 take any action or bonus action and uses all of its
Skills Perception +7, Survival +7 movement to move in a random direction.
Damage Immunities lightning 4. Temporal Shift. The target teleports at a random
Senses blindsight 10ft., darkvision 60ft., passive position within the 30 feet of the drake.
Perception 17
Languages Common, Draconic 5. Time Warp. Until the drake's next turn, the target's
Challenge 11 (7,200 XP) speed is doubled, attacks against it have advantage and
it cannot maintain Concentration.
Breaker of Time. Each creature's initiative roll within 60 6. Unravel Time. The target takes psychic damage equal
feet from the drake is reduced by an amount equal to to its total number of hit dice.
the drake's Charisma modifier.
*** Black Sand Breath.*** The drake exhales sand in a
Innate Spellcasting. The drake's innate spellcasting 60-foot cone. Each creature in that area must make a
ability is Charisma (spell save DC 14, +6 to hit with DC 16 Dexterity saving throw, taking 45 (10d8)
spell attacks). It can innately cast the following spells, bludgeoning damage on a failed save and becoming
requiring no material components: blinded until the end of the drake's next turn. On a
success, a creature take half as much damage to no
At will: blade ward, minor illusion other ill effect.
3/day each: misty step, expeditious retreat This breath attack ignores resistance to slashing
1/day: hold person damage and treats immunity as resistance to slashing
damage.
Actions
Change Shape. The drake can magically polymorph into
Multiattack. The drake makes three attacks: one with its a humanoid or back into its true form. It reverts to its
bite and two with its claws. true form if it dies. Any equipment it is wearing or
Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one carrying is absorbed or borne by the new form (its
target. Hit: 21 (3d10 + 5) piercing damage plus 7 choice).
(2d6) force damage. In a new form, the drake retains its alignment, hit
points, ability to speak, proficiencies, Innate
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one Spellcasting and Intelligence, Wisdom, and Charisma
target. Hit: 12 (2d6 + 5) slashing damage. scores, as well as this action.
Breath Weapons (Recharge 5-6). The drake uses one of
the following breath weapons.

Dragons
36
Infinite Dragon Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
Huge dragon, lawful neutral
Infinite Breath. The dragon breathes out pure corrupted
temporal energy in 20-foot cone. Each creature must
Armor Class 19 (natural armor)
succeed a DC 22 Dexterity saving throw or, for 1
Hit Points 243 (18d12 + 126)
minute, the target can't take reactions and must roll a
Speed 40 ft., climb 40ft., fly 80 ft.
d6 to determine the consequence of the temporal
energy:
STR DEX CON INT WIS CHA 1. Rewind Time. The target regains hit points equal to
25 (+7) 10 (+0) 24 (+7) 16 (+3) 19 (+4) 20 (+5) its total number of hit dice.
2. Time Lapse. On its next turn, the target's speed is
Saving Throws Dex +6, Con +13, Wis +10, Cha +11 halved and cannot use its action.
Skills Perception +10, Survival +10 3. Temporal Daze. On its next turn, the target cannot
Damage Immunities lightning take any action or bonus action and uses all of its
Senses blindsight 10ft., darkvision 60ft., passive movement to move in a random direction.
Perception 20
Languages Common, Draconic 4. Temporal Shift. The target teleports at a random
Challenge 18 (20,000 XP) position within the 30 feet of the dragon.
5. Time Warp. Until the dragon's next turn, the target's
Arcane Discharge. Whenever the dragon becomes a speed is doubled, attacks against it have advantage and
target of another creature's spell, it creates an it cannot maintain Concentration.
antimagic field around it. Until the end of the dragon's
next turn, if an enemy creature within 30 feet of the 6. Unravel Time. The target takes psychic damage equal
dragon casts a spell, it must succeed on a DC 19 to its total number of hit dice.
Wisdom saving throw or the spell fails and has no Black Sand Breath. The dragon exhales sand in a 60-foot
effect. cone. Each creature in that area must make a DC 22
Dexterity saving throw, taking 63 (14d8) bludgeoning
Breaker of Time. Each creature's initiative roll within 60 damage on a failed save and becoming blinded until
feet from the dragon is reduced by an amount equal to the end of the dragons's next turn. On a success, a
the dragon's Charisma modifier. creature take half as much damage to no other ill
Deja Vu. The dragon experiences several realities at effect.
once and prevents the most painful attacks. All critical This breath attack ignores resistance to slashing
hits against the dragon become normal hits. damage and treats immunity as resistance to slashing
damage.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. Change Shape. The dragon can magically polymorph
into a humanoid or back into its true form. It reverts to
Innate Spellcasting. The dragon's innate spellcasting its true form if it dies. Any equipment it is wearing or
ability is Charisma (spell save DC 17, +9 to hit with carrying is absorbed or borne by the new form (its
spell attacks). It can innately cast the following spells, choice).
requiring no material components: In a new form, the dragon retains its alignment, hit
At will: detect magic, detect thoughts, expeditious points, ability to speak, proficiencies, Legendary
retreat, misty step Resistance, Innate Spellcasting and Intelligence,
3/day each: hold person, protection from energy Wisdom, and Charisma scores, as well as this action.
1/day each: greater invisibility, haste, slow
Legendary Actions
Actions The dragon can take 3 legendary actions, choosing
Multiattack. The dragon can use its Frightful Presence. It from the options below. Only one legendary action
then makes three attacks: one with its bite and two option can be used at a time and only at the end of
with its claws. another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one
target. Hit: 12 (1d10 + 7) piercing damage plus 7 Detect. The dragon makes a Wisdom (Perception)
(2d6) force damage. check.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one Tail Attack. The dragon makes a tail attack .
target. Hit: 16 (2d8 + 7) slashing damage. Wing Attack (Costs 2 Actions). The dragon beats its
Tail. Melee Weapon Attack: +13 to hit, reach 15ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 12 (1d10 + 7) bludgeoning damage. succeed on a DC 21 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
Frightful Presence. Each creature of the dragon's choice The dragon can then fly up to half its flying speed.
that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the D
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Dragons
37
Netherwing
Dragonflight
"You were once a chief lieutenant, Mor'ghor. Your work in

Grim Batol is not easily forgotten. Now... We need the eggs

that you recovered. The Netherwing eggs. They are, after

all, a product of the master. We will pay whatever price that

you ask."

- Sintharia

The Netherwing Dragonflight live in the shadow of many

sordid events. Spawned of the Black Dragonflight as eggs

laid by Deathwing's own consort, they were cursed before

they even hatched when they were hidden by their father

on Draenor - shortly before the orc homeworld's

destruction. As a result of the twisting shadowy energy

upon their embryonic bodies, upon hatching they were

found to be a new creature entirely; one that exists in a

state of unreality, half there and half not.

Deep purples, blues and greens - the colours of the

Twisting Nether - emblazon Netherwing populations, their

translucent bodies and shadowy skin seeming smooth and

flush. Their faces are more like that of a shark than a

reptile. They are of few words, what little they say tends to

be sombre.

Living in the nether-torn reaches of Outland, the

Netherwing Flight have propagated and forged a life for

themselves, facing off threats at every angle, from slavery to

extinction, while being forced to accept the facts of their

own half-existence.

Nether born. Hatched in the swirling energies of a dying

planet, the Netherwing dragons can be said to be only half-

real. Creatures fighting them may find that their attacks

simply phase through the dragons' bodies. Their very

presence will burn away at the very being of anybody

unfortunate enough to be near them, and their very breath

is formed of the arcane energies of the Twisting Nether.

Due to the instability of their bodies, they grow into adult

hood rapidly, and then burn their lives away at extreme

speed, fading away like dying stars.

Dragonmaw mounts. The remnants of the

unscrupulous Dragonmaw Claon in Outland have a history

of capturing, enslaving and breaking dragons into beasts of

war, and as the only dragons native to Outland, the

Netherwing are no different. Bound in the name of Illidan

Stormrage, the dragons faced a choice of enslavement or

death.

Dark energies. The magic within their bodies and their

eggs is considered valuable by those interested in such

things, and the devious methods that utilise this magic

never result in a living Nether dragon. The corruptive

power within their unstable bodies has been seen to alter

and transform those flooded with it, while their eggs have

been used as a stepping stone in the creation of even

darker species.

Dragons

38
Netherwing Netherwing
Dragonwhelp Dragonspawn
Small dragon, unaligned Medium monstrosity, chaotic good

Armor Class 15 (natural armor) Armor Class 16 (scale mail)


Hit Points 49 (9d6 + 18) Hit Points 112 (15d8 + 45)
Speed 30 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 16 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 12 (+1)

Saving Throws Dex +2, Con +4 , Wis +2, Cha +4 Skills Perception +2, Survival +2
Skills Perception +2, Survival +2 Senses darkvision 60ft., passive Perception 12
Senses blindsight 10ft., darkvision 60ft., passive Languages Common, Draconic
Perception 12 Challenge 4 (1,100 XP)
Languages Common, Draconic
Challenge 2 (450 XP) Charge. If the dragonspawn moves at least 20 feet
straight toward a target and then hits it with a
Actions greatsword attack on the same turn, the target takes
an extra 12 (2d10) slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (1d10 + 2) piercing damage plus 3 Actions
(1d6) force damage.
Multiattack. The dragonspawn makes two greatsword
Nether Breath (Recharge 5-6). The dragonwhelp attacks.
exhales violent nether energy in a 15-foot cone. Each
creature in that area must make a DC l3 Dexterity Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
saving throw, taking 10 (3d6) force damage on a target. Hit: 10 (2d6 + 3) piercing damage.
failed save, or half as much damage on a successful Greatsword. Melee Weapon Attack: +5 to hit, reach
one. 10ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Change Shape. The drakgonwhelp can magically
polymorph into a humanoid 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 (its choice).
In a new form, the dragonwhelp retains its
alignment, hit points, ability to speak, proficiencies
and Intelligence, Wisdom, and Charisma scores, as
well as this action.
Intangible Presence (Recharge after a Short or Long
Rest). Until the end of its next turn, the dragonwhelp
has damage resistance on bludgeoning, piercing, and
slashing from nonmagical attacks and any magical
attack against it has advantage.

Dragons
39
Netherwing Drakonid Netherwing Drake
Large humanoid (drakonid), unaligned Large dragon, unaligned

Armor Class 17 (scale mail) Armor Class 16 (natural armor)


Hit Points 144 (17d10 + 51) Hit Points 152 (16d10 + 64)
Speed 30 ft. Speed 40 ft., climb 40ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 12 (+1) 11 (+0) 16 (+3) 19 (+4) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

Skills Perception +3, Survival +3 Saving Throws Dex +3, Con +7 , Wis +4, Cha +6
Damage Resistances Skills Perception +4, Survival +4
Senses darkvision 60ft., passive Perception 13 Senses blindsight 10ft., darkvision 60ft., passive
Languages Common, Draconic Perception 14
Challenge 5 (1,800 XP) Languages Common, Draconic
Challenge 7 (2,900 XP)
Innate Spellcasting. The drakonid's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with Innate Spellcasting. The drakonid's innate spellcasting
spell attacks). It can innately cast the following spells, ability is Charisma (spell save DC 14, +6 to hit with
requiring no material components: spell attacks). It can innately cast the following spells,
requiring no material components:
At will: dancing lights, ✦fel flame, message
2/day: invisibility At will: dancing lights, ✦fel flame, message, ✦shadow
bolt
Actions 3/day each: detect magic, ray of sickness
Glaive. Melee Weapon Attack: +6 to hit, reach 10ft., 1/day each: darkness, invisibility
one target. Hit: 14 (2d10 + 3) slashing damage plus
10 (3d6) fire damage.
Actions
Multiattack. The drake makes two attacks: one with its
Intangible Presence (Recharge after a Short or Long bite and one with its claws.
Rest). Until the end of its next turn, the drakonid has
damage resistance on bludgeoning, piercing, and Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
slashing from nonmagical attacks and any magical target. Hit: 15 (2d10 + 4) piercing damage plus 7
attack against it has advantage. (2d6) force damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
Nether Breath (Recharge 5-6). The drake exhales
violent nether energy in a 30-foot cone. Each creature
in that area must make a DC 17 Dexterity saving
throw, taking 31 (9d6) force damage on a failed save,
or half as much damage on a successful one.
Change Shape. The drake can magically polymorph
into a humanoid 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 (its
choice).
In a new form, the drake retains its alignment, hit
points, ability to speak, proficiencies, Innate
Spellcasting and Intelligence, Wisdom, and Charisma
scores, as well as this action.
Intangible Presence (Recharge after a Short or Long
Rest). Until the end of its next turn, the drake has
damage resistance on bludgeoning, piercing, and
slashing from nonmagical attacks and any magical
attack against it has advantage.

Dragons
40
Netherwing Dragon Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage.
Huge dragon, unaligned
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Armor Class 17 (natural armor)
must succeed on a DC 18 Wisdom saving throw or
Hit Points 200 (16d12 + 96)
become frightened for 1 minute. A creature can repeat
Speed 40 ft., climb 40ft., fly 80 ft.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
22 (+6) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 19 (+4) for the next 24 hours.
Nether Breath (Recharge 5-6). The dragon exhales
Saving Throws Dex +5, Con +11, Wis +6, Cha +9 violent nether energy in a 60-foot cone. Each creature
Skills Perception +6, Survival +6 in that area must make a DC 20 Dexterity saving throw,
Senses blindsight 10ft., darkvision 60ft., passive taking 42 (12d6) force damage on a failed save, or half
Perception 16 as much damage on a successful one.
Languages Common, Draconic
Challenge 14 (11,500 XP) Change Shape. The dragon can magically polymorph
into a humanoid or back into its true form. It reverts to
Legendary Resistance (3/Day). If the dragon fails a saving its true form if it dies. Any equipment it is wearing or
throw, it can choose to succeed instead. carrying is absorbed or borne by the new form (its
choice).
Nether Burn Aura. Every wounded enemy creature In a new form, the dragon retains its alignment, hit
within 30 feet of the dragon must make a DC 18 points, ability to speak, proficiencies, Legendary
Constitution saving throw at the start of their turn, Resistance, Innate Spellcasting and Intelligence,
taking 7 (2d6) necrotic damage on a failed save, or half Wisdom, and Charisma scores, as well as this action.
as much damage on a successful one. Intangible Presence (Recharge after a Short or Long Rest).
Innate Spellcasting. The dragon's innate spellcasting Until the end of its next turn, the dragon has damage
ability is Charisma (spell save DC 17, +9 to hit with resistance on bludgeoning, piercing, and slashing from
spell attacks). It can innately cast the following spells, nonmagical attacks and any magical attack against it
requiring no material components: has advantage.
At will: detect magic, ✦fel flame, message, ✦shadow Legendary Actions
bolt
3/day each: darkness, hunger of Hadar, invisibility The dragon can take 3 legendary actions, choosing
1/day each: enemies abound, sickening radiance from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It
then makes two attacks: one with its bite and one with Detect. The dragon makes a Wisdom (Perception)
its claws. check.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack .
target. Hit: 11 (1d10 + 6) piercing damage plus 7 Wing Attack (Costs 2 Actions). The dragon beats its
(2d6) force damage. wings. Each creature within 10 feet of the dragon must
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one succeed on a DC 21 Dexterity saving throw or take 13
target. Hit: 13 (2d6 + 6) slashing damage. (2d6 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.

Dragons
41
Plagued Dragonflight Plagued Dragonwhelp
Beneath the earth in the dread catacombs of Scholomance,
Small undead (dragon), lawful evil
the Cult of the Damned performed sick and twisted

experiments on the living. Even dragons were not exempt,

as the Cult had "procured" some Black Dragonflight eggs,


Armor Class 15 (natural armor)
Hit Points 82 (15d6 + 30)
and had begun efforts to create a living dragonflight worthy
Speed 30 ft., fly 60 ft.
of the Scourge.

Sickly green in hue and diseased from the egg,

constantly covered in sores and festering wounds, these STR DEX CON INT WIS CHA
insane creatures know only suffering and pain, which they

seek only to inflict upon others. Through their blighted


15 (+2) 10 (+0) 14 (+2) 8 (-1) 11 (+0) 14 (+2)
breath they flood their foes with sickness, spreading the

dreaded Plague of Undeath to the living.


Saving Throws Dex +2, Con +4
Infant mortality. As the Cult has learned, deathly
Skills Perception +2, Survival +2
Damage Resistances necrotic
disease causes the rapid end of life, and as such most of
Damage Immunities poison
these foul creatures have died before they could reach
Senses blindsight 10ft., darkvision 60ft., passive
adulthood. Those that do not may also become so unstable
Perception 12
or sick that they are simply unable to function. Indeed, a
Languages Common, Draconic
great portion of the experiments - and why the Cult Challenge 2 (450 XP)
constantly needs new eggs - have been devoted to working

out how to extend the dragonwhelps' lives, and suffering,

further.
Actions
Affront to life. No people of morality or goodwill may Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
sleep soundly knowing these creatures are alive and target. Hit: 7 (1d10 + 2) piercing damage plus 3
suffering, and some groups have devoted their time to (1d6) necrotic damage.
eliminating this experiment for good. Unfortunately, they
Dreadful Breath (Recharge 5-6). The dragonwhelp
realise that the only way to end the experiment is to end
exhales sludge in a 15-foot cone. Each creature in
Scholomance itself, a task sought out only by the most
that area must make a DC l3 Dexterity saving throw,
powerful among Azeroth's defenders. taking 10 (3d6) necrotic damage on a failed save, or
half as much damage on a successful one.
Change Shape. The drakgonwhelp can magically
polymorph into a humanoid 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 (its choice).
In a new form, the dragonwhelp retains its
alignment, hit points, ability to speak, proficiencies
and Intelligence, Wisdom, and Charisma scores, as
well as this action.

Dragons

42
Plagued Drake Plagued Proto-Dragon
Large undead (dragon), lawful evil Huge undead (dragon), lawful evil

Armor Class 17 (natural armor) Armor Class 17 (natural armor)


Hit Points 190 (20d10 + 80) Hit Points 231 (22d12 + 88)
Speed 40 ft., climb 40ft., fly 80 ft. Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 8 (-1) 12 (+1) 16 (+3) 21 (+5) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 10 (+0)

Saving Throws Dex +3, Con +7 Saving Throws Str +9, Con +8
Skills Perception +4, Survival +4 Skills Perception +5, Survival +5
Damage Resistances necrotic Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Senses blindsight 10ft., darkvision 60ft., passive Senses blindsight 10ft., darkvision 60ft., passive
Perception 14 Perception 15
Languages Common, Draconic Languages Common, Draconic
Challenge 8 (3,900 XP) Challenge 11 (7,200 XP)

Innate Spellcasting. The drake's innate spellcasting


ability is Charisma (spell save DC 14, +6 to hit with
Actions
spell attacks). It can innately cast the following spells, Multiattack. The proto-dragon makes three attacks:
requiring no material components: one with its bite and two with its claws.

At will: gust, poison spray, virtue Bite. Melee Weapon Attack: +9 to hit, reach 10ft., one
3/day each: cause fear, ray of sickness target. Hit: 16 (2d10 + 5) piercing damage plus 7
1/day: bestow curse (2d6) necrotic damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Actions target. Hit: 14 (2d8 + 5) slashing damage.
Multiattack. The drake makes three attacks: one with
Dreadful Breath (Recharge 5-6). The proto-dragon
its bite and two with its claws.
exhales sludge in a 30-foot cone. Each creature in
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one that area must make a DC 17 Dexterity saving throw,
target. Hit: 15 (2d10 + 4) piercing damage plus 9 taking 40 (9d8) necrotic damage on a failed save, or
(2d8) necrotic damage. half as much damage on a successful one.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Wing Buffet (Recharge 5-6). The proto-dragon beats its
target. Hit: 13 (2d8 + 4) slashing damage. wings with fury. Each creature within 10 feet of it
must succeed on a DC 18 Dexterity saving throw or
Dreadful Breath (Recharge 5-6). The drake exhales take 11 (2d10) bludgeoning damage and be knocked
sludge in a 30-foot cone. Each creature in that area prone.
must make a DC 17 Dexterity saving throw, taking 38
(11d6) necrotic damage on a failed save, or half as Cannibalize (3/Day). The proto-dragon cannibalizes the
much damage on a successful one. corpse of a humanoid that has been dead for less
than a day, regaining 22 (4d10) hit points. Each
Change Shape. The drake can magically polymorph creature of the proto-dragon's choice that is within
into a humanoid or back into its true form. It reverts 30 feet of the proto-dragon and can see it must
to its true form if it dies. Any equipment it is wearing succeed on a DC 17 Wisdom saving throw or become
or carrying is absorbed or borne by the new form (its frightened for 1 minute. A creature can repeat the
choice). saving throw at the end of each of its turns, ending
In a new form, the drake retains its alignment, hit the effect on itself on a success. If a creature's save is
points, ability to speak, proficiencies, Innate successful or the effect ends for it, the creature is
Spellcasting and Intelligence, Wisdom, and Charisma immune to any proto-dragon's cannibalize for the
scores, as well as this action. next 24 hours.

Dragons
43
Plagued Dragon Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage.
Huge undead (dragon), lawful evil
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Armor Class 17 (natural armor)
must succeed on a DC 18 Wisdom saving throw or
Hit Points 250 (20d12 + 120)
become frightened for 1 minute. A creature can repeat
Speed 40 ft., climb 40ft., fly 80 ft.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
22 (+6) 10 (+0) 22 (+6) 8 (-1) 12 (+1) 19 (+4) for the next 24 hours.
Dreadful Breath (Recharge 5-6). The dragon exhales
Saving Throws Dex +5, Con +11 sludge in a 60-foot cone. Each creature in that area
Skills Perception +6, Survival +6 must make a DC 19 Dexterity saving throw, taking 42
Damage Immunities poison, necrotic (12d6) necrotic damage on a failed save, or half as
Senses blindsight 10ft., darkvision 60ft., passive much damage on a successful one.
Perception 16 In addition, any humanoid killed by the dreadful
Languages Common, Draconic breath rises at the start of the dragon's turn as a
Challenge 15 (13,000 XP) zombie that is permanently under its command,
following its verbal orders to the best of its ability.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. Change Shape. The dragon can magically polymorph
into a humanoid or back into its true form. It reverts to
Plague Cloud. Any creature other than the dragon that its true form if it dies. Any equipment it is wearing or
starts its turn within 30 feet of the dragon must carrying is absorbed or borne by the new form (its
succeed on a DC 18 Constitution saving throw or take choice).
9 (2d8) poison damage and be poisoned until the start In a new form, the dragon retains its alignment, hit
of the creature's next turn. points, ability to speak, proficiencies, Legendary
Resistance, Innate Spellcasting and Intelligence,
Innate Spellcasting. The dragon's innate spellcasting Wisdom, and Charisma scores, as well as this action.
ability is Charisma (spell save DC 17, +9 to hit with
spell attacks). It can innately cast the following spells, Legendary Actions
requiring no material components:
The dragon can take 3 legendary actions, choosing
At will: detect magic, gust, poison spray, virtue from the options below. Only one legendary action
3/day each: bestow curse, fear, ray of sickeness option can be used at a time and only at the end of
1/day each: negative energy flood, sickening radiance another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Actions
Multiattack. The dragon can use its Frightful Presence. It Detect. The dragon makes a Wisdom (Perception)
then makes two attacks: one with its bite and one with check.
its claws. Tail Attack. The dragon makes a tail attack .
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 17 (2d10 + 6) piercing damage plus 7 wings. Each creature within 10 feet of the dragon must
(2d6) lighting damage. succeed on a DC 21 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one The dragon can then fly up to half its flying speed.
target. Hit: 13 (2d6 + 6) slashing damage.

Dragons
44
Stone Dragonflight
The mighty stone dragons are mysterious creatures that

inhabit Deepholm, the elemental plane of earth. Their


Stone Drake
Large dragon, unaligned
origin is unknown, as before the Shattering no one had

seen them (or lived long enough to tell the story).

Their draconic appearance, however, may not indicate Armor Class 17 (natural armor)
their true nature. It appears they are quite tightly connected
Hit Points 123 (13d10 + 52)
to the element of earth, although they are not aligned with
Speed 40 ft., climb 40ft., fly 80 ft.
Therazane. As stated by the Kor the Immovable, the stone

dragons are fickle, and bend only to strength and the


STR DEX CON INT WIS CHA
strongest of them is Aeosera, their broodmother.
16 (+3) 10 (+0) 18 (+4) 12 (+1) 12 (+1) 16 (+3)

Saving Throws Dex +3, Con +7 , Wis +4, Cha +6


Skills Perception +4, Survival +4
Stone Dragonwhelp Damage Resistances poison
Small dragon, unaligned Senses blindsight 10ft., darkvision 60ft., passive
Perception 14
Languages Common, Draconic
Armor Class 15 (natural armor) Challenge 7 (2,900 XP)
Hit Points 49 (9d6 + 18)
Speed 30 ft., fly 60 ft.
Innate Spellcasting. The drake's innate spellcasting
ability is Charisma (spell save DC 14, +6 to hit with
STR DEX CON INT WIS CHA spell attacks). It can innately cast the following spells,
requiring no material components:
16 (+3) 10 (+0) 14 (+2) 12 (+1) 10 (+0) 11 (+0)
At will: invoke elements*, mold earth, resistance
Saving Throws Str +5, Dex +2, Con +3 , Cha +4 3/day each: earth tremor, searing smite
Skills Perception +2, Survival +2 1/day: Maximilian's earthen grasp
Damage Immunities poison Actions
Senses blindsight 10ft., darkvision 60ft., passive
Perception 12 Multiattack. The drake makes two attacks: one with its
Languages Common, Draconic bite and one with its claws.
Challenge 2 (450 XP)
Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one
target. Hit: 19 (3d10 + 3) piercing damage.
Actions Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
target. Hit: 7 (1d8 + 3) piercing damage.
Stone Breath (Recharge 5-6). The drake exhales stones
Stone Breath (Recharge 5-6). The dragonwhelp exhales in a 30-foot cone. Each creature in that area must
stones in a 15-foot cone. Each creature in that area make a DC 17 Dexterity saving throw, taking 35
must make a DC l3 Dexterity saving throw, taking 14 (10d6) bludgeoning damage on a failed save, or half
(4d6) bludgeoning damage on a failed save, or half as as much damage on a successful one.
much damage on a successful one. Change Shape. The drake can magically polymorph
Change Shape. The drakgonwhelp can magically into a humanoid or back into its true form. It reverts
polymorph into a humanoid or back into its true form. to its true form if it dies. Any equipment it is wearing
It reverts to its true form if it dies. Any equipment it is or carrying is absorbed or borne by the new form (its
wearing or carrying is absorbed or borne by the new choice).
form (its choice). In a new form, the drake retains its alignment, hit
In a new form, the dragonwhelp retains its points, ability to speak, proficiencies, Innate
alignment, hit points, ability to speak, proficiencies Spellcasting and Intelligence, Wisdom, and Charisma
and Intelligence, Wisdom, and Charisma scores, as scores, as well as this action.
well as this action.

Dragons

45
Stone Dragon Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
target. Hit: 13 (2d6 + 6) bludgeoning damage.
Huge dragon, unaligned
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Armor Class 17 (natural armor)
must succeed on a DC 18 Wisdom saving throw or
Hit Points 212 (17d12 + 102)
become frightened for 1 minute. A creature can repeat
Speed 40 ft., climb 40ft., fly 80 ft.
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
STR DEX CON INT WIS CHA throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
22 (+6) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 19 (+4) for the next 24 hours.
Stone Breath (Recharge 5-6). The dragon exhales stones
Saving Throws Dex +5, Con +11, Wis +6, Cha +9 in a 60-foot cone. Each creature in that area must make
Skills Perception +6, Survival +6 a DC 19 Dexterity saving throw, taking 45 (15d6)
Senses blindsight 10ft., darkvision 60ft., passive bludgeoning damage on a failed save, or half as much
Perception 16 damage on a successful one.
Languages Common, Draconic In addition, any creature damaged by the stone
Challenge 14 (11,500 XP) breath must succeed a DC 21 Strength saving throw or
fall prone.
Legendary Resistance (3/Day). If the dragon fails a saving
throw, it can choose to succeed instead. Change Shape. The dragon can magically polymorph
into a humanoid or beast that has a challenge rating no
Stone Storm. Whenever the dragon uses its wing attack, higher than its own, or back into its true form. It reverts
as a bonus action it can create a small storm of stones to its true form if it dies. Any equipment it is wearing or
around it. Any creature within 20 feet from the dragon carrying is absorbed or borne by the new form (its
must make a DC 19 Dexterity saving throw, taking 7 choice).
(2d6) bludgeoning damage on a failed save, or half as In a new form, the dragon retains its alignment, hit
much damage on a successful one. If any of these points, Hit Dice, ability to speak, proficiencies,
creatures is prone, then it automatically fails the save Legendary Resistance, lair actions, and Intelligence,
and takes 14 (4d6) bludgeoning damage instead. Wisdom, and Charisma scores, as well as this action. Its
statistics and capabilities are otherwise replaced by
Innate Spellcasting. The dragon's innate spellcasting those of the new form, except any class features or
ability is Charisma (spell save DC 17, +9 to hit with legendary actions of that form.
spell attacks). It can innately cast the following spells,
requiring no material components: Legendary Actions
At will: detect magic, ✦invoke elements, mold earth, The dragon can take 3 legendary actions, choosing
resistance from the options below. Only one legendary action
3/day each: earth tremor, Maximilian's Earthen Grasp, option can be used at a time and only at the end of
✦earthen spike another creature's turn. The dragon regains spent
1/day each: stoneskin, wall of stone legendary actions at the start of its turn.
Actions Detect. The dragon makes a Wisdom (Perception)
Multiattack. The dragon can use its Frightful Presence. It check.
then makes two attacks: one with its bite and one with Tail Attack. The dragon makes a tail attack .
its claws.
Wing Attack (Costs 2 Actions). The dragon beats its
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 17 (2d10 + 6) piercing damage. succeed on a DC 21 Dexterity saving throw or take 13
(2d6 + 6) bludgeoning damage and be knocked prone.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one The dragon can then fly up to half its flying speed.
target. Hit: 13 (2d6 + 6) slashing damage.

Dragons
46
Storm Dragonflight
In mountainous Stormheim, the half-giant Vrykul both

revere and fear the mighty Storm Drakes, who rule the
Storm Dragonwhelp
Small dragon, unaligned
skies and the mountaintops as uncontested kings.

Deep purple or red scales laced with wild electricity,

wings like shocks of thunder, and slim, lean bodies Armor Class 15 (natural armor)
characterise these mysterious cousins to the true
Hit Points 82 (15d6 + 30)
Dragonflights. Little is known of them, other than their
Speed 30 ft., fly 60 ft.
undisputed mastery of Stormhein's stormy skies, but it is

known that they are noble and considerate creatures... to


STR DEX CON INT WIS CHA
those they consider worthy.

Noble Cousins. The storm drakes appear unrelated to


15 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 14 (+2)
the five great Dragonflights, and were given no charge,

blessing, nor obligations by the Titans. Nevertheless, they Saving Throws Dex +2, Con +4 , Wis +2, Cha +4
hold in their hearts the noble strength and will of Skills Perception +2, Survival +2
dragonkind, and to the Vrykul of Stormheim they are close
Damage Resistances thunder
to divine, acting as respected protectors of Vrykul tradition.
Senses blindsight 10ft., darkvision 60ft., passive
Perception 12
Flight Divided. These are several broods of storm
Languages Common, Draconic
drakes, each loyal to their brood mother. These broods
Challenge 3 (700 XP)
display differing loyalties and intentions, forging their own

alliances, rivalries and intentions independent of one

another. While some may protect Stormheim's occupants, Actions


others may believe themselves above such things and claim Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
land as their own, and its people as food. As such, the target. Hit: 7 (1d10 + 2) piercing damage plus 7
vrykul below them are always ready with offerings - or (2d6) lighting damage.
harpoons.
Lighting Breath (Recharge 5-6). The dragonwhelp
exhales lighting in a 15-foot cone. Each creature in
that area must make a DC l3 Dexterity saving throw,
taking 14 (4d6) lighting damage on a failed save, or
half as much damage on a successful one.
Change Shape. The drakgonwhelp can magically
polymorph into a humanoid 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 (its choice).
In a new form, the dragonwhelp retains its
alignment, hit points, ability to speak, proficiencies
and Intelligence, Wisdom, and Charisma scores, as
well as this action.

Dragons

47
Storm Drake
Large dragon, unaligned

Armor Class 16 (natural armor)


Hit Points 142 (15d10 + 60)
Speed 40 ft., climb 40ft., fly 80 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Dex +3, Con +7 , Wis +4, Cha +6


Skills Perception +4, Survival +4
Damage Resistances thunder
Senses blindsight 10ft., darkvision 60ft., passive
Perception 14
Languages Common, Draconic
Challenge 7 (2,900 XP)

Innate Spellcasting. The drake's innate spellcasting


ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells,
requiring no material components:
At will: ✦lighting blast, resistance, thunderclap
3/day each: thunder wave, fog cloud
1/day: warding wind
Actions
Multiattack. The drake makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
target. Hit: 15 (2d10 + 4) piercing damage plus 7
(2d6) lighting damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
Lighting Breath (Recharge 5-6). The drake exhales
lighting in a 30-foot cone. Each creature in that area
must make a DC 16 Dexterity saving throw, taking 35
(10d6) lighting damage on a failed save, or half as
much damage on a successful one.
Change Shape. The drake can magically polymorph
into a humanoid 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 (its
choice).
In a new form, the drake retains its alignment, hit
points, ability to speak, proficiencies, Innate
Spellcasting and Intelligence, Wisdom, and Charisma
scores, as well as this action.

Dragons
48
Storm Dragon Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Huge dragon, unaligned
must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
Armor Class 17 (natural armor) the saving throw at the end of each of its turns, ending
Hit Points 200 (16d12 + 96) the effect on itself on a success. If a creature's saving
Speed 40 ft., climb 40ft., fly 80 ft. throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
STR DEX CON INT WIS CHA
Lighting Breath (Recharge 5-6). The dragon exhales
21 (+5) 10 (+0) 22 (+6) 16 (+3) 12 (+1) 19 (+4) lighthing in a 60-foot cone. Each creature in that area
must make a DC 19 Dexterity saving throw, taking 38
Saving Throws Dex +5, Con +11, Wis +6, Cha +9 (11d6) lighting damage on a failed save, or half as
Skills Perception +6, Survival +6 much damage on a successful one.
Damage Immunities thunder In addition, any creature damaged by the lighting
Senses blindsight 10ft., darkvision 60ft., passive breath must succeed a DC 19 Constitution saving
Perception 16 throw or be paralyzed until the end of the dragon's next
Languages Common, Draconic turn.
Challenge 13 (10,000 XP) Change Shape. The dragon can magically polymorph
into a humanoid or beast that has a challenge rating no
Legendary Resistance (3/Day). If the dragon fails a saving higher than its own, or back into its true form. It reverts
throw, it can choose to succeed instead. to its true form if it dies. Any equipment it is wearing or
carrying is absorbed or borne by the new form (its
Cyclone Winds. Whenever the dragon uses its wing choice).
attack, as a bonus action it can create a small cyclone In a new form, the dragon retains its alignment, hit
around one creature within 30 feet of it. The creature points, Hit Dice, ability to speak, proficiencies,
must succeed a DC 20 Dexterity saving throw, or be Legendary Resistance, lair actions, and Intelligence,
grappled until the dragon's next turn. Wisdom, and Charisma scores, as well as this action. Its
Innate Spellcasting. The dragon's innate spellcasting statistics and capabilities are otherwise replaced by
ability is Charisma (spell save DC 17, +9 to hit with those of the new form, except any class features or
spell attacks). It can innately cast the following spells, legendary actions of that form.
requiring no material components:
Legendary Actions
At will: detect magic, ✦lighting blast, resistance,
thunderclap The dragon can take 3 legendary actions, choosing
3/day each: call lighting, fog cloud, healing spirit from the options below. Only one legendary action
1/day each: control winds, storm sphere option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence. It Detect. The dragon makes a Wisdom (Perception)
then makes two attacks: one with its bite and one with check.
its claws.
Tail Attack. The dragon makes a tail attack .
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 16 (2d10 + 5) piercing damage plus 7 wings. Each creature within 10 feet of the dragon must
(2d6) lighting damage. succeed on a DC 21 Dexterity saving throw or take 13
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one (2d6 + 6) bludgeoning damage and be knocked prone.
target. Hit: 12 (2d6 + 5) slashing damage. The dragon can then fly up to half its flying speed.
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage. D

Dragons
49
Twilight Dragonflight
"I am the beginning of the end...the shadow which blots out

the sun...the bell which tolls your doom. For this moment

ALONE was I made. Look upon your death, mortals, and

despair!"

- Ultraxion

Into the Twilight Dragonflight, the black dragon Aspect

Deathwing placed all of his hatred and seething desire to

see life put to an end. Into their bodies he placed the

atrophic power of pure destruction, the power sufficient to

end all life. Into their minds he placed only anger and

jealousy, mixed with pride enough to eclipse any other. In

the Twilight flight Deathwing had his perfect weapons.

Their deep purple bodies, at times semi-translucent,

pulse and hum with overwhelming amounts of energy.

Their extremely unstable forms fluctuate, and their mere

presence warps and alters magic around them. Though

physically powerful, their true strength is in their powers

over their twilight magic, able to tap into a mysterious

Twilight Realm to facilitate their unmaking of their

master's foes.

Experiments Completed. Through his children and

mate's failed work creating the Netherwing and Chromatic

dragons, Deathwing saw the path to success in his grand

plan - a race of dragonkin subservient to him that exist only

to destroy. A symbol of his future dominion over

dragonkind, and weapon to bring it to fruition. To

Deathwing, his family's failures made them less than

nothing - the Twilight Flight was his success, and his alone.

Unstable Horrors. Twilight dragons are extremely

unstable, being flooded with considerably more energy

than their bodies can handle. It is common for weakened

Twilight dragons to spontaneously explode, causing

significant destruction even in death. Even when intact,

their bodies constantly arc out with devastating energy,

which can ground itself on unfortunate adventurers

unfortunate enough to act as a conduit.

Twilight Realm. The dragons of this flight are able to tap

into, and even transport themselves to, a mysterious place

they call the Twilight Realm. Nothing is known of this place

other than that no light enters it. There is no sun in the sky,

no flames to light the way, and no hope for any mortal

trapped within.

Displaced loyalty. The twilight dragons are fully and

exclusively loyal to Deathwing, and when made to ally

themselves with others of Deathwing's servants, they make

clear their distaste in no small amount. It is rare that a

grown twilight dragon of any renown would ever consider

dying to save another, unless expected to by Deathwing

himself.

Dragons

50
Twilight Dragonwhelp Twilight Dragonspawn
Small dragon, chaotic evil Medium monstrosity, chaotic evil

Armor Class 14 (natural armor) Armor Class 16 (scale mail)


Hit Points 99 (18d6 + 36) Hit Points 142 (19d8 + 57)
Speed 30 ft., fly 60 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 11 (+0) 12 (+1) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 11 (+0)

Saving Throws Dex +3, Con +4, Wis +3, Cha +3 Skills Perception +3, Survival +3
Skills Perception +3, Survival +3 Senses darkvision 60ft., passive Perception 13
Senses blindsight 10ft., darkvision 60ft., passive Languages Common, Draconic
Perception 13 Challenge 5 (1,800 XP)
Languages Common, Draconic
Challenge 3 (700 XP)
Actions
Multiattack. The dragonspawn makes three greatsword
Actions attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) piercing damage plus 5 (2d4) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
necrotic damage. target. Hit: 7 (1d8 + 3) piercing damage.
Greatsword. Melee Weapon Attack: +5 to hit, reach
Twilight Breath (Recharge 5-6). The dragonwhelp
10ft., one target. Hit: 12 (2d8 + 3) slashing damage.
exhales shadowy fire in a 15-foot cone. Each creature
in that area must make a DC l3 Dexterity saving Grimson Shockwave (Recharges after a Short or Long
throw, taking 14 (4d6) necrotic damage on a failed Rest). Each creature in a 15-foot cone originating
save, or half as much damage on a successful one. from the dragonspawn must make a 13 Dexterity
saving throw. On a failed save, a creature takes 9
Change Shape. The drakgonwhelp can magically
(3d6) bludgeoning damage and is knocked prone.
polymorph into a humanoid 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 (its choice).
In a new form, the dragonwhelp retains its Variant: Azureborne Seer
alignment, hit points, ability to speak, proficiencies
and Intelligence, Wisdom, and Charisma scores, as Among the twiight dragonspawns, the azureborne
well as this action. seers are those who have exceptional magic abilities.
An azureborne seer has the same statistics as a
Etherealness. The dragonwhelp enters the Spirit World twilight dragonspawn, except it has Charisma 14 and
from the Material Plane, or vice versa. It is visible on instead of the Grimson Shockwave action, it has the
the Material Plane while it is in the Border Spirit following trait:
World, and vice versa, yet it can't affect or be affected
by anything on the other plane. Innate Spellcasting. The seer's innate spellcasting
ability is Charisma (spell save DC 13). It can innately
cast the following spells, requiring no material
components:

At will: minor illusion, resistance, ✦shadow bolt


2/day each: cause fear, inflict wounds
1/day: mind spike

Dragons
51
Twilight Drakonid Twilight Drake
Large humanoid (drakonid), chaotic evil Large dragon, chaotic evil

Armor Class 17 (scale mail) Armor Class 17 (natural armor)


Hit Points 153 (18d10 + 54) Hit Points 180 (19d10 + 76)
Speed 30 ft. Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) 16 (+3) 17 (+3) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 16 (+3)

Skills Perception +3, Survival +3 Saving Throws Dex +6, Con +7, Wis +5, Cha +6
Senses darkvision 60ft., passive Perception 13 Skills Perception +5, Survival +5
Languages Common, Draconic Senses blindsight 10ft., darkvision 60ft., passive
Challenge 7 (2,900 XP) Perception 15
Languages Common, Draconic
Innate Spellcasting. The drakonid's innate spellcasting Challenge 8 (3,900 XP)
ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells, Innate Spellcasting. The drake's innate spellcasting
requiring no material components: ability is Charisma (spell save DC 14, +6 to hit with
spell attacks). It can innately cast the following spells,
At will: ✦shadow bolt, resistance requiring no material components:
2/day: cause fear
At will: ✦dark void, minor illusion, resistance
Actions 3/day each: cause fear, detect evil and good, ✦mind
Multiattack. The drakonid makes two glaive attacks. blast
1/day: ✦shadow crash
Glaive. Melee Weapon Attack: +6 to hit, reach 10ft.,
one target. Hit: 14 (2d10 + 3) slashing damage plus 7 Actions
(2d6) necrotic damage. Multiattack. The drake makes two attacks: one with its
bite and one with its claws.
Reactions
Shadow Strike (Recharge 5-6). When the drakonid is Bite. Melee Weapon Attack: +7 to hit, reach 10ft., one
attacked by a creature and the creature misses, the target. Hit: 15 (2d10 + 4) piercing damage plus 7
drakonid can step into the shadows and appear (3d4) necrotic damage.
behind that creature and make an glaive attack. If it Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
hits, then the attack deals an extra 4 (1d8) necrotic target. Hit: 13 (2d8 + 4) slashing damage.
damage to the target.
Twilight Breath. The dragon exhales shadowy fire in a
30-foot cone. Each creature in that area must make a
DC l7 Dexterity saving throw, taking 28 (8d6)
necrotic damage on a failed save, or half as much
damage on a successful one. In addition, they can’t
regain hit points until the start of their next turn.
Change Shape. The drake can magically polymorph
into a humanoid 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 (its
choice).
In a new form, the drake retains its alignment, hit
points, ability to speak, proficiencies, Innate
Spellcasting and Intelligence, Wisdom, and Charisma
scores, as well as this action.
Etherealness. The dragonwhelp enters the Spirit World
from the Material Plane, or vice versa. It is visible on
the Material Plane while it is in the Border Spirit
World, and vice versa, yet it can't affect or be affected
by anything on the other plane.

Dragons
52
Twilight Dragon Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
target. Hit: 15 (2d8 + 6) slashing damage.
Huge dragon, neutral evil
Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage.
Armor Class 18 (natural armor)
Hit Points 225 (18d12 + 108) Frightful Presence. Each creature of the dragon's choice
Speed 40 ft., climb 40ft., fly 80 ft. that is within 120 feet of the dragon and aware of it
must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
STR DEX CON INT WIS CHA the saving throw at the end of each of its turns, ending
22 (+6) 10 (+0) 22 (+6) 14 (+2) 17 (+3) 19 (+4) 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
Saving Throws Dex +5, Con +11, Wis +8, Cha +9 for the next 24 hours.
Skills Perception +8, Survival +8
Senses blindsight 10ft., darkvision 60ft., passive Twilight Breath. The dragon exhales shadowy fire in a
Perception 18 60-foot cone. Each creature in that area must make a
Languages Common, Draconic DC 21 Dexterity saving throw, taking 45 (10d8)
Challenge 16 (15,000 XP) necrotic damage on a failed save, or half as much
damage on a successful one. In addition, they can’t
Legendary Resistance (3/Day). If the dragon fails a saving regain hit points until the start of their next turn.
throw, it can choose to succeed instead. Change Shape. The dragon can magically polymorph
into a humanoid or back into its true form. It reverts to
Consuming Shroud. An aura of twilight energy emanates its true form if it dies. Any equipment it is wearing or
from the dragon, negating all healing energies. carrying is absorbed or borne by the new form (its
Creatures in 30 feet radius from the dragon cannot choice).
regain hit points. In addition, if a creature within range In a new form, the dragon retains its alignment, hit
receives healing through a spell or spell-like effect, the points, ability to speak, proficiencies, Legendary
spell is nullified and the target of the spell takes Resistance, Innate Spellcasting and Intelligence,
necrotic damage equal to the number of hit points it Wisdom, and Charisma scores, as well as this action.
would have restored.
Innate Spellcasting. The dragon's innate spellcasting Legendary Actions
ability is Charisma (spell save DC 17, +9 to hit with The dragon can take 3 legendary actions, choosing
spell attacks). It can innately cast the following spells, from the options below. Only one legendary action
requiring no material components: option can be used at a time and only at the end of
At will: detect magic, ✦dark void, minor illusion, another creature's turn. The dragon regains spent
resistance legendary actions at the start of its turn.
3/day each: cause fear, mind blast, silence
1/day each: negative energy flood, ✦void shift
Detect. The dragon makes a Wisdom (Perception)
check.
Actions Tail Attack. The dragon makes a tail attack .
Multiattack. The dragon can use its Frightful Presence. It Wing Attack (Costs 2 Actions). The dragon beats its
then makes three attacks: one with its bite and two wings. Each creature within 10 feet of the dragon must
with its claws. succeed on a DC 21 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one The dragon can then fly up to half its flying speed.
target. Hit: 22 (3d10 + 6) piercing damage plus 7
(2d6) fire damage. D

Dragons
53
Organized by CR
The dragons and their ilk organized by challenge rating:

Challenge 2 Challenge 9

Blue dragonwhelp Infinite drakonid

Green dragonwhelp Green proto-dragon

Red dragonwhelp

Netherwhing dragonwhelp Challenge 10

Plagued dragonwhelp Bronze drake

Stone dragonwhelp

Challenge 11
Challenge 3
Infinite drake

Black dragonwhelp Blue proto-dragon

Green dragonspawn Red proto-dragon

Storm dragonwhelp Plagued proto-dragon

Twilight dragonwhelp

Challenge 12
Challenge 4
Black proto-dragon

Blue dragonspawn

Bronze dragonwhelp Challenge 13

Green drakonid Green dragon


Red dragonspawn Storm dragon
Infinite dragonwhelp Bronze proto-dragon
Netherwing dragonspawn

Challenge 14
Challenge 5
Blue dragon
Black dragonspawn Netherwing dragon
Blue drakonid Stone dragon
Red drakonid

Netherwing drakonid Challenge 15


Twilight dragonspawn
Red dragon

Plagued dragon
Challenge 6

Bronze dragonspawn Challenge 16


Green drake
Black dragon
Infinite dragonspawn
Twilight dragon

Challenge 7
Challenge 17
Black draconid
Bronze dragon
Blue drake

Netherwing drake Challenge 18


Stone drake
Infinite dragon
Storm drake

Twilight drakonid

Challenge 8

Black drake

Bronze drakonid

Red drake

Plagued drake

Twilight drake
 
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