[Top 10] Most Powerful D&D Dragons For Adventurers To Defeat

Most Powerful Dragons in D&D
Updated:
06 Sep 2024

What Are The Most Powerful Dragons in D&D?

Dragons. The very mention of a dragon can send your party of adventurers scrambling for cover and cause general mayhem. After all, Dungeons and Dragons is ABOUT dragons, right? Supposedly dragons are the top adversary in the game, and being able to defeat a dragon is more or less like going after the top boss in a video game. 

In the same way, as I presented my list of the most powerful 15 spells in Dungeons and Dragons, I am not going to base this list on the Challenge Rating for these dragons. That would be cheating, because "power" is really a measure of usefulness in RPGs, not of level. And another aspect of this is that the CR of dragons depends on their age, for instance, a Gold Dragon Wyrmling would not be but a morsel for an Ancient White Dragon. So we must base this list on more subtle concepts than just CR level. I am using only the stats for Ancient Dragons with a few exceptions.

 

10. Shadow Dragon


 

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I put shadow dragons at the bottom of the list because they are actually not "real" dragons, they are actually undead Although Shadow Dragons appear since Monster Manual II, in the 5E rules, they have been changed considerably, and now reflect the effects of staying in the shadowfell too long for any dragon. The shadowfell is the demiplane of shadow, where no sunlight exists, and it is considered one of the frontiers of existence. 

  • Huge undead, chaotic evil
  • Armor Class 19 (Natural Armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 23 (+6) 
  • DEX 14 (+2)
  • CON 21 (+5)
  • INT 14 (+2)
  • WIS 13 (+1)
  • CHA 17 (+3)
  • Saving Throws DEX +7, CON +10, WIS +6, CHA +8
  • Skills Perception +6, Stealth +7
  • Damage Resistance Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Acid, Necrotic, Poison
  • Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
  • Languages --
  • Challenge 15 (13,000 XP
  • Amorphous. The shadow dragon can move through a space as narrow as 1 inch wide without squeezing.
  • Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
  • Legendary Resistance (3/Day). If the shadow dragon fails a saving throw, it can choose to succeed instead.

Actions

  • Multiattack. The shadow dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. 
  • Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) necrotic damage plus 4 (1d8) acid damage. 
  • Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) necrotic damage. 
  • Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) necrotic damage. 
  • Frightful Presence. Each creature of the shadow dragon's choice that is within 120 feet of the shadow dragon and aware of it must succeed on a DC 16 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 shadow dragon's Frightful Presence for the next 24 hours. 
  • Strength Drain Breath (Recharge 5–6). The dragon exhales necrotic energy in a 60-­‐foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow dragon rises from the corpse 1d4 hours later.

Legendary Actions

  • The shadow dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shadow dragon regains spent legendary actions at the start of its turn. 
  • Detect. The shadow dragon makes a Wisdom (Perception) check. 
  • Tail Attack. The shadow dragon makes a tail attack. 
  • Necrotic scream Attack (Costs 2 Actions). The shadow dragon screams in a horrible loud noise. Each creature within 30 feet of the shadow dragon must succeed on a DC 19 Constitution saving throw or take 13 (2d6 + 6) necrotic damage and be stunned.

Weakness

Shadow dragons are utterly vulnerable in sunlight. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

 

9. Dracolich

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 Once again, I am forced to put this terrible monster next to the bottom because although he is a very powerful adversary, he is not a true dragon. But dracoliches are so terrifying that they need to be put in this list. A dracolich is a very evil dragon who chooses to tie his soul to a phylactery, becoming immortal. 

In the Forgotten Realms, the process of becoming a dracolich was discovered by Sammaster the Mad, a fallen Chosen of Mystra. Sammaster's first success was with the great red wyrm Shargrailar the Dark in the Year of Queen's Tears, 902 DR. Since then, Sammaster and his followers, the Cult of the Dragon, created many more, preparing for the apocalypse they are trying to create.

  • Gargantuan undead, chaotic evil
  • Armor Class 22 (natural armor)   Hit Points 656 (32d20 + 320) 
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 30 (+10)
  • DEX 12 (+1)   
  • CON 30 (+10)    
  • INT 20 (+5)
  • WIS17 (+3)  
  • CHA 27 (+8)
  • Saving Throws Dex +9, Con +18, Wis +11, Cha +16
  • Skills Perception +19, Stealth +9
  • Damage Immunities fire, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 29 
  • Languages Common, Draconic
  • Challenge 30 (155,000 XP)
  • Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.

Actions

  • Vampire Sight. Magical darkness does not impede the dracolich's darkvision.
  • Detect Life. The dracolich can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. The dracolich knows the general direction they're in but not their exact locations.
  • Deathly Body. The dracolich cannot be slain by instant death effects, is not affected by spells effects that cause hit point reduction and is not affected by Revivify, Raise Dead, Resurrection, True Resurrection or similar spell effect.
  • Consume Life. As a bonus action, the dracolich can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 24 Constitution saving throw against this magic or die. If the target dies, the dracolich regains 10 (3d6) hit points.
  • Regeneration. The dracolich regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the dracolich takes radiant damage or damage from holy water, this trait doesn't function at the start of the dracolich's next turn.
  • Undead Fortitude. If damage reduces the dracolich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dracolich drops to 1 hit point instead.
  • Turn Resistance. The dracolich has resistance against effects that turn undead.
  • Marshal Undead. Unless the dracolich is incapacitated, it and undead creatures of its choice within 60 feet of it have an advantage on saving throws against features that turn undead.

Weakness

The Dracolich's principal weakness is his phylactery. If found, the dracolich can be easily destroyed or controlled. Usually, it is in the form of a small jar that is extremely well guarded. Dracoliches suffer all the vulnerabilities associated with the undead, although they can't be turned, they do suffer normal undead damage from such spells as Word of Faith, Undead Ward, and Wall of Moonlight. 
 
 

8. White Dragon

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From this point on, we are going to talk only about real dragons, and among real dragons, everybody is in accord that the White Dragon deserves to be at the bottom of the list. I find it funny that other dragons discriminate their white brothers because in their own realm, which is anywhere where extremely cold weather dominates, they are almost invincible. The least intelligent of dragonkind, they are given tasks like guarding treasures and scouting missions.  

  • Gargantuan dragon, chaotic evil
  • Armor Class 20 (Natural Armor)
  • Hit Points 333 (18d20+144)
  • Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
  • STR 26 (+8)  DEX 10 (+0)  CON 26 (+8)  INT 10 (+0)  WIS 13 (+1)  CHA 14 (+2)
  • Saving Throws Dex +6, Con +14, Wis +7, Cha +8
  • Skills Perception +13, Stealth +6
  • Damage Immunities Cold
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 23
  • Languages Common, Draconic
  • Challenge 20 (25,000 XP)

Actions

  • Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it an extra moment.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Actions
  • 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 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)cold damage.
  • Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 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.
  • Cold Breath (Recharge 5-6). The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Ancient White Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient White Dragon regains spent legendary actions at the start of their 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 15 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.

Weakness

White Dragons suffer extra damage from all fire-based magic and weapons.

 

7. Black Dragon

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Solitary and cruel, Black Dragons make their home in swamplands and thick marshes. They care little for socializing with other dragons and are openly hostile to all metallic dragons. Brooding and nasty tempered, they hoard treasure, like other dragons, to impress potential mates but prefer to remain alone most of their lives. They are extremely territorial. 

  • Gargantuan dragon, chaotic evil
  • Armor Class 22 (Natural Armor)
  • Hit Points 367 (21d20+147)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8) 
  • DEX 14 (+2) 
  • CON 25 (+7) 
  • INT 16 (+3) 
  • WIS 15 (+2) 
  • CHA 19 (+4)
  • Saving Throws Dex +9, Con +14, Wis +9, Cha +11
  • Skills Perception +16, Stealth +9
  • Damage Immunities Acid
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 21 (33,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (2d8)acid damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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.
  • Acid Breath (Recharge 5-6). The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Ancient Black Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Black Dragon regains spent legendary actions at the start of their 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 15 ft. of the dragon must succeed on a DC 23 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.

Weakness

The very fact that black dragons disdain using allies or even slaves cause them to be solitary. They are also not very good flyers because they prefer to live in heavily wooded areas.

 

6. Green Dragon

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Machiavellic and ambitious, Green Dragons excel at causing others to do their will. They thrive in intrigues, complots, and long-term plans. They prefer to live in caves surrounded by old growth forests, but to them, their lair is only a means to an end. Their pleasure in perverting and destroying elves is legendary. 

  • Gargantuan dragon, lawful evil
  • Armor Class 21 (Natural Armor)
  • Hit Points 385 (22d20+154)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 27 (+8) 
  • DEX 12 (+1) 
  • CON 25 (+7) 
  • INT 20 (+5) 
  • WIS 17 (+3) 
  • CHA 19 (+4)
  • Saving Throws Dex +8, Con +14, Wis +10, Cha +11
  • Skills Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 22 (41,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: +15 to hit, reach 15 ft., one target. Hit: (2d10 + 8) piercing damage plus (3d6)poison damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: (4d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: (2d8 + 8) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 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.
  • Poison Breath (Recharge 5-6). The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Ancient Green Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Green Dragon regains spent legendary actions at the start of their 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 15 ft. of the dragon must succeed on a DC 23 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.

Weakness

Their ambition tends to be their downfall. They are deceitful and often their plots are so twisted that they too become trapped in their own lies. 

 

5. Blue Dragon

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Orderly, respectful, and honorable, Blue Dragons do not seem like their other chromatic dragon brethren, in that they are actually nobler than the others. They do tend to mock lesser creatures, but they are not intolerant of them. They prefer to live in barren landscapes, deserts and rocky hills, usually in caves with a source of water from underneath. 

  • Gargantuan dragon, lawful evil
  • Armor Class 22 (Natural Armor)
  • Hit Points 481 (26d20+208)
  • Speed 40 ft., burrow 40 ft., fly 80 ft.
  • STR 29 (+9) 
  • DEX 10 (+0) 
  • CON 27 (+8) 
  • INT 18 (+4) 
  • WIS 17 (+3) 
  • CHA 21 (+5)
  • Saving Throws Dex +7, Con +15, Wis +10, Cha +12
  • Skills Perception +17, Stealth +7
  • Damage Immunities Lightning
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 23 (50,000 XP)
  • on can then Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: +16 to hit, reach 15 ft., one target. Hit: (2d10 + 9) piercing damage plus (2d10)lightning damage.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: (2d6 + 9) slashing damage.
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: (2d8 + 9) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Ancient Blue Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Blue Dragon regains spent legendary actions at the start of their 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 15 ft. of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The drag fly up to half its flying speed.

Weakness

Their honorable nature might get them in trouble. They sometimes fight to the death, knowing they can't win, much like a Paladin. They are also not as deceitful as the other dragons, which can make them vulnerable. 

 

4. Red Dragon

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Considering themselves the pinnacle of dragonkin, the Reds are the most arrogant, brutal and evil of all dragons. They are so territorial that if another Red happens upon their lands, the fight is inevitable, and it is only resolved with the death of one or the other. They don't much bother with other dragons, unless they are other Reds, or metallic, especially silver and gold, whom they consider enemies that must be destroyed on sight. When a Red learns of the power of another Red, even one that is far away, is as great or greater than himself, that Red will surely try to challenge his adversary. Reds are the physical incarnation of vanity and pride. 

  • Gargantuan dragon, chaotic evil
  • Armor Class 22 (Natural Armor)
  • Hit Points 546 (28d20+252)
  • Speed 40 ft., climb 40 ft., fly 80 ft.
  • STR 30 (+10) 
  • DEX 10 (+0) 
  • CON 29 (+9) 
  • INT 18 (+4) 
  • WIS 15 (+2) 
  • CHA 23 (+6)
  • Saving Throws Dex +7, Con +16, Wis +9, Cha +13
  • Skills Perception +16, Stealth +7
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 26
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6)fire damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 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 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

  • Ancient Red Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Red Dragon regains spent legendary actions at the start of their 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 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Weakness

The greatest weakness any Red Dragon has is his own pride. They are utterly incapable of resisting a challenge or mockery. Even a challenge that is obviously a trap causes a Red to go nuts.  They are so proud that they will attack a much more powerful foe, even if they know they will certainly lose, just to prove to themselves that they are not afraid.

 

3. Gold Dragon

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I debated considerably if I should include Gold Dragons in this list, because all the other dragons in the list are usually adversaries, and most Gold Dragons encountered by adventurers in a campaign will be either allies or friends (unless it is an evil-aligned campaign). But Golds are definitively important and certainly powerful, so here they are. Relentless hunters of evil, Gold Dragons have a very definitive hierarchy with a King or Queen of Justice ruling over all of the other Golds in all matters. They are relentless in their pursuit of Justice and Law.  

  • Gargantuan dragon, lawful good
  • Armor Class 22 (Natural Armor)
  • Hit Points 546 (28d20+252)
  • Speed 40 ft., fly 80 ft., swim 40 ft.
  • STR 30 (+10)  DEX 14 (+2)  CON 29 (+9)  INT 18 (+4)  WIS 17 (+3)  CHA 28 (+9)
  • Saving Throws Dex +9, Con +16, Wis +10, Cha +16
  • Skills Insight +10, Perception +17, Persuasion +16, Stealth +9
  • Damage Immunities Fire
  • Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 27
  • Languages Common, Draconic
  • Challenge 24 (62,000 XP)
  • Amphibious. The dragon can breathe air and water.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

  • 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: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage.
  • Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: (2d8 + 10) bludgeoning damage.
  • Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
  • Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
  • Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
  • Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Legendary Actions

  • Ancient Gold Dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Ancient Gold Dragon regains spent legendary actions at the start of their 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 15 ft. of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Weakness

Gold Dragons are quite inflexible in their righteousness, and like all things that don't bend, they tend to break if pushed to the limit. 

 

2. Celestial Dragon

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Celestial Dragons are the embodiment of virtue. They usually reside in the upper planes, but they are known to travel to the Prime Material Plane to live among ordinary people as teachers and guides, humble, unassuming, and always poor.  Over their thick scales is a full pure white plumage and their horns come in a variety of shapes. 

  • Gargantuan celestial, any good alignment
  • Armor Class 22 (Natural Armor)
  • Hit Points 555 (28d20 + 282)
  • Speed 40 ft., fly 80 ft.
  • STR 29 (+9)
  • DEX 10 (+0)
  • CON 27 (+8)
  • INT 18 (+4)
  • WIS 25 (+7)
  • CHA 21 (+5)
  • Saving Throws DEX +8, CON +16, WIS +15, CHA +13
  • Skills Perception +19, Religion +12
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Radiant
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 120 ft., Passive Perception 29
  • Languages All, Telepathy 120ft
  • Challenge 28 (120,000 XP)
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Innate Spellcasting. A celestial dragon's innate spell spellcasting ability is wisdom (spell save DC 22). The dragon can innately cast the following spells, requiring no material components:

At will: 

  • Major image (6th-level version), wind walk, detect evil and good
  • 3/day each: blade barrier, dispel evil and good, resurrection
  • 1/day: commune, plane shift
  • Divine Awareness. The dragon knows if it hears a lie.
  • Magic Resistance. The dragon has an advantage on saving throws against spells and other magic effects.
  • Spellcasting. The celestial dragon is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 22, +14 to hit with spell attacks). It has the following cleric spells prepared:
  • Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy
  • 1st level (4 slots): command, cure wounds, sanctuary, protection from evil and good, bless
  • 2nd level (3 slots): calm emotions, lesser restoration, silence
  • 3rd level (3 slots): dispel magic, remove curse, sending
  • 4th level (3 slots): banishment, death ward, divination
  • 5th level (3 slots): greater restoration, mass cure wounds, scrying
  • 6th level (2 slots): word of recall, heal
  • 7th level (2 slots): divine word, firestorm
  • 8th level (1 slot): control weather, holy aura
  • 9th level (1 slot): true resurrection

Actions

  • Multiattack. The dragon can use its Inspiring Presence. It then makes three attacks: one with its bite and two with its claws. 
  • Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) radiant damage. 
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. 
  • Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. 
  • Holy Breath (Recharge 5–6). The dragon exhales a radiant beam in a 120-­‐foot line that is 10 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much damage on a successful one.
  • Inspiring Presence (5/day). Each creature of the dragon's choice that is within 120 feet of the dragon and can see and hear it of it gain a d12 inspiration die that they can use on a d20 roll of their choice. 
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).   In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Weakness

Because they come from the Upper Planes, Celestial Dragons have no real weaknesses. In the Prime Material Plane, they can be destroyed, which will only return them to the Celestial Realm. 

 

1. Chromatic Dragon (Tiamat)

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Body Image

Tiamat is the "Mother of all Evil Dragons", and she has an eternal feud with her brother Bahamut, the "Father of all Good Dragons".  Always scheming to take control of the realms, Tiamat is the kind of "Evil" Goddess who could, literally, tip the balance of good and evil. Her adventures and misadventures are the stuff of legend and she has made appearances in all realms, including Toril and Krynn. In our own realm of existence, she was known among the Babylonians, and it is said our world is made from her carcass after she was slain by the warrior Marduk. 

  • Gargantuan fiend, chaotic evil
  • Armor Class 25 (natural armor)
  • Hit Points 615 (30d20+300)
  • Speed 60 ft., fly 120 ft.
  • STR 30 (+10)  
  • DEX10 (0)   
  • CON 30 (+10)
  • INT 26 (+8)
  • WIS  26 (+8)   
  • CHA 28 (+9)
  • Saving Throws Str +19, Dex +9, Wis +17
  • Skills Arcana +17, Perception +26, Religion +17
  • Damage Immunities acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
  • Senses darkvision 240 ft., truesight 120 ft.
  • Languages Common, Draconic, Infernal
  • Challenge 30 (155,000 XP)
  • Discorporation. When Tiamat drops to 0 hit points or dies, her body is destroyed but her essence travels back to her domain in the Nine Hells, and she is unable to take physical form for a time.
  • Innate Spellcasting (3/Day). Tiamat can innately cast divine word (spell save DC 26). Her spellcasting ability is Charisma.
  • Legendary Resistance (5/Day). If Tiamat fails a saving throw, she can choose to succeed instead.
  • Limited Magic Immunity. Unless she wishes to be affected, Tiamat is immune to spells of 6th level or lower. She has an advantage on saving throws against all other spells and magical effects.
  • Magic Weapons. Tiamat’s weapon attacks are magical.
  • Multiple Heads. Tiamat can take one reaction per turn, rather than only one per round. She also has an advantage on saving throws against being knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
  • Regeneration. Tiamat regains 30 hit points at the start of her turn.

Actions

  • Multiattack. Tiamat can use her Frightful Presence. She then makes three attacks: two with her claws and one with her tail.
  • Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
  • Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) piercing damage.
  • Frightful Presence. Each creature of Tiamat’s choice that is within 240 feet of Tiamat and aware of her must succeed on a DC 26 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 success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Tiamat’s Frightful Presence for the next 24 hours.

Legendary Actions

  • The Tiamat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of its turn.
  • Bite. Tiamat can take 5 legendary actions, choosing from the options listed. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.
  • Tiamat’s legendary action options are associated with her five dragon heads (a bite and a breath weapon for each). Once Tiamat chooses a legendary action option for one of her heads, she can’t choose another one associated with that head until the start of her next turn.
  • Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 14 (4d6) acid damage (black dragon head), lightning damage (blue dragon head), poison damage (green dragon head), fire damage (red dragon head), or cold damage (white dragon head).
  • Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat breathes acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
  • Blue Dragon Head: Lightning Breath (Costs 2 Actions). Tiamat breathes lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
  • Green Dragon Head: Poison Breath (Costs 2 Actions). Tiamat breathes poisonous gas in a 90-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
  • Red Dragon Head: Fire Breath (Costs 2 Actions). Tiamat breathes fire in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
  • White Dragon Head: Cold Breath (Costs 2 Actions). Tiamat breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Weakness

Because she is a Goddess, In her own realm, Tiamat is invincible. But in the Prime Material Plane, she can be destroyed, which simply returns her to her own hellish realm.

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Gamer Since:
1982
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RPG
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Baldur's Gate, Neverwinter Nights 2, Icewind Dale: Enhanced Edition