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# Table of Contents
- ### [3Chapter 1: Lesser Dragons](#p3) - [3Dragonling](#p3) - [3Drake](#p3) - ### [4Chapter 2: True Dragons](#p4) - [4Dragon](#p4) - [6High Dragon](#p6) - [7    *Lair*](#p7) - [8Great Dragon](#p8) - ### [10Chapter 3: Dragonkin](#p10) - [10Varghest](#p10) - [10Wyvern](#p10) - ### [12Chapter 4: Dragon Colors](#p12) - [12Named Variants](#p12) - ### [13Credits](#p13)
\page # Chapter 1: Lesser Dragons Hatchlings and matured male dragons are considered the lesser kind of the true dragons. They have no wings and are therefore incapable of flight, but their aggressive and territorial nature makes them no less frightening to come across. ## Dragonling Newly hatched dragons are roughly the size of a deer and voraciously hungry. They live for a short time in their mother's lair before venturing out on their own. The slender, wingless creatures are born in vast numbers, as only a few survive to adulthood. It is nigh impossible to determine the sex of a dragonling. Dragonlings that have left their mother's lair hunt in small packs to take down larger prey. Although they fight together, they care little for each others well being. If a member of a pack is mortally wounded or no longer able to hunt, it is left behind to fend for itself. All dragonlings are born with dull gray colored scales that rarely vary from one another. ## Drake Drakes are intelligent, almost sly, yet ferocious beasts. Once they have fully matured, male dragons seek out the lairs of adult females. When they find one, they move into her lair and spend the rest of their lives there, hunting for her and defending her young. Drakes never develop wings, unlike female dragons; at most, their forelegs grow vestigial spurs where wing membranes might have been. A high dragon will have a dozen or more drakes guarding her young, constantly fighting among themselves for the right to mate. Drakes aggressively defend a high dragons nest, fighting with sharp claws and crushing bites. They can spit gouts of flame and strike pulverizing blows with their tails. ___ > ## Dragonling >*Medium dragon, unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 33 (6d8 + 6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|10 (+0)|13 (+1)|10 (+0)|11 (+0)|13 (+1)| >___ > - **Saving Throws** Dex +2, Con +3, Wis +2, Cha +3 > - **Skills** Perception +4, Stealth +2 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** ― > - **Challenge** 2 (450 XP) > ___ > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage. > > ***Breath Weapon (Recharge 5-6).*** The dragonling exhales fire in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.     The dark gray scales of all drakes varies slightly from one another in regard to their saturation, but it is not uncommon for these scales to have a purple hue. On rare occassions the scales have a blue or red hue instead. Drake scales form a tough natural armor and their hides are prized for making suits of highly effective armor. Colored scales are highly sought after, often used by nobles to have unique armors or clothing crafted as a symbol of their prestige. ___ ___ > ## Drake >*Large dragon, unaligned* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|17 (+3)|16 (+3)|13 (+1)|15 (+2)| >___ > - **Saving Throws** Dex +4, Con +6, Wis +4, Cha +5 > - **Skills** Survival +4, Perception +7, Stealth +4 > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** ― > - **Challenge** 5 (1,800 XP) > > ### Actions > ***Multiattack.*** The drake makes three attacks: one with its bite or tail and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > > ***Breath Weapon (Recharge 5-6).*** The drake exhales fire in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 35 (10d6) fire damage on a failed save, or half as much damage on a successful one.
LESSER DRAGONS | D&DA
\page # Chapter 2: True Dragons A dragon that takes to the skies is considered to be a true dragon. At the dawn of the mankind the dragons were considered godlike creatures, with the strongest among them revered as pantheons. After the Magisters of Tevinter supposedly entered the Golden City, corrupting it with their sins, the great dragons of old disappeared. For nearly a thousand years after the disappearance of the Old Gods, dragons lived as dangerous beasts in the wilds. In the Steel Age, dragons were hunted to near-extinction thanks to methods pioneered by the Pentaghast family of Nevarra. Most people thought that dragons had been extinct for centuries, but a notable rampage by a high dragon during the end of the Blessed Age caused Divine Faustine II to name the next Age as the Dragon Age. ## Dragon Dragons are maturing female dragons. They traverse vast distances, devouring most of the wildlife they come by in order to grow. During the same period, they search for a suitable lair to build their nest in, preferring ruins and caves. During the maturing period dragons evolve their innate capability to breath fire, developing at least a second set of glands that produce a different elemental effect. It is extremely rare for a dragon to develop more than one additional set of glands, though not unheard of. Dragons are intelligent and cunning creatures. They have been observed fighting dangerous monstrosities, such as giants and darkspawn warbands, in order to study the behaviours of potential threats to their territory for when they claim a nest. They have also on occassion attacked major villages or smaller towns if one is near a potential lair, either to route the townsfolk or gage their respond to its presence. They take full advantage of their natural talents and evolving bodies, often deploying fly-bys against larger groups of creatures, while bombarding them with the various breath weapons at their disposal. As a dragon begins to mature, the dull gray color scheme of its scales rapidly change. Vibrant and beautiful colors set in, often intermingling with each other. The base color scheme for dragons have well-known names, descriped in detail in chapter 4. Stripes and spots unique to each dragon causes them to be identifiable when sighted, making it easy for dragon hunters to track their prey. ___ ___ > ## Dragon >*Huge dragon, unaligned* > ___ > - **Armor Class** 19 (natural armor) > - **Hit Points** 207 (18d12 + 90) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|23 (+6)|12 (+1)|21 (+5)|18 (+4)|15 (+2)|17 (+3)| >___ > - **Saving Throws** Dex +6, Con +10, Wis +7, Cha +8 > - **Skills** Insight +7, Intimidation +7, Survival +7, Perception +12, Stealth +6 > - **Damage Immunities** fire, and any damage type of its additional breath weapon > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** ― > - **Challenge** 15 (13,000 XP) > ___ > > ***Hold Breath.*** The dragon can hold its breath for 1 hour. > > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The drake makes three attacks: one with its bite or tail and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 6) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage. > > ***Breath Weapon (Recharge 5-6).*** The dragon uses one of the following breath weapons. > > ***Fire Breath.*** The drake exhales fire in a 30-foot cone.
     Each creature in that area must make a DC 16
     Dexterity saving throw, taking 49 (14d6) fire
     damage on a failed save, or half as much damage on
     a successful one. >
> ***Secondary Breath.*** Choose or randomly determine an
     additional breath from the Dragon Breath Attack
     table. > > ### Legendary Actions > The 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 dragon regains spent legendary actions at the start of its turn. > > ***Detect.*** The dragon makes a Wisdom (Perception)
     check. >
> ***Tail Attack.*** The dragon makes a tail attack. >
> ***Wing Buffet (Costs 2 Actions).*** The dragon beats its
     wings. Each creature within 10 feet of the dragon
     must make a DC 17 Dexterity saving throw, taking
     13 (2d6 + 6) bludgeoning damage, be pushed 10
     feet away from the dragon, and are knocked prone
     on a failed save, or take half as much damage and be
     pushed 5 feet away from the dragon on a success.
     The dragon can then fly up to half its flying speed.
TRUE DRAGONS | D&DA
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##### Dragon Breath Attacks |||| |:------:|:---------------|| | **1** | *Acid* | The dragon exhales acid in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. | | **2** | *Cold* | The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much on a success. | | **3** | *Lightning* | The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 66 (12d10) lightning damageo na failed save, or half as much damage on a successful one. | | **4** | *Paralyzing* | The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed 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. | | **5** | *Poison* | The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one. | | **6** | *Repulsion* | The dragon exhales repulsion energy in a 15-foot cone. Each creature in that area must succeed on a DC 18 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. | | **7** | *Shadow* | The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. | | **8** | *Sleep* | The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. | | **9** | *Slowing* | The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. | | **10** | *Weakening* | The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 18 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. |
TRUE DRAGONS | D&DA
\page ## High Dragon High dragons are venerable, and fully mature, female dragons. They are the monsters of legend and one of the most powerful of all dragonkind. They hollow out massive lairs for themselves, for they need the space to house their harem of drakes as well as their eggs and the dragonlings. Living for more than a thousand years, they are seldom seen and spend most of their time sleeping and mating, living off the prey their drakes bring back. High dragons are extremely territorial and will typically attack almost anything that trespasses near its lair. Even creatures as large and powerful as giants (and other dragons) must be cautious when a high dragon's lair is nearby. Once every hundred years or so, the high dragon prepares for clutching by emerging from her lair and taking wing. She will fly far and wide, eating hundreds of animals, most often livestock, over the course of a few weeks and leaving smoldering devastation in her wake. During this time entire villages and forests can be reduced to ash, leaving hundreds dead or displaced. She then returns to her lair to lay her eggs.
> "Be cautious. A dragon such as this is better to avoid than engage." ―Morrigan ___ ___ > ## High Dragon >*Gargantuan dragon, unaligned* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 444 (24d20 + 192) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|29 (+9)|12 (+1)|27 (+8)|18 (+4)|17 (+3)|21 (+5)| >___ > - **Saving Throws** Dex +8, Con +15, Wis +10, Cha +12 > - **Skills** Insight +10, Intimidation +12, Survival +10, Perception +17, Stealth +8 > - **Damage Immunities** fire, and any damage type of its additional breath weapon > - **Condition Immunities** charmed, frightened, poisoned, prone > - **Senses** darkvision 120 ft., passive Perception 27 > - **Languages** ― > - **Challenge** 22 (30,000 XP) > ___ > > ***Hold Breath.*** The dragon can hold its breath for 1 hour. > > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ### Actions > ***Multiattack.*** The drake makes three attacks: one with its bite or tail and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +16 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 9) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +16 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 9) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 9) bludgeoning damage. > > ***Breath Weapon (Recharge 5-6).*** The dragon uses one of the following breath weapons. > > ***Fire Breath.*** The drake exhales fire in a 60-foot cone.
     Each creature in that area must make a DC 20
     Dexterity saving throw, taking 56 (16d6) fire
     damage on a failed save, or half as much damage on
     a successful one. > > ***Secondary Breath.*** Choose or randomly determine an
     additional breath from the High Dragon Breath
     Attack table. > > ### Legendary Actions > The 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 dragon regains spent legendary actions at the start of its turn. > > ***Detect.*** The dragon makes a Wisdom (Perception)
     check. >
> ***Move.*** The dragon moves up to half its speed. >
> ***Tail Attack.*** The dragon makes a tail attack. >
> ***Wing Buffet (Costs 2 Actions).*** The dragon beats its
     wings. Each creature within 10 feet of the dragon
     must make a DC 19 Dexterity saving throw, taking
     30 (6d6 + 9) bludgeoning damage, be pushed 10
     feet away from the dragon, and are knocked prone
     on a failed save, or take half as much damage and be
     pushed 5 feet away from the dragon on a success.
     The dragon can then fly up to half its flying speed. >
> ***Changing Winds (Costs 2 Actions).*** The dragon beats its
     wings continuously. Each creature within 30 feet of
     the dragon must succeed on a DC 19 Strength
     saving throw or be pulled 15 feet towards the
     dragon. The area around the dragon becomes
     difficult terrain until the beginning of the dragons
     next turn, and any creature that ends its turn in the
     area must succeed on a DC 19 Strength saving
     throw or be pulled 15 feet towards the dragon,
     ignoring difficult terrain. If they end up being within
     5 feet of the dragon after being pulled, they take 23
     (4d6 + 9) bludgeoning damage as they slam into
     the dragons body. Arrows, bolts, and other ordinary
     projectiles launched at the dragon or targets within
     the area are deflected upward and automatically
     miss (boulders hurled by giants or siege engines,
     and similar projectiles, are unaffected). If the dragon
     moves or performs a legendary action before the
     beginning of its next turn, the effects of Changing
     Winds immediately end. >
> ***Overwhelming Roar (Costs 2 Actions).*** The dragon
     bellows threateningly. Each non-dragon creature
     within 120 feet of the dragon that can hear it must
     succeed on a DC 19 Constitution saving throw or
     be stunned until the end of their next turn.
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##### High Dragon Breath Attacks |||| |:------:|:---------------|| | **1** | *Acid* | The dragon exhales acid in an 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. | | **2** | *Cold* | The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a success. | | **3** | *Lightning* | The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 88 (16d10) lightning damageo na failed save, or half as much damage on a successful one. | | **4** | *Paralyzing* | The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed 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. | | **5** | *Poison* | The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. | | **6** | *Repulsion* | The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 20 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. | | **7** | *Shadow* | The dragon exhales shadowy fire in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one. | | **8** | *Sleep* | The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. | | **9** | *Slowing* | The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. | | **10** | *Weakening* | The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 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. |
### High Dragon Lair A dragon prefers to live in old ruins and cave complexes. They hollow out massive lairs for themselves, for they need the space to house their harem of drakes as well as their eggs and the dragonlings. #### Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: - The dragon releases an echoing roar. 1d3 - 1 drakes and 1d6 dragonlings appear from the walls and floors of the dragons lair on initiative count 20 on the next round. Roll initiative for the drakes and dragonlings when they appear. - A tremor shakes the lair. Each non-dragon creature on the ground in the lair must succeed on a DC 15 Dexterity saving throw or be knocked prone. - 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.

#### Regional Effects The region containing a dragon's lair is changed by the dragon's presence, causing the following effects. - Trees, boulders and other large natural objects near the the entrance to the dragon's lair are destroyed. The large tree splints and jagged trunks, as well as heavily grained stone dust is left as a warning to those who come upon it. - The population of deer and other large game within 6 miles of the lair is heavily reduced. Additionally, rodents and fowl are strangely absent. - Lesser dragons are prevelant within 6 miles of the lair. While dragonlings permanently leave the dragon's lair to mature, drakes only leave to hunt and bring back feed to the dragon and her newly hatched dragonlings. Due to the increased amount of dragons in the area, footprints and claw marks are nigh impossible to miss. Any Wisdom (Survival) checks made to track flightless dragons are made with advantage.
TRUE DRAGONS | D&DA
\page ## Great Dragon Great dragons are a powerful and ancient form of dragon, distinct from high dragons, in terms of their abilities and intelligence. They are thought to be extinct, as the last time they roamed the skies were before the disappearance of the Old Gods. The vast majority of academic works found throughout Thedas are purely theoretical.
> "There was a time before the Veil, before the mysteries were forgotten, when dragons ruled the skies." ―Yavana ___ ___ > ## Great Dragon >*Gargantuan dragon, unaligned* > ___ > - **Armor Class** 22 (natural armor) > - **Hit Points** 676 (33d20 + 330) > - **Speed** 40 ft., fly 80 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|30 (+10)|12 (+1)|30 (+10)|27 (+8)|17 (+3)|24 (+7)| >___ > - **Saving Throws** Dex +10, Con +19, Wis +13, Cha +17 > - **Skills** Insight +13, Intimidation +17, Survival +13, Perception +23, Stealth +11 > - **Damage Resistances** acid, cold, fire, lightning, poison, necrotic > - **Condition Immunities** charmed, frightened, poisoned, prone > - **Senses** darkvision 120 ft., passive Perception 33 > - **Languages** Tevinter > - **Challenge** 30 (155,000 XP) > ___ > > ***Hold Breath.*** The dragon can hold its breath for 1 hour. > > ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead. > > ***Innate Spellcasting.*** The dragon's innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). It can cast the following spells, requiring no material components. > > At will: *sending, telepathy, wall of fire, wall of ice, wall      of stone, wind wall*
> 3/Day: *chain lightning, earthquake, fire storm,     whirlwind*
> 1/Day: *meteor swarm* > > ### Actions > ***Multiattack.*** The drake makes three attacks: one with its bite or tail and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +19 to hit, reach 5 ft., one target. *Hit:* 17 (2d10 + 10) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +19 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 10) slashing damage. > > ***Tail.*** *Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 10) bludgeoning damage. > > ***Breath Weapon (Recharge 5-6).*** The dragon uses a breath weapon from the Great Dragon Breath Attack table. > > ### Legendary Actions > The 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 dragon regains spent legendary actions at the start of its turn. > > ***Detect.*** The dragon makes a Wisdom (Perception)
     check. >
> ***Move.*** The dragon moves up to half its speed. >
> ***Tail Attack.*** The dragon makes a tail attack. >
> ***Wing Buffet (Costs 2 Actions).*** The dragon beats its
     wings. Each creature within 15 feet of the dragon
     must make a DC 23 Dexterity saving throw, taking
     45 (10d6 + 10) bludgeoning damage, be pushed
     15 feet away from the dragon, and are knocked
     prone on a failed save, or take half as much damage
     and be pushed 5 feet away from the dragon on a
     success. The dragon can then fly up to half its flying
     speed. >
> ***Changing Winds (Costs 2 Actions).*** The dragon beats its
     wings continuously. Each creature within 60 feet of
     the dragon must succeed on a DC 23 Strength
     saving throw or be pulled 20 feet towards the
     dragon. The area around the dragon becomes
     difficult terrain until the beginning of the dragons
     next turn, and any creature that ends its turn in the
     area must succeed on a DC 19 Strength saving
     throw or be pulled 20 feet towards the dragon,
     ignoring difficult terrain. If they end up being within
     5 feet of the dragon after being pulled, they take 39
     (8d6 + 10) bludgeoning damage as they slam into
     the dragons body. Arrows, bolts, and other ordinary
     projectiles launched at the dragon or targets within
     the area are deflected upward and automatically
     miss (boulders hurled by giants or siege engines,
     and similar projectiles, are unaffected). If the dragon
     moves or performs a legendary action before the
     beginning of its next turn, the effects of Changing
     Winds immediately end. >
> ***Overwhelming Roar (Costs 2 Actions).*** The dragon
     bellows threateningly. Each non-dragon creature
     within 120 feet of the dragon that can hear it must
     succeed on a DC 23 Constitution saving throw or
     be stunned until the end of their next turn.
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##### Great Dragon Breath Attacks ||| |:-------------|:---------------| | *Acid* | The dragon exhales acid in an 120-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. | | *Cold* | 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 on a success. | | *Fire* | 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 on a success. | | *Lightning* | The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) lightning damageo na failed save, or half as much damage on a successful one. | | *Paralyzing* | The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or be paralyzed 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. | | *Poison* | 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. | | *Repulsion* | The dragon exhales repulsion energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. | | *Shadow* | The dragon exhales shadowy fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 77 (22d6) necrotic damage on a failed save, or half as much damage on a successful one. | | *Sleep* | The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. | | *Slowing* | The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on each of its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. | | *Weakening* | The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 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. |
TRUE DRAGONS | D&DA
TRUE DRAGONS | D&DA
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# Chapter 3: Dragonkin ## Varghest The varghest is now known to be a distant relative of wyverns and dragons, but in ancient times, it was believed to be a spirit manifest in the world. Ciriane legend says that the varghest hunts those who have committed great wrongs against their own kin, and when the creature finds its quarry, it drags the guilty party to the gods for judgment. This is perhaps due to the beast's hunting habits: varghest prefer to bring prey still living to their nests to feed their young. ___ > ## Varghest >*Large dragon, unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 85 (10d10 + 30) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|12 (+1)|17 (+3)|7 (-2)|13 (+1)|4 (-3)| >___ > - **Skills** Athletics +6, Perception +3, Stealth +3 > - **Senses** darkvision 60 ft., passive Perception 13 > - **Languages** ― > - **Challenge** 4 (1,100 XP) > > ### Actions > ***Multiattack.*** The drake makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage. > > ***Claw.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. ``` ``` ## Wyvern An adult wyvern is nearly the size of a full-grown dragon, but where a dragon is saurian and lithe, a wyvern has thicker musculature and a more sinewy bulk. A wyvern’s head is stout and squarish with a split-mandible mouth and protruding fins. These are colorful creatures, garish and fierce. Although historically categorized as smaller cousins of drakes and dragons, wyverns differ distinctly from other dragon-kind in both physical form and demeanor. Wyverns lead solitary existences, stubbornly defending their territory against trespass by other creatures, including other wyverns. Bullish wyverns even defend their turf against dragons that might well be able to best them in battle. The wyvern’s natural habitat lies within only a few mountain ranges of Thedas, although wyverns are most numerous in the lands of Orlais; they prefer rocky lands, in some places barren, in others verdant, where they can dwell as an apex predator. Wyverns typically do not discern between intelligent and unintelligent prey. They are as likely to eat ranging cattle, feral wolves, family pets, and civilized folk if given the need and the opportunity. Often, wyverns inflict their venom on prey and then leave them to wander and die, perhaps as some base animal sense of sport or perhaps out of simple ease. Left untreated, this poison is fatal. Wyvern venom slows prey and kills gradually. Once afflicted, a target is in mortal danger. Wyvern wings are hardy but imprecise things. A wyvern does not truly fly but glides. With a suitable perch and favorable winds, a wyvern can glide over many miles, stalking prey and surveying its territory. With their strong claws, they can grip and climb even vertical stone to achieve good perches and altitude. A wyvern can also leap many times its own body length, not unlike a dragon. They are quick, powerful skirmishers, seldom staying put during a contest of might.
DRAGONKIN | D&DA
\page ___ ___ > ## Wyvern >*Huge dragon, unaligned* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 184 (16d12 + 80) > - **Speed** 40 ft., hover 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|12 (+1)|21 (+5)|10 (+0)|15 (+2)|7 (-2)| >___ > - **Saving Throws** Dex +6, Con +10, Wis +7 > - **Skills** Intimidation +7, Survival +7, Perception +12 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 120 ft., passive Perception 17 > - **Languages** ― > - **Challenge** 13 (10,000 XP) > ___ > > ***Legendary Resistance (3/Day).*** If the wyvern fails a saving throw, it can choose to succeed instead. > > ***Gliding Flight.*** If the wyvern leaps from high ground, it can hover as long as it moves on each of its turns or until it lands. The wyvern can stay leveled with the point it leapt from and descend at a rate it chooses, but is unable to ascend. > > ***Lethal Poison.*** Any creature that is poisoned by the wyvern is in mortal danger. Until the poisoned condition ends, the creature must succeed a DC 15 Constitution saving throw at the end of each hour, or gain one level of exhaustion. Any time the wyvern forces a creature it has already poisoned to make a Constitution saving throw against its poisonous attacks, they gain a level of exhaustion on a failure instead of the poisoned condition. > > ***Standing Leap.*** The wyvern's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start. > > ***Spider Climb.*** The wyvern can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > ***Multiattack.*** The wyvern makes three attacks: one with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until cured. > > ***Claw.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. > > ***Launch Glob.*** *Ranged Weapon Attack:* +6 to hit, reach 20 feet. *Hit:* 28 (8d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned until cured. > > ***Deadly Leap.*** If the wyvern jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 15 Strength or Dexterity savint throw (target's choice) or be knocked prone and take 15 (3d6 + 5) bludgeoning damage plus 15 (3d6 + 5) slashing damage. On a successful save, the creatures takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the wyvern's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the wyvern's space. > > ### Legendary Actions > The wyvern 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 wyvern regains spent legendary actions at the start of its turn. > > ***Move.*** The wyvern moves up to half its speed without
     provoking attacks of opportunity. >
> ***Rake.*** The wyvern makes one claw attack. >
> ***Spew (Costs 2 Actions).*** The wyvern makes one launch
     glob attack. >
> ***Pounce (Costs 3 Actions).*** The wyvern jumps 15 feet
     and takes the deadly leap action.
DRAGONKIN | D&DA
\page # Chapter 4: Dragon Colors As a dragon begins to mature, the dull gray color scheme of its scales rapidly change. Vibrant and beautiful colors set in, often intermingling with each other. The base color scheme for dragons have well-known names, descriped in detail in this chapter. Stripes and spots unique to each dragon causes them to be identifiable. ## Named Variants ### Ferelden Frostback A Ferelden Frostback typically nests in the Frostback Mountains, often claiming a large swath of territory where her numerous offspring are allowed to roam under her protection. Her scales are a light amber, fading into an earthern brown along her tail and legs. Her stripes and spots are typically usually the same hue of brown, forming intricate labyrinths along the scales. Her horns petrude from the back of her skull and tilts ever-so-slighty upwards. ### Northern Hunter A Northern Hunter has no preferred nesting ground, but typically nests where there are large amounts of food readily available. She will eat everything from nugs to wyverns to a settlements foodstocks, like vegetables and cheese. Her scales are an intermingled mess of vibrant purple and dull orange, with her head and the most of her neck always being the former. White stripes and faded spots is scattered across her body and wingspan. Her horns petrude from the sides of her skull and bends forwards, sitting comfortably a few inches behind the end of her snout. ### Abyssal High Dragon Very little is known of the Abyssal High Dragon, as they were thought extinct. A single specimen was recently rediscovered in the desert wastelands of the Western Approach, suggesting that they nest in the scorching heat of the deserts. Her scales are entirely crimson red, changing ever so slightly in saturation along her entire body. Teal, sky colored spots are clustered along her jaw, throat, belly, and under wings. Her horns petrude from the sides of her skull and aimed towards the heavens. They are much larger than any other dragons. ### Gamordan Stormrider A Gamordan Stormrider prefers to nest in areas with thick forests, large bodies of water, and that are prone to stormy weather. All of these preferences are met in the Dales. Her scales are equally deep purple and golden yellow, with no particular commonality as to where these colors set in. Extensive red, bordering orange, and white stripes is scattered across her body. Her horns are very similar to those of the Northern Hunter. ### Greater Mistral A Greater Mistral almost exclusively nests in the Emerald Graves, an uncivilized area with flourishing woods and long lost ruins of the Elvhenan. Her scales are colored like a precious sapphires, with impressive patches of honey yellow across her back, tail, and wingspan. Small spots of honey yellow is also scattered across her head and belly. She is one of the few dragon variants that don't have horns. ### Hivernal A Hivernal nests exclusively in cold climates, such as the dangerous and unforgiving Sunless Lands, located south of the known world, or atop the various mountain ranges found across Thedas. Her scales are deep grey or black, with an almost entirely snow white wingspan. A plethora of faded spots and streaks of dull white cover her entire body. Like the Greater Mistral, she doesn't have horns. ### Vinsomer A Vinsomer usually nests in isolated areas along rocky coast lines, preferably those bordering an unruly sea. Her scales are entirely purple, with long and encumbassing dirty white streaks. Spots and patches of lemon yellow are predominant along her belly, back, and legs. Her horns petrude from the sides of her skull, and bend ever so slightly forwards. ### Sandy Howler A Sandy Howler prefers to nest in the deserts, claiming large sandy basins as theirs. They are the only type of dragon which intentionally burns their prey before consumption. Her scales are light brown, with long thin streaks and uneven spots of dark brown across her body and wingspan. The wings themselves are the color of its desert home. Her horns petrude from the back of her skull and sharply bends downwards near the tips. ### Kaltenzahn A Kaltenzahn prefers to live in cold climates along the Hunterhorn Mountains. Her scales are an uneven and apparently random mixture of teal, black, white, and red. She too doesn't have any horns. ### Highland Ravager A Highland Ravager has no preference as to where it nests. In constrast with other dragons, she can be surprisingly social, occasionally willing to share her territory with other dragons or powerful beings. Her scales are dark gray, with tones of faded brown and crisp orange, as well as uneven stripes and spots of white. Her wings are typically a faded orange. Her horns pertrude from the backside of her skull and bend upwards in multiple spots.
DRAGON COLORS | D&DA
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### Art by BioWare (pg. 1, 2, 5, 11), DAY1923 (pg.13), hades (pg. 9), Phil Tucker (pg. 10) ### Blending images by Aeron Drake ### Uncredited works If your work is uncredited, please do not hesitate to contact me and the homebrew will be updated immediately. ``` ```















































#### Fan created content by thatWheatley
*This is a supplement for the Dungeons and Dragon Age guide, which can be downloaded **[here](https://drive.google.com/drive/folders/1qfsOIS5SOJEk0E61u9i8zthosBEzBTuC?usp=sharing")**.*

*Dungeons and Dragon Age reddit discussion threat can be found **[here](https://www.reddit.com/r/UnearthedArcana/comments/9puru0/dungeons_and_dragons_age_5e/)**.*

*Dungeons and Dragon Age: Dragon Supplement reddit discussion threat can be found **[here](https://www.reddit.com/r/UnearthedArcana/comments/9r14vt/dungeons_and_dragon_age_dragon_supplement/)**.*

*All documents for the D&DA setting are works in process, and subject to change.*
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