Dragon dnd 5e

Dragon dnd 5e DEFAULT

Let’s face it; dragons are probably the most iconic monster to come out of Dungeons & Dragons. I mean, it’s in half of the name.

But, if you’re new to D&D, you might still wonder how dragons work, where they come from, or how to use them in your game.

In this article, it’s all about D&D dragons. I’m gonna cover what they are, how they differ from each other, and give you some ideas for adding them to your D&D campaign.

Let’s start things off by going over what dragons in D&D 5e are.

The Dragon Creature Type

Dragon is one of the 14 creature types in D&D 5e. It covers a range of creatures that share features and abilities with your typical fantasy dragons and other dragonkin.

Like aberrations, celestials, and fey, "dragon" is a monster type found in the Monster Manual. And, the book describes them as:

"…large reptilian creatures of ancient origin and tremendous power."

So, almost any large, reptile-like monster falls into the dragon creature type.

Now, this isn’t always the case. Behirs, for example, are serpent-like creatures that breathe lightning. But, they’re a monstrosity, not a dragon.

Dragons usually pose great challenges to player characters at almost any level. Even the weakest of dragon wyrmlings may prove too dangerous for low-level adventurers. And, they only get harder the bigger and older they get.

The dragon creature type separates monsters into two categories; true dragons and lesser dragons. Let’s start with true dragons since they’re the ones most people think of when they think "dragon".

True Dragons in D&D 5e

The true dragons in D&D are your typical medieval-fantasy dragons. They are big, four-legged, have wings, and breathe some sort of element.

These are the dragons you typically see in promotional art.

True dragons share many common features and abilities with only slight variances between each other. The differences usually depends on the damage type they use.

The true dragons in D&D:

  • Have a fly speed due to their wings
  • Have immunity to their corresponding damage type
  • Have four separate levels depending on their age
  • Have a breath weapon using their damage type
  • Have some sort of nigh insatiable greed
  • Have lairs and regional effects the older they get

Like I said, all true dragons in 5e share these traits. But, they differ from each other depending on the damage type a dragon uses.

See, not all D&D dragons breathe fire.

Granted, quite a few of them do. But, they actually include various other damage types. The damage types a true dragon may have include; Acid, Cold, Fire, Lightning, or Poison.

When I go over each of the true dragons later, I’ll include what damage type that dragon uses.

Another thing true dragons share is their opinion of themselves.

It doesn’t matter their color, true dragons typically think they’re the greatest thing on the planet. Their strength, wisdom, age, or straight-up ego makes a true dragon almost arrogant.

Do the dragons in your game have to be this way?

Not necessarily. If you were several hundred years old with the power to wipe out a town single-handedly, it’s easy to see how a true dragon falls into arrogance. This doesn’t make them evil per se, as I’ll get into with the Metallic dragons. But, most true dragons, especially the older ones, think pretty highly of themselves.

You should know that each true dragon comes with a set of features and abilities depending on their age. So, let’s take a quick look at each of the ages.

True Dragon Ages

All true dragons in D&D 5e have four stat blocks depending on their age; wyrmling, young, adult, and ancient.

Each age increases a given dragons capabilities and challenge rating (CR).

Let’s briefly go over each age range.

Dragon Wyrmling (Age:

Now that you know how the age of true dragons changes their abilities, I’m gonna break down their types. Let’s start with the Chromatic dragons.

Chromatic Dragons (Evil Dragons)

In base D&D, the Chromatic dragons are the evil ones. These dragons manipulate, torment, and harass the smaller (read: weaker) races of D&D worlds.

Chances are, these dragons are the bad guys in your game if you’re running a dragon-heavy campaign. The Monster Manual describes Chromatic dragons as greedy, egotistical, and down-right mean.

Chromatic dragons come in five flavors:

  • Black
  • Blue
  • Green
  • Red
  • White

Let’s go over each of the Chromatic dragon colors in alphabetical order, of course.

Black Dragons

Black Dragon

Damage Type: Acid

According to the Monster Manual, black dragons are the most evil of the Chromatic dragons. Rather than killing for food or territorial reasons, black dragons love actively torturing and tormenting weaker creatures. Often, they’ll give false hope to their victims with promises of mercy before brutally killing them.

Despite (or because of) their cruelty, black dragons are almost cowardly. They love torturing and killing their weakest enemies first. And, if a stronger dragon or other creature threatens their territory, they’ll just up and leave.

A black dragon’s hoard consists of treasures from ancient, long-fallen civilizations. Because of their love of watching lesser beings fail, these dragons’ treasures include various items from fallen kingdoms.

Black dragons make their homes in deep, noxious swamps, preferably where ancient civilizations once stood.

Blue Dragons

Blue Dragon

Damage Type: Lightning

Blue dragons are desert-dwelling predators. They’re vain, selfish creatures who won’t stand any other creature implying weakness or incapability.

This type of dragon is extremely territorial. If an intruder of any kind (intentional or not) encroaches into a blue dragon’s territory, the dragon won’t hesitate to eliminate them.

While some dragons accept worshippers, followers, or other minions, blue dragons actually encourage capable individuals to serve them. In fact, a blue dragon rewards loyalty. And, blue dragons also encourage other desert-dwelling creatures like ankhegs to inhabit the areas surrounding their lair for greater security.

Valuables of any kind are fair game for blue dragons. But, they prefer gems and blue gems especially.

Green Dragons

Green Dragon

Damage Type: Poison

The Monster Manual places green dragons as the most cunning and devious of the Chromatic dragons.

These dragons love nothing more than manipulating and corrupting other creatures into their bidding. As such, green dragons are masters of lying and double speech.

Green dragons are patient. They’ll wait for decades for the right opportunity to strike down a foe. And, they’ll spend time manipulating and corrupting other creatures to fulfill their needs.

Like some other dragons, green dragons accept other creatures as servants and worshippers. But, they love corrupting elves (in Forgotten Realms, at least). Because of this, a green dragons treasure hoard consists not only of memorabilia of civilization like wood carvings and humanoid sculptures, but also of actual people they’re corrupted. Well-renowned heroes, famous bards, and so on are the most precious treasures in a green dragon’s hoard.

Red Dragons

Red Dragon

Damage Type: Fire

The quintessential dragon.

Perhaps the most well known of dragons, red dragons are the pinnacle of the Chromatic colors. They are selfish, greedy, arrogant creatures who think of themselves as rulers and successors to the Queen of Evil Dragonkind, Tiamat.

Red dragons are dangerous simply due to their unpredictable rage.

Any slight, however small, could send them into a rampage. They’ll burn anything in their path until they’ve deemed the insult repaid.

The legendary greed of red dragons means they know exactly where each piece of their hoard lies. They know the exact value of their treasures. And, if one piece, however small goes missing, they won’t stop until they’ve found it.

Red dragons claim arid, mountainous lands as their territory so they may keep an eye on their realm.

Since they think of themselves as rulers, red dragons surround themselves with other evil servants. These servants might serve the dragon by offering food and wealth, but they live in constant fear of the dragon.

White Dragons

White Dragon

Damage Type: Cold

The most animalistic of true dragons, white dragons share little of the intelligence as other true dragons.

Due to their more bestial nature, white dragons follow instinct rather than cunning or manipulation. They are the best natural hunters out of the true dragons. And, their goals often involve surviving the harsh environment of their frigid territories and eliminating their enemies.

One interesting aspect of white dragons is their respect of strength.

While they seek to eliminate any and all creatures too close to their domain, if a creature of significant strength, usually a frost giant, defeats a white dragon, that dragon becomes that creature’s servant. Otherwise, only creatures able to appease a white dragon’s hunger without invoking its paranoia or wrath may reside near these dragons.

A white dragon’s hoard consists of frozen corpses of powerful foes, ivory from walruses and mammoths, rich furs, diamonds, and other such items. They love objects that remind them of the cold and ice. So, clear and white items tend to be a white dragon’s preferred treasure.

Metallic Dragons (Good Dragons)

Metallic dragons in D&D are the good true dragons. They usually don’t engage in the wanton destruction of weaker races and often times serve as protectors or benevolent rulers. While they oppose the Chromatic dragons and generally embody "goodness," they’re still arrogant creatures.

At the end of the day, a dragon is a dragon.

Metallic dragons might not have the bloodlust and love of destruction as their crayon-colored counterparts, but they’re still powerful, long-lived beings. Because of that, they still fall into the trap of thinking themselves above other creatures.

That said, you’ll often see Metallic dragons as mentors, protectors, rulers, and even friends to mortals and other creatures.

Like their Chromatic kin, Metallic dragons come in five shiny colors:

  • Brass
  • Bronze
  • Copper
  • Gold
  • Silver

Like before, let’s go over each of these colors and give you a bit of a basic info on them.

Brass Dragons

Brass Dragon

Damage Type: Fire

Brass dragons are some of the more friendly types of true dragons.

These desert-dwelling dragons love nothing more than conversing with unique and interesting creatures. Because of this, they can be…a bit pushy. If a creature tries to leave a Brass dragon alone without first engaging in conversation, they dragon might try to pin said creature down until they’ve had their fill of talking.

A brass dragon’s treasure, of course, follows suit.

Sentient weapons, items that contain some sort of intelligent being, or other items that let them talk with other creatures are top tier items for a brass dragon’s hoard. They scatter their valuables across their desert territory.

Bronze Dragons

Bronze Dragon

Damage Type: Lightning

Bronze dragons are a bit more active compared with their Metallic kin.

While they share the same base benevolent nature, bronze dragons actually love involving themselves in warfare. They’ll often ally themselves with whichever side fights for good. This is because bronze dragons seek out tyranny and evil to put a stop to it.

These dragons dwell along coasts, looting sunken ships for their treasure. Once they find something they like, they’ll tuck it away in one of the coastal caves that serve as their lair.

Other items that bronze dragons enjoying adding to their loot include monetary compensation for their participation in a war, military strategy books, or spoils of war from enemy armies.

Copper Dragons

Copper Dragon

Damage Type: Acid

Copper dragons are interesting in that they share the same gregarious nature as their Metallic kin, but they also have possibly the most greedy and paranoid personalities.

These dragons love pranks, song, and riddles. They consider sharing songs, jokes, and riddles a great form of treasure.

…But, they also take offense if someone doesn’t laugh at their jokes or pranks.

Which leads to the second aspect of copper dragons; they’re greed.

Look, all true dragons are greedy. But, page 112 of the Monster Manual goes so far as to describe copper dragons as having a "…covetous, miserly streak…." when someone might threaten their treasure which usually includes precious metals and gemstones.

Luckily, copper dragons do often have a benevolent personality. Just don’t try stealing their stuff.

Gold Dragons

Gold Dragon

Damage Type: Fire

Gold dragons are the most powerful of the Metallic type. They’re also possibly the most aloof.

These dragons don’t often associate with other dragons. That said, they love conversing with mortals but always in disguise. Taking on the form of a humanoid or animal, a gold dragon may walk amongst townsfolk, catching up on current events affecting the town or simply befriend someone.

Now, just because they prefer keeping a low profile doesn’t mean they don’t oppose evil.

About as active as their bronze brethren, gold dragons stand as staunch opponents of evil. They work in subtle ways to support the good in the world while undercutting the bad. And, being the most powerful of Metallic dragons, they have the capabilities to fight against tyranny or malevolent forces should the need arise.

One interesting thing about gold dragons is they…eat valuables.

They still form a hoard deep within their lairs. But, they actually enjoy eating gems and pearls. And, they accept gifts of this sort so long as those gifts aren’t bribes.

Silver Dragons

Silver Dragon

Damage Type: Cold

Silver dragons are actually the most social out of the Metallics.

While other Metallic dragons might enjoy interacting with other creatures, it’s a major part of a silver dragons’ personality. They often befriend towns and generations of families not out of some self-centered greed but because they want to.

While they oppose evil creatures and will help their friends in destroying it, these dragons aren’t as active as other Metallics in the destruction of evil. They won’t actively seek out corruption or malevolent entities. But, if they come across one, they’re up for a scrap.

Often times, a silver dragon spends as much time shape changed into a humanoid form as they do as a dragon. They’re love for the shorter lived races means they’ll sometimes…forget about their friends only to return and find them long dead. Such is the life of a creature who lives 1,000+ years.

A silver dragon’s hoard consists of things that remind them of their love for the humanoid races. Ancient art pieces and relics from civilizations long dead, pieces of architecture or other craftsmanship, and coins from lost or fallen kingdoms.

Other True Dragons Not in 5e…Yet

Gem Dragons (Neutral Dragons)

Gem Dragons were a type of true dragon in 3rd Edition Dungeons & Dragons. Different gemstones inspired these neutral-aligned dragons.

There dragons used colors and textures based on various gems. Hence the name, "Gem Dragons."

Like the other true dragons, D&D categorized Gem dragons into different types. But, unlike the others, there were six types:

  • Amethyst
  • Emerald
  • Sapphire
  • Topaz
  • Crystal
  • Obsidian

Now, Wizards of the Coast hasn’t added Gem dragons to D&D 5e…yet. But, with the introduction of different dragonborn subraces, including Gem Dragonborn, in the Draconic Options Unearthed Arcana, we might see the return of Gem dragons sometime in the future.

Planar Dragons

Planar dragons are true dragons that were either born or spent a great deal of time on a different plane of existence. Their alignment varied depending on their home plane. And, they come from the 3rd and 4th editions of D&D.

Planar dragons included:

  • Abyssal Dragons
  • Astral Dragons
  • Elemental Dragons
  • Feywild Dragons
  • Shadowfell Dragons

But, almost any plane could’ve had a dragon of that type.

Interestingly, the Monster Manual includes a vague template for turning 5e’s dragons into Shadow dragons. If a true dragon spends enough time in the Shadowfell, they turn into a Shadow dragon.

It’s not quite the same as a Shadowfell Dragon, but it’s pretty close. Maybe we’ll see Planar dragons return in 5e since because of this template. But, there hasn’t been any other evidence pointing towards that conclusion yet.

Lesser Dragons in D&D 5e

Lesser dragons in D&D 5e include the rest of dragonkin that aren’t true dragons. Basically, any big, scaly monster qualifies…most of the time.

Honestly, there aren’t that many lesser dragons in 5e so far. And, they don’t really share anything in common other than being vaguely dragon-esque.

Lesser dragons include:

  • Ambush Drake (Hoard of the Dragon Queen)
  • Dragon Tortoises (Candlekeep Mysteries)
  • Dragon Turtles
  • Faerie Dragons
  • Guard Drakes (Volo’s Guide to Monsters)
  • Pseudodragons
  • Wyverns

Now, some of these share similar features as true dragons. For the most part, Guard Drakes follow the same color scheme and damage type correspondence.

Aside from that, these creatures vary in their capabilities and features.

Faerie Dragons are almost fey like and helpful while Wyverns are natural, animalistic predators.

Using Dragons in Your D&D Game

Of course, if you’re running a D&D game, you’ll need some idea for adding dragons to your game.

As with any monster or NPC, there’s a myriad of ways for using dragons. It’s really up to you on how you want to go about it.

But, here’s some ways I’d use dragons in my D&D game.

Using Chromatic Dragons

Chromatic dragons make great villains. With the exception of maybe white and black dragons, Chromatic dragons manipulate and deceive mortals to fulfill their greedy nature.

If you’re planning on going off the Monster Manual, keeping Chromatic dragons as evil means using them as villains and other adversaries. Use them as either the final villain or in an isolated adventure. Just know that you player characters will probably fight them.

Chromatic dragons don’t mess around in combat. So, prepare for at least one player character death.

Here are some ideas for using Chromatic dragons in your game:

  • A red dragon has claimed land surrounding a number of towns and demands a payment every month
  • A white dragon starts raiding mountainous, tundra villages indiscriminately for food
  • A green dragon disguised as a royal vizier starts manipulating a monarch on the border of a great forest
  • A black dragon nurtures the growth of an acidic bog that threatens the countryside
  • A blue dragon kills and usurps the ruler of a desert civilization for their vast treasure

I would encourage you to think outside of the box, though.

For example, keep a green dragon as evil. But, what if they truly care about their forest and want to protect it from destruction at the hands of mortals?

What if a blue dragon encourages trade to add more and more treasures to their hoard? But, in doing so, their desert civilization becomes a major trading hub, causing an economic boom for the people.

Think about the consequences of a dragon’s actions and whether through their own selfish goals a Chromatic dragon inadvertently does good for an area.

Using Metallic Dragons

Metallic dragons make for powerful allies for your player characters. They also work as ancient rulers over wide expanses of territory.

That said, Metallic dragons work well as villains too.

If you don’t like sticking to D&D’s alignment system, your Metallic dragons may be tyrannous or malicious creatures. Again, since these dragons are just as arrogant as their Chromatic kin, they think of themselves as better than other creatures. This arrogance may lead to corruption or downright malevolent behaviors.

But, if you’re sticking with the Monster Manual and keeping Metallic dragons as good creatures, some ideas for using them in your game are:

  • A brass dragon who serves as an envoy for a distant, powerful desert kingdom
  • A bronze dragon who founds an adventurer’s guild dedicated to seeking out and destroying evil
  • A copper dragon establishes a bardic college…much to the dismay of the surrounding townsfolk
  • A gold dragon serves as the wise, centuries old ruler of a grand kingdom
  • A silver dragon and their brood protects a northern village from the harsh winter weather and giant clans

Remember; when it comes to Metallic dragons, as kind or gregarious as they are, they still carry a greedy streak within them.

In base D&D, true dragons, no matter the color, are covetous beings. They seek out treasures and build their hoard over their many centuries of life. And, each one knows exactly where their valuables lie. Some even go so far as remembering the value down to the copper piece.

So, if the party oversteps and makes an attempt at stealing something from a Metallic dragon’s hoard…well, just keep that in mind.

Using Lesser Dragons

The lesser dragons in D&D 5e are best used as minions or as encounters during an adventure. They’re rarely gonna fit as main villains or antagonists.

Usually, these creatures work well as random encounters or as planned obstacles for your players.

A Dragon Turtle makes a great challenge for sea-faring adventures. A Wyvern is good for a mountain or forest combat. And, Guard Drakes are perfect for organizations in your game as, well, guards.

That isn’t to say you can’t use lesser dragons as something more.

Maye you want to pull an Avatar: The Last Airbender and make Dragon Turtles ancient, powerful entities with knowledge spanning millennia. Maybe a Faerie Dragon has aspirations of power and manipulates wizards and other mages into working for them.

Get creative with your monsters.

D&D Dragon FAQs

How Long Do Dragons Live in D&D?

There is no set age limit for D&D dragons. But, some people propose that dragons live to around 1,200 years old.

The only mention of age in the Monster Manual outlines the different levels for the four stat blocks. And, it states that ancient dragons are 801+ years old.

The Forgotten Realms fandom wiki says great wyrms live 1,200+ years. So, you could extend a dragon’s life out that far.

So, honestly, dragons can live as long as you want in your game.

What is the Strongest Dragon in D&D?

Ancient Gold Dragons and Ancient Red Dragons are the strongest of the true dragons in D&D 5e.

If we’re basing a list on Challenge Rating, the list of strongest D&D dragons looks like this:

  1. Ancient Gold Dragon (CR 24)
  2. Ancient Red Dragon (CR 24)
  3. Ancient Blue Dragon (CR 23)
  4. Ancient Silver Dragon (CR 23)
  5. Ancient Green Dragon (CR 22)
  6. Ancient Bronze Dragon (CR 22)
  7. Ancient Black Dragon (CR 21)
  8. Ancient Copper Dragon (CR 21)
  9. Ancient White Dragon (CR 20)
  10. Ancient Brass Dragon (CR 20)

D&D 5e tries to balance the Chromatic and Metallic dragons. But, the Chromatic dragons tend to be a little bit stronger since it’s assumed most parties engage in combat with those types.

Is a Dragon a Beast?

No. A D&D dragon is not a beast. Dragon and beast are two separate creature types in 5e.

Are Dragons Bad in D&D?

Not all dragons are bad in D&D. Chromatic dragons are evil and Metallic dragons are good.

Now, this is in base D&D. Meaning, if you’re playing in the Forgotten Realms, this is how true dragons follow alignment.

In your game, your dragons can be whatever you want them to be.

Who is the God of Dragons?

In D&D, Bahamut, the Platinum Dragon, is the god of good dragons while Tiamat, the Dragon Queen, is the god of evil dragons.


Final Thoughts on the Dragon Creature Type in D&D 5e

That’s about it for the dragon creature type in D&D 5e.

Dragons fall into one of two types; true or lesser. True dragons are your typical D&D dragons. Big, menacing, and full of themselves. Lesser dragons include other dragon-adjacent monsters.

Honestly, I encourage including dragons in your game.

Even newer players understand the weight of facing a massive, flying, fire (or otherwise) breathing lizard. And, the experience of fighting them leads to fun and rewarding experiences.

But one last piece of advice; don’t waste how you use dragons.

D&D dragons are legendary, mythical creatures. They might be commonplace in your setting. But, don’t waste a dragon fight on a random encounter.

Make your dragon combats mean something.

Do you use dragons in your game? What’s you favorite dragon encounter you’ve experience? Leave a comment below and we’ll swap stories.

Sours: https://roleplayersrespite.com/dnd-5e-dragons

Dragons (5e Creature)

See also: 5e SRD:Dragons


Chromatic Dragons

Black Dragons

See 5e SRD:Dragons.

Blue Dragons

See 5e SRD:Dragons.

Brown Dragons

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

Aggressive and quick-tempered, brown dragons crave the heat of the desert, and respond to even the smallest of slights—real or imagined—with violence. Brown dragons live for the hunt, chasing the largest prey, and a brown dragon on the hunt destroys villages and towns to sate its hunger on the way. As such, most brown dragons keep minions around to guard their treasures from thieves, though they rarely travel more than a few miles away from their lairs.
A brown dragon has a very long, smooth body to aid in burrowing. A long, spiralling horn dominates the front of its head, while several small ridges line the back of its head, extending to its neck, and several spikes adorn its jaw. A young brown dragon has muddy brown scales that gradually thicken and turn to an almost black brown as it ages. Its pupils also fade as it ages, and the oldest brown dragons have eyes that resemble spheres of soil.

Fiery Hatred. A brown dragon's breath is as hot as the winds of deserts it lives in, and it likes to sear its prey before devouring it. A brown dragon has a remarkable memory, though it most remembers creatures that defeat it or prey that escapes it, focusing attacks against those creatures if it encounters them again.
Brown dragons sometimes compete for territory with blue dragons, though a brown dragon that sees itself clearly outmatched offers its fealty to the blue dragon, serving it until it has the opportunity to overthrow its former master, claiming its treasures as its own and devouring any of the blue dragon's minions that refuse to serve it. Such a brown dragon often lets adventurers seeking to slay its master pass relatively unharmed, though they see those adventurers as expendable, devouring any that survive the fury of the blue dragon.

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

A Brown Dragon's Lair

A brown dragon prefers to build its lair deep underground, building criss-crossing tunnels that it can collapse behind it to trap interlopers that follow it, and with numerous cavern-like rooms that it uses to store its treasure or, more rarely, its eggs.
A brown dragon might have a secret entrance to its lair concealed within a large stone formation or near an oasis, but such an entrance is usually filled with sand or made to look as natural as possible. Such tunnels usually lead to a major chamber or a secret treasure vault.

Lair Actions

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

  • Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • A blast of scorching air sweeps through the lair, forming a 5-foot-wide line that is 60 feet long. Each creature in that line must succeed on a DC 15 Constitution saving throw or take 10 (3d6) fire damage.
Regional Effects

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

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

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

Green Dragons

See 5e SRD:Dragons.

Grey Dragons

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

Calculating and cunning, grey dragons are manipulative, never taking action unless they see benefit in doing so. Grey dragons are lazy, rarely venturing from the mountain caves they inhabit except to hunt, and a grey dragon prefers to eat all of its kills.
A grey dragon has a thick, yet limber body and very long wings that it usually keeps tucked close to its body. A ridge of jagged horns emerges from the back of its head, culminating in an imposing crest, while several small spikes jut out around its eyes. A young grey dragon has stony grey scales with a few flecks of lighter and darker grey. As it ages, these flecks become larger and more varied, giving an adult grey dragon a mottled appearance with some scales nearly black, and others almost white.

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

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

A Grey Dragon's Lair

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

Lair Actions

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

  • The dragon conjures limbs of ice and stone that burst from a wall that it can see within 120 feet of it. The limbs sweep at a creature of the dragon's choice within 30 feet of the wall, which must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage.
  • A cloud of mist swirls about in a 20-foot-radius sphere centred on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Ice and stone erupt from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius spike. Each creature in the spike's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
Regional Effects

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

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

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

Magenta Dragons

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

Obsessive and possessive, magenta dragons are greedy to a fault, little issues in this dragon's life consume their being to an almost compulsive nature. Magenta dragons are bipolar, their attitudes and emotions towards things in their lives change at a whim. Unlike most chromatic dragons that find themselves living in natural caves or jungles, Magenta dragons prefer to live in cities molded by gnomes or elves.
A magenta dragon has a lean and slim body and two sets of ornate wings that is prefers to display so that they are admired for their beauty. Magenta dragons lack any horns or spikes to speak of but have incredibly strong hide to make up for its relatively unimposing appearance. A young magenta dragon has dull brown scales with streaks of red scales mixed within. As it ages, these streaks become larger and more varied, giving an adult magenta dragon a worked polished wood like quality.

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

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

A Magenta Dragon's Lair

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

Lair Actions

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

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

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

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

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

Orange Dragons

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

The most domineering of chromatic dragons, orange dragons are exceedingly vain and arrogant. They seek to dominate all creatures foolish enough to enter their demesnes, though they find gnomes and halflings ugly, and eat them on sight.
An orange dragon has a very long neck, and its lithe body is covered in overlapping arrowhead-shaped scales. Two long spikes emerge from either side of its jaw, which is very wide compared to most other dragons, while a single whitish horn that resembles a tree stump emerges from the back of its head. A young orange dragon has pale amber scales that gradually thicken and turn to an almost red orange as it ages.

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

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

An Orange Dragon's Lair

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

Lair Actions

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

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

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

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

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

Pink Dragons

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

Bubbly and aloof, pink dragons care little for the lives of other chromatic dragons. Pink dragons enjoy their free time, typically for swimming in the ocean. They seek to live in relative peace in their coral castles but have no problem defending themselves from the undersea creatures that intrude near its lair.
A pink dragon has a short neck, and its frail appearing body is covered in heart-shaped scales. Curved horns emerge from either side of its jaw, which is very petite compared to most other dragons, while a single pink spike that resembles a pillar of coral emerges from the back of its head. A young pink dragon has a white tinge to its scales that gradually gain more and more red as it turns into pink as it ages.

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

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

A Pink Dragon's Lair

Pink dragon lairs are found underneath mountains of coral.

Lair Actions

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

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
  • A wall of coral springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one.
Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to bludgeoning damage, resistance to fire and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
  • Icy gas is released in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Constitution saving throw or be paralyzed.
Regional Effects

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

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

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

Purple Dragons

  • Purple Dragon, Great Wyrm
  • Purple Dragon, Wyrm
  • Purple Dragon, Ancient
  • Purple Dragon, Very Old
  • Purple Dragon, Old
  • Purple Dragon, Mature Adult
  • Purple Dragon, Adult
  • Purple Dragon, Young Adult
  • Purple Dragon, Juvenile
  • Purple Dragon, Young
  • Purple Dragon, Very Young
  • Purple Dragon, Wyrmling

Gluttonous and greedy, a purple dragon's eye sees all things other than itself to be food, treasure, or worthless.
A purple dragon's head is quite long and thin, yet its eyes are quite large, almost seeming as though they belong to another creature. A long crest emerges from the back of a purple dragon's head, and at the end of its tapering snout is a cluster of small horns. A young purple dragon's scales are a pale violet that darkens into a more dull purple as it ages.

Deep Dragons. A purple dragon values itself on its treasures, believing that the older it becomes, the more rightfully it can claim the treasures of the world as its own.
However, purple dragons are intelligent and cunning, more so than most believe. They know that most think them unintelligent gluttons, and they play the part until they can lure other creatures into traps, chasing prey to impassable chasms or into dead ends in tunnels.

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

A Purple Dragon's Lair

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

Lair Actions

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

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

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

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

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

Red Dragons

See 5e SRD:Dragons.

White Dragons

See 5e SRD:Dragons.

Yellow Dragons

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

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

Conniving and Cunning. Yellow dragons are deceitful by nature, avoiding the truth whenever they can, finding amusement in misleading other creatures. A yellow dragon hates creatures more powerful than itself, and seeks to attack and devour them in secrecy.
A yellow dragon loves the taste of humanoid flesh, though it rarely indulges its hunger for fear of outing itself. Interlopers that grow curious and begin investigating the lair of a yellow dragon are seen as fair game by yellow dragons, devouring them to indulge its hunger and to keep its secret.
A yellow dragon that has its secret revealed ruthlessly destroys any creatures that revealed it, indiscriminately attacking and levelling nearby settlements and taking anything that it wants.

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

A Yellow Dragon's Lair

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

Lair Actions

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

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

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

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

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

Metallic Dragons

Adamantine Dragons

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

Proudly the most powerful and rarest of the metallic dragon breed are the adamantine dragons. The reason that this type of dragon is so rare is that they do not live on the Material Plane and therefore have little recorded about them save by the most astute dragon researchers. Those who do know have found that these rare dragons dwell in the Outer Planes.
An adamantine dragon has heavy, over-lapping plates along its shoulders and back where as the remainder of its body is covered in sword-like scales that protrude in a slightly spiked fashion. The body of an adamantine dragon is large and stocky, with its muscular frame able to withstand a large amount of punishment. The tail of an adamantine dragon is shaped almost like a maul with a large block-esqe shape that it can break through walls and stone with ease. The entire body of an adamantine dragon is eventually coated with the metal that bears its name. From its scales, claws and horns; nothing is left uncovered. A young adamantine dragon is starting to grow the thick plates around its shoulders but they are not large enough to confuse them with their natural scales and as it ages, these plates become more profound. As such, the older an adamantine dragon becomes the thicker and harder is scales and their plates become till they are nigh indestructible.

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

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

An Adamantine Dragon's Lair

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

Lair Actions

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

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

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

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

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

Brass Dragons

See 5e SRD:Dragons.

Bronze Dragons

See 5e SRD:Dragons.

Cobalt Dragons

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

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

Dragons of the Night. Most humanoids find cobalt dragons unsettling at best, or downright terrifying at worst, though those who have personally met cobalt dragons quickly change their minds when they find how kind the dragons can be. Above all else, however, a cobalt dragon respects strength. It might allow a creature that bests it in a trial by combat to pass through its territory with no further incursions, while it delivers those it defeats to nearby settlements.
A cobalt dragon chooses its minions based on their martial might, and it treats its minions like an instructor at a school of arms, using its inborn knowledge of ancient fighting styles to teach its students. Some aspiring warriors travel far and wide to beseech a particularly powerful cobalt dragon to teach them, and the those that pass several gruelling tasks set by the dragon are allowed tutelage.

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

A Cobalt Dragon's Lair

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

Lair Actions

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

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

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

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

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

Copper Dragons

See 5e SRD:Dragons.

Gold Dragons

See 5e SRD:Dragons.

Iron Dragons

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

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

Toughness and Might. Iron dragons are tough and solitary, seldom leaving their isolation except to raise young or to meet with other iron dragons.
Most iron dragons make an exception to their solitude to keep minions around. An iron dragon can breathe a gas that causes those that inhale it to become pacifistic, so a particularly rowdy intruder is subjected to this breath and forced to leave or perform some minor task for the dragon. Some of the more unfettered iron dragons use this breath to create servants and guards for their lairs.

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

An Iron Dragon's Lair

An iron dragon prefers to dwell in hilly areas, far from the settlements of humanoids.
The dragon makes the boundaries of its territory incredibly obvious, embedding shed horns and talons within trees and boulders.

Lair Actions

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

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

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

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

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

Lead Dragons

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

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

Fierce Combatants. A lead dragon has poisonous breath that can cause a myriad of detrimental bodily effects, though it rarely uses its breath in combat unless it sees a dire need to, as it prefers to hack away with its claws and tear foes to pieces with its fangs.
A lead dragon focuses its attacks on a single troublesome foe, only diverting its attention to drive its allies away.

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

A Lead Dragon's Lair

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

Lair Actions

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

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

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

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

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

Mercury Dragons

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

Sly and mercurial, mercury dragons are tricksters by nature. They are capable of transforming their bodies into a roiling wave of liquid metal, and they use this to move around enemies and reach advantageous terrain.
Mercury dragons are much slimmer and more angular than most other dragons. A pair of short horns extend above a mercury dragon's eyes, and several short spikes run down the back of its neck. A newly hatched mercury dragon has silvery scales that are quite flexible, and as it ages, a mercury dragon's scales grow thicker and tougher, yet they still remain unusually flexible. A mercury dragon's pupils fade as it ages, and the eyes of the oldest mercury dragons look like pools of liquid mercury.

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

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

A Mercury Dragon's Lair

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

Lair Actions

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

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

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

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

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

Mithral Dragons

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

No metallic dragon rivals the mithral for power and majesty. (Though golds are loath to acknowledge their inferiority to anyone.) Mithral dragons are natives of the Astral Sea and other divine and celestial planes, though they can be found on the Material Plane rarely. When a mithral dragon comes to the Material Plane it is to do Bahamut's bidding or to face a great evil directly. Mithral dragons are also immortal due to their celestial nature, and much like an angel can never truly die. If a mithral dragon's physical body is destroyed its spirit returns to the side of Bahamut and they are reborn again. Mithral dragons also act as Bahamut's solars.
A mithral dragon's scales flex with the muscles beneath them, and they glow faintly. As a mithral ages. the icy white scales of youth darken to silver with white streaks. At the height of a mithral's power, intricate white striations sharply contrast its darker base color. Patterns along the dragon's claws flare with energy during combat. A ring of spikes crowns a mithral's head, and smaller spikes extend down its neck. The spikes stand on end when the dragon is excited—particularly when it's enraged. The dragon's wings consist of radiant energy instead of flesh. The dragon's eyes glow with inner light that grows more intense as it ages, the oldest of them shed motes of light from their eyes that ascend past the horns.

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

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

A Mithral Dragon's Lair

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

Lair Actions

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

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

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

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

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

Silver Dragons

See 5e SRD:Dragons.

Steel Dragons

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

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

Sturdy Dragons. A steel dragon has acidic breath, though it tends to first use its deafening gas to disorient its opponents. A steel dragon's will is as sturdy as its body, and creatures that attempt to threaten a steel dragon rarely leave the dragon's presence alive.
A steel dragon also enjoys the company of other steel dragons, and a place known to be used by steel dragons as a gathering place is avoided by locals, as steel dragons don't take kindly to the thought of being spied on, and devour any creatures they think to be spies. Conversely, a steel dragon often sends its agents to learn about current affairs, and so that it knows when and where evil creatures are lurking, so it can destroy them.

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

A Steel Dragon's Lair

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

Lair Actions

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

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

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

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

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

Other Dragons

Chaos Dragons

  • Chaos Dragon, Great Wyrm
  • Chaos Dragon, Wyrm
  • Chaos Dragon, Ancient
  • Chaos Dragon, Very Old
  • Chaos Dragon, Old
  • Chaos Dragon, Mature Adult
  • Chaos Dragon, Adult
  • Chaos Dragon, Young Adult
  • Chaos Dragon, Juvenile
  • Chaos Dragon, Young
  • Chaos Dragon, Very Young
  • Chaos Dragon, Wyrmling

Describe your dragon here.

A Chaos Dragon's Lair

Describe the typical lair of the dragon here.

Lair Actions

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

Regional Effects

Describe the regional effects of the dragon here.

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

Force Dragons

Prismatic Dragons

Feather Dragons

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

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

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

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

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

A Feather Dragon's Lair

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

Lair Actions

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

  • All air is depleted from a 60-foot radius that the dragon can see. The lungs of creatures in this radius are severely injured from the amount of air removed from them in such a short time. Creatures within this radius must make a DC 15 Constitution saving throw or take 10 (3d6) bludgeoning damage. Regardless of the save's success, creatures within the radius begin suffocating and cannot breathe until they leave the space.
  • The Feather Dragon conjures a large whirlwind, tossing creatures through the air. Each creature must make a DC 15 Dexterity saving throw, taking 21 (6d6) wind damage on a failed save, or half as much damage on a successful one. Creature that fail the saving throw are thrown 60 feet in a direction that the dragon chooses, or half the distance on a successful save.
  • A wall of blusterous wind springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) wind damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature that attempts to move through the wall or in the wall's space must make a DC 20 Strength saving throw once each round it's in contact with the wall. On a failed save, a creature takes 18 (4d8) wind damage, is thrown 60 feet into the air, and begins falling. The wall sinks back into the ground after one minute. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (boulders hurled by giants or siege engines and similar projectiles are unaffected). Creatures in gaseous form can't pass through it.
Regional Effects

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

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

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

Pitch Dragons

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

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

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

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

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

A Pitch Dragon's Lair

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

Lair Actions

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

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

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

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

If the dragon dies, these effects fade immediately.


See 5e SRD:Half-Dragon.

If you want to use the dragons here for half-dragons, consult the table below for easy reference.

Damage Resistance Type
AcidPurple or steel
ColdCobalt, grey, feather, or pink
LightningIron or yellow
PoisonOrange, lead, or mercury
RadiantMithral or prismatic
ThunderMagenta or pitch

Back to Main Page → 5e Homebrew → 5e Creatures

Sours: https://www.dandwiki.com/wiki/Dragons_(5e_Creature)
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Treasury of Dragons

Discover how dragons embody magic across the worlds of D&D and how you can bring them to life at your table in this quintessential reference guide for the world’s greatest roleplaying game.

Meet Fizban the Fabulous: doddering archmage, unlikely hero of the War of the Lance, divine avatar of a dragon-god—and your guide to the mysteries of dragonkind in the worlds of Dungeons & Dragons.

What is the difference between a red dragon and a gold dragon? What is dragonsight? How does the magic that suffuses dragons impact the world around them? Here is your comprehensive guide to dragons, filled with the tips and tools Dungeon Masters and players need for their encounters with these dangerous magical creatures.

Dragonslayers and dragon scholars alike will appreciate the new dragon-themed options for players eager to harness the power of dragon magic and create unique and memorable draconic characters. Dungeon Masters will discover a rich hoard of new tools and information for designing dragon-themed encounters, adventures, and campaigns. Discover a host of new dragons and other creatures. Learn about the lairs and hoards of each type of dragon, and how hoards focus the magic that suffuses dragons and connects them to the myriad worlds of the Material Plane. Discover everything there is to know about the most iconic monsters of D&D with help from Fizban, your expert advisor on dragonkind!

  • Introduces gem dragons to fifth edition!
  • Reveals the story of the First World and the role Bahamut and Tiamat played in its creation and destruction.
  • Adds new player character options, including unique draconic ancestries for dragonborn, dragon-themed subclasses for monks and rangers, and new feat and spell options.
  • Offers everything a Dungeon Master needs to craft adventures inspired by dragons across the worlds of D&D, with new dragon lair maps and details on 20 different kinds of dragons.
  • Presents a complete dragon bestiary and introduces a variety of new dragons and dragon-related creatures, including aspects of the dragon gods, dragon minions, and more.

Product Information

Release Date

26th October, 2021

Sours: https://dnd.wizards.com/products/treasury-dragons
Basically Dragons: The Bad Guys

D&D 5th Edition

↓ Attributes

Edit Page Content


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


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

Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.

Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence: Each creature of the dragon's choice that is within 120 ft. of the Dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, Ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Fire Breath (Recharge 5-6): The Dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.

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

Tail Attack: The Dragon makes a tail Attack.

Wing Attack (Costs 2 Actions): The Dragon beats its wings. Each creature within 10 ft. of the Dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.

Show Attribute List


Roll 0

Bite 1d20 + 14 2d10+8+2d6

Roll 1

Roll 2

Roll 3

Fire Breath 1d20 + 0 18d6

Roll 4

Magma Eruption 1d20 + 0 6d6

Saving Throws

Dex +6, Con +13, Wis +7, Cha +11


Blindsight 60 Ft., Darkvision 120 Ft.


Perception +13, Stealth +6


40 ft., climb 40 ft., fly 80 ft.

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Sours: https://roll20.net/compendium/dnd5e/Adult%20Red%20Dragon

Dnd 5e dragon


5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.

  • Agate Dragon, Ancient
  • Agate Dragon, Wyrmling
  • Ankou Soul Herald
  • Ankou Soul Seeker
  • Azi Dahaka
  • Basiliskos
  • Boreal Dragon, Adult
  • Boreal Dragon, Ancient
  • Boreal Dragon, Wyrmling
  • Boreal Dragon, Young
  • Cloud Dragon, Adult
  • Cloud Dragon, Ancient (Draco Nimbus Caelo)
  • Cloud Dragon, Wyrmling
  • Cloud Dragon, Young
  • Crypt Dragon, Adult
  • Dracotaur
  • Dracotaur (Adult Flame Dragon)
  • Dragon Eel
  • Dragon Hatchling, Red Dragon
  • Dragon Spirit
  • Dragon Turtle
  • Dragon, Aionian
  • Dragon, Black (Adult)
  • Dragon, Black (Ancient)
  • Dragon, Black (Wyrmling)
  • Dragon, Black (Young)
  • Dragon, Blue (Adult)
  • Dragon, Blue (Ancient)
  • Dragon, Blue (Wyrmling)
  • Dragon, Blue (Young)
  • Dragon, Brass (Adult)
  • Dragon, Brass (Ancient)
  • Dragon, Brass (Wyrmling)
  • Dragon, Brass (Young)
  • Dragon, Brine (Adult)
  • Dragon, Brine (Ancient)
  • Dragon, Brine (Wyrmling)
  • Dragon, Brine (Young)
  • Dragon, Bronze (Adult)
  • Dragon, Bronze (Ancient)
  • Dragon, Bronze (Wyrmling)
  • Dragon, Bronze (Young)
  • Dragon, Brute
  • Dragon, Cave, Adult
  • Dragon, Cave, Wyrmling
  • Dragon, Cave, Young
  • Dragon, Copper (Adult)
  • Dragon, Copper (Ancient)
  • Dragon, Copper (Wyrmling)
  • Dragon, Copper (Young)
  • Dragon, Dream
  • Dragon, Dust (Ancient)
  • Dragon, Energy
  • Dragon, Faerie
  • Dragon, Flame, Adult
  • Dragon, Flame, Ancient
  • Dragon, Flame, Wyrmling
  • Dragon, Flame, Young
  • Dragon, Fly
  • Dragon, Forest (Adult)
  • Dragon, Gold (Adult)
  • Dragon, Gold (Ancient)
  • Dragon, Gold (Wyrmling)
  • Dragon, Gold (Young)
  • Dragon, Green (Adult)
  • Dragon, Green (Ancient)
  • Dragon, Green (Wyrmling)
  • Dragon, Green (Young)
  • Dragon, Holy
  • Dragon, Holy
  • Dragon, Iris Wyrm (Adult)
  • Dragon, Ketos
  • Dragon, Light (Adult)
  • Dragon, Light (Ancient)
  • Dragon, Light (Wyrmling)
  • Dragon, Light (Young)
  • Dragon, Lyngormr, Adult
  • Dragon, Lyngormr, Ancient
  • Dragon, Mithral, Adult
  • Dragon, Mithral, Ancient
  • Dragon, Mithral, Young
  • Dragon, Nakal (Young Adult)
  • Dragon, Nemeios (Wyrmling)
  • Dragon, Nemeios, (Adult)
  • Dragon, Nidhogg
  • Dragon, Purple
  • Dragon, Red (Adult)
  • Dragon, Red (Ancient)
  • Dragon, Red (Wyrmling)
  • Dragon, Red (Young)
  • Dragon, Sea, Adult
  • Dragon, Sea, Ancient
  • Dragon, Sea, Wyrmling
  • Dragon, Sea, Young
  • Dragon, Silver (Adult)
  • Dragon, Silver (Ancient)
  • Dragon, Silver (Wyrmling)
  • Dragon, Silver (Young)
  • Dragon, Smoke (Small)
  • Dragon, Soulhoarder
  • Dragon, Storm
  • Dragon, Tidepool
  • Dragon, Umbral (Adult)
  • Dragon, Umbral (Ancient)
  • Dragon, Underworld, Adult
  • Dragon, Vile
  • Dragon, Void, Adult
  • Dragon, Void, Ancient
  • Dragon, Void, Wyrmling
  • Dragon, Void, Young
  • Dragon, Wasteland (Adult)
  • Dragon, Wasteland (Ancient)
  • Dragon, Wasteland (Wyrmling)
  • Dragon, Wasteland (Young)
  • Dragon, White (Adult)
  • Dragon, White (Ancient)
  • Dragon, White (Wyrmling)
  • Dragon, White (Young)
  • Dragon, Wind, Adult
  • Dragon, Wind, Ancient
  • Dragon, Wind, Wyrmling
  • Dragon, Wind, Young
  • Dragon, Wrath (Huge)
  • Dragonette, Keyhole
  • Dragonne (Legendary Games)
  • Drake, Alehouse
  • Drake, Armored
  • Drake, Ash
  • Drake, Bathhouse
  • Drake, Cave
  • Drake, Coral
  • Drake, Coral (Legendary Games)
  • Drake, Coral (Open Design)
  • Drake, Crater
  • Drake, Crimson
  • Drake, Deep
  • Drake, Diminution
  • Drake, Elder Shadow
  • Drake, Fey
  • Drake, Fire
  • Drake, Forest
  • Drake, Hoard
  • Drake, Hoarfrost
  • Drake, Kelp
  • Drake, Lava
  • Drake, Lava
  • Drake, Light
  • Drake, Liminal
  • Drake, Mist
  • Drake, Moon
  • Drake, Pact
  • Drake, Paper
  • Drake, Peluda
  • Drake, Rust
  • Drake, Salt
  • Drake, Salt (Mutant)
  • Drake, Sanddrift
  • Drake, Sea
  • Drake, Skull
  • Drake, Spider
  • Drake, Star
  • Drake, Vine
  • Dungeon Dragon, Adult
  • Dungeon Dragon, Ancient
  • Dungeon Dragon, Wyrmling
  • Dungeon Dragon, Young
  • Felid Dragon
  • Forest Dragon, Adult
  • Glass Wyrm
  • Gray Dragon, Adult
  • Gray Dragon, Ancient
  • Gray Dragon, Wyrmling
  • Gray Dragon, Young
  • Herald of Fire
  • Herald of the Wyrm
  • Hydra
  • Imperial Dragon, Adult
  • Imperial Dragon, Ancient
  • Imperial Dragon, Wyrmling
  • Imperial Dragon, Young
  • Jabberwock (Dragon)
  • Jaculus
  • Jaculus
  • Kongamato
  • Lantern Dragonette
  • Lindwurm
  • Linnorm, Vent
  • Mindwyrm
  • Mist Dragon, Adult
  • Mist Dragon, Ancient (Draco Nebulus Terra)
  • Mist Dragon, Wyrmling
  • Mist Dragon, Young
  • Mouse Dragon, Copper (Draco Muridae Aeris)
  • Mouse Dragon, Electrum (Draco Muridae Viridi)
  • Mouse Dragon, Gold (Draco Muridae Aurum)
  • Mouse Dragon, Platinum (Draco Muridae Platina)
  • Mouse Dragon, Silver (Draco Muridae Argenti)
  • Mouse Dragon, Vulgar (Draco Muridae Vulgaris)
  • Naina
  • Ouroboros
  • Piasa (Challenge 6)
  • Pseudodragon
  • Quadrak (Dragon)
  • Sandwyrm
  • Sea Serpent, Brine
  • Sea Serpent, Deep Hunter
  • Sea Serpent, Fanged
  • Sea Serpent, Gilded
  • Sea Serpent, Shipbreaker
  • Sea Serpent, Spitting
  • Underworld Dragon, Adult
  • Wyvern
  • Wyvern, War
  • Yothan Commander
  • Yothan Designer
  • Yothan Warrior
  • Zmey
Sours: https://www.5esrd.com/gamemastering/monsters-foes/monsters-by-type/dragons/

Dragon (Dungeons & Dragons)

Monstrous creature from Dungeons & Dragons

In the Dungeons & Dragons (D&D) fantasyrole-playing game, dragons are an iconic type of monstrous creature.[1] As a group, D&D dragons are loosely based upon dragons from a wide range of fictional and mythological sources.[2][3] Dungeons & Dragons allows players to fight its fictional dragons (Tiamat being one of the most notable) and "slay their psychic dragons" as well.[4] These dragons, specifically their "dungeon ecology," have implications for the literary theory of fantasy writing.[5]D&D dragons also featured as targets of the moral panic surrounding the game.[6][7]

In D&D, dragons are depicted as any of various species of large, intelligent, magical, reptilian beasts, each typically defined by a combination of their demeanor and either the color of their scales or their elemental affinity.[8] For example, a commonly presented species of dragon is the red dragon, which is named for its red scales, and known for its evil and greedy nature, as well as its ability to breathe fire.[9] In the game, dragons are usually adversaries of player characters,[10] and less commonly, allies or helpers. Even though dragons are iconic for the D&D game, they are rarely encountered as part of official scenarios due to dragons typically being too powerful for low-level players. An exception to this is the Dragonlance game world.[citation needed]


In the D&D universe, there are many different species of dragons. However, despite their variety, a number of traits are common to nearly all types of dragons. All species appear to be generally reptilian or serpentine in their natural form. Except for the youngest dragons, they tend to be quite large—usually at least as big as a horse, and often much larger. Most species depicted have wings and are able to fly, and nearly all are quadrupedal. Almost all species of dragon are highly intelligent (at least as intelligent as a human being) and are able to speak. Essentially all species of dragon are said to be magical in nature, and in most species this nature is expressed as an affinity for some type of elemental power; some dragon species are naturally able to cast magical spells, as well. Most dragons have the ability to breathe or expel one or more types of energy associated with their elemental affinity, as well as bearing some resistance to damage or injury from any other sources of such energy. Dragons are egg-layers, and most have sharp teeth, horns, and claws. A D&D dragon is protected by its scaly hide, the color of which is determined by the dragon's species, and which also offers a visual clue to the specific elemental nature of each species of dragon. Each species of dragon has a particular temperament associated with it, as well as a deeply rooted moral outlook derived from that temperament; these factors underlie the personality and behavior of each individual dragon. Typically, dragons do not vary widely in appearance or personality within a species, although exceptions are possible, especially in certain D&D settings, such as Eberron.

Because D&D dragons are essentially monstrous creatures designed to antagonize player characters, the majority of dragons in D&D are evil by default. This was particularly the case in the original Dungeon and Dragons releases (such as the Dungeons & Dragons "white box" set (1974) and Dungeons & Dragons Basic Set) where only the gold dragon was lawful good while all other colors were chaotic evil (red, green, black) or neutral evil (blue, white).[11]

Some dragons (particularly metallic dragons) have two different kinds of breath, usually a lethal one (fire, ice, acid, lightning, etc.) and another that is typically non-lethal (paralysis, repulsion, confusion, etc.).

In the second edition of Advanced Dungeons & Dragons (AD&D), dragons were completely reworked from their first edition counterparts, and were much more powerful. For example, they had magic resistance, could no longer be subdued, and had physical attack forms besides just claws and bites.[12]

AD&D 2nd edition and D&D 3rd edition divided true dragons further into three main categories: chromatic dragons, such as green and black dragons, which are evil-aligned; metallic dragons, such as gold and silver dragons, which are good; and neutral-aligned gem dragons, rare creatures that possess psionic abilities. In addition, there were other sub-species of true dragons that did not fit into the three main categories. For example, mercury and steel dragons would seem to be metallic dragons, but in the Dungeons & Dragons world they are considered to be outside of the main family of metallic dragons because of various biological differences (though the book Dragons of Faerûn did list them as metallic dragons). The "lung dragons" or spirit-dragons of Oriental Adventures are also true dragons.

The third edition of D&D classifies dragon as a type of creature, simply defined as "a reptilelike creature, usually winged, with magical or unusual abilities".[13] The dragon type is broken down into several classifications. True dragons are dragons which increase in power by age categories (wyrmling to great wyrm). Lesser dragons do not improve in age categories and may lack all of the abilities of true dragons. Examples of lesser dragons include dragon turtles and wyverns. Other creatures with the dragon type include drakes, felldrakes, elemental drakes, landwyrms, linnorms and wurms. (An unrelated creature called a dragonne is named for its coincidental resemblance to a brass dragon.)

However, with D&D 4th edition, the classifications were changed: chromatic dragons became not strictly evil, and metallic dragons became not necessarily good. Also, there are several new categories (although the gem dragons did not return): "planar dragons" which are defined as dragons that were warped by living on a plane of existence other than the Material Plane, "catastrophe dragons", which take on the aspects of natural disasters which are chaotic evil and cause chaos for its own sake, and "scourge dragons".[14] Chromatic dragons are presented in the Monster Manual and Draconomicon: Chromatic Dragons. Metallic dragons are presented in the Monster Manual 2 and Draconomicon: Metallic Dragons. Catastrophe dragons are presented in Monster Manual 3. Planar dragons have been presented in both Draconomicon: Chromatic Dragons and Draconomicon: Metallic Dragons.

Detailed information about D&D dragonkind in second, third, or fourth editions may be found in their respective editions of the Draconomicon, a D&D supplement book designed especially for draconic information. No such book was published for the first edition, although the Basic game had a Bestiary of Dragons and Giants (coded AC10).[15]

Publication history[edit]

Five evil-aligned dragons (white dragon, black dragon, green dragon, blue dragon, and red dragon), and the lawful-good aligned golden dragon (in ascending order of magic power and capabilities) first appeared in the original Dungeons & Dragons "white box" set (1974).[16] The Greyhawk Campaign supplement (1975) added the copper dragon, brass dragon, bronze dragon, and silver dragon, along with the Platinum Dragon (Bahamut) and the Chromatic Dragon (Tiamat).

The white dragon, black dragon, red dragon and brass dragon reappeared in the original Dungeons & Dragons Basic Set (1977). The six dragons from the 1974 boxed set appeared in the Dungeons & Dragons Basic Rulebook (1981), and again in the 1983 version of the Basic Set (1983). These six appeared along with the gemstone dragons (crystal dragon, onyx dragon, jade dragon, sapphire dragon, ruby dragon and amber dragon), and the dragon rulers (Pearl (the Moon Dragon), Ruler of all Chaotic Dragons; Diamond (the Star Dragon), Ruler of all Lawful Dragons; Opal (the Sun Dragon), Ruler of all Neutral Dragons; and the Great One, Ruler of All Dragonkind) in the Dungeons & Dragons Rules Cyclopedia (1991).

The five chaotic-aligned dragon types from the 1974 boxed set, as well as the gold dragon and the four new dragon types from the Greyhawk supplement (the copper dragon, brass dragon, bronze dragon, and silver dragon) appeared in first edition Advanced Dungeons & Dragons in the original Monster Manual (1977), along with Bahamut and Tiamat. The former five dragon types were given as evil-aligned, while the latter five dragon types were given as good-aligned. The ten dragon types were given pseudoscientific names as follows: black (draco causticus sputem), blue (draco electricus), brass (draco impudentus gallus), bronze (draco gerus bronzo), copper (draco comes stabuli), gold (draco orientalus sino dux), green (draco chlorinous nauseous respiratorus), red (draco conflagratia horriblus), silver (draco nobilis argentum), and white (draco rigidus frigidus).[17] The Oriental dragons appeared in the original Fiend Folio (1981), including the li lung (earth dragon), the lung wang (sea dragon), the pan lung (coiled dragon), the shen lung (spirit dragon), the t'ien lung (celestial dragon), and the yu lung (carp dragon). The cloud dragon, the faerie dragon, the mist dragon, and the shadow dragon appeared in the original Monster Manual II (1983).

The black dragon, blue dragon, brass dragon, bronze dragon, copper dragon, gold dragon, green dragon, red dragon, silver dragon, and white dragon appeared in second edition Advanced Dungeons & Dragons in the Monstrous Compendium Volume One (1989).[18] The faerie dragon, and the Oriental dragons—lung wang (sea dragon), pan lung (coiled dragon), shen lung (spirit dragon), t'ien lung (celestial dragon), tun mi lung (typhoon dragon), yu lung (carp dragon), chiang ling (river dragon), and li lung (earth dragon)—appeared in the Monstrous Compendium Forgotten Realms Appendix (1989). The radiant dragon appeared in the Spelljammer: AD&D Adventures in Space boxed set (1989). The dragons of Krynn', the amphi dragon, the astral dragon, the kodragon, the othlorx dragon, and the sea dragon appeared in the Monstrous Compendium Dragonlance Appendix (1990). The cloud dragon, the Greyhawk dragon, the mist dragon, and the shadow dragon appeared in the Monstrous Compendium Greyhawk Appendix (1990). The adamantite dragon appeared in the Monstrous Compendium Outer Planes Appendix (1991).[19] The moon dragon, the sun dragon, and the stellar dragon appeared in the Monstrous Compendium Spelljammer Appendix (1991). The deep dragon appeared in the Monstrous Compendium Forgotten Realms Appendix II (1991). The gem dragons (the amethyst dragon, the crystal dragon, the emerald dragon, the sapphire dragon, and the topaz dragon) first appeared in The Dragon magazine #037 (May 1980), and then appeared again in the Monstrous Compendium Fiend Folio Appendix (1992). The chromatic dragons (black dragon, blue dragon, green dragon, red dragon, and white dragon), the gem dragons (amethyst dragon, crystal dragon, emerald dragon, sapphire dragon, and topaz dragon), metallic dragons (brass dragon, bronze dragon, copper dragon, gold dragon, and silver dragon), brown dragon, cloud dragon, deep dragon, mercury dragon, mist dragon, shadow dragon, steel dragon, and yellow dragon appeared in the Monstrous Manual (1993).[20] The onyx dragon, jade dragon, ruby dragon and amber dragon appeared in the Monstrous Compendium Mystara Appendix (1994).

The chromatic dragons (black, blue, green, red, and white), and the metallic dragons (brass, bronze, copper, gold, and silver) appeared in the third edition in the Monster Manual (2000),[21] and in the revised 3.5 Monster Manual (2003). The Gem dragons appeared in the third edition in the Monster Manual II.[22]

The five chromatic dragon types (black, blue, green, red, and white) appeared in young, adult, elder, and ancient variants in the fourth edition Monster Manual (2008). Three more chromatic dragon types appeared in Draconomicon: Chromatic Dragons: the brown dragon (aka, sand dragon), the grey dragon (aka, fang dragon), and the purple dragon (aka, deep dragon). The adamantine dragon, copper dragon, gold dragon, iron dragon, and silver dragon appeared in the Monster Manual 2 (2009).

The five basic chromatic dragons (red, blue, green, black, and white) and metallic dragons (copper, brass, silver, gold, and bronze) appeared in the fifth edition Monster Manual (2014) in wyrmling, young, adult, and ancient. Gem dragons and other new-to-fifth-edition dragons are to appear in Fizban's Treasury of Dragons (2021).


In D&D, true dragons continue to become more powerful as they mature and age; they grow bigger and stronger, become more resistant to damage and magic, their breath weapon become increasingly dangerous and their knowledge and magical abilities improves. Old dragons can cast draconic magic which is a special form of D&D magic; dragons can cast spells with just a few words, rather than a sometimes long and complex ritual involving words, gestures and preparations like other D&D wizards. In 3 and 3.5 editions dragons cast spells spontaneously like sorcerers do, sometimes having a wider choice of spells.[23] Dragons also radiate a mystical fear aura around them. After a millennium or two, a dragon reaches his maximum development. In the Draconomicon, there is also an article about Advanced Dragons, dragons that have reached their oldest age category but can still advance "virtual age categories", and become larger and stronger.

Many D&D dragons have some innate magical abilities, but they vary from race to race. Metallic dragons are often able to shapechange into small animals or human forms, and use this ability to secretly help or watch over humans. Dragons also have some innate powers over the element they are linked to. For example, a red dragon (fire) will have some control over fires. Like all other draconic powers, they gain more as they grow older. Lesser dragons, for example wyverns, halfdragons or dragonwrought kobolds may lack innate magical abilities, while still counting as dragons for purpose of all other effects.

Breath weapon[edit]

A breath weapon is the cone or line shaped weapon exhaled by dragons in D&D. Each type of dragon has a different breath weapon. The chromatic dragons (evil) have one breath weapon and the metallic dragons (good) have two. Other dragons and semi-dragons frequently have breath weapons. One example is the dragon turtle's cone of steam breath weapon.


Breath weapons typically come in one of three forms.

  • Line: Does damage in a straight line. For example, the blue dragon's line of lightning.
  • Cone: Does damage in a wide cone shape. For example, the red dragon's cone of fire.
  • Cloud: Does damage with a cloud of gas. For example, the green dragon's cloud of chlorine gas. This shape has not appeared in fifth edition.


Breath weapons typically are composed of one of several materials (gem dragons may have breath weapons of other materials, such as psychic energy and thunderous bursts of sound).

  • Fire: Magical fire is used by gold dragons, brass dragons and red dragons.
  • Electricity: Lightning is exhaled by blue dragons and bronze dragons.
  • Acid: The black and copper dragon exhale a powerful acid.
  • Poison: The green dragon's breath weapon is a cloud of chlorine gas.
  • Cold: The white and silver dragons both release a cone of sub zero air and ice.



This section needs expansion. You can help by adding to it. (November 2019)

True dragons are born with a natural flair for magic, but they need to practice and hone their skills and come of age before they are able to use it to any meaningful effect.[24][25]


D&D dragons are able to eat almost everything, but each race has a preferred diet (some prefer flesh, other prefer to eat precious metals or gems, and so forth).

Dragons are inherently magical beings, and are cold blooded reptiles. They have no biological relationship to mammals.

The number of eggs laid each time depends on the race of the dragon, but is usually low (between one and ten). Dragons can also cross-breed with virtually any other creature, creating a half-dragon. The most commonly heard of are in the humanoid races, particularly with human and elves. Any combination is possible, however, even with devils or angels.

As far as senses, which vary slightly depending on species, they are superior in most ways to other creatures; like any predator, they have exceptionally acute senses, which only increase with age. Like avian creatures, they have excellent depth perception and comparingly good peripheral vision, able to see twice as well as a human in daylight; unlike avian, they have great night vision, and are able to see even when conditions have no light to offer, although in such conditions they cannot discern between colors.

In some editions,[vague] dragons can also pick up scents very well, utilizing both their sensitive nose and (often forked) tongue, much like a snake. In the 3.5 edition Monster Manual they do not have the Scent extraordinary ability [q.v.], so that a dragon's sense of smell does not markedly excel a human's.

Also, a dragon's hearing is roughly on par with human hearing, although a dragon's mind can filter what noise it hears. They are capable of "blindsense", the sense in which eyes, ears, and other senses are used to detect invisible persons or objects. Dragon taste is also refined, although they do not respond well to sweet flavors, and most dragons do not discuss the matter as to why. Of all its senses, a dragon's sense of touch is the only one to decrease throughout age, thanks mostly to the development of thick, hard scales.

Dragon personalities[edit]

All true dragons in Dungeons & Dragons are depicted as intelligent beings, and most of them exceedingly so. A dragon's personality varies by individual, but dragons of the same subrace tend to have similar mindsets. This is not always true; several exceptions exist in official D&D material. In the Forgotten Realms, a good-aligned red dragon is involved against his will in the Fall of the elven city of Myth Drannor.

Dragon subraces encompass all D&Dalignments, going from lawful good paladin-like gold dragons to the cruel and very greedy chaotic evil red dragons.

All dragons share a common desire to collect treasure, be it precious, beautiful, magical or just shiny—indeed, the treasure in question needn't always be gold, and may sometimes be aesthetic in nature, ranging from popular artwork or sculptures or even rare books and tomes that might otherwise have an overwhelming monetary value. For evil-aligned dragons, this generally directs a greedy attitude to achieve such wealth by whatever means suit them. For good dragons this lust for treasure is tempered, although they are certainly not averse to earning such wealth, and still appreciate gifts (while being insulted if offered an obvious bribe).

Being stronger, faster, generally smarter, and possessing longer life than humans and most other races, dragons tend to consider themselves superior creatures. For good-aligned dragons, this may only mean they often consider humanoid races as children, trying to take care of them and educate them; for evil-aligned dragons, they consider humanoids as mere animals, or as toys to play with; at best, they are minions and slaves.

The longevity of dragons is evident in their often lackadaisical attitudes. Good-aligned dragons, while concerned with defeating evil, are able to see a much broader scope of the world, and although certain crises arise that may seem extremely important to good-aligned humans, their dragon counterparts are able to see the event as an unimportant hiccup that will pass in mere centuries; even those that adventure with others tend show a sense of incredible patience, even in situations where all others feel they've not a second to lose. Similarly, evil-aligned dragons that are crossed by belligerent adventurers may plot for dozens of generations before exacting revenge on the trespasser's line—it is not uncommon for those descended from the mentioned adventurer to find themselves the target of a dragon based simply on their lineage.

In campaign settings[edit]

In many settings, the god-king of the metallic dragons is Bahamut, the Platinum Dragon, and the goddess and queen of the chromatic dragons is Tiamat, the Five-Headed Dragon. She is based on the Tiamat from Babylonian mythology, who was considered the evil mother of dragons, though the appearances of the fictional deity differs greatly from its model.[3]

The progenitor and supreme deity of all dragons in the game is known as Io. Other deities often included in the draconic pantheon of gods include Aasterinian, Chronepsis, and Faluzure. Other draconic gods may be present in different campaign settings.

Dragonlance setting[edit]

The Dragonlancenovels and campaign setting helped popularize the D&D-derived perspective on dragons. Here the Platinum Dragon is called Paladine, and the Dragon Queen is called Takhisis. Dragons are divided up into good and evil groups, known as the Metallic Dragons and the Chromatic Dragons, respectively. Paladine leads the Metallic Dragons and Takhisis the Chromatic. The Metallic Dragons rarely became involved in the world other than to oppose the actions of Chromatic Dragons, who often joined into war as their goddess Takhisis instructed. However, in the "Fifth Age", massive Chromatic Dragons who were not native to Krynn emerged and took over many of the humanoid-controlled nations of Krynn, as well as slaying many of the native dragons. They are known as Dragon Overlords. There was one from each race of Chromatic Dragons; red, green, black, white, and blue.

Dark Sun setting[edit]

In the world of Athas of the Dark Suncampaign setting, normal D&D dragons do not exist. Dragon-like drake races exist, one for each classical element, but for most people the word dragon refers to the Dragon of Tyr, who is a very powerful sorcerer-king (the tyrannic leaders of Athasian cities, who are both masters of magic and psi abilities) who transformed himself into a dragon-like creature using very powerful (and painful) magic. However, this dragon (Bors or Borys) was eventually killed in Troy Denning's book The Cerulean Storm by his former master, the sorcerer Rajaat. Several other sorcerer kings had been rumored to be dragons, but all others were only in a process of being transformed into a dragon type being, unique to the Athas world, which took several long stages to complete, but became greatly powerful if achieved.

Forgotten Realms setting[edit]

In the Forgotten Realmscampaign setting, dragons are very close to the ones in Dragonlance. A sect of cultists called the Cult of the Dragon believes that dragons, particularly undead ones, will rule the world, and are trying to persuade evil dragons to become dracoliches -- undead lich-like dragons, which are partially bound to the cult by the rituals which grant them their undead status. Additionally, in the D&D supplement book The Draconomicon, several other undead varieties of the dragon – ghost, skeleton, vampire, and zombie dragons – are described.

A series called Wyrms of the North ran in Dragon magazine issues #230 through #259 and was later updated to third edition rules on Wizards of the Coast's website (see external links). Each article detailed an individual dragon of significance in Faerûn.

Lately an ancient affliction that attacks dragons, rendering them mad; the Dracorage, was invoked causing countless dragons to rampage throughout Faerûn. A novel trilogy, The Year of Rogue Dragons set (The Rage, The Rite, and The Ruin) by Richard Lee Byers, as well as a game accessory, Dragons of Faerûn, details the exploits and deeds of several dragons as the Dracorage swept the continent.

World of Greyhawk setting[edit]

Steel dragons, originally known as Greyhawk dragons, are those originating in the World of Greyhawkcampaign setting, later appearing in other settings like the Forgotten Realms. They have hair-like spines around their heads, cat-like bodies with vaguely human-like faces, and scales resembling steel armor.[26] They are much like the other races of metallic dragon with one primary exception: they prefer to maintain the form of another sentient race in order to mingle with, infiltrate, and study the cultures of men and their ilk. Few people know when they are interacting with a Steel Dragon, but they always have a feature which betrays them by resembling their natural complexion. Within the Greyhawk setting, such dragons are known to have made journeys into other material planes where they have come to be called steel dragons.[27]

Council of Wyrms setting[edit]

The Council of Wyrmscampaign setting is the only one that allows for dragon player characters in its base rules. (The Draconomicon introduces rules for dragon PCs in standard Dungeons & Dragons.) The setting is based around a society of dragons and their servitors and uses the standard D&D dragon races and dragon gods. It has detailed rules for creating and playing dragon PCs and NPCs, including various draconic character classes.

Eberron setting[edit]

In the Eberroncampaign setting, three dragon gods have created the world: Siberys, Eberron and Khyber. Siberys and Eberron waged war against Khyber and imprisoned it within the depths of the earth. In the end, all three dragons merged with the land: Siberys becoming the sky, Eberron the continents and Khyber the underground world.

Dragons are apart from civilization, which is mostly concentrated on the continent of Khorvaire. They live on the continent of Argonnessen, a rather unknown place, since dragons are very territorial, it makes exploration often hazardous. The dragons used to rule over Eberron many centuries ago, but at the end of the Dragon-Fiend war, against the demons and devils of Khyber, they departed from Khorvaire to go to Argonnessen.

Dragons are immersed in the Draconic Prophecy, a legend which all bits of information are scattered throughout the world and that the outcome is unknown. They see every event as an important event in the Prophecy, and they even form an organization called the Chamber, where they send their brethren in search of clues. They can be of any alignment, like any creature in Eberron, so a good red dragon (usually evil) is as common as an evil gold dragon (usually good). This rule might throw some players off-balance. Dragons also consider themselves superior, treating all other races as inferior. Furthermore, any half-dragon spotted by these dragons is vowed to be hunted, as they treat these half-breeds as a disgrace to their image.

Birthright setting[edit]

The Birthrightcampaign setting had its own version of a Dragon, named Cerilian Dragon, Cerilia being the main continent in the setting. They resemble more the eastern-type dragons being long and serpentine with leathery wings. Their backs are protected by iron-hard scales, their bellies by layers of thick, leathery skin. Their color ranges from reddish rust-brown to iron gray, with their bellies usually of a paler tone than their scales. Cerilian dragons are among the most ancient inhabitants of the continent, predating even elves and dwarves. Perhaps once there were many, but over the years, in-fighting and fighting the younger races have taken their toll. There are only a half dozen dragons known to be left. All living dragons are of the Old age or higher. Dragons are extremely intelligent and knowledgeable, conserving much lore that has been lost to the younger races. They speak their own language; some also speak Elven or Dwarven. Some of these dragons took part in the Battle of Deismaar, the only verified alive and awake dragons right now are the dragon of Vstaive Peaks in Vosgaard, also known as Vore Lekiniskiy and Kappenkriaucheran who inhabits the Drachenward mountains and controls their magic. The most famous of the dragons is Tarazin the Grey who has not been seen for several decades when the official campaign begins. The only known Dracolich is Komassa who lives in the Shadow World. Dragons in Birthright are meant to be rare and powerful beings and only rarely if ever appear in any adventure.

True dragons[edit]

In most descriptions, true dragons only comprise the two families of chromatic dragons and metallic dragons. There are, however, many more families among the true dragons, and some kinds exists outside any specific category.

Chromatic dragons[edit]

A Chromatic dragon is a classification of fictional dragon. Chromatic dragons are typically of evil alignment, in contrast to the metallic dragons, which are typically of good alignment. Chromatic dragons have played a large role in various D&D monster compilation books: white, black, green, blue and red dragons being the classic chromatic dragons.[28]Tiamat is the queen of chromatic dragons, based on the evil mother of all dragons from Babylonian mythology.[3]

Publication history[edit]

The classification of "chromatic dragons" was used in the Advanced Dungeons & Dragons second edition Monstrous Manual (1993),[29] although the dragons comprising the category had been in print since the original Dungeons & Dragons "white box" set (1974).[30] The term was continued in use in the third edition and fourth edition Monster Manual.

The German magazine Envoyer commented that the artistic rendering of dragons in the game evolved positively through the editions,[note 1] giving the different races more distinctive characteristics aside from color.[31]

Primary types[edit]

Name Characteristics Notes
Red dragon
  • Breath weapon: Cone of fire
  • Habitat: Mountains or hilly plains
  • Diet: Anything; they claim that female humans and young elves taste best
  • Preferred Treasure: Anything with monetary value
  • Alignment: Chaotic Evil
  • Image: Wizards.com image
  • Stats: OGL stats
Red dragons are the largest and most powerful of the classic chromatic dragons. They are large with a wide wingspan. They have two swept back horns on their heads. They smell of smoke and sulphur. The eggs of a red dragon must be kept in open flame at all times while incubating. Incubation takes approximately 660 days. After the eggs are laid, the younger of the two parents remains behind to guard the eggs and keep the nest of flames burning. Once they hatch, the wyrmlings are left to fend for themselves. A red wyrmling is roughly human-sized at hatching and dangerous. They are capable of breathing fire, and revel in wreaking destruction and havoc on almost anything that moves. The latter trait is carried fully into adulthood. They regard all other Chromatic dragons as inferiors, with the amount of disdain proportional to the variety's general power level. All other chromatic dragons that red dragons encounter are either killed, driven away, or bullied into servitude depending on the red dragon's mood and personality, with the except of white dragons who are allowed to leave since red dragons do not consider them worth the effort to kill. Due to their choice of living space, they cross paths with many of the metallic dragons, most notably the silver dragons who are their worst enemies, and holding the greatest disdain for copper dragons whom they clash with them often. Red dragons have an eye for value, and can determine the monetary worth of any object at a glance. The gaining and keeping of treasure is the focus of a red dragon's adult life, and they tend to amass incredible hoards with amazing rapidity. At any given moment, a red dragon will be able to tell the precise monetary value of all the objects in its hoard, down to the last fraction of a coin. Red dragons prefer to make their homes inside active volcanoes. If a volcano is not available, they will reside in any mountain, provided that it has a good ledge from which the dragon can survey its territory. A red dragon's lair may have only one entrance, high above ground level. The entrance leads to a narrow tunnel, which drops off into a pit. At the bottom of the pit lies a pool of water, surrounded by several chambers. One is the dragon's sleeping quarters, another contains its hoard.Red dragons are very dangerous in combat. Proficient in magic, they are also fast in the air, but clumsy, so prefer to fight on the ground. They spend years designing battle strategies, and wait until the best moment to call upon them. Their blasts of fire end most battles before they begin. As a result, red dragons use their powerful breath weapons first, followed by physical strikes, then magical attacks. Red dragons may hoard women and children in their lairs along with their wealth. In some genres they have the 'power of persuasion' over weaker minds. They sometimes use this to persuade the chieftains of villages to sacrifice young girls to them.
Blue dragon
  • Breath weapon: Line of lightning
  • Habitat: Sandy deserts or coastal areas
  • Diet: Meat from large animals such as camels, snakes, lizards, and also plants
  • Preferred Treasure: Sapphires
  • Alignment: Lawful Evil
  • Image: Wizards.com image
  • Stats: OGL stats
Blue dragons are the second most powerful of the classic chromatic dragons. They have single large horns protruding from their heads[31] and large, frilled ears. The tail is thick and bumpy. The wings are more pronounced than most other species. They smell like ozone or sand. They are more likely to be mocking and manipulative than outrightly cruel or murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way. Blue dragons are mostly carnivorous though they will eat plants on occasion. Camels are the preferred food. They are enemies of brass dragons. Blue dragons are unusual for chromatics in that they keep fairly well-ordered, hierarchical societies. Despite their evil nature, they are excellent parents to their young, and rarely leave their eggs unattended. Blue dragon eggs must be buried in warm sand to incubate. Blue wyrmlings are quick to taunt any other creature. They hunt small desert creatures for food. The typical blue dragon lair is dug into desert rock formations with two entrances: one at ground level, hidden by the sand, and one opening onto a high ledge on which it can perch and survey its territory. Each lair also has a cavern with a pool of water and sandy beach, which its inhabitant will use for drinking and relaxation. The blue dragon excels at aerial combat. They discharge lightning at aerial foes, or at creatures on the ground. They are powerful at spell craft and adept at burrowing in sand. They often lie in wait just below the surface of the desert for prey. When they are so burrowed, their large horns can be mistaken for pointed desert rocks.
Green dragon
  • Breath weapon: Cloud of chlorine gas (changed to cone of acidic mist in Edition 3.5)
  • Habitat: Forests with tall trees
  • Diet: Small humanoids such as gnomes are preferred, but prize elves and sprites most. Will eat any animal if hungry.
  • Preferred Treasure: Emeralds, artwork, and sculptures
  • Alignment: Lawful Evil
  • Image: Wizards.com image
  • Stats: OGL stats
Green dragons are the third most powerful of the classic chromatic dragons. They have a large, waving crest or fin that starts at the dragon's nose and runs the length of the dragon's body. They also have long, slender forked tongues and smell like chlorine gas. They are highly adept at magic. Green dragons are reasonably good parents, with both mother and father typically staying close to their eggs while they are incubating. Females either keep their eggs in a solution of acid or bury them in leaves moistened with rainwater. The green wyrmling may be mistaken for a black, due to their nearly black scales. As the wyrmling matures, its scales lighten in color. The wyrmlings typically stay with both parents until they reach adulthood (approximately 100 years). A green dragon lair will be a complex of caves and tunnels, with its main entrance hidden behind a waterfall. The dragons prefer caves high up on a cliff. The territories of Green and Black dragons frequently overlap, but as greens are more powerful, they typically hold the upper hand. Greens may allow a Black dragon to remain in their forest, as long as the lesser dragon remains in the swamps. Green dragons revel in combat, and will often attack for no apparent reason. They are territorial, and may view any intrusion into their domain as an affront. They are cunning and duplicitous foes, and love to double-cross. A traveler who stumbles into a green dragon's territory may be able to bribe the dragon for safe passage, but the dragon may pretend to agree and then attack the unsuspecting offender once their guard is down. Though aggressive, green dragons prefer to use magic before attacking physically.
Black dragon
  • Breath weapon: Line of acid
  • Habitat: Boggy swamps
  • Diet: Fish, mollusks, aquatic creatures, some red meat from terrestrial animals
  • Preferred Treasure: Gold coins
  • Alignment: Chaotic Evil
  • Image: Wizards.com image
Black dragons are the most vile-tempered and cruel of all chromatic dragons, apart from their love of bargaining. Black dragons are distinguished by their horns, which protrude from the sides of their heads and wrap around, projecting forward, a longer body and thinner tail.[31] A large frill adorns the upper part of the neck. They smell like rotting vegetation and foul water, or like the powerful acid they can breathe. Black dragons are fierce hunters that will normally attack from the water. They will often prey on fish, crabs, birds, turtles, crocodiles, lizardfolk, chuuls, hydras, and green dragons that are smaller and younger than they are. Their enemies include green dragons and swamp landwyrms. Black dragons are not noted as good parents, relying more upon disguise and hiding to protect their eggs than upon guarding them. Black dragon eggs must be submerged in strong acid while incubating. Their wyrmlings (babies) are exceptionally cruel with insatiable appetites for nearly anything organic. As a black dragon matures, its scales gradually grow lighter. The oldest black dragons appear almost purple in color; hence the name of Cormyr's Purple Dragon knights stems from the legend of the great black dragon Thauglor, who once dominated the area encompassed by the present kingdom. A black dragon typically lairs in a large cave or underground chamber next to a swamp or murky pond. Their lairs always have two entrances: one underwater through the adjacent swamp/pond, and one above-ground, disguised amidst the undergrowth. In combat, black dragons prefer ambushes to straightforward fighting. They are vicious and ruthless adversaries, and their acidic bile can easily work its way under the heaviest armor. Their heavily wooded habitats prevent them from flying very high in combat.
White dragon
  • Breath weapon: Cone of cold
  • Habitat: Arctic mountains
  • Diet: Anything that moves, but must be frozen first
  • Preferred Treasure: Diamonds
  • Alignment: Chaotic Evil
  • Image: Wizards.com image
  • Stats: OGL stats
White dragons are the weakest and the most feral of the classic chromatic dragons. Though dimmer than other dragons, they are still powerful enough to overwhelm most humans and have good long-term memories. Their heads and necks blend seamlessly into one another, and their wings are frayed along the edges. They have a flap of skin (dewlap) lined with spines under their chins. They have a high crest atop a streamlined head and a crisp, vaguely chemical odor. White dragon eggs must be buried in snow or encased in ice to incubate. The parents do not tend or protect the eggs in any way, although they lay them near their lairs. A newly hatched white wyrmling has clear scales, which become white as the dragon matures. They are expected to survive on their own after hatching, although some white dragon parents will permit their young to live in their lair until they reach adulthood. Adult white dragons have several abilities well suited to their arctic habitat. They can climb ice cliffs with ease, fly high and fast, and are exceptional swimmers. They love to swim in cold water. Much of their diet consists of aquatic creatures. White dragons are always hungry, and tend to become more savage as they mature. Knowing that they are the smallest and weakest of dragons, many whites harbor inferiority complexes. They take any opportunity to bully beings such as giants and younger dragons of other species. White dragons lair in ice caves dug into mountains. Their lairs contain many more tunnels and chambers than those of other chromatic dragons. More powerful white dragons may turn a large iceberg into a floating lair. Such lairs have an underwater entrance as well as one to the open air. White dragons are not strong combatants compared to other dragons. Their icy breath can freeze a foe solid. They avoid fights with more powerful dragons, but will take any opportunity to take their frustrations out on 'lesser' creatures. Whites also have exceptional memories, and will hunt down those who cross them, no matter how long it takes.

Other chromatic dragons[edit]

This is a list of other dragons which are based on colors, but are not truly related to other chromatic dragons. In 4th edition, the gray, brown, and purple dragons were released in Draconomicon, but the grey and purple dragons were different. Instead of being based on the dragons listed here, they were based on the fang and deep dragons of 3rd edition.

Name Characteristics Notes
Brown dragon Ferocious and intelligent beasts from the Forgotten Realmscampaign setting that come from the Raruin desert east of Mulhorand. They view humans as food and think it peculiar to talk with one's meal. They have no wings, but instead burrow in the desert sands with their webbed claws. They have a membranous frill that connects each row of spines down the length of the dragon's body allowing undulating flight through the air.[citation needed]
Grey dragon
  • Breath weapon: A caustic ooze that burns flesh and immobilizes victims
  • Terrain: Badlands, scrublands, dry prairies, and other flatland terrain
  • Preferred Treasure: Mementos and trophies
  • Alignment: Chaotic Evil
Grey dragons are the most rapacious, venal, and brutish of the chromatics. Elder and ancient gray dragons have a special affinity with stone. They can exude a stony essence that petrifies foes. An ancient gray dragon's spikes have an elemental resonance that petrifies not only the dragon's primary targets but also nearby creatures.
Orange dragon
  • Breath weapon: Explosive compound
  • Terrain: Jungle rivers and lakes
  • Alignment: Neutral Evil
Crafty predators who attack from ambush. They prefer to lurk in deep rivers and lakes. They are territorial and natural tyrants who seek to bring creatures in their area under their control. They bear a resemblance to monstrous, orange alligators. They first appeared in issue #65 of the magazine Dragon, where they were stated to be a crossbreed between the Red and Yellow dragons. They later returned in issue #248 of Dragon, now bearing the subname "Sodium Dragons".
Purple dragon
  • Breath weapon: A purple dragon's breath weapon can take on three different forms. It can manifest as a cone of energy, a burst of power, or a blade of energy.
  • Terrain: Underdark
  • Preferred Treasure: Rare maps and cartography tools
  • Alignment: Lawful Evil
Long, lean bodied dragons with deep purple to midnight black scales. These fancy themselves to be the lords of all dragonkind, believing themselves arisen from the long dead sister of Tiamat. They are among the most intelligent of dragons, able to gather and control vast numbers of minions. Their energy-related attacks make them powerful fighters. They first appeared in issue #65 of the magazine Dragon, where they were stated to be a crossbreed between the Red and Blue dragons. They later returned in issue #248 of Dragon, now bearing the subname "Energy Dragons".
Yellow dragon
  • Breath weapon: Salt water
  • Terrain: Aquatic and coastal areas
  • Preferred Treasure: Coins
  • Alignment: Chaotic Evil
Solitary and secretive dragons who prefer to lay in wait for prey to stumble into carefully prepared traps instead of hunting actively. They are among the most agile and quick of all dragons. Their breath weapon is a watery blast that contains a corrosive sodium compound. They adore water and will play in it. They first appeared in issue #65 of the magazine Dragon, where they were stated to be a lost "primary" chromatic, and the distant ancestor of the Green dragon. They later returned in issue #248 of Dragon, now bearing the subname "Salt Dragons". An entirely different kind of yellow dragon native to the Forgotten Realms is described in the sourcebook FOR1: Draconomicon.


The young adult black dragon was ranked first among the ten best mid-level monsters by the authors of Dungeons & Dragons For Dummies.[32] The young white dragon was ranked eighth among the ten best low-level monsters by the authors of Dungeons & Dragons For Dummies. The authors chose the young white dragon over a wyrmling, feeling that "it's more satisfying for characters to battle against a dragon that's at least as big as a person, if not bigger. The young white dragon offers the best chance for this kind of fight".[32] Dant et al called the red dragon "deadly", and "one of the most fearsome and classic monsters" in role-playing games.[33]

Metallic dragons[edit]

Metallic dragon is a classification of dragon found in the role playing game Dungeons & Dragons. In this setting metallic dragons are of good alignment.[34]Bahamut is the deity of good-aligned dragons and metallic dragons, and currently the only known Platinum dragon in existence. Metallic dragons have played a large role in D&D's various monster compilation books, and for most of the game's history five main types - brass, copper, bronze, silver, and gold - were presented as roughly analogous to the five types of chromatic dragons. The fourth edition of the game's second Monster Manual substituted iron and adamantine dragons for brass and bronze,[35] and released the latter dragons in a later book alongside cobalt, mercury, mithral, orium, and steel dragons.

Publication history[edit]

The classification of "metallic dragons" was used in the Advanced Dungeons & Dragons second edition Monstrous Manual (1993),[36] although the gold(en) dragon first appeared in the original Dungeons & Dragons "white box" set (1974)[37] and the other dragons comprising the category had been in print since the first edition Monster Manual (1977).[38] The term was continued in use in the third edition and fourth edition Monster Manual.

Common types[edit]

Name Characteristics Notes Infobox
Brass dragon
  • Maximum Height: 10 feet
  • Maximum Weight: 60,000 pounds
  • Maximum Length: 42 feet
  • Maximum Wingspan: 50 feet
  • Breath weapon: cone of sleep gas, line of fire
  • Habitat: Desert, plains
  • Diet: Mountain goats, sheep, antelope, and other such creatures. Only a malevolent brass dragon would choose to devour an intelligent creature.
  • Preferred Treasure: Handcrafted work in materials such as bone, wood, stone, or fabric (particularly weaving).
Although weaker than many other varieties of dragonkind, brass dragons are still powerful creatures by any measure. They have a strong mercenary streak and often agree to serve as guardians or battle champions for anyone willing to pay suitably well.

Physically, the brass dragon is highly distinctive. From below, its outstretched wings form a triangular shape, as they are attached to its body all the way to the tip of its tail. The wings are longest at the shoulder and taper gently as they reach the tail. Their scales seem to radiate heat and light. The shape of the head is quite unusual, as it includes a large, curved plate that extends from the dragon's eyes and cheeks on either side and curves upwards into two points, much like a plowshare. They have two sharp horns on the chin, which become steadily pointier as the dragon ages. They smell like hot, oiled metal.

Brass dragon eggs must be incubated in a nest of open flames. Incubation takes approximately 480 days. The eggs are typically tended by both parents so that they can talk together as they maintain their vigil. A newly hatched brass wyrmling is not remarkable in appearance; its scales are a dull brown. The scales become lighter and more brilliant as the dragon matures. Brass wyrmlings probably learn to talk more quickly than the young of any other sentient species. They talk constantly about anything and everything, and they will talk to anybody: friends, family, enemies, small creatures that cannot talk back, or even to themselves if nobody else is near. When exposed to a new language, a brass wyrmling will usually become fluent in under an hour. Though they have an extremely deadly breath weapon, they are more fragile than other dragons. As a result, they make alliances with small groups of intelligent creatures, such as tribes of nomadic Dragonborn.

As it matures, a brass dragon adds a love of fire to its love of speech. They can stare into burning flames for hours, entranced by their beauty. Older brass dragons often become discouraged with the world, believing that others are ruining it. Yet as they mature, they seem to accept the follies of the world, and may even donate some of their treasures to aid a cause they believe to be worthy. Ancient brass dragons are some of the best - and most willing - sources of advice in the entire Prime Material Plane.

The brass dragon prefers to dig its lair inside a desert peak or spire. They also prefer to have their lairs face eastwards, so that the rising sun will warm the lair for the bulk of the day. A brass dragon's lair is well-constructed and quite extensive, with many twisting corridors and dead ends to confuse and discourage hostile intruders. The centerpiece of any brass dragon's lair is the Grand Conversation Hall, where it spends the majority of its time entertaining friends and visitors. A typical lair will also contain an elegant foyer, a gallery for the artwork the dragon has collected, a sleeping chamber, and a storage room. All brass dragon lairs have several small entrances, known as bolt holes. These multiple entrances allow a brass dragon to easily escape an attack by a blue dragon or other predator.

The brass dragon was an example of content misrepresented by the game's detractors, by whom it was described erroneously as the worst of dragons.[39]

Brass Dragon
Based onDragon
AlignmentChaotic Good
Bronze dragon
  • Maximum Height: 15 feet
  • Maximum Weight: 160,000 pounds
  • Maximum Wingspan: 80 feet
  • Breath weapon: repulsion gas, lightning
  • Habitat: Aquatic, Tropical Islands
  • Diet: Aquatic plants, shark meat, crustaceans, sahuagin.
  • Preferred Treasure: Ceramics, statuary and gemstones.
Duty-bound and honorable to a fault, bronze dragons commit themselves to order and are among the greatest and most devout champions of that ideal. As order's sworn servants, bronze dragons can seem arrogant and haughty, with an inflated sense of self, a tendency that can put them at odds with those they meet. In rare cases, this self-righteousness grows into something far more sinister, and the bronze dragon takes over what it sees as lesser races, ruling as a cruel tyrant to its subjects. Bronze dragons claim coastlines, inlets, and islands as their own, constructing lairs in coastal caves that have access to the sea. More aggressive bronze dragons purposely choose lairs near shipping lanes so they can claim tribute from merchant vessels as those craft pass by. All bronze dragons share a deep and abiding hatred for blue dragons, and they are vigilant in protecting their homes from these interlopers.

Physically, the bronze dragon is quite fierce in appearance, despite its good nature. While most of its body is a reflective copper color, the wings are often tipped with green. The eyes of a bronze dragon begin with a green iris and as they age the eye slowly becomes a solid green with no distinct iris. The dragon has three main large horns protruding from each cheek, pointing back towards the tail. It also has a couple of smaller horns. The tips of these points are black and very sharp, and are often used for grooming. The tongue is purple-gray, long and pointed, and not forked. A large frill runs down the upper part of its neck. They smell like sea-spray.

Bronze dragons mate for life and take their duties as parents with the utmost seriousness. They will protect their eggs and their wyrmlings at any cost. Although bronze dragons always live near water, they lay their eggs in a dry cave. Apart from a dry, relatively warm environment, bronze dragon eggs require no special conditions for incubation like those of most dragons. Upon hatching, the wyrmlings are raised, taught, and protected by their parents. A newly hatched bronze wyrmling appears yellow with a tinge of green, and the scales will gradually shift to bronze as it matures. Bronze wyrmlings hold a strong sense of responsibility from the moment it leaves the egg- one that causes it to seek out purpose as thoroughly as it hunts for sustenance.

Given its exceptional abilities as a swimmer, the entrance to a bronze dragon's lair is quite naturally underwater, and often disguised with seaweed and coral. The bulk of the lair is above water level, however, consisting of multiple tunnels and large chambers, some as much as a thousand feet above sea level. They prefer to make their lairs in an island volcano, if possible.

While bronze dragons are often fascinated with battles, especially fighting to defeat evil, they have strong moral compunctions against killing living beings unless absolutely necessary. They will often join good-aligned armies to fight the forces of evil, either in human form or their own. In battle, their weapon of choice is to breathe repulsion gas, which is so putrid that it forces absolutely everything away. They also like to relocate a foe to a remote location where it can do no harm when possible. When forced to kill, the bronze dragon is a deadly combatant, roasting enemies with bursts of lightning or ripping them open with its clawed forelegs.

Bronze Dragon
Based onDragon
AlignmentLawful Good
Copper dragon
  • Maximum Height: 12 feet
  • Maximum Weight: 160,000 pounds
  • Maximum Wingspan: 80 feet
  • Breath weapon: Cone of Slow Gas, Line of acid
  • Habitat: Dry, rocky mountains or desert
  • Diet: Scorpions and other venomous creatures
  • Preferred Treasure: Valuables from the earth: metals, precious stones, finely crafted sculptures, well-made ceramics, et cetera
Copper dragons are the second weakest of the metallic dragons. They are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks.

Physically, the copper dragon is very striking, with scales of a warm copper color tinged with blue. Like the brass dragon, the copper dragon's wings connect to its body all the way to the tip of its tail. However, its wings have a pronounced bend to them, giving them the appearance of a "V" from below, rather than the brass dragon's triangular appearance. Copper dragons are powerful jumpers and climbers, with massive thigh and shoulder muscles. Their two horns are broad and flat, pointing backwards towards the tail from the top of their heads. They also have a distinctive frill protruding from either jaw. When the mouth is closed, the teeth are completely hidden. They exude a stony odor.

Copper dragons lay their eggs in a nest of cool sand or clay. Both parents watch over the eggs and raise the wyrmling until it reaches adulthood, whereupon the parents separate. When new hatched, the scales of a copper wyrmling are a muddy brown in color, which gradually shifts to a glowing copper as it matures. Adult copper dragons are quite social, mainly due to the desire to play tricks upon each other. A visitor to a copper dragon's lair can expect to be entertained at length, although the dragon will become angry if the visitor does not appear impressed with their tricks, riddles, and stories.

A typical copper dragon's lair is a cave, whose entrance is concealed by rocks and boulders. Upon entering, visitors find themselves in a huge labyrinth of tunnels. Copper dragons compete amongst themselves to see who can design the most confusing layout. If a friendly visitor becomes hopelessly lost (which is rather common), the copper dragon will rescue them before they are actually endangered. Once through the labyrinth, visitors find themselves in a spacious foyer, beyond which is the Main Entertaining Chamber, where the dragon will spend the bulk of its time. Opening off the MEC is a much more straightforward escape tunnel, whose outside entrance is often fiendishly difficult to locate even when one knows exactly where it is. The copper dragon will know, however, and often uses its 'back door' to get into its lair instead of taking the time to navigate the maze. Obviously, it is far easier for a visitor to enter via the secret door if they can find it, but doing so is considered impolite, especially if they are a first-time visitor.

When it comes to combat, copper dragons prefer to avoid it. Rather than fighting openly, they prefer to taunt, humiliate, and tease their opponents until they simply give up and run away. Their ability to dramatically slow opponents often gives them ample time to run away. When forced, however, a copper dragon will fight to the very end, and is an incredibly devious antagonist. Their acid breath is not to be taken lightly.

Copper Dragon
Based onDragon
AlignmentChaotic Good
Gold dragon
  • Maximum Height: 22 feet
  • Maximum Weight: 1,280,000 pounds[40]
  • Maximum Wingspan: 135 feet
  • Breath weapon: Cone of fire, weakening gas
  • Habitat: Anywhere, although they prefer secluded lairs
  • Diet: Small gems and pearls; they do not eat any living creatures
  • Preferred Treasure: Art, especially paintings and sculptures
Gold dragons are based on creatures from Chinese mythology.[3] In the game they are the most powerful of the metallic dragons (in some versions they are the strongest of all dragons), and the most dedicated to defeating evil. They spend the bulk of their lives in human form, seeking out evil and punishing wrongdoers to the best of its considerable abilities. Its typical mode of operation runs roughly along the lines of a sting operation: the dragon will listen for stories of dangerous or evil creatures or persons, then reveal its true form and mete out punishment. They prefer to turn villains over to law enforcement if available, but will ultimately take whatever actions they deem necessary in order to see justice served. They are best summarized as the paladins of the draconic world.

Physically, gold dragons are quite spectacular. Several large horns tipped with umber shoot sideways from their cheeks, and two very prominent horns point backwards along their heads. The most obvious feature is probably the tentacle whiskers that sprout from the top and bottom of the gold dragon's jaw, giving the appearance of a beard of sorts. Their wings, like those of brass and copper dragons, connect to the body all the way to the tip of the tail. From below, the overall shape resembles that of a brass dragon, but the different coloring and dramatic difference in size enables easy differentiation. When in flight, the gold dragon's wings ripple, giving the appearance of swimming rather than flying. They smell of saffron and incense.

Gold dragon eggs must be incubated in a nest of open flames. A newly hatched gold wyrmling appears similar to an adult, except that it lacks horns or tentacle whiskers. Both parents tend the eggs, and then take intense interest in their wyrmlings' care and education. At some point, however, the biological parents may send the wyrmling to live with foster parents; this allows the parents to undertake their own quests, as well as exposing the wyrmling to new experiences.

Unlike many species of dragons, gold dragons have a very firm and hierarchical social structure, encompassing all members of the species. This structure always has one gold dragon as its leader who is given the title "your resplendence", who serves until he/she either dies or steps down. At that time, all gold dragons congregate and choose the next leader of their kind. Sometimes two dragons may be chosen; in such cases, the two will share the duties of leadership. The position of leader, or 'top dragon,' does not so much involve the maintenance of order - gold dragons are famous for their good behavior - so much as the dispensing of advice and wisdom to any dragons who ask for it. Gold dragons are voracious learners, and they tend to become very wise and worldly as they age. They freely share their knowledge and experience to anyone who asks, dragon or not. In fact, it is not unknown for a gold Great Wyrm to take the form of a scholarly professor in order to spread its knowledge at some human center of higher education.

Unlike most other species of dragons, gold dragons devote immense time and energy to the construction of their lairs. The layout of their lairs often resemble those of elegant human mansions, albeit buried underground. Rooms are well-constructed and elegantly decorated with the many art treasures the gold dragon has collected over its lifetime. Typical rooms in a gold dragon's lair include a main hall, a banquet hall, a resting chamber, a study, a kitchen, a lobby, a storage room, and perhaps even a lavatory. Many gold dragons even have a glass-walled observatory, especially if they live underwater.

Gold dragons prefer to talk rather than to fight. They will never engage in combat if they believe it is unnecessary. Once they believe it is necessary, however, they are amazingly powerful opponents. Their ability to breathe fire rivals that of the eldest red dragons, and they will pour their entire being into a battle against evil. Gold dragons dislike killing, but they do not hesitate to do so if it is necessary in order to defeat an evil foe.

Gold Dragon
Based onDragon
AlignmentLawful Good
Silver dragon
  • Maximum Height: 22 feet
  • Maximum Weight: 1,280,000 pounds[40]
  • Maximum Wingspan: 150 feet
  • Breath weapon: Cone of Cold, Paralyzation Gas
  • Habitat: High Mountains (the colder the better)
  • Diet: Almost anything; love tasting new things
  • Preferred Treasure: Beautifully crafted jewelry or finely woven fabrics
Silver dragons are the second most powerful of the metallic dragons, and are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. Silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life.

At first glance, the silver dragon appears very similar to the White dragon. The wings are more curved than a White's though, and the silver has two talons on its wings rather than the single talon of most dragons. The silver dragon also has a beautiful frill that begins at the top of its head and flows all the way down its neck and body to the tip of the tail. The frill is silver towards the body, fading to a purple hue at the edge. They have two long, smooth silver horns with black tips, pointing up and back from the head. They also have a pronounced sharp frill under the chin, which has the rough appearance of a goatee. They smell like rain.

Silver dragons lay their eggs in a bed of snow. A new hatched silver wyrmling has scales of a bluish gray, which change to silver over time. Silver wyrmlings are intelligent, kind, extremely curious, and adorable.

Unlike the gold or bronze dragon, the silver dragon does not usually go out of its way to bring justice to the world. Instead, it waits for others to ask for help. Silver dragons will attempt to right an injustice if they see one, but they have no inclination to intentionally seek evil out and destroy it. They are more interested in protecting the humans or elves they have come to care for than in looking for evil. Like most metallic dragons, silvers do not enjoy combat, and are averse to killing. If forced to fight, however, they are as deadly as any other dragon.

A silver wyrmling's scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible. The pupils of the oldest silver dragons resemble orbs of molten mercury.

They are very intelligent, more so than most humans, extremely powerful, breathtakingly beautiful, and have lifespans which can extend to 4,200 years (as stated in draconomicon, the book of dragons).

The silver dragon is regal and statuesque. An unusual trait they offer is the love of human dining, and will use the ability of alternate form to take part in large feasts.

Silver dragons employ a breath weapon of extreme cold similar to that of white dragons. They also have a second breath weapon, a cone of paralyzing gas.

Silver dragons are extremely rare and elusive, preferring to take the guise of kind and elderly humanoids or very attractive and young humanoids. They very much like to associate with elves and humans, not necessarily because they prefer their company over other races, but because they try to learn from the shorter-lived humans.

Silver dragons' favored enemy are red dragons because these chromatic dragons are almost always evil and have a talent for destruction. Additionally, silvers and Reds favor the same sort of mountainous terrain for lairs, which leads to territorial disputes on top of having attitudes and philosophies at odds with the others'.

Dragons may live for millennia, while humans only live a few decades. This vast difference in time leads to inherent psychological differences concerning time. Dragons tend to think things through for years at a time, using their razor-sharp intellects to hone a plan to perfection, solve near-impossible puzzles, or engage in other intellectual pursuits. Silver dragons, however, note that humans are able to accomplish much in their short life spans because of their drive for success. When a silver dragon can combine its own long-term perspective with the ambition and drive of humans, the benefit is undeniable.

Most silvers group together in "clans," a loose organization of dragons who choose to live together as a family. Clans take communal responsibility for protecting and raising their wyrmlings. A senior member of the clan may act as a leader, but no true leader actually exists. Silver dragons do not feel the need for a strict social structure, since they are most content to live as honestly as possible. However, many silver dragons leave their clans for long periods of time to live among nondragons. They tend to live for many years with the same group of humans or elves, having grown attached to them. As members of the family die, the silver dragon, grieved by the loss, often chooses to stay with the family, remaining a true and loyal friend and champion through many generations. If the dragon feels comfortable enough around these nondragons, it might even decide to reveal its true self.

A silver dragon's lair is typically found within an icy mountain, with the main entrance only accessible by air. The lair itself is similar to the gold dragon's in its sophistication and design, although the silver dragon's lair tends to be far less intricate. A typical lair will contain a main entertaining area, a storage room, a vault, a sleeping chamber, study, library, shrine, and two clinic rooms where the dragon can offer help and protection to those who need it. The lair will also have a concealed back entrance for use in emergencies.

Silver Dragon
Based onDragon
AlignmentLawful Good

Rare types[edit]

Name Description
Adamantine dragon Adamantine dragons are tacticians that supplement their melee abilities with blasts of thunderous power. They can be found anywhere, but prefer to lair in huge caverns.

Regarding tactics, an adamantine dragon favors frontal assaults against a single target that it can take down quickly. When working with a group of allies, an adamantine dragon doesn't hesitate to bear the brunt of enemies' attacks. When fighting alone, an adamantine dragon attempts to isolate weaker foes first and finish them off quickly.

Cobalt dragon Midnight blue dragons that could fire a breath weapon of pulsing, barely perceptible energy. These dragons, like the chromium dragons, were foul of temper but subservient to iron dragons and their lord.
Mercury dragon Mercury dragons are fast, relatively small (by dragon standards) creatures with long tails. They are very whimsical and make and change decisions quite often. At birth, its scales are dull silver. As the dragon ages they become brighter, and at adulthood they take on a mirror finish.

Mercury dragons have one breath weapon, a line of superheated yellow light. Upon adulthood, however, they have a secondary attack of reflecting light at their opponent, changing it into a brilliant burst of dazzling brightness. In combat, they are unpredictable except that they will never attack good-aligned creatures unless provoked. They always use spells in combat, finding new and creative ways to use them.

Mithral dragon Mithral dragons are among the rarest and most potent of the dragons. They claim themselves as the pursuers of Io's final vision. Choosing to live in the Astral Sea amongst the gods and angels, these dragons nevertheless pursue agendas and plots that put them into contact with creatures of the mortal world. Mithrals seek to further their own plans at any cost, and woe to the lesser creature that tries to thwart them. These dragons have visions of other times and spaces. Being native to the Astral Sea, mithral dragons are immortal and will not die unless slain in battle.
Orium dragon Orium dragons live in jungles and rainforests in the ruins of past civilizations. They command lesser beings to rebuild the glories of the past and obtain the long-forgotten magic of fallen empires. To those under its protection, the orium dragon treat them as a monarch, wise but harsh. Those who threaten the dragon and his dreams of rebuilding his empire find themselves choking on its corrosive breath. This same breath coalesces into a smoky serpent that attacks at the dragon's command.
Steel dragon The steel dragon's body seems somewhat feline, but its face has a humanlike quality. Spines that vaguely resemble hair and a beard ring its head and its scales shine like burnished steel.

Steel dragons prefer human form to their own, so they're rarely seen in their natural forms. They routinely use their special abilities to infiltrate human society, typically masquerading as sages, scholars, wizards, and other intellectuals. Endlessly curious about the art, culture, history, and politics of civilized races, steel dragons live among humans and similar beings. Though they keep their true nature secret from the people with whom they mingle, they can always recognize each other.

When a steel dragon hatches, its scales are a deep blue-gray color with steely highlights. As it grows to adulthood, its color lightens to a lustrous burnished steel, and its shine increases as it continues to age. In human form, a steel dragon always has one steel-gray feature, such as hair, eyes, or nails. In rare cases, this feature may be a ring, tattoo, or other ornamentation. In its natural form, a steel dragon smells of wet steel.

Since they prefer human form, steel dragons rarely live in caves. Instead, they choose human dwellings such as mansions or castles. Such a home need not be opulent, but it must be large enough to accommodate a strongroom that will hold all the dragon's treasure. Steel dragons also prefer to dine in human form, but since they need to eat much more than humans do to maintain their true body mass, they make monthly trips to hunt in dragon form. These absences are always explained away in terms consistent with the roles they take in human society. For example, a steel dragon in the guise of a historian might claim to be exploring records in another city's library.

Steel dragons prefer treasure that they can carry in their human forms, such as jewelry, valuable coins, and magic items usable by medium-sized creatures. They hate creatures that disrupt normal life in cities or despoil natural hunting grounds. Within a city, they usually rely on local authorities to deal with troublemakers, though they are quite capable of dealing out their own justice when such authorities cannot be relied upon to do so. Steel dragons tend to prefer swifter forms of justice in the wilderness.

Gem dragons[edit]

Gem dragons are a classification of dragon based on "gem type rather than color or metal".[22] They are typically of neutral alignment with respect to good and evil, but some kinds are quite egoistic and awful company nevertheless. The Gem dragon family comprise Amethyst Dragons, Crystal Dragons, Emerald Dragons, Sapphire Dragons, and Topaz Dragons. Sardior is the deity of gem dragons. Although Obsidian Dragons are also technically gem dragons, they are opposed to Sardior and most other gem dragons.

Publication history[edit]

The gem dragons (the amethyst dragon, the crystal dragon, the emerald dragon, the sapphire dragon and the topaz dragon) and Sardior the Ruby Dragon first appeared in the first edition in Dragon #37 (May 1980).[41]

The gem dragons appeared in the second edition in the Monstrous Compendium Fiend Folio Appendix (1992),[42] and the Monstrous Manual (1993).[43] They appeared as player character races in the Council of Wyrms set (1994)[44] and the Campaign Option: Council of Wyrms book (1999).[45]

The gem dragons appeared in the third edition in Monster Manual II (2002).[22][46]

They are set to appear in fifth edition for the first time in Fizban's Treasury of Dragons (2021).


Amethyst dragon
  • Breath weapon: Line of force (prior to edition 3.5 an explosive lozenge)
  • Terrain: Inner Planes, underground
  • Alignment: Always neutral

The most powerful of the neutral gem dragons, amethyst dragons are honorable, regal creatures. They inhabit the mountains of the northern islands, living on the shores of isolated lakes and pools. At birth, these dragons have lavender skin with fine, translucent-purple scales. These scales darken as the creature grows older, eventually reaching a sparkling lavender color. These creatures approach life with a detached air, ignoring the conflicts of good and evil, law and chaos. At best, they see these conflicts as petty squabbles over inconsequential points of view, and not worthy of their time or consideration. These majestic dragons consider themselves to be the leaders of the gem dragons, and most of the lesser gem dragons acquiesce to this leadership – in everyday life and in the Council Aerie.

While amethyst dragons consider their silver and copper cousins to be foolish and have an active dislike of red and white dragons, they do not consider any life form to be their inherent enemies. They prefer to reason out a settlement through discussion and negotiation rather than through combat, but they can and will fight if they must. Being honourable and noble, these dragons never hide or attempt to ambush foes. To them, even retreating is a dishonourable action, but they will flee if faced with certain death. Amethyst dragons eat large quantities of fish and gems. They keep vassals to attend to their needs, though they do not place as many restrictions or requirements on them as other dragon lords do. Most keep at least one hidden, underwater cave for seclusion and secrecy. Amethyst dragons approach mating in a very logical manner, seeking the optimum partner to produce the best offspring. Love and pleasure rarely, if ever, enter the equation.

Crystal dragon
  • Breath weapon: Line of blinding light
  • Terrain: Inner Planes, temperate and cold mountains
  • Alignment: Always chaotic neutral

The friendly crystal dragons of Io's Blood's northern isles spend much time trying to learn about world around them. They value friendship over all else and the treasures tend to be sentimental rather than valuable, they welcome visitors who come to them with good intentions.

Hatchlings have glossy white scales that become more and more translucent with age. By the time they reach adulthood, these scales become luminescent in moonlight. In the full light of the day they glow with a dazzling, almost unbearable brilliance.

Fun-loving and mischievous, crystal dragons tend to be irresponsible rulers. For the daily running of their domains, these dragons rely on their vassals to keep things going. They establish domains in the cold, open northern reaches, building castles out of snow and ice. They leave these castles open to the sky, for they love to watch the stars on clear, cold nights. The white dragon clans consider crystal dragons to be nothing more than prey, so the two types are almost always in conflict. The crystal dragons also have little love for the tribes of giants that live beyond the Ice Sea and often come south to enslave the small, relatively weak gem dragons.

Like other benevolent dragons, the crystal dragons prefer to talk rather than fight. Even without special abilities, they can be charming and engaging to an extreme. Gems and metal ores are their foods of choice. They mate with willing partners whenever they want, as desire and need move them. It has also been known for crystal dragons to adopt white dragon hatchlings.

Emerald dragon
  • Breath weapon: Powerful burst of wind.
  • Terrain: Inner Planes, underground (prefers inactive or extinct volcanoes)
  • Alignment: Always lawful neutral

Emerald dragons live among the tropical islands in the Io's Blood chain's southern waters. They are a curious species, taken to keeping track of history, lore and customs. They tend to be very reclusive, suspicious that others covet their treasure hoards and territory.

Hatchlings have translucent green scales, which harden and take on many shades of green as they age. These scales are scintillating in the light, giving an emerald dragon's hide the appearance of being in constant motion.

A desire for privacy runs through the emerald clans, going so far as to determine where the dragon lords and their spawn establish lairs. In the southern islands, emerald dragons built their domains around the inactive volcano range that stretches across the tropical isles. Only their most trusted vassals are permitted to serve them within the main lairs. The others tend to duties throughout the rest of the domain.

The primary lairs consist of traps and alarms designed to warn the dragon of visitor and other threats. Emerald dragons prefer to quietly observe intruders and rarely emerge from hiding. If parlay is called for, they send their kindred or chief vassals to handle such duties while they watch, hidden, from cover. When forced into combat, emerald dragons prefer to attack by ambush, using stealth and surprise attacks to quickly disable their enemies. If the threat prove to be too great to handle, an emerald dragon will not hesitate to retreat. However, it will plan revenge, and its patience can last for centuries if need be.

Emerald dragons have no compunctions about what they eat. They prefer lizards and giants, but they will eat anything in a pinch. Of all the other type of dragonkind, emerald dragons get along best with the sapphire dragons, often controlling parallel domains (emerald dragons taking the surface, sapphire dragon the subterranean areas below). They fear the red dragon clans because of their well-known greed, and they are usually in open conflict with the fire giants from beyond the Burning Sea. Emeralds like the security and protection offered by a trusted partner and will take a single mate for a long time.

Sapphire dragon
  • Breath weapon: Cone of panicking sound
  • Terrain: Inner Planes, underground
  • Alignment: Always lawful neutral

The sapphire dragons of the Io's Blood Isles control subterranean domains beneath two of the larger southern islands. While most of the territory above their realms belongs to the emerald dragons, they keep a small portion of the surface area as their own as well as the extensive caverns beneath the tropical jungles.

From birth, sapphire dragons are beautiful, with scale ranging from light to dark blue in color, which sparkle in the light. Because of their coloration, they are sometimes mistaken for blue dragons.

Of all dragonkind, perhaps the sapphire dragon clans are the most militaristic. They fervently protect their territory from outsiders, going so far as to distrust anyone who even gets close to their borders. They work to keep their vassals in peak fighting condition, maintaining some of the best-trained armies in the isles. As most of the territory that interests the sapphire clans is below the ground, they rarely come into conflict with other dragon clans unless they attempt to take caverns currently in use. Only the black dragons compete with them for the tropical underground, and even they are wary of going into direct conflict with the armies of the sapphire clans.

Most of the demihuman vassals serving the sapphire dragons are either dwarves or gnomes, as these races have no problems living and working beneath the ground. Also, elves are too much like drow, whom these dragons consider to be one of their natural enemies. Dwarven vassals are treated little better than slaves, as the two species were once at war, and they are almost never granted the kindred bond. This honour is usually reserved for gnome only.

Giant spiders make up most of a sapphire dragon's diet, and great hunts are conducted in the tunnels to find these delicacies. When a dragon lord feeling particularly lazy, it will send its dwarven vassals into the tunnels in search of the spiders. Of course, they must capture the spiders alive.

While militaristic and warlike, the sapphire dragons are not quick to attack. They prefer to observe intruders (all visitors are intruders) so that they can plan how to deal with them. If drow or dwarves from another clan approach, they are immediately attacked. Others can often at least make some gesture of friendship or parlay before being told to leave. If a sapphire dragon or its treasure is ever threatened, it attacks immediately with its breath weapon, spells, and physical attacks. It uses psionics and special abilities to escape if faced with a more powerful foe. Sapphire dragons take a single mate for long periods of time, however sapphires seek to possess a mate to enhance their prestige and status more than other reasons

Topaz dragon
  • Breath weapon: Cone of dehydration[22][46]
  • Terrain: Inner Planes, any aquatic
  • Alignment: Always chaotic neutral

Topaz dragons inhabit the coastal regions of the temperate islands, building lairs below the waterline, though constructing them so they remain dry. Clannish and self-seeking, these gem dragons usually want little to do with the other inhabitants of the isles. They keep vassals to fill their domain and make them appear as prosperous as their neighbors, and they participate in the Council activities on occasion, but for the most part these dragons neither seek company nor welcome it.

Out of the egg, a topaz dragon is a dull yellow-orange in color. With the age, its scales harden and become translucent and faceted. When it reaches adulthood, a topaz dragon sparkles in the light of the sun.

While topaz dragons enjoy the feel of sea wind and spray on their faceted-scale hides, they do not particularly like the water. They swim to hunt, attack, or reach their lairs, but not for enjoyment. They do love to eat fish and other sea creatures, especially the tasty giant squids that live in the Coral Sea.

While not malicious, topaz dragons are not the best of company or particularly pleasant to deal with. Besides caring little for social graces, they display erratic behavior that is unsettling and very confusing. They dislike visitors, but tend to avoid combat if they can help it. If combat is unavoidable, they use tricks and promises to distract their foes before striking with teeth and claws (which they enjoy using).

Unless it specifically interests or affect them, topaz dragons tend to be indifferent to the causes and concerns that occupy the rest of dragonkind. They dislike bronze dragons and usually oppose the interests of those clans.

It takes time for a topaz dragon to accept another dragon's friendship, but once it does it remains a friend for life. Once another dragon gets past its outer defenses and gruff exterior, it finds a loyal companion and ready protector in the topaz dragon.

Other gem dragons[edit]

Obsidian dragon
  • Breath weapon: Cone of fire
  • Terrain: Warm mountains and underground, demiplanes
  • Alignment: Always neutral

Obsidian dragons, while the most intelligent of the gem dragons, are also the most vicious. They are extremely haughty, anger easily, and like to toy with prey before finishing it off.

An obsidian dragon has smooth black skin with razor edges where joints come together. When first hatched, their scales are gray, rough to touch, and well defined. As they get older, the scales darken, become smoother, and begin to blend together.

Most obsidian dragons prefer to make their lairs around volcanoes or in one of the mountains of coal found on the Elemental Plane of Fire. Most great wyrms, though, make use of the genesis power to create their own demiplane.[47]


Reviewer Mark Theurer remarked that gem dragons "have some interesting breath weapons".[22]

Catastrophic dragons[edit]

Catastrophic dragons are typically of neutral alignment. They are Avalanche Dragon, the Blizzard Dragon, the Earthquake dragon, the Tornado Dragon, the Typhoon Dragon, Volcanic Dragon, and the Wildfire Dragon. Catastrophic dragons pay their homage to the Primordials as opposed to any other dragon deity. After the defeat of Io, there was a group of dragons that defected to the side of Primordials. The Primordials transformed these dragons into beings imbued with the elemental chaos. Metallic and Chromatic Dragons view Catastrophic dragons as aberrations.[48]

Lung dragons[edit]

The Lung dragons, originally known as Oriental dragons, are all of neutral alignment with respect to good and evil. They are wingless creatures, and fly by innate magical means. Lung dragons can have any colour despite their specific type.[49] These dragons are derived from Chinese mythology.[3]

Oriental dragons appeared for the first time in the original Fiend Folio (1981), including the li lung (earth dragon), the lung wang (sea dragon), the pan lung (coiled dragon), the shen lung (spirit dragon), the t'ien lung (celestial dragon), and the yu lung (carp dragon).[49] Two more were added in the 1st edition Oriental Adventures book, the chiang lung (river dragon) and the tun mi lung (typhoon dragon). The Lung dragons later appeared in the Monstrous Compendium Forgotten Realms Appendix (1989).[50]

These creatures appeared in third edition under the "lung dragon" heading in Oriental Adventures (2001).[51]

Ferrous dragons[edit]

Ferrous Dragons are typically of lawful alignment. They are the Iron Dragon, the Nickel Dragon, the Tungsten Dragon, the Cobalt Dragon, and the Chromium Dragon. They originated in Dragon Magazine. All Ferrous dragons can sense ordinary metals and the lawful ferrous dragons have a strict hierarchy, with the higher dragons dictating the laws to the lower ones. The hierarchy, from highest to lowest, is iron, chromium, cobalt, tungsten, and nickel. Gruaghlothor is the supreme ruler of the ferrous dragons.

Chromium Dragon[edit]

  • Breath weapon: Line of solid ice (cold damage) and cone of freezing crystals (Dexterity damage)
  • Terrain: Subterranean or mountainous arctic climes
  • Alignment: Lawful Evil
  • Appears in:Dragon #356

Shining, dull silver dragons that did not seem to match up in description to silver, steel, or mithril dragons were mentioned. These dragons had a breath weapon that fired forth freezing crystal. These dragons appear to have a particularly malevolent nature to them.

Cobalt Dragon[edit]

  • Breath weapon: Line of pulsing magnetic energy (force damage plus Bull Rush check)
  • Terrain: Deep dark forest or thick jungle
  • Alignment: Lawful Evil
  • Appears in:Dragon #356

Midnight blue dragons that could fire a breath weapon of pulsing, barely perceptible energy. These dragons, like the chromium dragons, were foul of temper, but subservient to iron dragons and their lord.

Iron Dragon[edit]

  • Breath weapon: Cone of superheated sparks (fire and electric damage) and cone of sleep gas
  • Terrain: Hills and mountains containing iron ore
  • Alignment: Lawful Neutral
  • Appears in:Dragon #356

Nickel Dragon[edit]

  • Breath weapon: Cone of corrosive gas (acid damage)
  • Terrain: Swamp and marshland
  • Alignment: Lawful Evil
  • Appears in:Dragon #356

This form of dragon had grey and white metallic scales and could breathe corrosive gas as a weapon.

Tungsten Dragon[edit]

  • Breath weapon: Cone of hot sand (fire and bludgeoning damage)
  • Terrain: Arid deserts and steppes, dry plains in temperate or warmer regions
  • Alignment: Lawful Good
  • Appears in:Dragon #356

A species that appeared to be generally benevolent, there was a species of ferrous dragon, one whose breath weapon was composed of superheated sand and bludgeoning sand, that seemed especially set upon fighting chromatic dragons and other forms of powerful evil. This form of dragon has metallic scales that are a dull green with grey.

Planar dragons[edit]

Planar dragons inhabit the outer planes.

Shadow dragon[edit]

  • Breath weapon: Energy-draining shadows
  • Terrain: Underground, Shadow Material Plane
  • Alignment: Always Chaotic evil
  • Appears in:AD&D 1st EditionMonster Manual II (1983) and reprinted on several other occasions, including: AD&D 2nd Edition adventure Night Below; computer game Baldur's Gate II. A shadow dragon called Shimmergloom is the ruler of a clan of Duergar in the second book of the Icewind Dale Trilogy, Streams of Silver; Erevis Cale and his companions encounter a shadow dragon named Furlinastis on several occasions in the Twilight war trilogy. Also appeared in the D&D 5th Edition Monster Manual.

Adamantite dragon[edit]

  • Breath weapon: White-hot fire, Hold monster gas
  • Terrain: Twin Paradises of Bytopia
  • Alignment: Neutral Good
  • Notes: Oversized natural weapons, Can destroy Adamantium fortresses. Also, they look like they are made of jet-black metal.

Adamantite dragons are perhaps the mightiest of dragonkind. They are the epitome of good, sacrificing whatever is necessary for the common good of intelligent creatures everywhere. These other-planar creatures are strange among dragonkind, since they are born with their shining coats of adamantite fully developed (explaining their very high armor class even when hatchlings). This mighty coat is a shining silver color that reflects light in brilliant, scintillating beams and rainbows-refreshing to those who can bask in its goodness, painful to those who hide in the shadows of evil.

Adamantite dragons speak their own tongue and the language of all good dragons. By their juvenile years (age category 4), they will speak common. By the time they are adults (age, category 6), they are 50% likely to speak any language of dragonkind.

Combat: Due to the adamantite dragons strong taste for physical battle, they may use the extra attack forms of dragons (wing buffet, foot stomp, etc.) one age category earlier than other dragons.

Breath weapon/special abilities: An adamantite dragon has two breath weapons, one of which can only be used at certain times. The common form of breath weapon is a cone of flame 110' long, 10'wide at the dragon's mouth, and 45'wide at the end- This is a magical flame and will ignite even nonflammable materials.

The adamantite dragon's second breath weapon projects an area of time stop. It has the same dimensions as the cone of flame. Anyone caught in the area must save vs., spells or be affected as if by a time stop spell cast at 20th level of magic use - This breath weapon may only be used on the dragon's home plane (Twin Paradises), when the dragons are defending the plane, and even then only one time per day.

Adamantite dragons may use the following spell-like abilities:

  • polymorph self, 3 times per day, permanent, may revert to dragon form without restriction
  • magic missile, (adults and older), five missiles per round
  • blink, (mature adults and older)

Due to their extra-planar nature, all adamantite dragons are immune to non-magical weapons.

Habitat/Society: The adamantite dragons are the self-appointed guardians of the Twin Paradises. These great creatures are extremely powerful and will come to the aid of any intelligent creature. They are unconcerned with law or chaos, but only the protection of sentient lifeforms.

Ecology: Adamantite dragons have little place in the ecosystem of the Twin Paradises, They can, however, be avaricious hunters with huge appetites. Adamantite dragons have no moral objection to hunting unintelligent life forms.

Arboreal dragon[edit]

  • Breath weapon: Razor-sharp thorns
  • Terrain: Olympian Glades of Arborea
  • Alignment: Chaotic Good

Astral dragon[edit]

  • Breath weapon: Dismissal effect, scouring dust
  • Terrain:Astral Plane
  • Alignment: True Neutral

Axial dragon[edit]

  • Breath weapon: Force
  • Terrain: Clockwork Nirvana of Mechanus
  • Alignment: Lawful Neutral
  • Notes: Immune to a vast number of things, including acid, fire, cold, poison, and nonlethal damage.

Battle dragon[edit]

  • Breath weapon: Sonic energy, Fear gas
  • Terrain: Heroic Domains of Ysgard
  • Alignment: Neutral Good

Beast dragon[edit]

  • Breath weapon: Lightning
  • Terrain: Wilderness of the Beastlands
  • Alignment: Chaotic Good or Neutral Good

Chaos dragon[edit]

  • Breath weapon: Random elemental blast (acid, cold, electricity, fire, sound, etc.), Confusion gas
  • Terrain: Ever-Changing Chaos of Limbo
  • Alignment: Any Chaotic

Chole dragon[edit]

  • Breath weapon: Poisonous insanity vapors
  • Terrain: Infinite Layers of the Abyss
  • Alignment: Chaotic Evil

Concordant dragon[edit]

  • Breath weapon: Antithetical energy
  • Terrain: Concordant Domain of the Outlands
  • Alignment: True Neutral

Ectoplasmic dragon[edit]

  • Breath weapon: Whitefire, sticky ectoplasm.
  • Terrain:Astral Plane
  • Alignment: Chaotic Neutral

Elysian dragon[edit]

  • Breath weapon: Sonic energy, inebriation gas
  • Terrain: Blessed Fields of Elysium
  • Alignment: Neutral Good

Ethereal dragon[edit]

  • Breath weapon: Force
  • Terrain: Ethereal Plane
  • Alignment: True Neutral

Gloom dragon[edit]

Howling dragon[edit]

  • Breath weapon: Howling sound, Maddening wails
  • Terrain: Windswept Depths of Pandemonium
  • Alignment: Chaotic Evil or Chaotic Neutral


  • Breath weapon: Shrinking, reverse shrinking
  • Terrain:Astral Plane

Oceanus dragon[edit]

  • Breath weapon: Lightning, Tranquility gas
  • Terrain:Upper Planes
  • Alignment: Neutral Good

Pyroclastic dragon[edit]

  • Breath weapon: cone of superheated ash accompanied by waves of crushing sonic force, Disintegrating line
  • Terrain: Bleak Eternity of Gehenna
  • Alignment: Lawful Evil or Neutral Evil

Radiant dragon[edit]

Rust dragon[edit]

  • Breath weapon: Acid, rusting liquid
  • Terrain: Infernal Battlefield of Acheron
  • Alignment: Lawful Neutral or Lawful Evil

Styx dragon[edit]

  • Breath weapon: Acid, stupefying gas
  • Terrain:Lower Planes
  • Alignment: Neutral Evil

Tarterian dragon[edit]

  • Breath weapon: Line of disruptive force, cone of will-sapping gas
  • Terrain: Tarterian Depths of Carceri
  • Alignment: Neutral Evil or Chaotic Evil
  • Current Source: (3.5) Draconomicon 189

Hellfire Wyrm[edit]

  • Breath weapon: Cone of Infernal Flame
  • Terrain: The Nine Hells of Baator
  • Alignment: Always Lawful Evil
  • Current Source: (3.5) Monster Manual II 125

Faerûnian dragons[edit]

Brown dragon[edit]

  • Breath weapon: Sludge
  • Terrain: Bogs
  • Alignment: Neutral
  • Appears in:Monsters of Faerûn

Deep dragon[edit]

  • Breath weapon: Flesh-corrosive gas
  • Terrain: Underground - Underdark
  • Alignment: Chaotic evil
  • Appears in:Monsters of Faerûn and reprinted in Fane of the Drow as well as the Legacy of the Drow series. A mutant, two-headed deep dragon named Zz,pora appears in the "Starlight and Shadows" series. The most recent v3.5 statistics for deep dragons can be found in Drow of the Underdark. Appears in 4E Draconomicon as Purple Dragon.

Fang dragon[edit]

  • Breath weapon: None (has a constitution-draining bite)
  • Terrain: Mountains
  • Alignment: Always Chaotic neutral
  • Appears in:Monsters of Faerûn, 3E Draconomicon. Appears in 4E Draconomicon as Gray Dragon.

Rattelyr dragon[edit]

  • Breath weapon: Cone of fire
  • Terrain: Desert, the forest, grassy plains
  • Alignment: Lawful Evil
  • Appears in:Shining South

Song dragon[edit]

  • Breath weapon: Electrically charged gas
  • Terrain: Any land
  • Alignment: Always either chaotic good or chaotic neutral
  • Appears in:Monsters of Faerûn; "Year of Rogue Dragons" trilogy, "Elminster's Daughter".

Independent dragons[edit]

Incarnum dragon[edit]

  • Breath weapon: Incarnum energy
  • Terrain: Outer Planes
  • Alignment: Lawful good, lawful evil, chaotic good or chaotic evil.
  • Appears in:Magic of Incarnum

Sand dragon[edit]

  • Breath weapon: Flaywind sand
  • Terrain: Warm deserts
  • Alignment: Chaotic Neutral
  • Appears in:Sandstorm; 4th Edition Draconomicon as Brown Dragon.

Epic dragons[edit]

Force dragon[edit]

Prismatic dragon[edit]

  • Breath weapon: Prismatic Spray
  • Terrain: Any
  • Alignment: Usually Neutral
  • Appears in:Epic Level Handbook

Time dragon[edit]

  • Breath weapon: Line of Ravaging Time and Cone of Time Expulsion
  • Terrain: Anywhere they find air to breathe
  • Alignment: Usually Neutral
  • Appears in:Dragon #359[52]

Arcane dragons[edit]

Hex dragon[edit]

  • Breath weapon: Poison
  • Terrain: Forest, marshes, underground
  • Alignment: Neutral Evil
  • Appears in:Dragon #343

Tome dragon[edit]

  • Breath weapon: Elemental energy
  • Terrain: Mountains
  • Alignment: Lawful Neutral
  • Appears in:Dragon #343

Other dragons[edit]

Other species of true dragon that exist outside of the main dragon families include: Steel, Mercury, Pearl, Amber, Cloud, Mist, and many more.

Two comedic dragons that appeared in Dragon Magazine #156: The Pink Dragon, which had a cone breath weapon of bubbles (stung the eyes); and the Paper Dragon, which looked like a dog-sized folded paper dragon, which when slain left several spell scrolls from its remains.

Cerilian dragon[edit]

  • Breath weapon: Cone of burning venom
  • Terrain: Cerilia, any
  • Alignment: Any, each has a specific personality
  • Current Source: (2) Birthright Campaign Setting (3.5) BRCS[53]

Lesser dragons[edit]

Lesser Dragons comprise all dragonkind that are not true dragons, and includes a broad range of creatures.


Drakes are a large family of Lesser Dragons. They look like miniature versions of the much larger true dragons and sometimes acts as guards for the true dragons. Most drakes are of animal intelligence and can not speak, but they also have breath weapons and can be a dangerous opponent. Drakes can be subdued, and some subduers turn them into flying steeds or beasts of burden.

  • Ambush drake
  • Felldrake
  • Rage drake

Elemental drakes are drakes most closely related to wyverns. They hail from the Elemental Planes, and are sometimes used as mounts by jann. Unlike wyverns they are sentient.

  • Air drake – Chaotic neutral drake with air mastery and blinding sandstorm.
  • Earth drake – Lawful neutral drake with earth mastery and tremor.
  • Fire drake – Neutral evil drake with heat attack.
  • Ice drake – Chaotic evil drake with freezing touch.
  • Magma drake – Lawful evil drake with burn attack.
  • Ooze drake – Lawful evil drake with acid attack.
  • Smoke drake – Chaotic evil drake with smoke breath weapon.
  • Water drake – Neutral drake with water mastery and drench.


Dragonet is a common term sometimes used for all minute Lesser Dragons. Technically they also include the Drakes.[54]

  • Faerie dragons
  • Pseudodragons – Small dragon-like creatures that are stereotypically wizard's familiars. They can communicate telepathically and their main weapon is a stinging, poisonous tail.
  • Spiretop dragons


Landwyrm is a family of Lesser Dragons that are mostly of an evil nature. They are cunning and can speak, but they have no wings and can not fly.


Linnorms are ancient, primeval cousins of the true dragons. They lack wings and hind legs, making them more serpentine than true dragons. All known linnorms are evil and cruel. Linnorms are sometimes referred to as "Norse dragons". There are many subtypes of linnorms.[55][56][57][58][59]

Reviewer Mark Theurer remarked about Linnorm dragons that these giant "dragon-like beings that might best be described as feral dragons" really peaked his interest. He characterized the gray linnorm as "small [for a Linnorm dragon], that means HUGE, and very aggressive", the dread linnorm as "the largest and has two frickin’ heads", and the Corpse Tearer as "old, smart, and vicious".[22]

Other types[edit]

Various other types of lesser dragons exist, including:

Critical reception[edit]

Dungeons & Dragons for Dummies assigned the dragon a central role, stating that for many characters "the opportunity to fight a dragon (and pillage its hoard) is the reason you play the game". The authors also chose a specific dragon each among the ten best monsters for low- and mid-level characters.[60]

Jon Peterson described dragons in D&D as greedy for treasure. He found it ironic, that they became the iconic creature in the game to conquer for the characters, as accumulation of treasures was one major goal of the game - exactly what the folkloric and fantasy images of hoarding dragons preceding D&D warned against.[1][61]

Similarly, Philip J. Clements wrote about Dungeons & Dragons: "Even the name suggests" that "both dungeons and dragons exist to be overcome and exploited by the power and cunning of the characters".[10]

GameSpy author Allan Rausch commented on the improvements in the depiction of dragons in 3rd edition artwork: "Dragons were redesigned with an eye toward giving them distinctive characteristics that would work in their preferred environments -- making them distinctively D&D dragons."[62]

The ancient blue dragon was ranked third among the ten best high-level 4th Edition monsters by the authors of Dungeons & Dragons 4th Edition For Dummies. The authors described the ancient dragons as "the most powerful versions of these majestic and deadly creatures, and the ancient blue dragon approaches the pinnacle of all dragon-kin", surpassed only by the red dragon. The authors concluded that "Few single challengers can stand long against the fury of this terrible dragon as it unleashes lightning and thunder."[63]

Screen Rant compiled a list of the game's "10 Most Powerful (And 10 Weakest) Monsters, Ranked" in 2018, calling the prismatic dragon one of the strongest, saying "It represents the ultimate challenge for any party of adventurers, though it would easily dispose of all but the most insanely overleveled groups. Defeating a prismatic dragon would also represent the ultimate challenge for the actual players, as they would likely expire from old age before rolling all of the dice necessary to finish an encounter with the creature."[64]

Other publishers[edit]

In 1981 Varanae published a supplement named Dragons detailing 50 new dragon types in the format of a Monster Manual. In 1986 a scenario also titled Dragons was published by Mayfair Games, with a war between good and evil dragons as backdrop, and including more background material about dragons.[65]

The black dragon, blue dragon, brass dragon, bronze dragon, copper dragon, gold dragon, green dragon, red dragon, silver dragon, and white dragon are fully detailed in Paizo Publishing's book Dragons Revisited (2009).[66][non-primary source needed]


  1. ^The article compares the 3rd edition Monster Manual with earlier editions.


  1. ^ abPeterson, Jon (2012). Playing at the World: A History of Simulating Wars, People and Fantatsic Adventures, from Chess to Role-Playing Games. San Diege, CA: Unreason Press. ISBN .
  2. ^DeKirk, Ash; Oberon Zell (2006). Dragonlore: From the Archives of the Grey School of Wizardry (1 ed.). New Page Books. p. 224. ISBN .
  3. ^ abcdeDeVarque, Aardy. "Literary Sources of D&D". Retrieved 2019-12-09.[self-published source]
  4. ^Blackmon, Wayne (1994). "Dungeons and Dragons: The Use of Fantasy Game in the Psychotherapeutic Treatment of a Young Adult". American Journal of Psychotherapy. 48 (4): 624–32. doi:10.1176/appi.psychotherapy.1994.48.4.624. PMID 7872422.
  5. ^Dungeons and dragons and philosophy. Cogburn, Jon., Silcox, Mark. Chicago: Open Court Pub. 2012. p. 108. ISBN . OCLC 781678837.CS1 maint: others (link)
  6. ^Robie, Joan Hake (1991). The truth about Dungeons & dragons. Lancaster, Pa.: Starburst. p. 23. ISBN . OCLC 26025328.
  7. ^Laycock, Joseph P. (2015). Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds. Univ of California Press. p. xii. ISBN . Retrieved 17 November 2019.
Sours: https://en.wikipedia.org/wiki/Dragon_(Dungeons_%26_Dragons)

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