True Dragons

True dragons have four legs and a pair of wings. They are the most common type of dragon in Parvolon, and this is the type of dragon that most Skala are descendants from. This type of Dragon is classified into 3 distinct sub-species. Their Group resembles their color pallet and generally how they act. These groups are known as Chromatic, Metallic, and Miscellaneous.

## Chromatic True Dragons

Distinguished typically by a solid, non-reflective coloring of their scales, hence the name. They were generally Egoistic, greedy, and predatory

### ***Black Dragons***

* Black Dragon, Wyrmling
* Black Dragon, Very Young
* Black Dragon, Young
* Black Dragon, Juvenile
* Black Dragon, Young Adult
* Black Dragon, Adult
* Black Dragon, Mature Adult
* Black Dragon, Old
* Black Dragon, Very Old
* Black Dragon, Ancient
* Black Dragon, Wyrm
* Black Dragon, Great Wyrm

The most evil-tempered and vile of the chromatic dragons, black dragons collect the wreckage and treasures of fallen peoples. These dragons loathe seeing the weak prosper and revel in the collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood.

With deep-socketed eyes and broad nasal openings, a black dragon's face resembles a skull. Its curving, segmented horns are bone-colored near the base and darken to dead black at the tips. As a black dragon ages, the flesh around its horns and cheekbones deteriorates as though eaten by acid, leaving thin layers of hide that enhance its skeletal appearance. A black dragon's head is marked by spikes and horns. Its tongue is flat with a forked tip, drooling slime whose acidic scent adds to the dragon's reek of rotting vegetation and foul water.

When it hatches, a black dragon has glossy black scale. As it ages, its scales become thicker and duller, helping it blend in to the marshes and blasted ruins that are its home.

***Brutal and Cruel.*** All chromatic dragons are evil, but black dragons stand apart for their sadistic nature. A black dragon lives to watch its prey beg for mercy, and will often offer the illusion of respite or escape before finishing off its enemies.

A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat, a black dragon does anything it can to save itself, but it accepts death before allowing any other creature to claim mastery over it.

***Foes and Servants.*** Black dragons hate and fear other dragons. They spy on draconic rivals from afar, looking for opportunities to slay weaker dragons and avoid stronger ones. If a stronger dragon threatens it, a black dragon abandons its lair and seeks out new territory.

Evil lizardfolk venerate and serve black dragons, raiding humanoid settlements for treasure and food to give as tribute and building crude draconic effigies along the borders of their dragon master's domain.

A black dragon's malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon's lair.

Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before delivering them to sate the dragon's hunger.

***Wealth of the Ancients.*** Black dragons hoard the treasures and magic items of crumbled empires and conquered kingdoms to remind themselves of their greatness. The more civilizations a dragon outlasts, the more entitled it feels to claim the wealth of current civilizations for itself.

**A Black Dragon's Lair**

Black dragons dwell in swamps on the frayed edges of civilization. A black dragon's lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
* A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
* Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

**Regional Effects**

The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
* Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
* Fog lightly obscures the land within 6 miles of the lair.

If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.

### ***Blue Dragons***

* Blue Dragon, Wyrmling
* Blue Dragon, Very Young
* Blue Dragon, Young
* Blue Dragon, Juvenile
* Blue Dragon, Young Adult
* Blue Dragon, Adult
* Blue Dragon, Mature Adult
* Blue Dragon, Old
* Blue Dragon, Very Old
* Blue Dragon, Ancient
* Blue Dragon, Wyrm
* Blue Dragon, Great Wyrm

Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.

A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.

A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.

***Vain and Deadly.*** A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.

A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again.

***Desert Predators.*** Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.

When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks.

***Overlords and Minions.*** Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.

A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them.

***Hoarders of Gems.*** Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelry and magic items adorned with those gems.

A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves.

**A Blue Dragon's Lair**

Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.

Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that are the dragon's first line of defense.

A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows out, leaving its attackers to be crushed and suffocated. When it returns later, it collects its possessions—along with the wealth of the dead intruders.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
* A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

**Regional Effects**

The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Thunderstorms rage within 6 miles of the lair.
* Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).
* Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.

If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.

### ***Brown Dragons***

* Brown Dragon, Wyrmling
* Brown Dragon, Very Young
* Brown Dragon, Young
* Brown Dragon, Juvenile
* Brown Dragon, Young Adult
* Brown Dragon, Adult
* Brown Dragon, Mature Adult
* Brown Dragon, Old
* Brown Dragon, Very Old
* Brown Dragon, Ancient
* Brown Dragon, Wyrm
* Brown Dragon, Great Wyrm

Aggressive and quick-tempered, brown dragons crave the heat of the desert, and respond to even the smallest of slights—real or imagined—with violence. Brown dragons live for the hunt, chasing the largest prey, and a brown dragon on the hunt destroys villages and towns to sate its hunger on the way. As such, most brown dragons keep minions around to guard their treasures from thieves, though they rarely travel more than a few miles away from their lairs.

A brown dragon has a very long, smooth body to aid in burrowing. A long, spiralling horn dominates the front of its head, while several small ridges line the back of its head, extending to its neck, and several spikes adorn its jaw. A young brown dragon has muddy brown scales that gradually thicken and turn to an almost black brown as it ages. Its pupils also fade as it ages, and the oldest brown dragons have eyes that resemble spheres of soil.

***Fiery Hatred.*** A brown dragon's breath is as hot as the winds of deserts it lives in, and it likes to sear its prey before devouring it. A brown dragon has a remarkable memory, though it most remembers creatures that defeat it or prey that escapes it, focusing attacks against those creatures if it encounters them again.

Brown dragons sometimes compete for territory with blue dragons, though a brown dragon that sees itself clearly outmatched offers its fealty to the blue dragon, serving it until it has the opportunity to overthrow its former master, claiming its treasures as its own and devouring any of the blue dragon's minions that refuse to serve it. Such a brown dragon often lets adventurers seeking to slay its master pass relatively unharmed, though they see those adventurers as expendable, devouring any that survive the fury of the blue dragon.

***Riches of the Sands.*** A brown dragon loves the lustre of gemstones, though it especially likes objects made from amber or topaz. A brown dragon sees desert caravans as an easy source of food and treasure, and attacks them whenever it can, devouring the traders and dragging anything that strikes its fancy beneath the sands, leaving the rest to be covered by the ever-changing dunes. A brown dragon likes to carve tales of its glory on stone tablets and display them proudly within its lair, both as a warning to its enemies and a testament to its own pride.

**A Brown Dragon's Lair**

A brown dragon prefers to build its lair deep underground, building criss-crossing tunnels that it can collapse behind it to trap interlopers that follow it, and with numerous cavern-like rooms that it uses to store its treasure or, more rarely, its eggs.

A brown dragon might have a secret entrance to its lair concealed within a large stone formation or near an oasis, but such an entrance is usually filled with sand or made to look as natural as possible. Such tunnels usually lead to a major chamber or a secret treasure vault.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
* A cloud of sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
* A blast of scorching air sweeps through the lair, forming a 5-foot-wide line that is 60 feet long. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage.

**Regional Effects**

The region containing a legendary brown dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Sandstorms rage within 6 miles of the lair.
* Quicksand (see "Wilderness Hazards" in chapter 5 of the *Dungeon Master's Guide*) spontaneously forms within 1 mile of the lair.
* Amber brought within 1 mile of the lair glows slightly and feels warm to the touch.

If the dragon dies, these effects fade over the course of 1d10 days. Any quicksand remains where it is.

### ***Green Dragons***

* Green Dragon, Wyrmling
* Green Dragon, Very Young
* Green Dragon, Young
* Green Dragon, Juvenile
* Green Dragon, Young Adult
* Green Dragon, Adult
* Green Dragon, Mature Adult
* Green Dragon, Old
* Green Dragon, Very Old
* Green Dragon, Ancient
* Green Dragon, Wyrm
* Green Dragon, Great Wyrm

The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. Nasty tempered and thoroughly evil, they take special pleasure in subverting and corrupting the good-hearted. In the ancient forests they roam, green dragons demonstrate an aggression that is often less about territory than it is about gaining power and wealth with as little effort as possible.

A green dragon is recognized by its curved jawline and the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. A green dragon has no external ears, but bears leathery spiked plates that run down the sides of its neck.

A wyrmling green dragon's thin scales are a shade of green so dark as to appear nearly black. As a green dragon ages, its scales grow larger and lighter, turning shades of forest, emerald, and olive green to help it blend in with its wooded surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges.

A green dragon's legs are longer in relation to its body than with any other dragon, enabling it to easily pass over underbrush and forest debris when it walks. With its equally long neck, an older green dragon can peer over the tops of trees without rearing up.

***Capricious Hunters.*** A green dragon hunts by patrolling its forest territory from the air and the ground. It eats any creature it can see, and will consume shrubs and small trees when hungry enough, but its favorite prey is elves.

Green dragons are consummate liars and masters of double talk. They favor intimidation of lesser creatures, but employ more subtle manipulations when dealing with other dragons. A green dragon attacks animals and monsters with no provocation, especially when dealing with potential threats to its territory. When dealing with sentient creatures, a green dragon demonstrates a lust for power that rivals its draconic desire for treasure, and it is always on the lookout for creatures that can help it further its ambitions.

A green dragon stalks its victims as it plans its assault, sometimes shadowing creatures for days If a target is weak, the dragon enjoys the terror its appearance evokes before it attacks. It never slays all its foes, preferring to use intimidation to establish control over survivors. It then learns what it can about other creatures' activities near its territory, and about any treasure to be found nearby. Green dragons occasionally release prisoners if they can be ransomed. Otherwise, a creature must prove its value to the dragon daily or die.

***Manipulative Schemers.*** A wily and subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes that the creature is only pretending to serve while it assesses its would-be master.

When manipulating other creatures, green dragons are honey-tongued, smooth, and sophisticated. Among their own kind, they are loud, crass, and rude, especially when dealing with dragons of the same age and status.

***Conflict and Corruption.*** Green dragons sometimes clash with other dragons over territory where forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch—sometimes for decades—for the chance to slay the other dragon, then claim its lair and hoard.

Green dragons accept the servitude of sentient creatures such as goblinoids, ettercaps, ettins, kobolds, orcs, and yuan-ti. They also delight in corrupting and bending elves to their will. A green dragon sometimes wracks its minions' minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions' tortured dreams.

***Living Treasures.*** A green dragon's favored treasures are the sentient creatures it bends to its will, including significant figures such as popular heroes, well-known sages, and renowned bards. Among material treasures, a green dragon favors emeralds, wood carvings, musical instruments, and sculptures of humanoid subjects.

***A Green Dragon's Lair***

The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon's wood, carrying an acrid whiff of the creature's poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every sound seems muffled.

At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
* A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
* Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

**Regional Effects**

The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a 15 Dexterity saving throw once each round it's in contact with the thickets or take 3 (1d6) piercing damage from thorns.

Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
* Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.
* Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.

If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.

### ***Grey Dragons***

* Grey Dragon, Wyrmling
* Grey Dragon, Very Young
* Grey Dragon, Young
* Grey Dragon, Juvenile
* Grey Dragon, Young Adult
* Grey Dragon, Adult
* Grey Dragon, Mature Adult
* Grey Dragon, Old
* Grey Dragon, Very Old
* Grey Dragon, Ancient
* Grey Dragon, Wyrm
* Grey Dragon, Great Wyrm

Calculating and cunning, grey dragons are manipulative, never taking action unless they see benefit in doing so. Grey dragons are lazy, rarely venturing from the mountain caves they inhabit except to hunt, and a grey dragon prefers to eat all of its kills.

A grey dragon has a thick, yet limber body and very long wings that it usually keeps tucked close to its body. A ridge of jagged horns emerges from the back of its head, culminating in an imposing crest, while several small spikes jut out around its eyes. A young grey dragon has stony grey scales with a few flecks of lighter and darker grey. As it ages, these flecks become larger and more varied, giving an adult grey dragon a mottled appearance with some scales nearly black, and others almost white.

***Cold and Distant.*** Grey dragons are arrogant and aloof, cold as the bitter gales of the mountains they inhabit. They hate and avoid all other kinds of dragon, viewing them as inferior, and they see humanoids as little more than slaves to be devoured as they see fit. They find orcs and half-orcs to be the tastiest of humanoids, so an orc horde that draws too near to the lair of a grey dragon rarely escapes without major losses, so nearby settlements are rarely attacked by orcs, though a grey dragon isn't picky about what it eats, and so might devour an attacking orc horde and the population of a village at the same time.

Conversely, they find elves and dwarves disgusting, often leaving settlements predominately inhabited by members of those races relatively unscathed unless they incur the dragon's ire.

***Frigid Treasures.*** A grey dragon is an avid collector of stones, and their treasure hoards are often littered with oddly shaped or coloured stones that the dragon has accumulated during its life. Other treasures they value include objects made from or including pieces of stone, particularly obsidian or granite.

**A Grey Dragon's Lair**

A grey dragon prefers to build its lair in caves in the highest snow-capped mountains, far from thieves and other dragons.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon conjures limbs of ice and stone that burst from a wall that it can see within 120 feet of it. The limbs sweep at a creature of the dragon's choice within 30 feet of the wall, which must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage.
* A cloud of mist swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded 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.
* Ice and stone erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius spike. Each creature in the spike's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.

**Regional Effects**

The region containing a legendary grey dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Snowstorms rage within 6 miles of the lair.
* Slippery ice (see "Wilderness Hazards" in chapter 5 of the *Dungeon Master's Guide*) spontaneously forms within 1 mile of the lair.
* Menacing faces can occasionally be seen in the clouds within 1 mile of the lair.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Magenta Dragons***

* Magenta Dragon, Wyrmling
* Magenta Dragon, Very Young
* Magenta Dragon, Young
* Magenta Dragon, Juvenile
* Magenta Dragon, Young Adult
* Magenta Dragon, Adult
* Magenta Dragon, Mature Adult
* Magenta Dragon, Old
* Magenta Dragon, Very Old
* Magenta Dragon, Ancient
* Magenta Dragon, Wyrm
* Magenta Dragon, Great Wyrm

Obsessive and possessive, magenta dragons are greedy to a fault, little issues in this dragon's life consume their being to an almost compulsive nature. Magenta dragons are bipolar, their attitudes and emotions towards things in their lives change at a whim. Unlike most chromatic dragons that find themselves living in natural caves or jungles, Magenta dragons prefer to live in cities molded by gnomes or elves.

A magenta dragon has a lean and slim body and two sets of ornate wings that is prefers to display so that they are admired for their beauty. Magenta dragons lack any horns or spikes to speak of but have incredibly strong hide to make up for its relatively unimposing appearance. A young magenta dragon has dull brown scales with streaks of red scales mixed within. As it ages, these streaks become larger and more varied, giving an adult magenta dragon a worked polished wood like quality.

***Spontaneous and Impulsive.*** Magenta dragons are wild and erratic, changing their desires at the flip of a hat. They find themselves bored at times but when push comes to shove, they are very resourceful using their gale force breath to keep other flying creatures, especially dragons, away from their home and treasures. Magenta dragons are probably the most carefree chromatic dragon enjoying conversation over combat but they will not hesitate when it comes to defending their territory. They treat other races with respect, at least as much respect as they deserve, and are on relatively good terms with them but even so... they are still dragons.

***Carved Treasures.*** A magenta dragon enjoys treasures carved from any style of wood. Their lair is furnished with luxurious wooden sculptures of just about anything, many of them carved by the dragon itself though some are acquired. Magenta dragons prize woodworkers and sculptors to keep their lairs looking well presentable to others that may visit.

**A Magenta Dragon's Lair**

A magenta dragon's lair is a well furnished city that was made and well kept to the point where it is spotless.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon animates a sculpture within its lair. The sculpture is an ally of the dragon, is immune to the charmed and frightened conditions, and is immune to psychic damage. In addition, the animated sculpture acts on the dragon's initiative.
* Stray wood splinters converge within 120 feet of the dragon in a 20-foot cube. The wood splinters spread around corners. The wood splinters then explode into enemies. Each creature in the cube must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
* Wood polish erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot radius puddle. Each creature in the puddle's area must succeed on a DC 15 Dexterity saving throw or fall prone. The puddle is difficult terrain and remains for 1 minute or until the dragon uses this lair action again.

**Regional Effects**

The region containing a legendary magenta dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Wooden surfaces within 6 miles of the lair have a magically polished sheen to them that does not go dull.
* Trees within 1 mile of the lair cannot be cut down or otherwise mutilated, unless the dragon allows it, and break any object used to do so.
* Beasts with an Intelligence score of 2 or less within 1 mile of the lair change to a random alignment every hour.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Orange Dragons***

* Orange Dragon, Wyrmling
* Orange Dragon, Very Young
* Orange Dragon, Young
* Orange Dragon, Juvenile
* Orange Dragon, Young Adult
* Orange Dragon, Adult
* Orange Dragon, Mature Adult
* Orange Dragon, Old
* Orange Dragon, Very Old
* Orange Dragon, Ancient
* Orange Dragon, Wyrm
* Orange Dragon, Great Wyrm

The most domineering of chromatic dragons, orange dragons are exceedingly vain and arrogant. They seek to dominate all creatures foolish enough to enter their demesnes, though they find gnomes and halflings ugly, and eat them on sight.

An orange dragon has a very long neck, and its lithe body is covered in overlapping arrowhead-shaped scales. Two long spikes emerge from either side of its jaw, which is very wide compared to most other dragons, while a single whitish horn that resembles a tree stump emerges from the back of its head. A young orange dragon has pale amber scales that gradually thicken and turn to an almost red orange as it ages.

***Toxic Dragons.*** Orange dragons are poisonous and evil, and they think themselves as gods from deep in the rainforest.

An orange dragon's breath courses with foul-smelling poison that causes terrible pain in those that breathe it. It is driven by its vile nature to keep those it defeats alive as long as possible so that it can watch the pained writhing of its victims. When its victims expire, it devours them, though it prefers not to eat the head, placing it at the edge of its territory impaled on a sharpened pole to ward off interlopers.

***Jungle Treasures.*** An orange dragon craves gems and precious metals, particularly those orange in colouration. Above all other treasures, however, an orange dragon sees items crafted from humanoid bones to be the most valuable, sending its minions to slay humanoids far and wide. As it prefers to have humanoid minions, an orange dragon also uses the threat of becoming a part of its hoard to keep its underlings in line.

**An Orange Dragon's Lair**

An orange dragon lairs deep in the rainforest, claiming an overgrown ruin or jungle clearing as its lair.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Grasping roots and vines erupt in a 20-foot radius centred on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
* A cloud of swarming insects fills a 20-foot-radius sphere centred on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
* A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.

**Regional Effects**

The region containing a legendary orange dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Rainstorms rage within 6 miles of the lair.
* Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it in minutes.
* There's a noticeable increase in the populations of venomous animals, particularly snakes, spiders, and wasps.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Pink Dragons***

* Pink Dragon, Wyrmling
* Pink Dragon, Very Young
* Pink Dragon, Young
* Pink Dragon, Juvenile
* Pink Dragon, Young Adult
* Pink Dragon, Adult
* Pink Dragon, Mature Adult
* Pink Dragon, Old
* Pink Dragon, Very Old
* Pink Dragon, Ancient
* Pink Dragon, Wyrm
* Pink Dragon, Great Wyrm

Bubbly and aloof, pink dragons care little for the lives of other chromatic dragons. Pink dragons enjoy their free time, typically for swimming in the ocean. They seek to live in relative peace in their coral castles but have no problem defending themselves from the undersea creatures that intrude near its lair.

A pink dragon has a short neck, and its frail appearing body is covered in heart-shaped scales. Curved horns emerge from either side of its jaw, which is very petite compared to most other dragons, while a single pink spike that resembles a pillar of coral emerges from the back of its head. A young pink dragon has a white tinge to its scales that gradually gain more and more red as it turns into pink as it ages.

***Whimsical and Sadistic.*** A pink dragon enjoy jokes, puns and all manner of laughter.

A pink dragon's breath large amounts of bubbles that when they pop cause quick freezing liquid to coat is victims. It surrounds itself with bodies of those it has slain, posing their bodies in fits of laughter. Pink dragons find themselves hilarious but to others, their humour is borderline cruel.

***Treasures of Love.*** A pink dragon values pink gems, such as rose diamonds, viewing pink to be a source of joy and happiness. It also likes to possess coral and pink sea life, as they affirm it of its joyful demeanour.

**A Pink Dragon's Lair**

Pink dragon lairs are found underneath mountains of coral.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
* A wall of coral springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.

Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to bludgeoning damage, resistance to fire and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
* Icy gas is released in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Constitution saving throw or be paralyzed.

**Regional Effects**

The region containing a legendary pink dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Water within 6 miles of the dragon's lair becomes pink in appearance.
* Coral within 1 mile of the dragon's lair is as strong as metal.
* Large quantities of pink sea life is extremely common within 1 mile of the dragon's lair.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Purple Dragons***

* Purple Dragons, Wyrmling
* Purple Dragons, Very Young
* Purple Dragons, Young
* Purple Dragons, Juvenile
* Purple Dragons, Young Adult
* Purple Dragons, Adult
* Purple Dragons, Mature Adult
* Purple Dragons, Old
* Purple Dragons, Very Old
* Purple Dragons, Ancient
* Purple Dragons, Wyrm
* Purple Dragons, Great Wyrm

Gluttonous and greedy, a purple dragon's eye sees all things other than itself to be food, treasure, or worthless.

A purple dragon's head is quite long and thin, yet its eyes are quite large, almost seeming as though they belong to another creature. A long crest emerges from the back of a purple dragon's head, and at the end of its tapering snout is a cluster of small horns. A young purple dragon's scales are a pale violet that darkens into a more dull purple as it ages.

***Deep Dragons.*** A purple dragon values itself on its treasures, believing that the older it becomes, the more rightfully it can claim the treasures of the world as its own.

However, purple dragons are intelligent and cunning, more so than most believe. They know that most think them unintelligent gluttons, and they play the part until they can lure other creatures into traps, chasing prey to impassable chasms or into dead ends in tunnels.

***Subterranean Riches.*** A purple dragon values purple gems, such as amethysts, viewing purple to be a regal and noble colour. It also likes to possess elaborate jewellery and symbols of status, as they affirm it of its innate draconic superiority.

**A Purple Dragon's Lair**

A purple dragon finds sunlight displeasing, and so lairs as far beneath the earth as it can, choosing a natural cavern system or an abandoned (sometimes forcefully) underground fortress or mine as its lair.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Jagged stalactites fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
* A flash of acid originates around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) acid damage.

**Regional Effects**

The region containing a legendary purple dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Tremors are common within 6 miles of the lair.
* Tunnels form within 1 mile of the lair that lead to dangerous places, such as chasms or magma flows.
* Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Earth, allowing creatures of elemental earth into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days. Any tunnels remain where they are.

### ***Red Dragons***

* Red Dragon, Wyrmling
* Red Dragon, Very Young
* Red Dragon, Young
* Red Dragon, Juvenile
* Red Dragon, Young Adult
* Red Dragon, Adult
* Red Dragon, Mature Adult
* Red Dragon, Old
* Red Dragon, Very Old
* Red Dragon, Ancient
* Red Dragon, Wyrm
* Red Dragon, Great Wyrm

The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures.

The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.

The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.

***Mountain Masters.*** Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time.

***Arrogant Tyrants.*** Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.

No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command.

***Status and Slaves.*** Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.

When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive.

***Obsessive Collectors.*** Red dragons value wealth above all else, and their treasure hoards are legendary. They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.

A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath.

**A Red Dragon's Lair**

Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps.

With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.

Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
* Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.

**Regional Effects**

The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Small earthquakes are common within 6 miles of the dragon's lair.
* Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
* Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***White Dragons***

* White Dragon, Wyrmling
* White Dragon, Very Young
* White Dragon, Young
* White Dragon, Juvenile
* White Dragon, Young Adult
* White Dragon, Adult
* White Dragon, Mature Adult
* White Dragon, Old
* White Dragon, Very Old
* White Dragon, Ancient
* White Dragon, Wyrm
* White Dragon, Great Wyrm

The smallest, least intelligent, and most animalistic of the chromatic dragons, white dragons dwell in frigid climes, favoring arctic areas or icy mountains. They are vicious and cruel driven by hunger and greed.

A white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken, so that by the time it is old, it is mottled by patches of pale blue and light gray. This patterning helps the dragon blend into the realms of ice and stone in which it hunts, and to fade from view when it soars across a cloud-filled sky.

***Primal and Vengeful.*** White dragons lack the cunning and tactics of most other dragons. However, their bestial nature makes them the best hunters among all dragonkind, singularly focused on surviving and slaughtering their enemies. A white dragon consumes only food that has been frozen, devouring creatures killed by its breath weapon while they are still stiff and frigid. It encases other kills in ice or buries them in snow near its lair, and finding such a larder is a good indication that a white dragon dwells nearby.

A white dragon also keeps the bodies of its greatest enemies as trophies, freezing corpses where it can look upon them and gloat. The remains of giants, remorhazes, and other dragons are often positioned prominently within a white dragon's lair as warnings to intruders.

Though only moderately intelligent, white dragons have extraordinary memories. They recall every slight and defeat, and have been known to conduct malicious vendettas against creatures that have offended them. This often includes silver dragons, which lair in the same territories as whites. White dragons can speak as all dragons can, but they rarely moved to do so.

***Lone Masters.*** White dragons avoid all other dragons except whites of the opposite sex. Even then, when white dragons seek each other out as mates, they stay together only long enough to conceive offspring before fleeing into isolation again.

White dragons can't abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only creatures that typically serve a white dragon are intelligent humanoids that demonstrate enough strength to assuage the dragon's wrath, and can put up with sustaining regular losses as a result of its hunger. This includes dragon-worshiping kobolds, which are commonly found in their lairs.

Powerful creatures can sometimes gain a white dragon's obedience through a demonstration of physical or magical might. Frost giants challenge white dragons to prove their own strength and improve their status in their clans, and their cracked bones litter many a white dragon's lair. However, a white dragon defeated by a frost giant often becomes its servant, accepting the mastery of a superior creature in exchange for asserting its own domination over the other creatures that serve or oppose the giant.

***Treasure Under Ice.*** White dragons love the cold sparkle of ice and favor treasure with similar qualities, particularly diamonds. However, in their remote arctic climes, the treasure hoards of white dragons more often contain walrus and mammoth tusk ivory, whale-bone sculptures, figureheads from ships, furs, and magic items seized from overly bold adventurers.

Loose coins and gems are spread across a white dragon's lair, glittering like stars when the light strikes them. Larger treasures and chests are encased in layers of rime created by the white dragon's breath, and held safe beneath layers of transparent ice. The dragon's great strength allows it to easily access its wealth, while lesser creatures must spend hours chipping away or melting the ice to reach the dragon's main hoard.

A white dragon's flawless memory means that it knows how it came to possess every coin, gem, and magic item in its hoard, and it associates each item with a specific victory. White dragons are notoriously difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own.

**A White Dragon's Lair**

White dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats or slithering down icy crevasses.

A legendary white dragon's innate magic deepens the cold in the area around its lair. Mountain caverns are fast frozen by the white dragon's presence. A white dragon can often detect intruders by the way the keening wind in its lair changes tone.

A white dragon rests on high ice shelves and cliffs in its lair, the floor around it a treacherous morass of broken ice and stone, hidden pits, and slippery slopes. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its freezing breath.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
* Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
* The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

**Regional Effects**

The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
* Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
* Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.

If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.

### ***Yellow Dragons***

* Yellow Dragon, Wyrmling
* Yellow Dragon, Very Young
* Yellow Dragon, Young
* Yellow Dragon, Juvenile
* Yellow Dragon, Young Adult
* Yellow Dragon, Adult
* Yellow Dragon, Mature Adult
* Yellow Dragon, Old
* Yellow Dragon, Very Old
* Yellow Dragon, Ancient
* Yellow Dragon, Wyrm
* Yellow Dragon, Great Wyrm

Yellow dragons are to gold dragons as fool's gold is to real gold. They physically appear very similar to gold dragons, and an older yellow dragon's scales even have a slight sheen, but in reality, the vicious and brutal yellow dragons are entirely unlike the majestic gold dragons.

However, the mimicry of a yellow dragon is flawed in several key ways. No yellow dragon can breathe fire or the weakening gas of a gold dragon: their breath is charged with the fury of lightning, so a yellow dragon avoids using its breath weapon if it risks exposing itself, often hunting during storms when its breath could be dismissed as a bolt of lightning, while some study magic to replicate the effect of a searing storm of fire. Yellow dragons are also noticeably smaller and weaker than gold dragons, though yellow dragons claim that they were always the smallest of the clutch if this threatens to reveal their deception. Most revealing of all is that, even though a yellow dragon's scales have a slight sheen, it is never to the same degree as a gold dragon.

***Conniving and Cunning.*** Yellow dragons are deceitful by nature, avoiding the truth whenever they can, finding amusement in misleading other creatures. A yellow dragon hates creatures more powerful than itself, and seeks to attack and devour them in secrecy.

A yellow dragon loves the taste of humanoid flesh, though it rarely indulges its hunger for fear of outing itself. Interlopers that grow curious and begin investigating the lair of a yellow dragon are seen as fair game by yellow dragons, devouring them to indulge its hunger and to keep its secret.

A yellow dragon that has its secret revealed ruthlessly destroys any creatures that revealed it, indiscriminately attacking and levelling nearby settlements and taking anything that it wants.

***Similar Treasures.*** Attempting to appear as similar as possible to gold dragons, yellow dragons stock their hoards with treasures valued by gold dragons, such as pearls, and places magical wards within its vaults, though above all else, a yellow dragon craves yellow gemstones, as it sees yellow as the most beautiful and majestic of all colours by far.

**A Yellow Dragon's Lair**

A yellow dragon prefers to build its lair in places that a gold dragon might be found, to aid in its mimicry.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon creates a cloud of fog as though it had cast the *fog cloud* spell. The fog lasts until initiative count 20 on the next round.
* A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.
* The dragon creates an illusory replica of itself. The replica acts on the same initiative as the dragon, but cannot damage or otherwise harm creatures or objects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. The image fades on initiative count 20 on the next round.

**Regional Effects**

The region containing a legendary yellow dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Thunderstorms rage within 6 miles of the lair.
* Gems and pearls within 1 mile of the dragon's lair that aren't a part of its hoard seem duller than usual.
* There's a noticeable increase in the populations of creatures that hunt by mimicry.

If the dragon dies, these effects fade over the course of 1d10 days.

## Metallic True Dragons

Distinguished typically by the color and composition of their scales, that was like that of various metals, hence the name. They were generally good, altruistic, and righteous creatures. Despite their relatively benign nature, metallic dragons were also aggressive when threatened or challenged.

### ***Adamantine Dragons***

* Adamantine Dragon, Wyrmling
* Adamantine Dragon, Very Young
* Adamantine Dragon, Young
* Adamantine Dragon, Juvenile
* Adamantine Dragon, Young Adult
* Adamantine Dragon, Adult
* Adamantine Dragon, Mature Adult
* Adamantine Dragon, Old
* Adamantine Dragon, Very Old
* Adamantine Dragon, Ancient
* Adamantine Dragon, Wyrm
* Adamantine Dragon, Great Wyrm

(CHANGE THIS LORE) Proudly the most powerful and rarest of the metallic dragon breed are the adamantine dragons. The reason that this type of dragon is so rare is that they do not live on the Material Plane and therefore have little recorded about them save by the most astute dragon researchers. Those who do know have found that these rare dragons dwell in the Outer Planes.

An adamantine dragon has heavy, over-lapping plates along its shoulders and back where as the remainder of its body is covered in sword-like scales that protrude in a slightly spiked fashion. The body of an adamantine dragon is large and stocky, with its muscular frame able to withstand a large amount of punishment. The tail of an adamantine dragon is shaped almost like a maul with a large block-esqe shape that it can break through walls and stone with ease. The entire body of an adamantine dragon is eventually coated with the metal that bears its name. From its scales, claws and horns; nothing is left uncovered. A young adamantine dragon is starting to grow the thick plates around its shoulders but they are not large enough to confuse them with their natural scales and as it ages, these plates become more profound. As such, the older an adamantine dragon becomes the thicker and harder is scales and their plates become till they are nigh indestructible.

***Hardiest of Defenses.*** An adamantine dragon's scales do not buckle, do not bend and do not break; no matter how much force is applied. They have the strongest scales by far and that fact aids to their strength and defense. Damage dealt to an adamantine dragon is always beneath the surface of the scales. This defense is one of the reasons why an adamantine dragon has little to fear when it comes to the power of those who oppose it.

***A Rare Sight.*** Seeing an adamantine dragon is almost like seeing a deity, at least to most. There are so few adamantine dragons because of one reason. Hunters. Adamantine dragons did not always live in the Outer Planes, they once enjoyed their lives on the Material Plane finding it nice and most people friendly. However, when one of these dragons died from old age, a group of miners eventually came across it. They did not know it was a dragon at first since the body was covered in debris. They only realized it after clearing away almost half of the scales, going through nearly 300 pickaxes to do it. Afterwards they stopped but they did not want to waste the metal they collected. They forged this metal into pickaxes, weapons, armor and the like. They presented these gifts to their lord and after a few days the lord demanded where this metal came from. They explained and eventually, rumors spread far and wide. The rumor of metal capable of withstanding the most powerful of blows and not leave a scratch. Years later, many adamantine dragons lay slain by greedy individuals claiming this metal. The metallic dragon deity saw this and took their children back, bringing them to their realm...saving them from the greed of mortals.

**An Adamantine Dragon's Lair**

An adamantine dragon's lair is like a fortress, well defended and fortified by the defenses there in. It can be placed anywhere but usually found in high to reach places that can only be reached by flight or powerful magic.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* A 20-foot wall that is 1-foot thick breaks through the ground at a point the dragon can see within 120 feet. A creature in the same space of the wall must make a DC 15 Dexterity saving throw or be pushed onto either side of the wall (dragon's choice). The wall has 20 AC, 100 hit points and is immune to nonmagical attacks not made with adamantine weapons. The wall remains until the dragon uses this lair action again.
* A column extends from a solid surface within 120 feet of the dragon. A creature in the same space of the column must make a DC 15 Dexterity or become restrained as they are pushed into a solid surface and take 17(5d6) bludgeoning damage. The column remains until the dragon uses this lair action again.
* Time slows down in a 30-foot radius around the dragon. Creatures within that radius, excluding the dragon, must make a DC 15 Wisdom or become slowed as per the *slow* spell. This effect remains until initiative count 20.

**Regional Effects**

The region containing a legendary adamantine dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* There are pockets of time that are slowed to the point where creatures and objects only age 1 year for every century that passes. Creatures that pass through the effect are unharmed if they pass through after the initial slowing. These areas vary in size and shape; they occur within 6 miles of the dragon's lair.
* Veins of adamantine ore slowly replace all other natural ore sources within 1 miles of the dragon's lair.
* Rock and rock-like creatures, such as earth elementals, become as hard as adamantine to where they are immune to nonmagical attacks not made with adamantine weapons.

If the dragon dies, pockets of slowed time and veins of adamantine ore fade over 1d10 centuries. The effect on rocks and rock-like creatures fade immediately

### ***Brass Dragons***

* Brass Dragon, Wyrmling
* Brass Dragon, Very Young
* Brass Dragon, Young
* Brass Dragon, Juvenile
* Brass Dragon, Young Adult
* Brass Dragon, Adult
* Brass Dragon, Mature Adult
* Brass Dragon, Old
* Brass Dragon, Very Old
* Brass Dragon, Ancient
* Brass Dragon, Wyrm
* Brass Dragon, Great Wyrm

The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates.

A brass dragon's head is defined by the broad protective plate that expands from its forehead and the spikes protruding from its chin. A frill runs the length of its neck, and its tapering wings extend down the length of its tail. A brass dragon wyrmling's scales are a dull, mottled brown. As it ages, the dragon's scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward the edges, darkening with age. As a brass dragon grows older, its pupils fade until its eyes resemble molten metal orbs.

***Boldly Talkative.*** A brass dragon engages in conversations with thousands of creatures throughout its long life, accumulating useful information which it will gladly share for gifts of treasure. If an intelligent creature tries to leave a brass dragon's presence without engaging in conversation, the dragon follows it. If the creature attempts to escape by magic or force, the dragon might respond with a fit of pique, using its sleep gas to incapacitate the creature. When it wakes, the creature finds itself pinned to the ground by giant claws or buried up to its neck in the sand while the dragon's thirst for small talk is slaked.

A brass dragon is trusting of creatures that appear to enjoy conversation as much as it does, but is smart enough to know when it is being manipulated. When that happens, the dragon often responds in kind, treating a bout of mutual trickery as a game.

***Prized Treasures.*** Brass dragons covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass dragon can possess.

Brass dragons conceal their hoards under mounds of sand or in secret places far from their primary lairs. They have no trouble remembering where their treasure is buried, and therefore have no need for maps. Adventurers and wanderers should be wary if they happen across a chest hidden in an oasis or a treasure cache tucked away in a half-buried desert ruin, for these might be parts of a brass dragon's hoard.

**A Brass Dragon's Lair**

A brass dragon's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.
* A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.

**Regional Effects**

The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.
* Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
* Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.

If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.

### ***Bronze Dragons***

* Bronze Dragon, Wyrmling
* Bronze Dragon, Very Young
* Bronze Dragon, Young
* Bronze Dragon, Juvenile
* Bronze Dragon, Young Adult
* Bronze Dragon, Adult
* Bronze Dragon, Mature Adult
* Bronze Dragon, Old
* Bronze Dragon, Very Old
* Bronze Dragon, Ancient
* Bronze Dragon, Wyrm
* Bronze Dragon, Great Wyrm

Bronze dragons are coastal dwellers that feed primarily on aquatic plants and fish. They take the forms of friendly animals to observe other creatures of interest. They are also fascinated by warfare and eagerly join armies fighting for a just cause.

A ribbed and fluted crest defines the shape of a bronze dragon's head. Curving horns extend out from the crest, echoed by spines on its lower jaw and chin. To help them swim, bronze dragons have webbed feet and smooth scales. A bronze wyrmling's scales are yellow tinged with green; only as the dragon approaches adulthood does its color deepen to a darker, rich bronze tone. The pupils of a bronze dragon's eyes fade as the dragon ages, until they resemble glowing green orbs.

***Dragons of the Coast.*** Bronze dragons love to watch ships traveling up and down the coastlines near their lairs, sometimes taking the forms of dolphins or seagulls to inspect those s hips and their crews more closely. A daring bronze dragon might slip aboard a ship in the guise of a bird or rat, inspecting the hold for treasure. If the dragon finds a worthy addition to its hoard, it barters with the ship's captain for the item.

***War Machines.*** Bronze dragons actively oppose tyranny, and many bronze dragons yearn to test their mettle by putting their size and strength to good use.

When a conflict unfolds near its lair, a bronze dragon ascertains the underlying cause, then offers its services to any side that fights for good. Once a bronze dragon commits to a cause, it remains a staunch ally.

***Well-Organized Wealth.*** Bronze dragons loot sunken ships and also collect colorful coral and pearls from the reefs and seabeds near their lairs. When a bronze dragon pledges to help an army wage war against tyranny, it asks for nominal payment. If such a request is beyond its allies' means, it might settle for a collection of old books on military history or a ceremonial item commemorating the alliance. A bronze dragon might also lay claim to a treasure held by the enemy that it feels would be safer under its protection.

**A Bronze Dragon's Lair**

A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon creates fog as though it had cast the *fog cloud* spell. The fog lasts until initiative count 20 on the next round.
* A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.

**Regional Effects**

The region containing a legendary bronze dragon's lair is warped by the dragon's magic.

* Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the *control weather* spell.
* Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.
* Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

### ***Cobalt Dragons***

* Cobalt Dragon, Wyrmling
* Cobalt Dragon, Very Young
* Cobalt Dragon, Young
* Cobalt Dragon, Juvenile
* Cobalt Dragon, Young Adult
* Cobalt Dragon, Adult
* Cobalt Dragon, Mature Adult
* Cobalt Dragon, Old
* Cobalt Dragon, Very Old
* Cobalt Dragon, Ancient
* Cobalt Dragon, Wyrm
* Cobalt Dragon, Great Wyrm

Virtuous and noble, a cobalt dragon has little tolerance for evildoers that trespass on its territory, and it adamantly protects the flora and fauna of its home.

A cobalt dragon has a thick and stocky body and a whip-like tail that is quite long in proportion to the rest of its body. It has a pair of long, curling horns that extend from the back of its head, which is very solidly built in comparison to those of other metallic dragons, while the many ridges and spikes on its face give it a somewhat frightening appearance. A young cobalt dragon has bluish scales tinged with black, and as it ages, its scales harden and become deeper in tone, so an older cobalt dragon has incredibly dark blue scales that shimmer like moonlit ocean water. Its pupils also fade as it ages, while white flecks emerge on its eyes, so the oldest cobalt dragons have eyes that resemble the night sky.

***Dragons of the Night.*** Most humanoids find cobalt dragons unsettling at best, or downright terrifying at worst, though those who have personally met cobalt dragons quickly change their minds when they find how kind the dragons can be. Above all else, however, a cobalt dragon respects strength. It might allow a creature that bests it in a trial by combat to pass through its territory with no further incursions, while it delivers those it defeats to nearby settlements.

A cobalt dragon chooses its minions based on their martial might, and it treats its minions like an instructor at a school of arms, using its inborn knowledge of ancient fighting styles to teach its students. Some aspiring warriors travel far and wide to beseech a particularly powerful cobalt dragon to teach them, and then those that pass several gruelling tasks set by the dragon are allowed tutelage.

***Valued Treasures.*** A cobalt dragon likes to hoard metal objects, particularly those made from cobalt. It also hoards tomes and treatises on martial combat to supplement its own knowledge, so a particularly old cobalt dragon might have mastery of several forms of hand-to-hand combat, both those long lost to history and those newly created.

**A Cobalt Dragon's Lair**

A cobalt dragon takes a mist-covered forest as a lair, though it prefers to live near the ocean. Gradually, the mist thickens, and the forest and its surrounds begin to turn supernaturally cold thanks to the dragon's frigid influence.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon creates fog as though it had cast the *fog cloud* spell. The fog lasts until initiative count 20 on the next round.
* A flash of cold originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 10 (3d6) cold damage.

**Regional Effects**

The region containing a legendary cobalt dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* The land within 6 miles of the lair is lightly obscured by fog.
* Plants and plant creatures that aren't hostile to the dragon within 1 mile of the lair take no damage from nonmagical fire.
* Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it feels supernaturally invigorated.

If the dragon dies, the fog fades over 1d10 days. The other effects end immediately.

### ***Copper Dragons***

* Copper Dragon, Wyrmling
* Copper Dragon, Very Young
* Copper Dragon, Young
* Copper Dragon, Juvenile
* Copper Dragon, Young Adult
* Copper Dragon, Adult
* Copper Dragon, Mature Adult
* Copper Dragon, Old
* Copper Dragon, Very Old
* Copper Dragon, Ancient
* Copper Dragon, Wyrm
* Copper Dragon, Great Wyrm

Copper dragons are incorrigible pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their hoards are threatened.

A copper dragon has brow plates jutting over its eyes, extending back to long horns that grow as a series of overlapping segments. Its backswept cheek ridges and jaw frills give it a pensive look. At birth, a copper dragon's scales are a ruddy brown with a metallic tint. As the dragon ages, its scales become more coppery in color, later taking on a green tint as it ages. A copper dragon's pupils fade with age, and the eyes of the oldest copper dragons resemble glowing turquoise orbs.

***Good Hosts.*** A copper dragon appreciates wit, a good joke, humorous story, or riddle. A copper dragon becomes annoyed with any creature that doesn't laugh at its jokes or accept its tricks with good humor.

Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To a copper dragon, such companionship is a treasure to be coveted.

***Cautious and Crafty.*** When building its hoard, a copper dragon prefers treasures from the earth. Metals and precious stones are favorites of these creatures.

A copper dragon is wary when it comes to showing off its possessions. If it knows that other creatures seek a specific item in its hoard, a copper dragon will not admit to possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure.

**A Copper Dragon's Lair**

Copper dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ores, art objects, and other oddities it has collected over its lifetime. Worthless items are put on display in open caves to tantalize treasure seekers and distract them from where the real treasure is hidden.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the *spike growth* spell and lasts until the dragon uses this lair action again or until the dragon dies.
* The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.

**Regional Effects**

The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.
* Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.
* Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.

### ***Gold Dragons***

* Gold Dragon, Wyrmling
* Gold Dragon, Very Young
* Gold Dragon, Young
* Gold Dragon, Juvenile
* Gold Dragon, Young Adult
* Gold Dragon, Adult
* Gold Dragon, Mature Adult
* Gold Dragon, Old
* Gold Dragon, Very Old
* Gold Dragon, Ancient
* Gold Dragon, Wyrm
* Gold Dragon, Great Wyrm

The most powerful and majestic of the metallic dragons, gold dragons are dedicated foes of evil.

A gold dragon has a sagacious face anointed with flexible spines that resemble whiskers. Its horns sweep back from its nose and brow, echoing twin frills that adorn its long neck. A gold dragon's sail-like wings start at its shoulders and trace down to the tip of its tail, letting it fly with a distinctive rippling motion as if swimming through the air. A gold dragon wyrmling has scales of dark yellow with metallic flecks. Those flecks grow larger as the dragon matures. As a gold dragon ages, its pupils fade until its eyes resemble pools of molten gold.

***Devourer of Wealth.*** Gold dragons can eat just about anything, but their preferred diet consists of pearls and gems. Thankfully, a gold dragon doesn't need to gorge itself on such wealth to feel satisfied. Gifts of treasure that it can consume are well received by a gold dragon, as long as they aren't bribes.

***Reserved Shapeshifters.*** Gold dragons are respected by the other metallic dragons for their wisdom and fairness, but they are the most aloof and grim of the good-aligned dragons. They value their privacy to the extent that they rarely fraternize with other dragons except their own mates and offspring.

Older gold dragons can assume animal and humanoid forms. Rarely does a gold dragon in disguise reveal its true form. In the guise of a peddler, it might regularly visit a town to catch up on local gossip, patronize honest businesses, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end.

***Master Hoarders.*** A gold dragon keeps its hoard in a well-guarded vault deep within its lair. Magical wards placed on the vault make it all but impossible to remove any treasures without the dragon knowing about it.

**A Gold Dragon's Lair**

Gold dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
* One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

**Regional Effects**

The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
* Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
* Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

If the dragon dies, these effects end immediately.

### ***Iron Dragons***

* Iron Dragon, Wyrmling
* Iron Dragon, Very Young
* Iron Dragon, Young
* Iron Dragon, Juvenile
* Iron Dragon, Young Adult
* Iron Dragon, Adult
* Iron Dragon, Mature Adult
* Iron Dragon, Old
* Iron Dragon, Very Old
* Iron Dragon, Ancient
* Iron Dragon, Wyrm
* Iron Dragon, Great Wyrm

The surliest and most pessimistic of metallic dragons, iron dragons oppose evil unerringly, though are also the most far-removed of metallic dragons, preferring to build their lairs as far away as possible from humanoid settlements.

Iron dragons have somewhat small bodies when compared to other dragons, but they are covered in tough scales that give them an armoured appearance. Numerous horns extend from the back of an iron dragon's head, though the largest of these horns emerges from between the dragon's eyes. A newly hatched iron dragon has a ruddy brown coating over its scales that resembles rusted iron that flakes off as it approaches the end of the wyrmling stage of development, leaving tough metallic scales that resemble small plates of iron. An iron dragon's pupils fade as it ages, and the eyes of the oldest iron dragons look like pools of liquid iron.

***Toughness and Might.*** Iron dragons are tough and solitary, seldom leaving their isolation except to raise young or to meet with other iron dragons.

Most iron dragons make an exception to their solitude to keep minions around. An iron dragon can breathe a gas that causes those that inhale it to become pacifistic, so a particularly rowdy intruder is subjected to this breath and forced to leave or perform some minor task for the dragon. Some of the more unfettered iron dragons use this breath to create servants and guards for their lairs.

***Martial Riches.*** An iron dragon likes to collect objects made from iron, especially weapons and armour, and particularly those used by great heroes, both old and new. An iron dragon might travel to the home of a dying hero to request a favoured weapon to add to its hoard, or take the storied axe of a slain giant intruder as a favoured treasure. Magical weapons and sentient weapons are the greatest treasures that an iron dragon can possess.

**An Iron Dragon's Lair**

An iron dragon prefers to dwell in hilly areas, far from the settlements of humanoids.

The dragon makes the boundaries of its territory incredibly obvious, embedding shed horns and talons within trees and boulders.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon creates a cloud of fog as though it had cast the *fog cloud* spell. The fog lasts until initiative count 20 on the next round.
* A bolt of lightning strikes a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.

**Regional Effects**

The region containing a legendary iron dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Thunderstorms are common within 6 miles of the lair.
* Creatures that aren't hostile to the dragon within 1 mile of the lair magically gain the ability to speak and understand Draconic if they don't already.
* Reptiles within 1 mile of the lair are unusually active.

If the dragon dies, the storms fade over 1d10 days. The other effects end immediately.

### ***Lead Dragons***

* Lead Dragon, Wyrmling
* Lead Dragon, Very Young
* Lead Dragon, Young
* Lead Dragon, Juvenile
* Lead Dragon, Young Adult
* Lead Dragon, Adult
* Lead Dragon, Mature Adult
* Lead Dragon, Old
* Lead Dragon, Very Old
* Lead Dragon, Ancient
* Lead Dragon, Wyrm
* Lead Dragon, Great Wyrm

Lead dragons are intelligent and wise, though they are also competent combatants. They are friendly enough, if somewhat aloof and arrogant at times.

Lead dragons are incredibly stocky and heavy. A great many spikes of all different sizes emerge from a lead dragon's thick head. A newly hatched lead dragon has somewhat dull grey scales, and as it ages, a lead dragon's scales grow thicker and tougher, though their scales always appear duller than those of most other metallic dragons. A lead dragon's pupils fade as it ages, and the eyes of the oldest lead dragons look like glowing grey orbs.

***Fierce Combatants.*** A lead dragon has poisonous breath that can cause a myriad of detrimental bodily effects, though it rarely uses its breath in combat unless it sees a dire need to, as it prefers to hack away with its claws and tear foes to pieces with its fangs.

A lead dragon focuses its attacks on a single troublesome foe, only diverting its attention to drive its allies away.

***Toxic Treasures.*** A lead dragon's favoured treasures are objects made from or including components made from lead. Lead dragons also like to collect dark-coloured gems, such as onyxes and unusually dark sapphires.

**A Lead Dragon's Lair**

A lead dragon builds its lair by a rock-studded coast, typically in a cave system that can only be accessed via underwater entrances.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
* A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.

**Regional Effects**

The region containing a legendary lead dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* The land within 6 miles of the lair is lightly obscured by fog.
* Lead within 1 mile of the dragon's lair sparkles and gleams, shedding dim light in a 5-foot radius.
* Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes. Creatures that aren't enemies of the dragon find it to be normal water.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Mercury Dragons***

* Mercury Dragon, Wyrmling
* Mercury Dragon, Very Young
* Mercury Dragon, Young
* Mercury Dragon, Juvenile
* Mercury Dragon, Young Adult
* Mercury Dragon, Adult
* Mercury Dragon, Mature Adult
* Mercury Dragon, Old
* Mercury Dragon, Very Old
* Mercury Dragon, Ancient
* Mercury Dragon, Wyrm
* Mercury Dragon, Great Wyrm

Sly and mercurial, mercury dragons are tricksters by nature. They are capable of transforming their bodies into a roiling wave of liquid metal, and they use this to move around enemies and reach advantageous terrain.

Mercury dragons are much slimmer and more angular than most other dragons. A pair of short horns extend above a mercury dragon's eyes, and several short spikes run down the back of its neck. A newly hatched mercury dragon has silvery scales that are quite flexible, and as it ages, a mercury dragon's scales grow thicker and tougher, yet they still remain unusually flexible. A mercury dragon's pupils fade as it ages, and the eyes of the oldest mercury dragons look like pools of liquid mercury.

***Fluid Dragons.*** A mercury dragon has poisonous breath that can cause blindness, and creatures that are exposed to mercury dragons suffer the long-term detriments of gases it releases from its scales, which often cause madness or blindness. A mercury dragon cannot control these gases, so many are solitary, favouring minions resistant to poison, such as constructs. Others study magic to alleviate the effects of their poison on creatures exposed to it.

Mercury dragons like to play in pools of liquid mercury, and so rivers of mercury are common in the lairs of mercury dragons.

***Liquid Treasures.*** A mercury dragon's favoured treasures are liquids, such as potions, oils, and its most valued treasure: mercury. It also likes to collect treasures that can be molten down, like metals. A mercury dragon has an innate sense for the general temperature a substance needs to reach before it becomes liquid just by looking at it.

**A Mercury Dragon's Lair**

A mercury dragon prefers to dwell in mountains or underground, though it favours places where mercury is common.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or suffer the effects of the *slow* spell. Creatures affected by the spell feel like they are wading through quicksilver. The effect lasts until initiative count 20 on the next round.
* A cloud of poison billows around a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 10 (3d6) poison damage.

**Regional Effects**

The region containing a legendary mercury dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Rain is common within 6 miles of the lair.
* Images reflected in liquids within 1 mile of the lair sometimes move of their own accord.
* Liquids within 6 miles of the lair seem to be more vibrant than usual.

If the dragon dies, these effects fade over the course of 1d10 days.

### ***Mithral Dragons***

* Mithral Dragon, Wyrmling
* Mithral Dragon, Very Young
* Mithral Dragon, Young
* Mithral Dragon, Juvenile
* Mithral Dragon, Young Adult
* Mithral Dragon, Adult
* Mithral Dragon, Mature Adult
* Mithral Dragon, Old
* Mithral Dragon, Very Old
* Mithral Dragon, Ancient
* Mithral Dragon, Wyrm
* Mithral Dragon, Great Wyrm

(CHANGE THIS LORE) No metallic dragon rivals the mithral for power and majesty. (Though golds are loath to acknowledge their inferiority to anyone.) Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be found on the Material Plane rarely. When a mithral dragon comes to the Material Plane it is to do Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral dragon's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.

A mithral dragon's scales flex with the muscles beneath them, and they glow faintly. As a mithral ages. the icy white scales of youth darken to silver with white streaks. At the height of a mithral's power, intricate white striations sharply contrast its darker base color. Patterns along the dragon's claws flare with energy during combat. A ring of spikes crowns a mithral's head, and smaller spikes extend down its neck. The spikes stand on end when the dragon is excited—particularly when it's enraged. The dragon's wings consist of radiant energy instead of flesh. The dragon's eyes glow with inner light that grows more intense as it ages, the oldest of them shed motes of light from their eyes that ascend past the horns.

***Nightmare of the Damned.*** A mithral dragon is feared by creatures such as devils, demons, and the undead, even more than these creatures fear solars. It is said that solars can make demon princes shrink away at its resonate command due to its celestial might, if that is true then a mithral dragon is what haunts these creatures in their most dreadful nightmares. It is also not uncommon for a mithral dragon to get somewhat bored and decide to go rampaging through the Nine Hells or the Abyss.

***Bright Treasures.*** A mithral dragon favors treasures that shine, glow, or are very reflective, such as glowing magic items and extremely well-polished metals, and its most valued treasure: mithral.

**A Mithral Dragon's Lair**

Mithral dragons prefer lairs that are in the Astral Sea or in other similar divine planes. If a mithral dragon does choose to make a lair on the Material Plane it tends to favor places that have been consecrated by good deities such as Bahamut.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Up to six creatures of the dragon's choice within 30 feet of it must succeed on a DC 15 Dexterity saving throw or be struck by beams of radiance from the heavens and take 3d10 radiant damage.
* The dragon summons a planetar to a space it can see within 60 feet of it to aid it. The planetar is an ally of the dragon and acts on the dragon's initiative. The planetar remains for 1 minute, or until it is reduced to 0 hit points or the dragon uses this lair action again, whereupon it disappears.
* The dragon's scales reflect an intense otherworldly light in a 20-foot radius around it. Each creature in that area must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

**Regional Effects**

The region containing a legendary mithral dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Any region a mithral dragon lairs in becomes a serene paradise where plants flourish. Examples of this effect are: oases might appear in deserts, forests and jungles become lusher and thrive with life, and if a mithral dragon goes subterranean the dragon's own radiance causes the area around it to grow plants that would normally require sunlight to survive.
* Creatures that aren't hostile to the dragon within 1 mile of the lair become peaceful towards other nonhostile creatures, but turn into fierce guards should a creature hostile to the dragon enter its domain.
* Whenever a creature that isn't hostile to the dragon finishes a long rest while within 1 mile of the lair, it awakes with a sense of serenity.

If the dragon dies, these effects end over 1d10 days.

### ***Silver Dragons***

* Silver Dragon, Wyrmling
* Silver Dragon, Very Young
* Silver Dragon, Young
* Silver Dragon, Juvenile
* Silver Dragon, Young Adult
* Silver Dragon, Adult
* Silver Dragon, Mature Adult
* Silver Dragon, Old
* Silver Dragon, Very Old
* Silver Dragon, Ancient
* Silver Dragon, Wyrm
* Silver Dragon, Great Wyrm

The friendliest and most social of the metallic dragons, silver dragons cheerfully assist good creatures in need.

A silver dragon shimmers as if sculpted from pure metal, its face given a noble cast by its high eyes and sweeping beard-like chin spikes. A spiny frill rises high over its head, tracing down its neck to the tip of its tail. A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until its individual scales are barely visible. As a silver dragon grows older, its pupils fade until its eyes resemble orbs of mercury.

***Dragons of Virtue.*** Silver dragons believe that living a moral life involves doing good deeds and ensuring that one's actions cause no undeserved harm to other sentient beings. They don't take it upon themselves to root out evil, as gold and bronze dragons do, but they will gladly oppose creatures that dare to commit evil acts or harm the innocent.

***Friends of the Small Races.*** Silver dragons enjoy the company of other silver dragons. Their only true friendships outside their own kin arise in the company of humanoids, and many silver dragons spend as much time in humanoid form as they do in draconic form. A silver dragon adopts a benign humanoid persona such as a kindly old sage or a young wanderer, and it often has mortal companions with whom it develops strong friendships.

Silver dragons must step away from their humanoid lives on a regular basis, returning to their true forms to mate and rear offspring, or to tend to their hoards and personal affairs. Because many lose track of time while away, they sometimes return to find that their companions have grown old or died. Silver dragons often end up befriending several generations of humanoids within a single family as a result.

***Respect for Humanity.*** Silver dragons befriend humanoids of all races, but shorter-lived races such as humans spark their curiosity in a way the longer-lived elves and dwarves don't. Humans have a drive and zest for life that silver dragons find fascinating.

***Hoarding History.*** Silver dragons love to possess relics of humanoid history. This includes the great piles of coins they covet, minted by current and fallen humanoid empires, as well as art objects and fine jewelry crafted by numerous races. Other treasures that make up their hoards can include intact ships, the remains of kings and queens, thrones, the crown jewels of ancient empires, inventions and contraptions, and monoliths carried from the ruins of fallen cities.

**A Silver Dragon's Lair**

Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* The dragon creates fog as if it had cast the *fog cloud* spell. The fog lasts until initiative count 20 on the next round.
* A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.

**Regional Effects**

The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.

* Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the *control weather* spell.
* Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
* Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.

### ***Steel Dragons***

* Steel Dragon, Wyrmling
* Steel Dragon, Very Young
* Steel Dragon, Young
* Steel Dragon, Juvenile
* Steel Dragon, Young Adult
* Steel Dragon, Adult
* Steel Dragon, Mature Adult
* Steel Dragon, Old
* Steel Dragon, Very Old
* Steel Dragon, Ancient
* Steel Dragon, Wyrm
* Steel Dragon, Great Wyrm

Steel dragons are the most stubborn of metallic dragons, similar to bulls in both shape and mentality.

Steel dragons are among the largest of dragons. Two horns, like those of a bull, emerge from the back of its stocky head. A newly hatched steel dragon has somewhat dull silver scales, and as it ages, a steel dragon's scales grow thicker, tougher and brighter in hue. A steel dragon's pupils fade as it ages, and the eyes of the oldest steel dragons resemble glowing blue orbs.

***Sturdy Dragons.*** A steel dragon has acidic breath, though it tends to first use its deafening gas to disorient its opponents. A steel dragon's will is as sturdy as its body, and creatures that attempt to threaten a steel dragon rarely leave the dragon's presence alive.

A steel dragon also enjoys the company of other steel dragons, and a place known to be used by steel dragons as a gathering place is avoided by locals, as steel dragons don't take kindly to the thought of being spied on, and devour any creatures they think to be spies. Conversely, a steel dragon often sends its agents to learn about current affairs, and so that it knows when and where evil creatures are lurking, so it can destroy them.

***Hardy Treasures.*** A steel dragon's favoured treasures are hard substances, such as metals, ores, and gems. A steel dragon keeps its treasures in a vault within a large stone formation or expansive ruin inside its territory, using that same structure as a den in which it retreats to to avoid the worst of the sun.

**A Steel Dragon's Lair**

A steel dragon lairs in a sun-scorched desert, though it might choose to inhabit a searing savannah.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
* Acid erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) acid damage on a failed save, or half as much damage on a successful one.

**Regional Effects**

The region containing a legendary steel dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Rain is common within 6 miles of the lair.
* Clouds within 6 miles of the lair are steely grey in colour and move to conceal the dragon while it flies.
* Desert creatures within 6 miles of the lair that have an Intelligence score of 5 or lower are charmed by the dragon.

If the dragon dies, the rain fades over the course of 1d10 days, but the other effects end immediately.

## Miscellaneous True Dragons

All other types of dragons that do not fit into the 3 mentioned above. These types of Dragons have yet to be fully known as they rarely venture away from their homeland.

### ***Chaos Dragons***

* Chaos Dragon, Wyrmling
* Chaos Dragon, Young
* Chaos Dragon, Adult
* Chaos Dragon, Ancient
* Chaos Dragon, Great Wyrm

Describe the dragon here.

**A Chaos Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here.

### ***Clockwork Dragons***

* Clockwork Dragons, Wyrmling
* Clockwork Dragons, Young
* Clockwork Dragons, Adult
* Clockwork Dragons, Ancient
* Clockwork Dragons, Great Wyrm

### ***Dark Dragons***

* Dark Dragon, Wyrmling
* Dark Dragon, Young
* Dark Dragon, Adult
* Dark Dragon, Ancient
* Dark Dragon, Great Wyrm

Cunning and cruel, Dark dragons are territorial brutes that patrol their woodland domains under cover of darkness. They view humanoids and similar creatures traveling through their territory the way a cat views mice—as prey to be stalked, terrorized, and killed for their amusement.

With its short, upturned snout and large, forward-pointing ears, a Dark dragon’s head resembles that of an enormous bat. Its back is covered with a layer of fine black fur, and its scales are matte black to better blend in with the darkness. It has a translucent throat sac that inflates as it draws breath, and a neck frill that swings forward to form a cone around the dragon’s head as it roars.

Dark dragons have the sharpest hearing of all true dragons. They can pick out the sound of a single squirrel’s footfalls amidst the forest’s nocturnal din, and can track their victims by sound alone from miles away. Like bats, a Dark dragon can use echolocation to reveal its surroundings: a single pulse fired off as it soars above the forest will reveal everything from the canopy to the forest floor. Their vision is weaker than that of other dragons, however, and a Dark dragon may panic if something manages to deafen it.

A Dark dragon’s deadliest weapon is not its teeth or claws, but its voice. When it roars, special scales in the dragon’s neck frill amplify the soundwaves and focus them into a concentrated cone capable of shattering boulders. This deadly cry is audible from quite a distance, but a Dark dragon doesn’t care about that: it wants its impending victims to know that it’s in the area, so that it can relish in their terror as it slaughters them.

***Treasures of the Dark.*** Dark dragons covet dark-coloured gemstones like onyx and black diamonds, which they find pleasing to the eye. They also collect musical instruments, with a particular fondness for drums, gongs, and similar objects that produce sounds when struck.

**A Dark Dragon's Lair**

Dark dragons make their lairs in caves within or overlooking dense jungles and rainforests, using their voices and claws to expand existing chambers and carve out new ones. They slumber for most of the day, leaving their caves to hunt at dusk and returning with dawn’s first light.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
* Part of the ceiling collapses above one creature that the dragon can see or hear within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
* A shrill noise magically erupts from a point the dragon chooses within 60 feet of it. Each creature within a 15-foot radius of that point must make a DC 15 Constitution saving throw or take 10 (3d6) thunder damage. On a failed save, a creature is also stunned until the end of its next turn.

**Regional Effects**

The region containing a legendary Dark dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

* Nonmagical light sources shed only dim light within 6 miles of the dragon’s lair. Magical light sources shed only dim light within 1 mile of the dragon’s lair.
* Sounds made within 1 mile of the dragon’s lair are unnaturally muted. Animals in that area are completely silent, and game and other large animals are conspicuously absent. Whenever a loud sound (such as the dragon’s roar) rings out in this area, each creature that can hear the sound must make a DC 15 Wisdom saving throw or become frightened for 1 minute.
* There is a marked increase in the population of bats.

If the dragon dies, these effects fade immediately

### ***Dawn Dragons***

* Dawn Dragon, Wyrmling
* Dawn Dragon, Young
* Dawn Dragon, Adult
* Dawn Dragon, Ancient
* Dawn Dragon, Great Wyrm

Describe the dragon here.

**A Dawn Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here.

### ***Dusk Dragons***

* Dusk Dragon, Wyrmling
* Dusk Dragon, Young
* Dusk Dragon, Adult
* Dusk Dragon, Ancient
* Dusk Dragon, Great Wyrm

Describe the dragon here.

**A Dusk Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here

### ***Feather Dragons***

* Feather Dragon, Wyrmling
* Feather Dragon, Young
* Feather Dragon, Adult
* Feather Dragon, Ancient
* Feather Dragon, Great Wyrm

Often associated with phoenixes and other mythical birds more often than dragons, Feather Dragons are a special species of dragon almost exclusively found in the Elemental Plane of Air. Their feathered wings, talons, and beak-like muzzles resemble features of a bird. Likewise, their energetic, lively personality also matches that of a songbird's. They revel in absolute freedom, letting the wind guide them throughout their lives. Because the majority of a Feather Dragon's lifetime is spent airborne, they are easily the fastest species of dragon.

***Bubbly and Friendly.*** Feather Dragons find it far easier to befriend creatures they encounter rather than fighting them. They view every creature they come across as a friend, often acting as guides and protectors to newcomers in the Elemental Plane of Air. Many creatures regard them as naive or just downright stupid because of this, but it is nearly impossible to change a Feather Dragon's mind on anything, especially when it comes to the way they act.

***Airborne Predators.*** While they may be kind-hearted to sentient creatures, their dragon blood still gives them a carnivorous appetite. They primarily feed on Griffons, Hippogriffs, and in rare cases, large birds of prey, especially those that are members of invasive species from the Material Plane. They easily out-speed every species of dragon, let alone the creatures they hunt, so a Feather Dragon's chase for food ends as quickly as it begins. When hunting their prey, they usually charge head-on, swooping down and snatching their prey in mid-flight or from the ground. As soon as they lock their talons into their prey, they use rapid movements in the air to kill their prey, much like an alligator does when taking its prey underwater.

***Guardians of the Skies.*** The friendships that Feather Dragons make establish them as the primary protectors of the Elemental Plane of Air. If intruders from the Material Plane or the Elemental Plane of Earth attempt to invade, Feather Dragons are the first to wipe them out. For their loyalty and bravery, Feather Dragons are often given huge amounts of space for their lairs.

***Hoarders of Gems.*** Much like their blue dragon relatives, they are extremely fond of gems. Adventurers that enter a Feather Dragon's lair can see a wave of blue light reflected off the piles of gems that they collect. Their preferred gem is Lapis Lazuli, a gemstone of good luck, success, and prosperity, qualities that they strive to have in their lives. They enjoy seeing their collections of gemstones pile up each day, and because of this they do not hide their treasures like most dragons. Many beleive that this makes the Feather Dragon the easiest to steal from, but those that attempt to take advantage of a Feather Dragon's trust will be met with an untimely death by whirlwind.

***A Feather Dragon's Lair***

Feather Dragons make their lairs on the large floating islands found within the Elemental Plane of Air. Rather than dwelling in a cave or an enclosed space like other dragons, the Feather Dragon is able to manipulate the air around its lair to create a large, transparent bubble to live in. The Feather Dragon is able to suffocate or remove intruders by manipulating this air, giving the lair an extra measure of security just from its structure. Air elementals usually surround a Feather Dragon's lair as well.

**Lair Actions**

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

* All air is depleted from a 60-foot radius that the dragon can see. The lungs of creatures in this radius are severely injured from the amount of air removed from them in such a short time. Creatures within this radius must make a DC 15 Constitution saving throw or take 10 (3d6) bludgeoning damage. Regardless of the save's success, creatures within the radius begin suffocating and cannot breathe until they leave the space.

* The Feather Dragon conjures a large whirlwind, tossing creatures through the air. Each creature must make a DC 15 Dexterity saving throw, taking 21 (6d6) wind damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are thrown 60 feet in a direction that the dragon chooses, or half the distance on a successful save.

* A wall of blusterous wind springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) wind damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature that attempts to move through the wall or in the wall's space must make a DC 20 Strength saving throw once each round it's in contact with the wall. On a failed save, a creature takes 18 (4d8) wind damage, is thrown 60 feet into the air, and begins falling. The wall sinks back into the ground after one minute. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (boulders hurled by giants or siege engines and similar projectiles are unaffected). Creatures in gaseous form can't pass through it.

**Regional Effects**

The region containing a legendary Feather Dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:

* Strong winds travel within 5 miles of the lair.
* Air elementals scour the land within 5 miles of the lair.
* Wild winds are scattered throughout the air within 1 mile of the lair.

If the dragon dies, these effects end within 1d10 days of the dragon's death.

### ***Force Dragons***

* Force Dragon, Wyrmling
* Force Dragon, Young
* Force Dragon, Adult
* Force Dragon, Ancient
* Force Dragon, Great Wyrm

Describe your dragon here.

**A Force Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here.

### ***Light Dragons***

* Light Dragon, Wyrmling
* Light Dragon, Young
* Light Dragon, Adult
* Light Dragon, Ancient
* Light Dragon, Great Wyrm

Describe the dragon here.

**A Light Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here.

### ***Plant Dragons***

* Plant Dragon, Wyrmling
* Plant Dragon, Young
* Plant Dragon, Adult
* Plant Dragon, Ancient
* Plant Dragon, Great Wyrm

### ***Prismatic Dragons***

* Prismatic Dragon, Wyrmling
* Prismatic Dragon, Young
* Prismatic Dragon, Adult
* Prismatic Dragon, Ancient
* Prismatic Dragon, Great Wyrm

Describe the dragon here.

**A Prismatic Dragon's Lair**

Describe the typical lair of the dragon here. (Crystal Caves)

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here.

### ***Silent Dragons***

* Silent Dragon, Wyrmling
* Silent Dragon, Young
* Silent Dragon, Adult
* Silent Dragon, Ancient
* Silent Dragon, Great Wyrm

Describe the dragon here.

**A Prismatic Dragon's Lair**

Describe the typical lair of the dragon here.

**Lair Actions**

Describe the dragon's lair actions here. Chromatic dragons typically have three lair actions to choose from, while metallic dragons have two.

**Regional Effects**

Describe the regional effects of the dragon here.

Describe how long it takes for the regional effects to end if the dragon dies here

### ***Undead Dragons***

* Undead Dragon, Wyrmling
* Undead Dragon, Young
* Undead Dragon, Adult
* Undead Dragon, Ancient
* Undead Dragon, Great Wyrm

## Cataclysm Dragons

Cataclysm Dragons are dragons that have been banished from the Material World.

### ***Elemental Dragons***

* Elemental Dragon, Wyrmling
* Elemental Dragon, Young
* Elemental Dragon, Adult
* Elemental Dragon, Ancient
* Elemental Dragon, Great Wyrm

### ***Fey Dragons***

* Fey Dragon, Wyrmling
* Fey Dragon, Young
* Fey Dragon, Adult
* Fey Dragon, Ancient
* Fey Dragon, Great Wyrm

### ***Abyssal Dragons***

* Abyssal Dragon, Wyrmling
* Abyssal Dragon, Young
* Abyssal Dragon, Adult
* Abyssal Dragon, Ancient
* Abyssal Dragon, Great Wyrm

### ***Celestial Dragons***

* Celestial Dragon, Wyrmling
* Celestial Dragon, Young
* Celestial Dragon, Adult
* Celestial Dragon, Ancient
* Celestial Dragon, Great Wyrm