Life Dragon

***Life Dragons are nice to have around, but they can be a bit snooty. They're like elves, but older, and more pretentious, if you can believe it.***

***-Marien Barkskin***

## **Life Dragon Wyrmling**

*Medium Dragon, Neutral Good*

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AC: 16 (Natural Armor)

HP: 72 (8d8+32)

Speed: walk 30 ft., fly 30 ft.

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STR DEX CON INT WIS CHA

16 17 18 16 20 19

+3 +3 +4 +3 +5 +4

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**Saving Throws:** Constitution (+7), Wisdom (+8), Charisma (+7)

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Nature (+8), Insight (+8), Perception (+8)

**Senses:** Darkvision 120 ft., Passive Perception 15

**Languages:** Draconic, Telepathy 120 ft.

**Challenge:** 3

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**Regeneration:** The Wyrmling regains 2d4 hit points at the start of each of its turns, unless it took acid or fire damage the turn before.

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ACTIONS:

**Bite:** +6 (1d8+3 piercing)

**Breath Weapon (Recharge 4-6):**

Growth--The Wyrmling exhales a 15 ft. cone of warm wind, causing vines and grass to burst from the ground. Creatures in that area must make a dexterity save (DC 15), being Restrained if they fail. At the end of each creatures turn they may attempt a strength save to break free. The cone is considered difficult terrain.

Life--The Wyrmling exhales a beam of green light in a 15 ft. line. Any creatures in that area regain 4d4 hit points. Undead and Fiends must make a constitution save (DC 15), taking 4d4 points of force damage and being Turned on a failed save, and taking half as much damage on a success and negating the Turned effect.

Spores--The Wyrmling exhales a cloud of spores in a 15 ft. cone. Creatures in that area must make a constitution save (DC 15), taking 6d6 points of poison damage and being subjected to the Poisoned condition on a failure, and taking half damage and negating the Poisoned condition on a success.

## **Young Life Dragon**

*Large Dragon, Neutral Good*

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AC: 17 (Natural Armor)

HP: 160 (16d8+80)

Speed: walk 40 ft., fly 40 ft.

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STR DEX CON INT WIS CHA

20 17 20 16 22 20

+5 +3 +5 +3 +6 +5

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**Saving Throws:** Constitution (+10), Wisdom (+11), Charisma (+10)

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Nature (+11), Insight (+11), Perception (+11)

**Senses:** Darkvision 120 ft., Passive Perception 21

**Languages:** Draconic, Telepathy 120 ft.

**Challenge:** 8

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**Regeneration:** The dragon regains 2d6 hit points at the start of each of its turns, unless it took acid or fire damage the turn before.

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ACTIONS:

**Multiattack:** The dragon makes three attacks, one with its bite and two with its claws.

**Bite:** +10 (1d10+5 piercing)

**Claws:** +10 (1d8+5 slashing)

**Breath Weapon (Recharge 4-6):**

Growth--The dragon exhales a 30 ft. cone of warm wind, causing vines and grass to burst from the ground. Creatures in that area must make a dexterity save (DC 18), being Restrained if they fail. At the end of each creatures turn they may attempt a strength save to break free. The cone is considered difficult terrain.

Life--The dragon exhales a beam of green light in a 30 ft. line. Any creatures in that area regain 6d6 hit points. Undead and Fiends must make a constitution save (DC 18), taking 6d6 points of force damage and being Turned on a failed save, and taking half as much damage on a success and negating the Turned effect.

Spores--The dragon exhales a cloud of spores in a 30 ft. cone. Creatures in that area must make a constitution save (DC 18), taking 8d8 points of poison damage and being subjected to the Poisoned condition on a failure, and taking half damage and negating the Poisoned condition on a success.

## **Adult Life Dragon**

*Huge Dragon, Neutral Good*

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AC: 18 (Natural Armor)

HP: 260 (20d10+140)

Speed: walk 35 ft., fly 45 ft.

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STR DEX CON INT WIS CHA

24 17 24 16 23 22

+7 +3 +7 +3 +6 +6

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**Saving Throws:** Constitution (+13), Wisdom (+12), Charisma (+12)

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Nature (+12), Insight (+12), Perception (+12)

**Senses:** Darkvision 120 ft., Passive Perception 22

**Languages:** Draconic, Telepathy 120 ft.

**Challenge:** 18

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**Regeneration:** The dragon regains 2d8 hit points at the start of each of its turns, unless it took acid or fire damage the turn before.

**Magic Resistance:** The dragon has advantage on saving throws against spells and magical effects.

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ACTIONS:

**Multiattack:** The dragon uses its frightful presence, then makes three attacks, one with its bite and two with its claws.

**Bite:** +13 (2d10+7 piercing)

**Claws:** +13 (2d8+7 slashing)

**Tail:** +13 (2d12+7 bludgeoning)

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Breath Weapon (Recharge 4-6):**

Growth--The dragon exhales a 40 ft. cone of warm wind, causing vines and grass to burst from the ground. Creatures in that area must make a dexterity save (DC 20), being Restrained if they fail. At the end of each creatures turn they may attempt a strength save to break free. The cone is considered difficult terrain.

Life--The dragon exhales a beam of green light in a 60 ft. line. Any creatures in that area regain 8d8 hit points. Undead and Fiends must make a constitution save (DC 20), taking 8d8 points of force damage and being Turned on a failed save, and taking half as much damage on a success and negating the Turned effect.

Spores--The dragon exhales a cloud of spores in a 40 ft. cone. Creatures in that area must make a constitution save (DC 20), taking 10d10 points of poison damage and being subjected to the Poisoned condition on a failure, and taking half damage and negating the Poisoned condition on a success.

**Legendary Resistance (3/day):** If the dragon fails a saving throw, it can choose to succeed instead.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

* **Detect.** The dragon makes a Wisdom (Perception) check.
* **Tail Attack.** The dragon makes a tail attack.
* **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Adult Life Dragon is a 15th level caster. (DC 20, Spell Attack Bonus +12)

Cantrips: Druidcraft, Shillelagh, Thorn Whip, Spare the Dying

1st level slots (4): Speak With Animals, Healing Word, Hail of Thorns, Entangle

2nd level slots (3): Spike Growth, Earthbind, Barkskin

3rd level slots (3): Plant Growth, Revivify, Speak with Plants

4th level slots (3): Grasping Vine, Aura of Life

5th level slots (2): Tree Stride, Mass Cure Wounds, Hallow, Commune with Nature

6th level slots (1): Wall of Thorns, Transport via Plants

7th level slots (1): Regenerate

8th level slots (1): Animal Shapes

## **Ancient Life Dragon**

*Gargantuan Dragon, Neutral Good*

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AC: 19 (Natural Armor)

HP: 476 (28d12+280)

Speed: walk 40 ft., fly 50 ft.

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STR DEX CON INT WIS CHA

28 17 30 16 26 24

+9 +3 +10 +3 +8 +7

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**Saving Throws:** Constitution (+18), Wisdom (+16), Charisma (+15)

**Damage Immunities:** Poison

**Condition Immunities:** Poisoned

**Skills:** Nature (+16), Insight (+16), Perception (+16)

**Senses:** Darkvision 120 ft., Passive Perception 26

**Languages:** Draconic, Telepathy 120 ft.

**Challenge:** 22

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**Regeneration:** The dragon regains 2d10 hit points at the start of each of its turns, unless it took acid or fire damage the turn before.

**Magic Resistance:** The dragon has advantage on saving throws against spells and magical effects.

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ACTIONS:

**Multiattack:** The dragon uses its frightful presence, then makes three attacks, one with its bite and two with its claws.

**Bite:** +17 (2d12+9 piercing)

**Claws:** +17 (2d10+9 slashing)

**Tail:** +17 (4d10+9 bludgeoning)

**Frightful Presence:** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

**Breath Weapon (Recharge 4-6):**

Growth--The dragon exhales a 40 ft. cone of warm wind, causing vines and grass to burst from the ground. Creatures in that area must make a dexterity save (DC 23), being Restrained if they fail. At the end of each creatures turn they may attempt a strength save to break free. The cone is considered difficult terrain.

Life--The dragon exhales a beam of green light in a 60 ft. line. Any creatures in that area regain 10d10 hit points. Undead and Fiends must make a constitution save (DC 23), taking 10d10 points of force damage and being Turned on a failed save, and taking half as much damage on a success and negating the Turned effect.

Spores--The dragon exhales a cloud of spores in a 40 ft. cone. Creatures in that area must make a constitution save (DC 23), taking 12d12 points of poison damage and being subjected to the Poisoned condition on a failure, and taking half damage and negating the Poisoned condition on a success.

**Legendary Resistance (3/day):** If the dragon fails a saving throw, it can choose to succeed instead.

**Legendary Actions:** The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

* **Detect.** The dragon makes a Wisdom (Perception) check.
* **Tail Attack.** The dragon makes a tail attack.
* **Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

**Change Shape:** The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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SPELLCASTING

While in a humanoid form, the Adult Life Dragon is a 17th level caster. (DC 23, Spell Attack Bonus +15)

Cantrips: Druidcraft, Shillelagh, Thorn Whip, Spare the Dying

1st level slots (4): Speak With Animals, Healing Word, Hail of Thorns, Entangle

2nd level slots (3): Spike Growth, Earthbind, Barkskin

3rd level slots (3): Plant Growth, Revivify, Speak with Plants

4th level slots (3): Grasping Vine, Aura of Life

5th level slots (2): Tree Stride, Mass Cure Wounds, Hallow, Commune with Nature

6th level slots (1): Wall of Thorns, Transport via Plants

7th level slots (1): Regenerate, Resurrection

8th level slots (1): Animal Shapes

9th level slots (1): Power Word Heal