The Draconomicon For 5e
The Draconomicon For 5e
"
~ William Shakespeare
Introduction
T
he original Draconomicons were supplements
for the 4th edition of Dungeons and Dragons.
They introduced a wealth of new dragon types,
spread between Chromatic Dragons and
Metallic Dragons (and a few even more exotic
varieties), and many of their pages expanded
upon dragon lore and history. In these books
you could find dozens of adventure seeds, magic items, and
lairs for your dragons to reside in. And of course, the many
new monsters to throw at your players. If you find yourself
wanting more dragons in your campaign, or if you just enjoy
reading about them, I heavily suggest you look for these
books online or, if you can find them, in stores. Much of the
lore and encounter ideas are still usable for 5th edition, with
others just needing a tweak here and there.
This PDF is inspired by the original Draconomicons,
though it has a significantly smaller scale to it. Here you will
find information on 10 new dragon species, 3 chromatic
dragons and 7 metallic dragons. Each species is complete
with stat blocks for all stages of life and relevant lore and lair
information. Additionally, the final pages include new
character options that take advantage of these new dragons,
such as expanded dragonborn ancestry options and new
totem dragons for my own Dragon Shaman class (which you
can find on the Dungeon Masters Guild).
2
Adult Adamantine Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
Dragon must succeed on a DC 13 Wisdom saving throw or
Huge dragon, lawful neutral become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
Armor Class 21 (natural armor) the effect on itself on a success. If a creature's saving
Hit Points 237 (19d12 + 114) throw is successful or the effect ends it, the creature is
Speed 40 ft., fly 80 ft. immune to the dragon's Frightful Presence for the next
24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of
STR DEX CON INT WIS CHA
the following breath weapons.
25 (+7) 10 (+0) 23 (+6) 11 (+0) 14 (+2) 11 (+0)
Thunderous Breath. The dragon unleashes a blast of
thunderous energy in a 60-foot cone. Each creature in
Saving Throws Dex +5, Con +11, Wis +7, Cha +5 that area must make a DC 19 Constitution saving
Skills Perception +12, Stealth +5 throw. On a failed save the creature is takes 49 (14d6)
Damage Immunities thunder thunder damage. On a successful save the creature
Senses blindsight 60ft., darkvision 120ft., passive takes half as much damage.
Perception 22
Languages Common, Draconic Deafening Breath. The dragon bellows a deafening
Challenge 15 (13,000 XP) roar in a 90-foot cone. Each creature in that area must
succeed on a DC 19 Constitution saving throw or
become deafened for 1 minute. While deafened in this
Legendary Resistance (3/Day). If the dragon fails a saving
way, the creature is incapacitated. A creature can
throw, it can choose to succeed instead.
repeat the saving throw at the end of each of its turns,
ending these effects on itself on a success.
Actions
Multiattack. The dragon can use its Frightful Presence. Legendary Actions
It then makes three attacks; one with its bite and two The dragon can take 3 legendary actions, choosing
with its claws. from the options below. Only one legendary action
option can be used at a time and only at the end of
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one another creature's turn. The dragon regains spent
target. Hit: 18 (2d10 + 7) piercing damage. If the legendary actions at the start of its turn.
target is a creature, the target loses 5 (1d10) hit points
at the start of each of its turns due to blood loss. A Detect. The dragon makes a Wisdom (Perception)
creature, including the target, can use its action to check.
make a DC 10 Wisdom (Medicine) check to stem the
bleeding, ending this effect on a success. Tail Attack. The dragon makes a tail attack.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one Wing Attack (Costs 2 Actions). The dragon beats its
target. Hit: 14 (2d6 + 7) slashing damage. wings. Each creature within 10 feet of the dragon must
succeed on a DC 20 Dexterity saving throw or take 14
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one (2d6 + 7) bludgeoning damage and be knocked prone.
target. Hit: 16 (2d8 + 7) bludgeoning damage. The dragon can then fly up to half its flying speed.
Sand Walk. The dragon can move across sand without Legendary Actions
needing to make an ability check. Additionally, difficult
The dragon can take 3 legendary actions, choosing
terrain composed of sand doesn't cost it extra
from the options below. Only one legendary action
movement.
option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Actions legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks; one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 20 (2d10 + 9) piercing damage. Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., wings. Each creature within 15 feet of the dragon must
one target. Hit: 16 (2d6 + 9) slashing damage. succeed on a DC 24 Dexterity saving throw or take 16
(2d6 + 9) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Sand Walk. The dragon can move across sand without Legendary Actions
needing to make an ability check. Additionally, difficult
terrain composed of sand doesn't cost it extra The dragon can take 3 legendary actions, choosing
movement. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks; one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 18 (2d10 + 7) piercing damage. Wing Attack (Costs 2 Actions). The dragon beats its
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one wings. Each creature within 10 feet of the dragon must
target. Hit: 14 (2d6 + 7) slashing damage. succeed on a DC 20 Dexterity saving throw or take 14
(2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
7
Brown Dragon Reserved and Indolent. Brown dragons rarely put
themselves in positions of peril and tend not to seek out
Sometimes called sand dragons, brown dragons are the least trouble, preferring to put forth the least amount of effort
likely of the chromatic dragons to seek adventure or force the possible when enacting their goals. Coming face-to-face with
bidding of lesser creatures. Not good, but neither insatiably one thus requires more work than with other dragon species.
evil either, they prefer to remain underground within their Rarely does a brown dragon attempt to build followers or
desert lairs. They work only to ensure their survival and rule kingdoms, instead remaining content in its relatively
comfort, and provide for themselves in whatever manner will solitary existence within its lair.
require the least amount of effort on their part. Gluttonous Hedonists. To a brown dragon, the ultimate
The distinctively short skull of a brown dragon is covered pleasure and comfort in life is food. Brown dragons have
in a mass of thick, short horns. Two ridges of membranous been known to travel thousands of miles in search of exotic
frilled spikes run down its back, forming wide, kite-shaped creatures to eat, kidnapping them back to their lairs for a
wings that extend down its tail. These wings allow the dragon special meal.
to soar through sand as if in flight, but function perfectly well Some brown dragons so greatly relish the desire to
in the air as well as underground. experience new tastes that they will forsake their normally
Brown dragon scales are a motley of various browns. As careful mentality and put themselves at greater risk to take a
they age, brown dragons will allow their scales to become bite out of their enemies. Brown dragons who successfully
weathered and tarnished, making them appear more rough sample their prey enjoy musing on the particulars of that
and earth-like to give them greater camouflage among the individual’s flavors, even mid combat, as much an
rocks and sand of the desert. intimidation tactic as a natural response to the joys of food.
Desert Predators. A brown dragon prefers to travel below
the surface of the sands, completely hidden but able to utilize
Brown Dragon its tremorsense to stalk its prey. When the perfect
opportunity presents itself the dragon strikes, bursting from
Wyrmling the sand amidst its enemies and dragging its prey below the
surface to feast.
Medium dragon, neutral evil
Blue dragons and brown dragons often come into conflict
Armor Class 17 (natural armor) when their desert territories overlap, and the two species
Hit Points 39 (6d8 + 7) carry a particular hatred for each other.
Speed 30 ft., burrow 15 ft., fly 60 ft. Lavish Palates. Food is the ultimate treasure to a brown
dragon, and even more wealthy items within one’s hoard
often include various expensive cutlery and crockery. Salted
STR DEX CON INT WIS CHA and smoked meats, which can keep for months in the dry
16 (+3) 10 (+0) 14 (+2) 15 (+2) 12 (+1) 16 (+3) desert heat, might be found in one section of the lair, with
another area commonly devoted to a vast collection of exotic
Saving Throws Dex +2, Con +3, Wis +3, Cha +5 seasonings and spices. Some brown dragons will even keep a
Skills Perception +5, Stealth +2 herd of livestock in or around their lair to provide fresh meat
Senses blindsight 10ft., darkvision 60ft., as needed.
tremorsense 60ft., passive Perception 15 Besides these morsels, brown dragons also find interest in
Languages Draconic more conventional treasures like coins, unique artwork, or
Challenge 2 (450 XP) gems. Long-lost artifacts of ancient civilizations are
particularly favored for their rarity and history, and in fact
Sand Walk. The dragon can move across sand brown dragons value anything that may have fallen under a
without needing to make an ability check. particularly famous individual’s ownership. These are
Additionally, difficult terrain composed of sand collected to fill out the hoard, sometimes buried within the
doesn't cost it extra movement. sands of the dragon’s lair for safety. Sometimes these
treasures are used as bait, a chest of gold or priceless urn left
Actions half-buried in an oasis or a crossroads, the dragon waiting for
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., greedy travelers to discover the prize before striking.
one target. Hit: 8 (1d10 + 3) piercing damage.
A Brown Dragon's Lair
Sand Breath (Recharge 5-6). The dragon exhales
blinding hot sand in a 15-foot line that is 5 feet Brown dragons den within the desiccated sands of deserts,
wide. Each creature in that line must make a DC 11 where the environment is too harsh for most humanoid
Dexterity saving throw. On a failed save the societies to survive and bother them. Their lairs are
creature is blinded and takes 22 (4d10) piercing composed of rooms of shifting sand below the desert surface,
damage. On a successful save the creature takes some naturally formed by ruins or buried caves. Still some
half as much damage and is not blinded. A blind other dragons carve out homes within the ruins and tombs of
creature can repeat the save at the end of each of ancient civilizations.
its turns, ending the blindness on a success. Ancient brown dragon lairs are guarded by a constantly
raging sandstorm which blinds and disorients potential
attackers as well as regions of entombing quicksand, which
the dragon checks periodically for potential meals.
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Brown dragons burrow new tunnels as needed, easy and
willing to modify their lairs in case of intrusion. They will
collapse roofs to entomb and suffocate attackers, or create
miniature sandstorms within their lairs to blind or restrain
foes.
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 l5 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 whirling gale of sand rushes through the lair in a 15-
foot-radius sphere until the dragon dismisses it as an
action, uses this lair action again, or dies. The sphere is
centered on a point the dragon can see within 120 feet of
it. The gale spreads around corners. Each creature in the
gale must succeed on a DC 15 Strength saving throw or
be restrained. 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 brown dragon’s lair is
warped by the dragon’s magic, which creates one or more of
the following effects:
A sandstorm rages within 6 miles of the lair. The strong
winds of the sandstorm impose disadvantage on ranged
weapon attack rolls and Wisdom (Perception) checks. It
extinguishes open flames, disperses fog, and makes flying
by nonmagical means nearly impossible. A flying creature
in a sandstorm must land at the end of its turn or fall.
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).
Areas of quicksand surround the dragon’s lair. Quicksand
can be recognized from a safe distance with a successful
DC 20 Wisdom (Perception) check. Otherwise, a creature
that steps into the quicksand must succeed on a DC 15
Strength saving throw or be restrained.
If the dragon dies, the dust devils disappear immediately,
and the sandstorm abates within 1d10 days. Any sinkholes
remain where they are.
Saving Throws Dex +8, Con +17, Wis +11, Cha +12
Skills Athletics +14, Intimidation + 11,
Perception +18, Stealth +8
Damage Immunities lightning
Senses blindsight 60ft., darkvision 120ft., passive
Perception 28
Languages Common, Draconic
Challenge 22 (41,000 XP)
Actions
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks; one with its
bite and two with its claws.
Change Shape. The dragon magically polymorphs
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., into a humanoid or beast that has a challenge rating
one target. Hit: 19 (2d10 + 8) piercing damage. no higher than its own, or back into its true form. It
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., reverts to its true form if it dies. Any equipment it
one target. Hit: 15 (2d6 + 8) slashing damage. is wearing or carrying is absorbed or borne by the
new form (the dragon's choice).
Tail. Melee Weapon Attack: +15 to hit, reach 20ft.,
In a new form, the dragon retains its alignment,
one target. Hit: 17 (2d8 + 8) bludgeoning damage.
hit points, Hit Dice, ability to speak, proficiencies,
Frightful Presence. Each creature of the dragon's Legendary Resistance, lair actions, and Intelligence,
choice that is within 120 feet of the dragon and Wisdom, and Charisma scores, as well as this
aware of it must succeed on a DC 20 Wisdom action. Its statistics and capabilities are otherwise
saving throw or become frightened for 1 minute. A replaced by those of the new form , except any
creature can repeat the saving throw at the end of class features or legendary actions of that form.
each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or Legendary Actions
the effect ends it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Breath Weapons (Recharge 5-6). The dragon uses option can be used at a time and only at the end of
one of the following breath weapons. another creature's turn. The dragon regains spent
Lightning Breath. The dragon exhales lightning in legendary actions at the start of its turn.
a 120-foot line that is 10 feet wide. Each creature
in that area must make a DC 25 Dexterity saving Detect. The dragon makes a Wisdom (Perception)
throw, taking 82 (15d10) lightning damage on a check.
failed save, or half as much damage on a successful Tail Attack. The dragon makes a tail attack.
one.
Wing Attack (Costs 2 Actions). The dragon beats its
Attracting Breath. The dragon inhales its breath in wings. Each creature within 15 feet of the dragon
a 60-foot cone. Each creature in that area must must succeed on a DC 23 Dexterity saving throw
succeed on a DC 23 Strength saving throw. On a or take 15 (2d6 + 8) bludgeoning damage and be
failed save, the creature is pulled up to 40 feet knocked prone. The dragon can then fly up to half
toward the dragon. its flying speed.
21
Ancient Mercury
Dragon
Gargantuan dragon, chaotic neutral
Saving Throws Dex +9, Con +13, Wis +9, Cha +14
Skills Acrobatics +16, Deception +14, Perception Change Shape. The dragon magically polymorphs
+16, Stealth +9 into a humanoid or beast that has a challenge rating
Damage Immunities poison no higher than its own, or back into its true form. It
Senses blindsight 60ft., darkvision 120ft., passive reverts to its true form if it dies. Any equipment it
Perception 26 is wearing or carrying is absorbed or borne by the
Languages Common, Draconic new form (the dragon's choice).
Challenge 21 (33,000 XP) In a new form, the dragon retains its alignment,
hit points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance (3/Day). If the dragon fails a Legendary Resistance, lair actions, and Intelligence,
saving throw, it can choose to succeed instead. Wisdom, and Charisma scores, as well as this
action. Its statistics and capabilities are otherwise
Actions replaced by those of the new form , except any
class features or legendary actions of that form.
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks; one with its
bite and two with its claws. Bonus Actions
Quicksilver Form (Recharge 6). The dragon
Bite. Melee Weapon Attack: +15 to hit, reach 15ft., transforms into a liquid wave of quicksilver,
one target. Hit: 19 (2d10 + 8) piercing damage. absorbing any equipment it is wearing or carrying.
Claw. Melee Weapon Attack: +15 to hit, reach 10ft., On subsequent turns, the dragon can use a bonus
one target. Hit: 15 (2d6 + 8) slashing damage. action to revert back to its true form. It reverts to
its true form if it dies.
Tail. Melee Weapon Attack: +15 to hit, reach 20ft., While in this form the dragon loses its fly speed
one target. Hit: 17 (2d8 + 8) bludgeoning damage. but increases its walking speed and climbing speed
Frightful Presence. Each creature of the dragon's by 20 feet, and it ignores difficult terrain. It can
choice that is within 120 feet of the dragon and move through a space as narrow as 1 inch wide
aware of it must succeed on a DC 22 Wisdom without squeezing, has resistance to damage from
saving throw or become frightened for 1 minute. A nonmagical weapons, and does not provoke
creature can repeat the saving throw at the end of opportunity attacks from moving.
each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or Legendary Actions
the effect ends it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Breath Weapons (Recharge 5-6). The dragon uses option can be used at a time and only at the end of
one of the following breath weapons. another creature's turn. The dragon regains spent
Poison Breath. The dragon exhales poisonous gas legendary actions at the start of its turn.
in a 90-foot cone. Each creature in that area must Detect. The dragon makes a Wisdom (Perception)
make a DC 21 Constitution saving throw, taking 70 check.
(20d6) poison damage on a failed save, or half as
much damage on a successful one. Tail Attack. The dragon makes a tail attack.
Blinding Breath. The dragon exhales blinding gas Wing Attack (Costs 2 Actions). The dragon beats its
in a 90-foot cone. Each creature in that area must wings. Each creature within 15 feet of the dragon
succeed on a DC 21 Constitution saving throw or must succeed on a DC 23 Dexterity saving throw
be poisoned for 1 minute. A creature is blind while or take 15 (2d6 + 8) bludgeoning damage and be
poisoned in this way. The creature can repeat the knocked prone. The dragon can then fly up to half
saving throw at the end of each of its turns, ending its flying speed.
the effect on itself on a success.
Mercury Dragon create makes them seem to flow like liquid. Their frames are
sleek and serpentine, lacking the bulk often associated with
Enigmatic almost to a fault, mercury dragons are entities of other dragon species.
nearly pure chaos. Novelty is as important to a mercury Perfectly Mad. Mercury dragons are best described as a
dragon as air; they crave new experiences and the chaos of “little bit crazy,” but if you were to ask one about this it would
life. Depriving one of such variety is liable to be dangerous, assure you that there is a method to their madness. Mercury
for the dragon as much as for those around it. dragons dread routine. They live for variety, whether that be
A mercury dragon has small whitish-silver scales that are in food to hunt, treasures to collect, or experiences to…
closely set to each other. In movement, the shimmer they experience.
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A mercury dragon will go far out of its way to sate this
desire for novelty, even so far as to enter into arrangements of
Young Mercury Dragon convenience with other creatures. More than any other
Large dragon, chaotic neutral dragon, one is likely to find a mercury employed as a
bodyguard, champion, messenger, assassin, or whatever
Armor Class 18 (natural armor) other role that could be necessary. These dragons will
Hit Points 127 (15d10 + 45) happily serve as long as they receive the variety they crave,
Speed 40 ft., climb 40 ft., fly 80 ft. even if their superior is one of ill-repute or who has dastardly
intentions.
STR DEX CON INT WIS CHA Chaotic Personalities. Befitting their reputation as being
mad, mercury dragons tend to have flitting personalities,
18 (+4) 14 (+2) 16 (+3) 9 (-1) 12 (+1) 18 (+4) acting differently depending on how life has been going lately.
A dragon who feels like it is stuck in a rut, with little recent
Saving Throws Dex +6, Con +8, Wis +5, Cha +8 fun or new experiences, tends to be more aggressive.
Skills Acrobatics +10, Deception +8, Perception +9, Intruders or adversaries are often attacked immediately
Stealth +6 when in this state, and then toyed with a bit until they are on
Damage Immunities poison their last legs. At which point, the dragon will threateningly
Senses blindsight 30ft., darkvision 120ft., passive
Perception 19
demand a reason not to finish the foe off. This may seem like
Languages Common, Draconic
typical draconic arrogance, but is actually a legitimate
Challenge 8 (10,000 XP) question from the dragon’s perspective; a mercury would be
loathe to discover that someone it killed might have offered
more fun if left alive.
Actions Meanwhile, if a mercury dragon finds itself in the rare
Multiattack. The dragon makes three attacks; one position of feeling as though its life has been plenty full of
with its bite and two with its claws. variety lately, it usually prefers to talk rather than fight. Even
when directly challenged or facing foes clearly intent on
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., killing it, a mercury dragon spends most of the battle being
one target. Hit: 15 (2d10 + 4) piercing damage. elusive and asking questions so that it may understand what
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., the stakes are. Only when it becomes clear that an opponent
one target. Hit: 11 (2d6 + 4) slashing damage. wouldn’t offer much interest when alive does it turn the tables
Breath Weapons (Recharge 5-6). The dragon uses and press the attack.
one of the following breath weapons. Territories of Change. Mercury dragons who live alone
tend to prefer volcanic mountain ranges, often in tropical
Poison Breath. The dragon exhales poisonous gas
in a 30-foot cone. Each creature in that area must
climates; the potential threat of an active volcano provides a
make a DC 15 Constitution saving throw, taking 35
natural amount of chaos and danger perfect to the dragon’s
(10d6) poison damage on a failed save, or half as way of life. This naturally brings them into conflict with red
much damage on a successful one. dragons, who despise mercury dragons for being particularly
annoying. For the mercury however, conflict with a red
Blinding Breath. The dragon exhales blinding gas dragon could be a fun experience (provided the red isn’t
in a 30-foot cone. Each creature in that area must
succeed on a DC 15 Constitution saving throw or
noticeably more powerful). The dream for all mercury
be poisoned for 1 minute. A creature is blind while
dragons, however, is to find their way to the plane of the
poisoned in this way. The creature can repeat the Elemental Chaos, where the ever-changing landscape acts as
saving throw at the end of each of its turns, ending the perfect place to construct a lair.
the effect on itself on a success. Novelty Treasures. A mercury dragon’s hoard is a
wondrous thing, if only because there is rarely any theme to
Bonus Actions be had. Coin is always valuable, but the rest of the hoard is a
Quicksilver Form (Recharge 6). The dragon
hodgepodge of jewelry, weapons, art and artifacts; anything
transforms into a liquid wave of quicksilver,
valuable from anywhere the dragon can acquire it.
absorbing any equipment it is wearing or carrying. The desire to have a varied hoard means that mercury
On subsequent turns, the dragon can use a bonus dragons are very easy to barter with. Mercuries are more
action to revert back to its true form. It reverts to than willing to part with a treasure if the other party can offer
its true form if it dies. something new, especially if the mercury has never seen it
While in this form the dragon loses its fly speed before. This is doubly easy if the mercury is trading a
but increases its walking speed and climbing speed duplicate item, or it is one that the dragon has had in its
by 20 feet, and it ignores difficult terrain. It can possession for an extremely long time. It is not uncommon
move through a space as narrow as 1 inch wide for these trades to technically result in a loss for the dragon
without squeezing, has resistance to damage from in terms of pure value. But if the new item is novel enough,
nonmagical weapons, and does not provoke the dragon cares little.
opportunity attacks from moving.
Lair Actions Saving Throws Dex +4, Con +4, Wis +2, Cha +5
On initiative count 20 (losing initiative ties), the dragon takes Skills Acrobatics +6, Deception +5, Perception +4,
a lair action to cause one of the following effects; the dragon Stealth +4
can't use the same effect two rounds in a row: Damage Immunities poison
Senses blindsight 10ft., darkvision 60ft., passive
Poisonous fog fills a 20-foot radius sphere centered on a Perception 14
point the dragon can see within 120 feet of it. The fog Languages Draconic
spreads around corners, and its area is heavily obscured. Challenge 1 (200 XP)
A creature that starts its turn in the fog or enters the fog
for the first time on a turn must succeed on a DC 10 Actions
Constitution saving throw or gain vulnerability to poison
damage until the start of its next turn. A wind of at least Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
20 miles per hour disperses the fog. The fog otherwise one target. Hit: 7 (1d10 + 2) piercing damage.
lasts until the dragon uses this lair action again, dismisses Breath Weapons (Recharge 5-6). The dragon uses
it as an action, or until the dragon dies. one of the following breath weapons.
A hole opens beneath a Large or smaller creature the
dragon can see within 120 feet of it. The hole is a 15-foot- Poison Breath. The dragon exhales poisonous gas
tall cylinder with a 5-foot radius centered on the creature. in a 15-foot cone. Each creature in that area must
The creature must make a DC 15 Dexterity saving throw. make a DC 12 Constitution saving throw, taking 17
On a failed save, the creature falls into the hole and takes (5d6) poison damage on a failed save, or half as
much damage on a successful one.
1d6 bludgeoning damage from falling. On a success the
creature moves to an unoccupied space of their choosing Blinding Breath. The dragon exhales blinding gas
adjacent to the hole. in a 15-foot cone. Each creature in that area must
succeed on a DC 12 Constitution saving throw or
Regional Effects be poisoned for 1 minute. A creature is blind while
The region containing a legendary mercury dragon’s lair is poisoned in this way. The creature can repeat the
warped by the dragon’s magic, which creates one or more of saving throw at the end of each of its turns, ending
the following effects: the effect on itself on a success.
Within 1 mile of its lair, the dragon leaves no physical Bonus Actions
evidence of its passage unless it wishes to. Tracking it Quicksilver Form (Recharge 6). The dragon
there is impossible except by magical means. transforms into a liquid wave of quicksilver,
A haze of poisonous mercury vapor lightly obscures the absorbing any equipment it is wearing or carrying.
land within 6 miles of the lair. Creatures that enter the On subsequent turns, the dragon can use a bonus
haze must succeed on a DC 10 Constitution saving throw action to revert back to its true form. It reverts to
or be poisoned until they take a long rest away from the its true form if it dies.
vapors. While in this form the dragon loses its fly speed
Pit falls, snares, and other nonlethal traps laid by the but increases its walking speed and climbing speed
dragon can be found within 1 mile of the lair. A creature by 20 feet, and it ignores difficult terrain. It can
can spot one of these traps by succeeding on a DC 12 move through a space as narrow as 1 inch wide
Wisdom (Perception) check. A creature that triggers a without squeezing, has resistance to damage from
nonmagical weapons, and does not provoke
trap must succeed on a DC 15 Dexterity saving throw in opportunity attacks from moving.
order to avoid it.
If the dragon dies, the vapor dissipates within 1d10 days.
Any untriggered traps remain until they are dismantled or
triggered naturally.
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Ancient Mithral Dragon Radiant Breath. The dragon exhales brilliant energy in
a 90-foot cone. Each creature in that area must make a
Gargantuan dragon, lawful good
DC 22 Dexterity saving throw, taking 97 (13d12)
Armor Class 23 (natural armor) radiant damage on a failed save, or half as much
Hit Points 577 (33d20 + 231) damage on a successful one.
Speed 40 ft., fly 80 ft. Blinding Breath. The dragon exhales a blinding light in
a 90-foot cone. Each creature in that area must
succeed on a DC 22 Constitution saving throw or be
STR DEX CON INT WIS CHA blinded for 1 minute. A creature can repeat the saving
29 (+9) 16 (+3) 25 (+7) 18 (+4) 24 (+7) 26 (+8) throw at the end of each of its turns, ending the effect
on itself on a success.
Saving Throws Dex +10, Con +14, Wis +14, Cha +15 Change Shape. The dragon magically polymorphs into a
Skills History +11, Insight +21, Perception +21, humanoid or beast that has a challenge rating no
Persuasion +15, Religion +18, Stealth +10 higher than its own, or back into its true form. It reverts
Damage Immunities radiant to its true form if it dies. Any equipment it is wearing
Senses blindsight 60ft., darkvision 120ft., passive or carrying is absorbed or borne by the new form (the
Perception 31 dragon's choice).
Languages Common, Draconic In a new form, the dragon retains its alignment, hit
Challenge 26 (90,000 XP) points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Legendary Resistance (3/Day). If the dragon fails a saving Wisdom, and Charisma scores, as well as this action. Its
throw, it can choose to succeed instead. statistics and capabilities are otherwise replaced by
those of the new form , except any class features or
Actions legendary actions of that form.
Multiattack. The dragon can use its Frightful Presence. Bonus Actions
It then makes three attacks; one with its bite and two
with its claws, or it uses its Dimensional Strike. Teleport (Recharge 6). The dragon magically teleports,
along with any equipment it is wearing or carrying, up
Bite. Melee Weapon Attack: +18 to hit, reach 15ft., one to 60 feet to an unoccupied space it can see.
target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10ft., Reactions
one target. Hit: 16 (2d6 + 9) slashing damage. Prophetic Defense (Recharge 6). The dragon adds 5 to
Tail. Melee Weapon Attack: +18 to hit, reach 20ft., one its AC against one attack that would hit it. If the attack
target. Hit: 18 (2d8 + 9) bludgeoning damage. misses, the dragon can teleport 30 feet to an
unoccupied space it can see.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it Legendary Actions
must succeed on a DC 23 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat The dragon can take 3 legendary actions, choosing
the saving throw at the end of each of its turns, ending from the options below. Only one legendary action
the effect on itself on a success. If a creature's saving option can be used at a time and only at the end of
throw is successful or the effect ends it, the creature is another creature's turn. The dragon regains spent
immune to the dragon's Frightful Presence for the next legendary actions at the start of its turn.
24 hours.
Detect. The dragon makes a Wisdom (Perception)
Dimensional Strike. The dragon magically teleports, check.
along with any equipment it is wearing or carrying, up
to 30 feet to an unoccupied space it can see. Before or Tail Attack. The dragon makes a tail attack.
after teleporting, the dragon can make one bite or claw Dimensional Flurry (Costs 2 Actions). The dragon erupts
attack. with divine light and momentarily phases. Each
Breath Weapons (Recharge 5-6). The dragon uses one of creature within 15 feet of the dragon must succeed on
the following breath weapons. a DC 23 Dexterity saving throw or take 15 (2d6 + 8)
radiant damage. If the creature failed by 5 or more, it is
also stunned until the end of its next turn. The dragon
then teleports up to 40 feet to an unoccupied space it
can see.
Saving Throws Dex +7, Con +8, Wis +8, Cha +9 STR DEX CON INT WIS CHA
Skills History +7, Insight +12, Perception +12, 17 (+3) 16 (+3) 16 (+3) 13 (+1) 17 (+3) 17 (+3)
Persuasion +9, Religion +11, Stealth +7
Damage Immunities radiant
Senses blindsight 30ft., darkvision 120ft., passive Saving Throws Dex +5, Con +5, Wis +5, Cha +5
Perception 22 Skills History +3, Insight +7, Perception +7,
Languages Common, Draconic Persuasion +5, Religion +5, Stealth +5
Challenge 12 (8,400 XP) Damage Immunities radiant
Senses blindsight 10ft., darkvision 60ft., passive
Perception 17
Actions Languages Draconic
Multiattack. The dragon makes three attacks; one Challenge 5 (1,800 XP)
with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
Actions
one target. Hit: 16 (2d10 + 5) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit: 12 (2d6 + 5) slashing damage. Dimensional Strike. The dragon magically teleports,
Dimensional Strike. The dragon magically teleports, along with any equipment it is wearing or carrying,
along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
up to 30 feet to an unoccupied space it can see. Before or after teleporting, the dragon can make
Before or after teleporting, the dragon can make one bite attack.
one bite or claw attack. Breath Weapons (Recharge 5-6). The dragon uses
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
one of the following breath weapons. Radiant Breath. The dragon exhales brilliant
Radiant Breath. The dragon exhales brilliant energy in a 15-foot cone. Each creature in that area
energy in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking
must make a DC 16 Dexterity saving throw, taking 32 (5d12) radiant damage on a failed save, or half
65 (10d12) radiant damage on a failed save, or half as much damage on a successful one.
as much damage on a successful one. Blinding Breath. The dragon exhales a blinding
Blinding Breath. The dragon exhales a blinding light in a 15-foot cone. Each creature in that area
light in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving
must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A creature can
throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its
repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
turns, ending the effect on itself on a success.
Bonus Actions
Bonus Actions Teleport (Recharge 6). The dragon magically
Teleport (Recharge 6). The dragon magically teleports, along with any equipment it is wearing or
teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it
carrying, up to 40 feet to an unoccupied space it can see.
can see.
Saving Throws Dex +7, Con +16, Wis +9, Cha +12 Change Shape. The dragon magically polymorphs into a
Skills Arcana +10, History +10, Investigation +10, humanoid or beast that has a challenge rating no
Nature +10, Perception +16, Stealth +7 higher than its own, or back into its true form. It reverts
Damage Immunities acid to its true form if it dies. Any equipment it is wearing
Senses blindsight 60ft., darkvision 120ft., passive or carrying is absorbed or borne by the new form (the
Perception 26 dragon's choice).
Languages Common, Draconic In a new form, the dragon retains its alignment, hit
Challenge 22 (41,000 XP) points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
Legendary Resistance (3/Day). If the dragon fails a saving statistics and capabilities are otherwise replaced by
throw, it can choose to succeed instead. those of the new form , except any class features or
legendary actions of that form.
Actions
Multiattack. The dragon can use its Frightful Presence. Legendary Actions
It then makes three attacks; one with its bite and two The dragon can take 3 legendary actions, choosing
with its claws. It can replace one of its claw attacks from the options below. Only one legendary action
with a tail attack. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Bite. Melee Weapon Attack: +17 to hit, reach 15ft., one legendary actions at the start of its turn.
target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10ft., Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 17 (2d6 + 10) slashing damage. check.
Tail. Melee Weapon Attack: +17 to hit, reach 25ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 19 (2d8 + 10) bludgeoning damage, and Serpent Attack. The dragon causes its vaporous serpent
the target is grappled (escape DC 18). Until this to make a bite attack.
grapple ends, the target is restrained, and the dragon
can't use its tail on another target. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
Frightful Presence. Each creature of the dragon's choice succeed on a DC 25 Dexterity saving throw or take 17
that is within 120 feet of the dragon and aware of it (2d6 + 10) bludgeoning damage and be knocked
must succeed on a DC 20 Wisdom saving throw or prone. The dragon can then fly up to half its flying
become frightened for 1 minute. A creature can repeat speed.
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 it, the creature is
immune to the dragon's Frightful Presence for the next
24 hours.
Adult Orium Dragon Acid Breath (Recharges when the dragon's Vaporous
Serpent is destroyed). The dragon exhales a spray of acid
Huge dragon, lawful neutral
in a 60-foot cone. Each creature in that area must make
Armor Class 18 (natural armor) a DC 20 Constitution saving throw, taking 49 (9d10)
Hit Points 216 (16d12 + 112) acid damage on a failed save, or half as much damage
Speed 40 ft., climb 40 ft., fly 80 ft. on a successful one. A vaporous serpent appears in an
unoccupied space within the area, and takes its turn
immediately after the dragon on the same initiative
STR DEX CON INT WIS CHA count. The serpent persists for 1 minute or until the
dragon falls unconscious or dies, or the serpent
26 (+8) 10 (+0) 25 (+7) 16 (+3) 14 (+2) 19 (+4) reaches 0 hit points.
Saving Throws Dex +5, Con +12, Wis +7, Cha +9 Change Shape. The dragon magically polymorphs into a
Skills Arcana + 8, History +8, Investigation +8, Nature humanoid or beast that has a challenge rating no
+8, Perception +12, Stealth +5 higher than its own, or back into its true form. It reverts
Damage Immunities acid to its true form if it dies. Any equipment it is wearing
Senses blindsight 60ft., darkvision 120ft., passive or carrying is absorbed or borne by the new form (the
Perception 22 dragon's choice).
Languages Common, Draconic In a new form, the dragon retains its alignment, hit
Challenge 16 (15,000 XP) points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action. Its
Legendary Resistance (3/Day). If the dragon fails a saving statistics and capabilities are otherwise replaced by
throw, it can choose to succeed instead. those of the new form , except any class features or
legendary actions of that form.
Actions
Multiattack. The dragon can use its Frightful Presence. Legendary Actions
It then makes three attacks; one with its bite and two The dragon can take 3 legendary actions, choosing
with its claws. It can replace one of its claw attacks from the options below. Only one legendary action
with a tail attack. option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Bite. Melee Weapon Attack: +13 to hit, reach 10ft., one legendary actions at the start of its turn.
target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one Detect. The dragon makes a Wisdom (Perception)
target. Hit: 15 (2d6 + 8) slashing damage. check.
Tail. Melee Weapon Attack: +13 to hit, reach 20ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 17 (2d8 + 8) bludgeoning damage, and the Serpent Attack. The dragon causes its vaporous serpent
target is grappled (escape DC 16). Until this grapple to make a bite attack.
ends, the target is restrained, and the dragon can't use
its tail on another target. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
Frightful Presence. Each creature of the dragon's choice succeed on a DC 21 Dexterity saving throw or take 15
that is within 120 feet of the dragon and aware of it (2d6 + 8) bludgeoning damage and be knocked prone.
must succeed on a DC 21 Wisdom saving throw or The dragon can then fly up to half its flying speed.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends it, the creature is
immune to the dragon's Frightful Presence for the next
24 hours.
Orium Dragon metal. They polish their scales to a brilliant gleam, and hate
Also known by some as the orichalcum dragon, orium when they are tarnished. Some older oriums even inlay jade
dragons are named after an ancient crimson-hued metal used into their scales, as the green-blue mineral contrasts
in ancient times. This is more than appropriate; the species beautifully with their natural hue.
as a whole is obsessed with learning secrets lost to time, and Obsessed Historians. Orium dragons are captivated by
spend their days searching forgotten jungle temples to gather the ruins of the past. To them, there is nothing more
hoards of that which holds the most value; knowledge. worthwhile than pouring over ancient mysteries, discovering
Orium dragons are somewhat feline in appearance, with knowledge that has been lost to time and structures regained
paw-like feet and lithe bodies. Their tails are long and by the wilderness.
prehensile, which they use to both reconstruct ancient An orium dragon makes it their life’s work to rebuild their
structures and as weapons in battle. Orium dragons take home ruin, working with its servants (or forcing them to
great pride in their scales, which gleam red like no other work, for the more evil-aligned) to rebuild the majesty of the
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Young Orium Dragon
Large dragon, lawful neutral
Orium Dragon
Armor Class 17 (natural armor)
Hit Points 126 (12d10 + 60)
Wyrmling
Speed 40ft., climb 40 ft., fly 80 ft. Medium dragon, lawful neutral
Saving Throws Dex +4, Con +9, Wis +5, Cha +7 STR DEX CON INT WIS CHA
Skills Arcana +6, History +6, Investigation +6, 18 (+4) 10 (+0) 17 (+3) 12 (+1) 10 (+0) 15 (+2)
Nature +6, Perception +9, Stealth +4
Damage Immunities acid
Senses blindsight 30ft., darkvision 120ft., passive Saving Throws Dex +2, Con +5, Wis +2, Cha +4
Perception 27 Skills Arcana +3, History +3, Investigation + 3,
Languages Common, Draconic Nature +3, Perception +4, Stealth +2
Challenge 8 (3,900 XP) Damage Immunities acid
Senses blindsight 10ft., darkvision 60ft., passive
Perception 14
Actions Languages Draconic
Multiattack. The dragon makes three attacks; one Challenge 2 (450 XP)
with its bite and two with its claws. It can replace
one of its claw attacks with a tail attack. Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10ft., Bite. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 17 (2d10 + 6) piercing damage. one target. Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5ft., Acid Breath (Recharges when the dragon's Vaporous
one target. Hit: 13 (2d6 + 6) slashing damage. Serpent is destroyed). The dragon exhales a spray of
Tail. Melee Weapon Attack: +10 to hit, reach 15ft., acid in a 15-foot cone. Each creature in that area
one target. Hit: 15 (2d8 + 6) bludgeoning damage, must make a DC 13 Constitution saving throw,
and the target is grappled (escape DC 14). Until taking 22 (4d10) acid damage on a failed save, or
this grapple ends, the target is restrained, and the half as much damage on a successful one. A
dragon can't use its tail on another target. vaporous serpent appears in an unoccupied space
within the area, and takes its turn immediately after
Acid Breath (Recharges when the dragon's Vaporous the dragon on the same initiative count. The
Serpent is destroyed). The dragon exhales a spray of serpent persists for 1 minute or until the dragon
acid in a 30-foot cone. Each creature in that area falls unconscious or dies, or the serpent reaches 0
must make a DC 17 Constitution saving throw, hit points.
taking 38 (7d10) acid damage on a failed save, or
half as much damage on a successful one. A
vaporous serpent appears in an unoccupied space
within the area, and takes its turn immediately after Only when the dragon has determined what kind of
the dragon on the same initiative count. The creature it is dealing with will it act. Thieves and food are
serpent persists for 1 minute or until the dragon dealt with swiftly and violently, while future servants are
falls unconscious or dies, or the serpent reaches 0 treated to a display of power and might intended to quell any
hit points. potential resistance and cow the creature into service. If an
orium dragon speaks at all during battle, it is to comment on
its opponents’ inexperience and youth, and the lack of
past. These reconstruction efforts do not need to be accurate, understanding they have for the centuries of ancient power
strictly speaking. So long as they evoke the same sense of that surrounds them.
grand architecture, the dragon will consider it a successful Questions, and the answers to them, are what drive every
endeavor. orium dragon. Few can resist a good mystery or promises of
Inquisitive Chroniclers. Orium dragons are surprisingly ancient ruins and forgotten lore. An orium dragon can be a
beings of few words; they rarely gloat or bluster, nor do they great ally to a group of adventurers, if they are able to
tend to approach an encounter with another being violently. convince the dragon that working together on a common goal
Strangers are asked simple but important questions, such as would be more beneficial then allowing the dragon to have its
“Who are you” or “Why have you come here?” These way, whatever that may be.
questions are designed to help the dragon categorize the Living Breath Weapon. Orium dragons have a very unique
intruder; either the stranger is a potential servant or ally, a breath weapon among dragonkind. The acidic spray of an
thief that must be punished, or little more than food. orium dragon manifests as a corrosive aerosol. However, a
caustic mist persists in the air after use, then collapses in on
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The Vaporous Serpent
Elemental in nature, an orium dragon's vaporous
serpent has no sense of self or a true mind. It exists
only at the whim and needs of the orium dragon,
and its ability to act independantly is limited. The
Vaporous Serpent
orium dragon can freely communicate with its Medium elemental, unaligned
vaporous serpent telepathically as long as it and
the serpent are on the same plane of existence. Armor Class 15
A vaporous serpent's strength is tied to the Hit Points 15 (2d8 + 6)
dragon that summoned it, with older and more Speed 30 ft.
powerful dragons able to summon more powerful
serpents. Each vaporous serpent has the following STR DEX CON INT WIS CHA
bonuses applied to its profile:
16 (+3) 20 (+5) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
Bonus to saving throws, to hit rolls, and damage
rolls equal to the dragon's Constitution Damage Resistances bludgeoning, piercing, and
modifier. slashing damage from nonmagical weapons
Bonus to hit points equal to the dragon's Damage Immunities acid, poison, psychic
Constitution score. Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
itself to create a snake-like serpent of magic vapor. Senses blindsight 60ft., passive Perception 10
Destroying the serpent can be as dangerous for the Languages -
dragon’s adversaries as allowing it to persist; the dragon is Challenge - (0 XP)
unable to use its breath weapon while actively controlling a
serpent, but regains this ability once the serpent is destroyed. Vaporous Form. The serpent can enter a hostile
Ancient Antiquarians. Orium dragons follow one simple creature's space and stop there. It can move
through a space as narrow as 1 inch wide without
rule when it comes to gathering treasure; the older an item is, squeezing.
the better. They love jewelry, especially that of long lost
civilizations, with jade being particularly loved as it contrasts Actions
beautifully with their crimson scales. The ruins where most
orium dragons make their homes are also considered a type Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
of treasure, one that an orium dragon will defend one target. Hit: 10 (1d10 + 5) acid damage.
aggressively if they are threatened with damage or
destruction.
The dragon’s vaporous serpent moves up to its speed
An Orium Dragon's Lair without provoking attacks of opportunity, then dissolves
An orium dragon makes its lair in ancient ruins. They favor into corrosive mist. The serpent is destroyed, and every
jungles, both for the climate (oriums hate the cold) and the creature within 5 feet of the serpent must make a
promise of centuries-old knowledge, which is often hidden in Constitution saving throw. The DC is equal to the dragon’s
such places. However, an orium will suffer through any Acid Breath DC. A creature takes 3d10 (16) acid damage
environment if the lure of ancient secrets is strong enough. on a failed save, or half as much damage on a successful
Some oriums venture into the Feywild, in order to learn one.
about the ancient societies and strange magics there. Regional Effects
Wherever it finds a project, once the ruin is secured and its The region containing a legendary orium dragon’s lair is
previous denizens either wiped out or subjugated the dragon warped by the dragon’s magic, which creates one or more of
takes up residence in whatever structure was once the the following effects:
grandest and most opulent in the area.
Fog lightly obscures the land within 6 miles of the
Lair Actions dragon’s lair.
On initiative count 20 (losing initiative ties), the dragon takes Creatures within 1 mile of the lair find it more difficult to
a lair action to cause one of the following effects; the dragon lie or keep information hidden. When a creature attempts
can't use the same effect two rounds in a row: cover up information it must make a DC 10 Charisma
Part of the ceiling collapses above one creature that the saving throw or be compelled the speak the truth. The
dragon can see within 120 feet of it. The creature must dragon is immune to this effect, and can use an action to
succeed on a DC 15 Dexterity saving throw or take 10 suspend or enable it.
(3d6) bludgeoning damage and be knocked prone and The land within 6 miles of the lair takes twice as long as
buried. The buried target is restrained and unable to stand normal to traverse, since the jungle plants grow thickly.
up. A creature can take an action to make a DC 10 If the dragon dies, creatures can immediately lie without
Strength check, ending the buried state on a success. being compelled to speak the truth. Vegetation remains as it
has grown, but the fog fades over 1d10 days.
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Ancient Purple Dragon Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage.
Gargantuan dragon, lawful evil
Frightful Presence. Each creature of the dragon's choice
Armor Class 20 (natural armor) that is within 120 feet of the dragon and aware of it
Hit Points 280 (16d20 + 112) must succeed on a DC 25 Wisdom saving throw or
Speed 40 ft., fly 80 ft. 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
STR DEX CON INT WIS CHA throw is successful or the effect ends it, the creature is
25 (+7) 12 (+1) 25 (+7) 26 (+8) 20 (+5) 30 (+10) immune to the dragon's Frightful Presence for the next
24 hours.
Saving Throws Dex +8, Con +14, Wis +12, Cha +17 Psychotropic Breath (Recharge 5-6). The dragon exhales
Skills Deception +17, Insight +12, Perception +19, a mind-harming necrotic vapor in a 90-foot cone. Each
Persuasion +24, Stealth +8 creature in that area must make a DC 22 Constitution
Damage Immunities necrotic, psychic saving throw. On a failed save the creature takes 66
Senses blindsight 60ft., darkvision 240ft., passive (19d6) necrotic damage on a failed save, or half as
Perception 29 much damage on a successful one. If a creature fails its
Languages Common, Draconic speed is halved, it has disadvantage on attack rolls and
Challenge 19 (22,000 XP) ability checks, and if it attempts to cast a spell, it must
succeed on a concentration check (as if concentrating
Legendary Resistance (3/Day). If the dragon fails a saving on a spell) or the spell fails to cast and is wasted. In
throw, it can choose to succeed instead. addition, the creature takes 7 (2d6) psychic damage at
the start of each of its turns. These effects last for one
Phasing. The dragon can move through other creatures minute. A creature can repeat the saving throw at the
and objects as if they were difficult terrain. It takes 27 end of each of its turns, ending the effect on itself on a
(5d10) force damage if it ends its turn inside an object. success.
Sunlight Hypersensitivity. The dragon takes 40 radiant
damage when it starts its turn in sunlight. While in Legendary Actions
sunlight, it has disadvantage on attack rolls and ability The dragon can take 3 legendary actions, choosing
checks. from the options below. Only one legendary action
option can be used at a time and only at the end of
Actions another creature's turn. The dragon regains spent
Multiattack. The dragon can use its Frightful Presence. legendary actions at the start of its turn.
It then makes three attacks; one with its bite and two Detect. The dragon makes a Wisdom (Perception)
with its claws. check.
Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 18 (2d10 + 7) piercing damage plus 10
(3d6) necrotic damage. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
Claw. Melee Weapon Attack: +14 to hit, reach 10ft., succeed on a DC 22 Dexterity saving throw or take 14
one target. Hit: 14 (2d6 + 7) slashing damage. (2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., Detect. The dragon makes a Wisdom (Perception)
one target. Hit: 20 (2d10 + 9) piercing damage. check.
Claw. Melee Weapon Attack: +16 to hit, reach 10ft., Tail Attack. The dragon makes a tail attack.
one target. Hit: 16 (2d6 + 9) slashing damage. Wing Attack (Costs 2 Actions). The dragon beats its
Tail. Melee Weapon Attack: +16 to hit, reach 20ft., wings. Each creature within 15 feet of the dragon
one target. Hit: 18 (2d8 + 9) bludgeoning damage. must succeed on a DC 24 Dexterity saving throw
or take 16 (2d6 + 9) bludgeoning damage and be
Frightful Presence. Each creature of the dragon's knocked prone. The dragon can then fly up to half
choice that is within 120 feet of the dragon and its flying speed.
aware of it must succeed on a DC 24 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 it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses
one of the following breath weapons.
Force Breath. The dragon exhales force energy in
a 90-foot cone. Each creature in that area must
make a DC 24 Constitution saving throw, taking 67
(15d8) force damage on a failed save, or half as
much damage on a successful one.
Incapacitating Breath. The dragon exhales
incapacitating energy in a 90-foot cone. Each
creature in that area must succeed on a DC 24
Constitution saving throw or be incapacitated 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.
Adult Steel Dragon Force Breath. The dragon exhales force energy in a
60-foot cone. Each creature in that area must make a
Huge dragon, chaotic good
DC 19 Constitution saving throw, taking 54 (12d8)
Armor Class 19 (natural armor) force damage on a failed save, or half as much damage
Hit Points 229 (17d12 + 119) on a successful one.
Speed 40 ft., fly 80 ft. Incapacitating Breath. The dragon exhales
incapacitating energy in a 60-foot cone. Each creature
in that area must succeed on a DC 19 Constitution
STR DEX CON INT WIS CHA saving throw or be incapacitated for 1 minute. A
24 (+7) 12 (+1) 25 (+7) 17 (+3) 16 (+3) 27 (+8) creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.
Saving Throws Dex +6, Con +12, Wis +8, Cha +13 Change Shape. The dragon magically polymorphs into a
Skills Deception +12, Insight +8, Perception +13, humanoid or beast that has a challenge rating no
Persuasion +12, Stealth +6 higher than its own, or back into its true form. It reverts
Damage Immunities force to its true form if it dies. Any equipment it is wearing
Senses blindsight 60ft., darkvision 120ft., passive or carrying is absorbed or borne by the new form (the
Perception 22 dragon's choice).
Languages Common, Draconic In a new form, the dragon retains its alignment, hit
Challenge 15 (13,000 XP) points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Legendary Resistance (3/Day). If the dragon fails a saving Wisdom, and Charisma scores, as well as this action. Its
throw, it can choose to succeed instead. statistics and capabilities are otherwise replaced by
those of the new form , except any class features or
Actions legendary actions of that form.
Multiattack. The dragon can use its Frightful Presence. Bonus Actions
It then makes three attacks; one with its bite and two
with its claws. Invisibility (Recharge 6). The dragon magically turns
invisible, along with any equipment it is wearing or
Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one carrying, until the end of the dragon's next turn. This
target. Hit: 18 (2d10 + 7) piercing damage. invisibility ends early if the dragon attacks or casts a
spell.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 14 (2d6 + 7) slashing damage.
Legendary Actions
Tail. Melee Weapon Attack: +12 to hit, reach 15ft., one
target. Hit: 16 (2d8 + 7) bludgeoning damage. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Frightful Presence. Each creature of the dragon's choice option can be used at a time and only at the end of
that is within 120 feet of the dragon and aware of it another creature's turn. The dragon regains spent
must succeed on a DC 20 Wisdom saving throw or legendary actions at the start of its turn.
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending Detect. The dragon makes a Wisdom (Perception)
the effect on itself on a success. If a creature's saving check.
throw is successful or the effect ends it, the creature is Tail Attack. The dragon makes a tail attack.
immune to the dragon's Frightful Presence for the next
24 hours. Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 15 feet of the dragon must
Breath Weapons (Recharge 5-6). The dragon uses one of succeed on a DC 19 Dexterity saving throw or take 14
the following breath weapons. (2d6 + 7) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
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