Elemental Dragons

**Primordial Elemental Dragons**

Primordial Elemental Dragons are massive creatures, typically measuring between 100 and 200 feet in length, with wingspans ranging from 150 to 300 feet. They are the result of the fusion of a dragon with some of the most dangerous abilities of each element.

Primordial Elemental Dragons are fiercely territorial and extremely powerful, capable of unleashing devastating attacks that can level entire cities. Each Elemental Dragon has a unique appearance based on the element they are associated with, but all possess incredible strength, resilience, and magical abilities.

**Fire Elemental Dragon**

Size: Huge

Armor Class: 24

Hit Points: 750 (50d12 + 300)

Speed: 80 ft., fly 150 ft.

Damage Resistance: Fire

Damage Immunities: Cold, Poison

Condition Immunities: Poisoned

Senses: Blindsight 120 ft., Darkvision 240 ft., Passive Perception 26

Languages: Draconic, Ignan

Challenge Rating: 25 (75,000 XP)

Fire Elemental Dragons are massive creatures covered in shimmering red scales. They are capable of spewing great gouts of flame and incinerating their foes with their fiery breath. Their attacks leave trails of ash and flame in their wake, and they are surrounded by an aura of intense heat that can scorch anything that gets too close.

Fire Elemental Dragon

Physical Appearance: The Fire Elemental Dragon is covered in shimmering red scales, with bright orange eyes that seem to glow with an inner flame. Its long, sinuous body is lithe and muscular, with powerful wings that are almost translucent in the light. Its breath weapon is a massive cone of fire that can incinerate anything in its path.

Breath Weapon: The Fire Elemental Dragon's breath weapon is a cone of fire that is 120 feet long and 60 feet wide at its base. All creatures in the area must make a Dexterity saving throw, taking 18d10 fire damage on a failed save, or half as much damage on a successful one. The Fire Elemental Dragon can use its breath weapon once every 1d4 rounds.

The Fire Elemental Dragon has the following abilities and attacks:

Immunity to Fire Damage: The Fire Elemental Dragon is immune to all damage from fire-based attacks.

Fire Breath: The Fire Elemental Dragon can exhale a 120-foot cone of fire that deals 18d10 fire damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Fire Form: The Fire Elemental Dragon can enter a fiery form, becoming resistant to non-magical attacks and able to move through solid objects and small gaps as if they were difficult terrain.

Bite: Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) fire damage.

Claw: Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 7 (2d6) fire damage.

Tail: Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage plus 7 (2d6) fire damage.

Huge Elemental, True Neutral

Armor Class: 23 (natural armor)

Hit Points: 550 (40d12 + 240)

Speed: 60 ft., climb 60 ft., fly 120 ft.

STR: 30 (+10) DEX: 16 (+3) CON: 22 (+6) INT: 14 (+2) WIS: 18 (+4) CHA: 20 (+5)

Damage Resistances: Cold, Fire

Damage Immunities: Poison

Condition Immunities: Poisoned

Senses: Blindsight 60 ft., darkvision 120 ft., passive Perception 28

Heat Aura: Creatures within 30 feet of the Fire Elemental Dragon take 10 (3d6) fire damage at the start of their turn if they are not immune to fire damage.

**Air Elemental Dragon**

Size: Huge

Armor Class: 26

Hit Points: 800 (50d12 + 400)

Speed: 100 ft., fly 250 ft.

Damage Resistance: Lightning, Thunder

Damage Immunities: Poison

Condition Immunities: Exhaustion, Poisoned

Senses: Blindsight 120 ft., Darkvision 240 ft., Passive Perception 26

Languages: Draconic, Auran

Challenge Rating: 27 (105,000 XP)

Air Elemental Dragons are massive creatures covered in iridescent blue-green scales. They are capable of creating violent storms and unleashing deafening thunderclaps with their breath. Their wings generate powerful gusts of wind that can knock enemies off their feet, and they can move at incredible speeds, darting through the air with unmatched agility.

Physical Appearance: The Air Elemental Dragon is covered in iridescent blue-green scales, with piercing yellow eyes that seem to glow with an inner energy. Its long, serpentine body is sleek and graceful, with wings that seem to shimmer in the light. Its breath weapon is a massive blast of lightning that can stun and disorient its enemies.

Breath Weapon: The Air Elemental Dragon's breath weapon is a line of lightning that is 200 feet long and 10 feet wide. All creatures in the area must make a Dexterity saving throw, taking 18d10 lightning damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw must also make a Constitution saving throw or be stunned for 1 round. The Air Elemental Dragon can use its breath weapon once every 1d4 rounds.

Lightning Breath: The Air Elemental Dragon can exhale a 200-foot line of lightning that deals 18d10 lightning damage to all creatures in the area.

The Air Elemental Dragon has the following abilities and attacks:

Immunity to Lightning and Thunder Damage: The Air Elemental Dragon is immune to all damage from lightning- and thunder-based attacks.

Lightning Breath: The Air Elemental Dragon can exhale a 120-foot line of lightning that deals 18d10 lightning damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Flyby: The Air Elemental Dragon can fly up to its full movement speed and make a single attack on any creature it passes by without provoking an opportunity attack.

The Air Elemental Dragon doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Whirlwind: The Air Elemental Dragon can create a whirlwind that affects creatures within 60 feet of it. Creatures must make a Dexterity saving throw or take 15 (3d8 + 2) bludgeoning damage and be knocked prone. Creatures that succeed on the saving throw take half damage and are not knocked prone.

Bite: Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) lightning damage.

Claw: Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 7 (2d6) lightning damage.

Tail: Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage plus 7 (2d6) lightning damage.

Huge Elemental, Chaotic Neutral

Armor Class: 25 (natural armor)

Hit Points: 600 (40d12 + 320)

Speed: 80 ft., fly 120 ft.

STR: 24 (+7) DEX: 28 (+9) CON: 26 (+8) INT: 16 (+3) WIS: 20 (+5) CHA: 18 (+4)

Damage Immunities: Lightning, Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 120 ft., passive Perception 30

Languages: Auran, understands Common but doesn't speak it

Legendary Resistance (3/Day): If the Air Elemental Dragon fails a saving throw, it can choose to succeed instead.

Air Form: The Air Elemental Dragon can enter a gaseous form, becoming resistant to non-magical attacks and able to move through small gaps as if they were difficult terrain.

Targets can make a Dexterity saving throw to take half damage.

**Earth Elemental Dragon**

Size: Gargantuan

Armor Class: 28

Hit Points: 1000 (60d20 + 400)

Speed: 60 ft., burrow 40 ft.

Damage Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned

Senses: Tremorsense 240 ft., Darkvision 240 ft., Passive Perception 30

Languages: Draconic, Terran

Challenge Rating: 30 (155,000 XP)

Earth Elemental Dragons are gargantuan creatures covered in jagged, dark brown scales. They are capable of causing earthquakes and summoning massive boulders with their breath. Their thick, armored hides make them nearly impervious to physical attacks, and they can burrow through the earth with ease, creating tunnels and fissures that can swallow whole armies.

Physical Appearance: The Earth Elemental Dragon is covered in jagged, dark brown scales, with glowing yellow eyes that seem to burn with an inner light. Its massive, muscular body is heavy and solid, with wings that are almost vestigial. Its breath weapon is a massive cloud of dust and rock that can cause tremendous damage.

Breath Weapon: The Earth Elemental Dragon's breath weapon is a cloud of dust and rock that is 120 feet long and 60 feet wide at its base. All creatures in the area must make a Dexterity saving throw, taking 18d10 bludgeoning damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw must also make a Strength saving throw or be knocked prone. The Earth Elemental Dragon can use its breath weapon once every 1d4 rounds.

The Earth Elemental Dragon has the following abilities and attacks:

Immunity to Acid Damage: The Earth Elemental Dragon is immune to all damage from acid-based attacks.

Acid Breath: The Earth Elemental Dragon can exhale a 120-foot line of acid that deals 18d10 acid damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Earthquake Breath: The Earth Elemental Dragon can exhale a 120-foot cone of rocky debris that deals 18d10 bludgeoning damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Earth Glide: The Earth Elemental Dragon can move through nonmagical, unworked earth and stone as if it was water.

Tremor Sense: The Earth Elemental Dragon can sense the presence of creatures within 240 feet of it that are in contact with the ground.

Bite: Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) acid damage.

Claw: Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 7 (2d6) acid damage.

Tail: Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage plus 7 (2d6) acid damage.

Huge Elemental, Lawful Neutral

Armor Class: 24 (natural armor)

Hit Points: 600 (40d12 + 320)

Speed: 50 ft., burrow 50 ft.

STR: 28 (+9) DEX: 14 (+2) CON: 26 (+8) INT: 12 (+1) WIS: 20 (+5) CHA: 16 (+3)

Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned

Senses: Tremorsense 120 ft., passive Perception 25

Languages: Terran, understands Common but doesn't speak it

Legendary Resistance (3/Day): If the Earth Elemental Dragon fails a saving throw, it can choose to succeed instead.

**Water Elemental Dragon**

Size: Gargantuan

Armor Class: 30

Hit Points: 1200 (60d20 + 600)

Speed: 40 ft., swim 120 ft.

Damage Resistance: Acid, Cold, Fire, Lightning, Thunder

Damage Immunities: Poison

Condition Immunities: Exhaustion, Paralyzed, Petrified, Poisoned

Senses: Blindsight 240 ft., Darkvision 240 ft., Passive Perception 30

Languages: Draconic, Aquan

Challenge Rating: 32 (200,000 XP)

Water Elemental Dragons are gargantuan creatures covered in shimmering, blue-green scales. They are capable of summoning massive tidal waves and unleashing devastating blasts of water with their breath. They are incredibly resilient, able to shrug off most types of damage, and can swim through the ocean with incredible speed, leaving whirlpools and massive waves in their wake.

Physical Appearance: The Water Elemental Dragon is covered in shimmering, blue-green scales, with piercing blue eyes that seem to glow with an inner light. Its long, serpentine body is sleek and graceful, with powerful wings that are almost translucent in the light. Its breath weapon is a massive blast of water that can wash away its enemies.

Breath Weapon: The Water Elemental Dragon's breath weapon is a cone of water that is 120 feet long and 60 feet wide at its base. All creatures in the area must make a Dexterity saving throw, taking 18d10 cold damage on a failed save, or half as much damage on a successful one. Any creature that fails its saving throw must also make a Strength saving throw or be pushed back 60 feet and knocked prone. The Water Elemental Dragon can use its breath weapon once every 1d4 rounds.

The Water Elemental Dragon has the following abilities and attacks:

Immunity to Cold Damage: The Water Elemental Dragon is immune to all damage from cold-based attacks.

Cold Breath: The Water Elemental Dragon can exhale a 120-foot cone of cold that deals 18d10 cold damage to all creatures in the area. Targets can make a Dexterity saving throw to take half damage.

Swim: The Water Elemental Dragon can swim at a speed of 80 feet and breathe underwater.

Water Form: The Water Elemental Dragon can enter a watery form, becoming resistant to non-magical attacks and able to move through small gaps as if they were difficult terrain.

Bite: Melee Weapon Attack: +23 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) cold damage.

Claw: Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage plus 7 (2d6) cold damage.

Tail: Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 30 (4d10 + 10) bludgeoning damage plus 7 (2d6) cold damage.

Huge Elemental, Neutral

Armor Class: 26 (natural armor)

Hit Points: 650 (40d12 + 360)

Speed: 60 ft., swim 120 ft.

STR: 26 (+8) DEX: 20 (+5) CON: 28 (+9) INT: 16 (+3) WIS: 22 (+6) CHA: 18 (+4)

Damage Resistances: Acid, Cold, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses: Darkvision 120 ft., passive Perception 28

Languages: Aquan, understands Common but doesn't speak it

Legendary Resistance (3/Day): If the Water Elemental Dragon fails a saving throw, it can choose to succeed instead.

Water Form: The Water Elemental Dragon can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Water Jet: The Water Elemental Dragon can unleash a powerful jet of water from its mouth, shooting a line that is 120 feet long and 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 16d8 cold damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 33 (4d10 + 9) piercing damage plus 14 (4d6) cold damage.

Claw: Melee Weapon Attack: +24 to hit, reach 15 ft., one target. Hit: 29 (4d8 + 9) slashing damage plus 7 (2d6) cold damage.

Tail: Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage plus 7 (2d6) cold damage.

***Para-Elemental Dragons***

**Magma Para-Elemental Dragon**

Size: Huge

Alignment: Neutral or Lawful Neutral

Armor Class: 26 (natural armor)

Hit Points: 825 (50d12 + 350)

Speed: 40 ft., climb 40 ft., fly 80 ft. (hover)

Immunities: Fire, Poison

Vulnerabilities: Cold, Water

Senses: Blindsight 120 ft., darkvision 240 ft., passive Perception 26

Languages: Draconic

Challenge Rating: 27 (105,000 XP)

Abilities:

Magma Aura: Any creature that starts its turn within 30 feet of the Magma Para-Elemental Dragon takes 21 (6d6) fire damage.

Lava Pool: The Magma Para-Elemental Dragon can cause a 60-foot radius of the ground around it to become lava, dealing 35 (10d6) fire damage to any creature that starts its turn within the area.

Volcanic Eruption: The Magma Quasi-Elemental Dragon can create a 60-foot radius area of volcanic eruption that lasts for 1 minute. Any creature that starts its turn within the area takes 24 (7d6) fire damage and 24 (7d6) bludgeoning damage and must make a DC 28 Dexterity saving throw, taking an additional 24 (7d6) fire damage and 24 (7d6) bludgeoning damage on a failed save, or half as much damage on a successful one.

Magma Flow: The Magma Quasi-Elemental Dragon's bite and claw attacks deal an additional 22 (6d6) fire damage and leave a trail of molten magma in their wake. Any creature that enters or ends its turn within 10 feet of the trail takes 11 (2d10) fire damage.

Molten Skin: The Magma Quasi-Elemental Dragon's body is covered in molten magma, causing any creature that touches it to take 22 (6d6) fire damage. Additionally, any creature that hits the Magma Quasi-Elemental Dragon with a melee attack takes 11 (2d10) fire damage.

Breath Weapon (Recharge 5-6): The Magma Para-Elemental Dragon exhales a 120-foot line of magma. Each creature in the line must make a DC 27 Dexterity saving throw, taking 72 (16d8) fire damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +26 to hit, reach 20 ft., one target. Hit: 36 (4d10 + 10) piercing damage plus 21 (6d6) fire damage.

Claw: Melee Weapon Attack: +26 to hit, reach 15 ft., one target. Hit: 32 (4d8 + 10) slashing damage plus 14 (4d6) fire damage.

Tail: Melee Weapon Attack: +26 to hit, reach 30 ft., one target. Hit: 34 (4d10 + 10) bludgeoning damage plus 14 (4d6) fire damage.

Ability Scores:

STR 30 (+10) DEX 20 (+5) CON 24 (+7) INT 16 (+3) WIS 22 (+6) CHA 18 (+4)

**Smoke Para-Elemental Dragon**

Size: Huge

Alignment: Neutral or Chaotic Neutral

Armor Class: 27 (natural armor)

Hit Points: 800 (40d12 + 280)

Speed: 40 ft., climb 40 ft., fly 80 ft. (hover)

Immunities: Fire, Poison

Vulnerabilities: Cold, Thunder

Senses: Blindsight 120 ft., darkvision 240 ft., passive Perception 26

Languages: Draconic

Challenge Rating: 27 (105,000 XP)

Abilities:

Smoke Cloud: The Smoke Para-Elemental Dragon can create a 60-foot radius cloud of smoke that heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud takes 21 (6d6) poison damage.

Shadow Blend: The Smoke Para-Elemental Dragon can blend into shadows, gaining advantage on Dexterity (Stealth) checks in dim light or darkness.

Choking Smoke: The Smoke Quasi-Elemental Dragon can create a 60-foot radius area of choking smoke that lasts for 1 minute. Any creature that starts its turn within the area takes 24 (7d6) poison damage and must make a DC 27 Constitution saving throw, taking an additional 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Smoke Form: The Smoke Quasi-Elemental Dragon can transform into a cloud of choking smoke, granting it immunity to non-magical weapons, resistance to fire and poison damage, and the ability to move through small openings and under doors. While in smoke form, the dragon cannot use its bite, claw, or tail attacks, but can use its breath weapon and Choking Smoke ability.

Blinding Strike: The Smoke Quasi-Elemental Dragon's bite attack also causes the target to be blinded until the end of the dragon's next turn

Breath Weapon (Recharge 5-6): The Smoke Para-Elemental Dragon exhales a 120-foot cone of smoke. Each creature in the cone must make a DC 27 Dexterity saving throw, taking 63 (18d6) poison damage and becoming blinded for 1 minute on a failed save, or half as much damage and not blinded on a successful one.

Bite: Melee Weapon Attack: +26 to hit, reach 20 ft., one target. Hit: 36 (4d10 + 10) piercing damage plus 21 (6d6) poison damage.

Claw: Melee Weapon Attack: +26 to hit, reach 15 ft., one target. Hit: 32 (4d8 + 10) slashing damage plus 14 (4d6) poison damage.

Tail: Melee Weapon Attack: +26 to hit, reach 30 ft., one target. Hit: 34 (4d10 + 10) bludgeoning damage plus 14 (4d6) poison damage.

Ability Scores:

STR 30 (+10) DEX 20 (+5) CON 24 (+7) INT 16 (+3) WIS 22 (+6) CHA 18 (+4)

The Ooze Para-Elemental Dragon is a massive, quadrupedal dragon that resembles a gelatinous mass. Its entire body is translucent and covered in a thick, viscous slime that oozes from its pores. Its eyes glow a bright, sickly green, and its long, snake-like tongue is coated in the same slimy substance. Its tail is prehensile and can be used to grab and fling its enemies around.

Breath Weapon:

The Ooze Para-Elemental Dragon's breath weapon is a cone of acidic ooze. Each creature in a 90-foot cone must make a DC 29 Dexterity saving throw, taking 80 (16d8) acid damage on a failed save, or half as much damage on a successful one.

Abilities:

Blindsight: The Ooze Para-Elemental Dragon can perceive its surroundings without relying on sight, within a range of 120 feet.

Corrosive Aura: Any creature that starts its turn within 30 feet of the Ooze Para-Elemental Dragon takes 10 (3d6) acid damage.

Ooze Immunity: The Ooze Para-Elemental Dragon is immune to acid damage and resistant to cold and fire damage.

Slam: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 8) bludgeoning damage plus 18 (4d8) acid damage. The target is also grappled (escape DC 29) if it is a Large or smaller creature and the Ooze Para-Elemental Dragon doesn't already have two other creatures grappled.

Para-Elemental Ooze Dragon Abilities:

Acidic Field: Once per day, the Ooze Para-Elemental Dragon can create a 60-foot radius field of acidic ooze around itself. Any creature that starts its turn in the field takes 55 (10d10) acid damage and must make a DC 29 Constitution saving throw or be blinded until the end of their next turn.

Engulf: The Ooze Para-Elemental Dragon can move up to its speed and pass through any space occupied by a Large or smaller creature. When it does so, that creature must make a DC 29 Dexterity saving throw or be engulfed by the dragon's body, taking 35 (10d6) acid damage at the start of each of its turns. A creature that is engulfed is blinded, restrained, and unable to breathe or speak. The creature can attempt to escape by making a DC 29 Strength check or by dealing 40 (10d8) slashing damage to the dragon's body from the inside. Once a creature escapes, the dragon cannot use Engulf again for 24 hours.

Ability Scores:

STR 28 (+9) DEX 24 (+7) CON 30 (+10) INT 18 (+4) WIS 22 (+6) CHA 20 (+5)

**Ice Para-Elemental Dragon**

Size: Huge

Alignment: Netral or Chaotic Neutral

Armor Class: 28 (natural armor)

Hit Points: 850 (40d12 + 320)

Speed: 40 ft., burrow 40 ft., fly 80 ft. (hover)

Immunities: Cold, Poison

Vulnerabilities: Fire, Thunder

Senses: Blindsight 120 ft., darkvision 240 ft., passive Perception 26

Languages: Draconic

Challenge Rating: 28 (120,000 XP)

Abilities:

Blizzard: The Ice Para-Elemental Dragon can create a 60-foot radius blizzard that lasts for 1 minute. The blizzard heavily obscures the area and deals 21 (6d6) cold damage to any creature that starts its turn within the area.

Breath Weapon (Recharge 5-6): The Ice Para-Elemental Dragon exhales a 120-foot cone of icy shards. Each creature in the cone must make a DC 28 Dexterity saving throw, taking 77 (22d6) cold damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +27 to hit, reach 20 ft., one target. Hit: 38 (4d10 + 12) piercing damage plus 21 (6d6) cold damage.

Claw: Melee Weapon Attack: +27 to hit, reach 15 ft., one target. Hit: 34 (4d8 + 12) slashing damage plus 14 (4d6) cold damage.

Tail: Melee Weapon Attack: +27 to hit, reach 30 ft., one target. Hit: 36 (4d10 + 12) bludgeoning damage plus 14 (4d6) cold damage.

Ability Scores:

STR 32 (+11) DEX 20 (+5) CON 24 (+7) INT 16 (+3) WIS 22 (+6) CHA 18 (+4)

***Quasi-Elemental Dragons***

**Primordial Quasi-elemental dragons**

*Elemental Affinit*y: Quasi-Elemental Dragons are highly attuned to their respective elemental planes, and they gain advantage on all saving throws against spells and effects related to their element.

*Plane Shift*: Once per day, a Quasi-Elemental Dragon can use its magical abilities to transport itself to its home plane or a plane closely linked to its element or anywhere on the same plane that is linked to its element.

*Elemental Presence*: The mere presence of a Quasi-Elemental Dragon can have a profound effect on the environment around it. Each type of Quasi-Elemental Dragon has its own unique effect, such as the Ash Dragon's Fiery Aura or the Ooze Dragon's Corrosive Aura.

*Resistance to Magic*: Quasi-Elemental Dragons are resistant to most magical effects, and they have advantage on saving throws against spells and abilities that would immobilize, restrain, or otherwise hinder their movement or actions.

*Regeneration*: Quasi-Elemental Dragons have a limited ability to regenerate damage taken from their respective elements. At the start of each of their turns, they regain hit points equal to their proficiency bonus if they are currently in contact with their home plane or a plane closely linked to their element or any specific location on the same plane that is also currently infused or linked to its element..

Positive

**Steam Quasi-Elemental Dragon aka Rain Dragon**

A Steam Dragon is a rare and powerful creature in the world of DnD. Unlike other dragons, Steam Dragons do not breathe fire, ice, or lightning. Instead, they exhale billowing clouds of hot steam, capable of scalding their foes and obscuring their movements.

Steam Dragons are heavily influenced by the Positive Energy Plane, which imbues them with incredible regenerative abilities. Their scales and skin are a shimmering, iridescent white that seems to glow with a warm light. The steam they produce is also white, and it swirls around them like a protective cloak.

In addition to their steam breath, Steam Dragons possess a variety of other magical abilities. They can conjure up boiling geysers, summon scalding steam clouds, and even create temporary steam barriers to shield themselves and their allies from harm.

The Positive Energy Plane influence also gives Steam Dragons a powerful healing ability. When injured, they can rapidly heal themselves or their allies with a burst of positive energy. This energy not only heals wounds but also revitalizes the soul, restoring life and vitality to the body.

Steam Dragons are also known for their intelligence and cunning. They possess a deep understanding of the natural world and the elements, which they use to manipulate their surroundings to their advantage. They are master strategists, able to outwit even the most formidable opponents.

In appearance, Steam Dragons are sleek and graceful, with long, slender bodies and powerful wings. Their scales are razor-sharp and extremely durable, able to withstand the heat of their own steam breath. They have large, expressive eyes that shine with a warm, golden light, and their long, slender tails are tipped with delicate, feather-like plumes.

Despite their fearsome reputation, Steam Dragons are generally benevolent creatures, using their powers to protect and heal those in need. They are highly revered by healers and mages alike, who seek to learn from them and harness their regenerative abilities. Those who earn the trust and friendship of a Steam Dragon are considered incredibly fortunate, for they have gained the loyalty of one of the most powerful and compassionate creatures in the world of DnD.

Challenge Rating: 26 (90,000 XP)

Alignment: Neutral Good

Abilities:

Boiling Water: The Steam Quasi-Elemental Dragon can create a 60-foot radius area of boiling water that lasts for 1 minute. Any creature that starts its turn within the area takes 24 (7d6) fire damage and must make a DC 26 Constitution saving throw, taking an additional 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Breath Weapon (Recharge 5-6): The Steam Quasi-Elemental Dragon exhales a 120-foot cone of scalding steam. Each creature in the cone must make a DC 26 Constitution saving throw, taking 88 (16d10) fire damage and 88 (16d10) cold damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +26 to hit, reach 20 ft., one target. Hit: 37 (4d10 + 12) piercing damage plus 22 (6d6) fire damage.

Claw: Melee Weapon Attack: +26 to hit, reach 15 ft., one target. Hit: 33 (4d8 + 12) slashing damage plus 11 (3d6) fire damage.

Tail: Melee Weapon Attack: +26 to hit, reach 30 ft., one target. Hit: 35 (4d10 + 12) bludgeoning damage plus 11 (3d6) fire damage.

Additional Abilities:

Boiling Blood: The Steam Quasi-Elemental Dragon's bite attack also deals an additional 22 (6d6) fire damage and causes the target's blood to boil, giving the target disadvantage on attack rolls and ability checks until the end of the Steam Quasi-Elemental Dragon's next turn.

Steam Breath: The Steam Quasi-Elemental Dragon can exhale a cloud of scalding steam in a 60-foot cone. Each creature in the cone must make a DC 26 Constitution saving throw, taking 55 (10d10) fire damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. The steam cloud lasts for 1 minute and heavily obscures the area.

Ability Scores:

STR 31 (+10) DEX 20 (+5) CON 24 (+7) INT 16 (+3) WIS 22 (+6) CHA 18 (+4)

**Radiance Quasi-Elemental Dragon**

Challenge Rating: 28 (120,000 XP)

Alignment: Neutral Good

Abilities:

Radiant Breath (Recharge 5-6): The Radiance Quasi-Elemental Dragon exhales a 120-foot cone of radiant energy. Each creature in the cone must make a DC 28 Dexterity saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +29 to hit, reach 20 ft., one target. Hit: 41 (4d12 + 10) piercing damage plus 22 (6d6) radiant damage.

Claw: Melee Weapon Attack: +29 to hit, reach 15 ft., one target. Hit: 37 (4d10 + 10) slashing damage plus 11 (3d6) radiant damage.

Tail: Melee Weapon Attack: +29 to hit, reach 30 ft., one target. Hit: 39 (4d12 + 10) bludgeoning damage plus 11 (3d6) radiant damage.

Additional Abilities:

Radiant Aura: The Radiance Quasi-Elemental Dragon emits a bright aura of radiant energy in a 60-foot radius around itself. All creatures in the aura take 11 (2d10) radiant damage at the start of their turn, and undead and fiends take an additional 22 (4d10) radiant damage.

Solar Flare: Once per day, the Radiance Quasi-Elemental Dragon can unleash a powerful burst of radiant energy, creating a blinding flash of light in a 120-foot radius around itself. All creatures within the area must make a DC 28 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 a success.

Ability Scores:

STR 35 (+12) DEX 22 (+6) CON 30 (+10) INT 20 (+5) WIS 24 (+7) CHA 20 (+5)

**Mineral Quasi-Elemental Dragon**

Challenge Rating: 30 (155,000 XP)

Alignment: Lawful Good

Abilities:

Crystal Breath (Recharge 5-6): The Mineral Quasi-Elemental Dragon exhales a 120-foot line of crystal shards. Each creature in the line must make a DC 30 Dexterity saving throw, taking 120 (20d10) piercing damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +32 to hit, reach 20 ft., one target. Hit: 47 (4d12 + 12) piercing damage plus 26 (7d6) slashing damage.

Claw: Melee Weapon Attack: +32 to hit, reach 15 ft., one target. Hit: 43 (4d10 + 12) slashing damage plus 13 (3d6) piercing damage.

Tail: Melee Weapon Attack: +32 to hit, reach 30 ft., one target. Hit: 45 (4d12 + 12) bludgeoning damage plus 13 (3d6) piercing damage.

Additional Abilities:

Crystal Armor: The Mineral Quasi-Elemental Dragon's body is covered in a layer of razor-sharp crystal armor, giving it resistance to all non-magical slashing, piercing, and bludgeoning damage.

Crystal Shards: When the Mineral Quasi-Elemental Dragon takes damage from a melee attack, it can use its reaction to release a shower of crystal shards. The attacker must make a DC 30 Dexterity saving throw, taking 26 (7d6) piercing damage on a failed save, or half as much damage on a successful one.

Crystal Shard Barrage: Once per day, the Mineral Quasi-Elemental Dragon can unleash a barrage of crystal shards in a 60-foot radius around itself. Each creature in the area must make a DC 30 Dexterity saving throw, taking 110 (20d10) piercing damage on a failed save, or half as much damage on a successful one.

Ability Scores:

STR 28 (+9) DEX 28 (+9) CON 30 (+10) INT 20 (+5) WIS 24 (+7) CHA 22 (+6)

Size: Huge

Type: Dragon

Alignment: lawful good

Armor Class: 22 (natural armor)

Hit Points: 450 (24d12 + 240)

Speed: 40 ft., climb 40 ft., burrow 20 ft., fly 80 ft.

Abilities:

Strength: 27 (+8)

Dexterity: 14 (+2)

Constitution: 26 (+8)

Intelligence: 18 (+4)

Wisdom: 17 (+3)

Charisma: 21 (+5)

Saving Throws: Dex +10, Con +16, Wis +10, Cha +12

Skills: Insight +10, Perception +17, Stealth +10

Damage Resistances: Fire, Cold, Poison

Damage Immunities: Acid, Lightning

Senses: Blindsight 60 ft., darkvision 120 ft., passive Perception 27

Languages: Common, Draconic, Dwarvish, Terran

Challenge Rating: 23 (50,000 XP)

Innate Spellcasting: The Mineral Dragon can cast spells innately, without the need for verbal or somatic components. Its innate spellcasting ability is Charisma (spell save DC 20). The Mineral Dragon can cast the following spells:

At will: detect magic, light, mending, resistance, spare the dying

3/day each: counterspell, dispel magic, stoneskin

1/day each: earthquake, meteor swarm, sunburst

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

Detect: The Mineral Dragon makes a Wisdom (Perception) check.

Tail Attack: The Mineral Dragon makes a tail attack.

Wing Attack (Costs 2 Actions): The Mineral Dragon beats its wings, creating a gust of wind. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone.

Actions:

Multiattack: The Mineral Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite: Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) radiant damage.

Claw: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 14 (4d6) radiant damage.

Tail: Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 14 (4d6) radiant damage.

Frightful Presence: Each creature of the dragon's choice within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Breath Weapon (Recharge 5-6): The Mineral Dragon exhales a blast of

Mineral Dragon

Size: Huge

Alignment: Neutral

Armor Class: 21 (natural armor)

Hit Points: 380 (28d12 + 196)

Speed: 40 ft., burrow 40 ft., fly 80 ft.

STR: 24 (+7)

DEX: 10 (+0)

CON: 24 (+7)

INT: 12 (+1)

WIS: 16 (+3)

CHA: 12 (+1)

Saving Throws: DEX +6, CON +13, WIS +9, CHA +7

Skills: Perception +16, Stealth +6

Damage Immunities: Poison, psychic

Condition Immunities: Charmed, frightened, paralyzed, poisoned

Senses: Blindsight 60 ft., darkvision 120 ft., passive Perception 26

Languages: Common, Draconic, Terran

Challenge Rating: 20 (25,000 XP)

Abilities:

Earthen Fortitude: The Mineral Dragon has advantage on saving throws against being paralyzed, stunned, or knocked prone.

Stone Camouflage: The Mineral Dragon can stay perfectly still while in natural rocky terrain, gaining a +10 bonus to Dexterity (Stealth) checks made to hide.

Legendary Resistance (3/Day): If the Mineral Dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Mineral Dragon has advantage on saving throws against spells and other magical effects.

Multiattack: The Mineral Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Frightful Presence: Each creature of the Mineral Dragon's choice within 120 feet of it 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.

Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 9) piercing damage.

Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 19 (3d6 + 9) bludgeoning damage.

Breath Weapons: The Mineral Dragon has two types of breath weapons, which it can use in place of its bite attack:

Acid Breath: The Mineral Dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 64 (18d8) acid damage on a failed save, or half as much damage on a successful one.

Petrifying Breath: The Mineral Dragon exhales petrifying gas in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw. On a failed save, a target is petrified and restrained for 1 minute. A petrified 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 Mineral Dragon's Petrifying Breath for the next 24 hours.

**Lightning Dragon:**

Alignment: Chaotic Good

Physical Appearance:

The Quasi-Elemental Lightning Dragon is a massive dragon that appears to be made entirely of crackling lightning. Its scales are formed from bolts of electricity, and arcs of energy jump between its horns and claws. Its eyes glow with an intense electrical energy, and its wings create a crackling sound as they move.

Breath Weapon:

The Quasi-Elemental Lightning Dragon's breath weapon is a line of lightning that extends for 120 feet. Each creature in the line must make a DC 29 Dexterity saving throw, taking 80 (16d8) lightning damage on a failed save, or half as much damage on a successful one.

Abilities:

Blindsight: The Quasi-Elemental Lightning Dragon can perceive its surroundings without relying on sight, within a range of 120 feet.

Electric Discharge: Any creature that starts its turn within 30 feet of the Quasi-Elemental Lightning Dragon takes 10 (3d6) lightning damage.

Lightning Immunity: The Quasi-Elemental Lightning Dragon is immune to lightning damage and resistant to thunder damage.

Multi-Attack: The Quasi-Elemental Lightning Dragon can use its Frightful Presence and make three attacks: one with its bite and two with its claws.

Frightful Presence: Each creature of the Quasi-Elemental Lightning Dragon's choice within 120 feet of it and aware of it must succeed on a DC 27 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 Quasi-Elemental Lightning Dragon's Frightful Presence for the next 24 hours.

Bite: Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 7) piercing damage and 10 (3d6) lightning damage.

Claw: Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 7) slashing damage and 10 (3d6) lightning damage.

Quasi-Elemental Lightning Dragon Abilities:

Chain Lightning: Once per day, the Quasi-Elemental Lightning Dragon can release a bolt of chain lightning that strikes up to three creatures of its choice within 120 feet of it. Each target must make a DC 29 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning then jumps to up to three additional targets, each of which must be within 30 feet of the first target. A target can be a creature or an object, and the lightning can jump to each target only once.

Thunderclap: Once per day, the Quasi-Elemental Lightning Dragon can release a massive thunderclap in a 60-foot radius centered on itself. Each creature in the area must make a DC 29 Constitution saving throw, taking 60 (12d8) thunder damage on a failed save, or half as much damage on a successful one. Additionally, the thunderclap creates a shockwave that can knock prone any creature that is not anchored to the ground or flying. An anchored creature must make a DC 29 Strength saving throw or be knocked prone.

Discharge Field: The Quasi-Elemental Lightning Dragon can create a 30-foot radius field of electrical energy that lasts for 1 minute. Any creature that starts its turn in the field takes

Quasi-Elemental Lightning Dragon

Physical Appearance:

The Quasi-Elemental Lightning Dragon is a massive creature, with a long, serpentine body covered in shining metallic scales. Its eyes are bright and crackling with electricity, and its long, slender wings resemble bolts of lightning frozen in mid-air. The dragon's sharp, jagged claws and powerful tail are tipped with crackling electrical energy.

Breath Weapon:

The Quasi-Elemental Lightning Dragon's breath weapon is a powerful blast of pure electrical energy. This attack deals lightning damage to all creatures within a 60-foot line.

Abilities:

Immunity to lightning damage

Resistance to thunder damage

Blindsight 60ft

Fly 80ft (hover)

Keen senses: advantage on Wisdom (Perception) checks that rely on sight or hearing

Attacks:

Bite: Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) lightning damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 16 (2d6 + 9) slashing damage plus 10 (3d6) lightning damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15ft, one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10 (3d6) lightning damage.

Additional Abilities:

Thunderous Charge: The Quasi-Elemental Lightning Dragon can use a bonus action to move up to its speed in a straight line and then make a melee attack with its bite attack. If the attack hits, it deals an additional 20 (4d8) thunder damage and the target must succeed on a DC 23 Strength saving throw or be knocked prone.

Lightning Aura: All creatures within 10 feet of the Quasi-Elemental Lightning Dragon take 10 (3d6) lightning damage at the start of each of their turns. The dragon can suppress or resume this aura as a bonus action.

Ability Scores:

Str 28 (+9), Dex 16 (+3), Con 24 (+7), Int 16 (+3), Wis 20 (+5), Cha 20 (+5)

Challenge Rating:

The Quasi-Elemental Lightning Dragon has a challenge rating of 20 (25,000 XP)

*Negative*

**Dust Para-Elemental Dragon**

Size: Huge

Alignment: Lawful Evil

Armor Class: 28 (natural armor)

Hit Points: 900 (40d12 + 400)

Speed: 40 ft., burrow 40 ft., fly 80 ft. (hover)

Immunities: Poison

Vulnerabilities: Thunder, Water

Senses: Blindsight 120 ft., darkvision 240 ft., passive Perception 26

Languages: Draconic

Challenge Rating: 28 (120,000 XP)

Abilities:

Dust Cloud: The Dust Para-Elemental Dragon can create a 60-foot radius cloud of dust that heavily obscures the area for 1 minute. Any creature that starts its turn within the cloud takes 21 (6d6) slashing damage.

Sandstorm: The Dust Para-Elemental Dragon can create a 60-foot radius sandstorm that lasts for 1 minute. The sandstorm lightly obscures the area and deals 21 (6d6) slashing damage to any creature that starts its turn within the area.

Breath Weapon (Recharge 5-6): The Dust Para-Elemental Dragon exhales a 120-foot cone of dust. Each creature in the cone must make a DC 28 Dexterity saving throw, taking 77 (22d6) slashing damage on a failed save, or half as much damage on a successful one.

Bite: Melee Weapon Attack: +27 to hit, reach 20 ft., one target. Hit: 38 (4d10 + 12) piercing damage plus 21 (6d6) slashing damage.

Claw: Melee Weapon Attack: +27 to hit, reach 15 ft., one target. Hit: 34 (4d8 + 12) slashing damage plus 14 (4d6) slashing damage.

Tail: Melee Weapon Attack: +27 to hit, reach 30 ft., one target. Hit: 36 (4d10 + 12) bludgeoning damage plus 14 (4d6) slashing damage.

Ability Scores:

STR 32 (+11) DEX 20 (+5) CON 26 (+8) INT 16 (+3) WIS 22 (+6) CHA 18 (+4)

**Vacuum Quasi-Elemental Dragon**

Challenge Rating: 30 (155,000 XP)

Alignment: Chaotic Evil

Abilities:

Void Breath (Recharge 5-6): The Vacuum Quasi-Elemental Dragon exhales a 120-foot line of pure vacuum. Each creature in the line must make a DC 30 Constitution saving throw, taking 120 (20d10) force damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also pulled 30 feet towards the Vacuum Quasi-Elemental Dragon.

Bite: Melee Weapon Attack: +31 to hit, reach 20 ft., one target. Hit: 46 (4d12 + 9) piercing damage plus 26 (7d6) force damage.

Claw: Melee Weapon Attack: +31 to hit, reach 15 ft., one target. Hit: 42 (4d10 + 9) slashing damage plus 13 (3d6) force damage.

Tail: Melee Weapon Attack: +31 to hit, reach 30 ft., one target. Hit: 44 (4d12 + 9) bludgeoning damage plus 13 (3d6) force damage.

Additional Abilities:

Warp Field: The Vacuum Quasi-Elemental Dragon creates a warp field around itself, which extends in a 60-foot radius. All creatures in the field have their movement speed halved, and all ranged attacks made within the field are at disadvantage. Additionally, the Vacuum Quasi-Elemental Dragon has advantage on saving throws against spells and other magical effects while in the warp field.

Gravity Well: Once per day, the Vacuum Quasi-Elemental Dragon can create a gravity well in a 60-foot radius around itself. All creatures in the area must make a DC 30 Strength saving throw or be pulled towards the Vacuum Quasi-Elemental Dragon and knocked prone. Creatures that fail the saving throw take 44 (8d10) force damage and are restrained until the end of their next turn.

Ability Scores:

STR 27 (+8) DEX 28 (+9) CON 30 (+10) INT 20 (+5) WIS 24 (+7) CHA 22 (+6)

**Quasi-Elemental Salt Dragon**

Alignment: Neutral Evil

Physical Appearance:

The Quasi-Elemental Salt Dragon is a massive creature, with a long, serpentine body covered in glittering, crystalline scales that resemble salt. Its eyes are black and glossy, and its long, slender wings are made of sharp, angular crystals. The dragon's sharp claws and powerful tail are tipped with razor-sharp salt crystals.

Breath Weapon:

The Quasi-Elemental Salt Dragon's breath weapon is a powerful blast of salt crystals that deal slashing damage and reduce the target's speed. The attack deals 12d8 slashing damage to all creatures within a 60-foot cone, and each creature hit must succeed on a DC 23 Dexterity saving throw or have their speed reduced by half until the end of their next turn.

Abilities:

Immunity to slashing damage

Resistance to acid damage

Darkvision 120ft

Fly 80ft (hover)

Keen senses: advantage on Wisdom (Perception) checks that rely on sight or smell

Attacks:

Bite: Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) slashing damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 16 (2d6 + 9) slashing damage plus 10 (3d6) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15ft, one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10 (3d6) slashing damage.

Additional Abilities:

Salt Spray: As an action, the Quasi-Elemental Salt Dragon can unleash a burst of salt crystals in a 30-foot cone. Each creature in the area must make a DC 23 Constitution saving throw or be blinded for 1 minute.

Salt Armor: The Quasi-Elemental Salt Dragon's scales are incredibly hard and durable. It gains a +4 bonus to its AC and resistance to all nonmagical weapons.

Ability Scores:

Str 28 (+9), Dex 16 (+3), Con 24 (+7), Int 16 (+3), Wis 20 (+5), Cha 20 (+5)

Challenge Rating:

The Quasi-Elemental Salt Dragon has a challenge rating of 20 (25,000 XP)

**Quasi-Elemental Ash Dragon**

Alignment: Neutral Evil

Physical Appearance:

The Quasi-Elemental Ash Dragon is a massive creature with a long, serpentine body covered in smoldering ash. Its eyes glow red, and its long, slender wings are made of charred bones. The dragon's sharp claws and powerful tail are tipped with razor-sharp ash.

Breath Weapon:

The Quasi-Elemental Ash Dragon's breath weapon is a powerful blast of ash and flames that deal fire damage and leave a choking cloud of ash in its wake. The attack deals 12d8 fire damage to all creatures within a 60-foot cone, and each creature hit must succeed on a DC 23 Constitution saving throw or be blinded for 1 minute.

Abilities:

Immunity to fire damage

Resistance to cold damage

Darkvision 120ft

Fly 80ft (hover)

Keen senses: advantage on Wisdom (Perception) checks that rely on sight or smell

Attacks:

Bite: Melee Weapon Attack: +14 to hit, reach 10ft, one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5ft, one target. Hit: 16 (2d6 + 9) fire damage plus 10 (3d6) fire damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15ft, one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 10 (3d6) fire damage.

Additional Abilities:

Ash Cloud: As an action, the Quasi-Elemental Ash Dragon can release a choking cloud of ash in a 30-foot radius around it. Each creature in the area must make a DC 23 Constitution saving throw or be blinded and take 10 (3d6) fire damage. The cloud lasts for 1 minute or until dispersed by wind.

Fiery Aura: The Quasi-Elemental Ash Dragon's presence is hot and dangerous. Any creature within 10 feet of it takes 10 (3d6) fire damage at the start of their turn.

Ability Scores:

Str 28 (+9), Dex 16 (+3), Con 24 (+7), Int 16 (+3), Wis 20 (+5), Cha 20 (+5)

Challenge Rating:

The Quasi-Elemental Ash Dragon has a challenge rating of 20 (25,000 XP)

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