Index

Dragon Template- Page 1

Dracolich Template- Page 2

Lime Dragon- Page 3

Navy Dragon- page 4

Maroon Dragon- Page 5

Mud Dragon- Page 6

Olive Dragon- Page 7

Pink Dragon- page 8

Purple Dragon- Page 9

Teal Dragon- Page 10

Zebra Dragon- Page 11

Mercury Dragon- Page 12

Orium Dragon- Page 13

Lemonade Dragon- Page 14

Marmalade Dragon- Page 15

Crystal Dragon- Page 16

Dire Draconic Fur Trout- Page 17

Rainbow Dracolich- Page 18

Templates



Dragon Template

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, X 40 ft.

STR DEX CON INT WIS CHA
24 (+7) X (+X) X (+X) X (+X) X (+X) X (+X)

  • Damage Resistances
  • Saving throws
  • Skills
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception X, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of X. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 X saving throw, unless the dragon is Incapacitated. On a failed save, the creature is X until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of X for the next 24 hours.
XXX. XXX

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) X damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) X damage
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) X damage.
X breath (recharge 5-6). The dragon exhales X in a X-foot X. Each creature in that cone must make a DC 18 X saving throw, taking 19 (3d12) X damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also X for 1 minute. A creature can make a DC 18 X saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Dracolich Template

Huge Undead


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, X 40 ft.

STR DEX CON INT WIS CHA
24 (+7) X (+X) X (+X) X (+X) X (+X) X (+X)

  • Damage Immunities necrotic, poison
  • Damage Vulnerabilities bludgeoning
  • Saving throws
  • Skills
  • Condition Immunities exhausted, frightened, paralyzed, poisoned, stunned
  • Senses passive Perception X, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic, abysall, deep speech, infernal
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of X. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 X saving throw, unless the dragon is Incapacitated. On a failed save, the creature is X until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of X for the next 24 hours.
Undead Nature. The dragon does not need to eat, drink, breathe or sleep.
Turn Immunity. The dragon is immune to effects which turn undead.
XXX. XXX

Actions

Multi-Attack. The dragon can use its XXX Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) X damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) X damage
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) X damage.
X breath (recharge 5-6). The dragon exhales X in a X-foot X. Each creature in that cone must make a DC 18 X saving throw, taking 19 (3d12) X damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also X for 1 minute. A creature can make a DC 18 X saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Crossbred Dragons



Lime Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 22 (+6) 13 (+1) 14 (+2) 15 (+2)

  • Damage Resistances cold, poison
  • Saving throws dex +5, con +11, wis +7
  • Skills deception +7, insight +7, perception +11, perusasion +5, stealth +5,
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 21, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.
Amphibious. The dragon can breathe in both air and water.

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) cold damage
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) cold damage.
Necrotic Breath (recharge 5-6). The dragon exhales a poison which chills a target to their core in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw, taking 13 (2d12) poison damage plus 6 (1d12) cold damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has its speed halved for 1 minute. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, Swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 22 (+6) 15 (+2) 14 (+2) 18 (+4)

  • Damage Resistances acid, lightning
  • Saving throws dex +6, con +11, wis +7, cha +9
  • Skills perception +12, stealth +6,
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 22, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours. Amphibious. The dragon can breathe in both air and water. -

  • Actions

    Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.
    Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) acid damage.
    Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) lightning damage
    Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) lightning damage.
    Radioactive breath (recharge 5-6). The dragon exhales a radioactive substance in a 5 by 120 ft. line. Each creature in that line must make a DC 18 Constitution saving throw, taking 13 (2d12) acid damage plus 6 (1d12) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also poisoned for 1 minute. Any creature or plant which touches this target, or anyone else poisoned by this feature, also becomes poisoned for 1 minute. Anyone poisoned by the effects of this feature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
    While poisoned in this manner a target cannot heal, and if they are damaged by a piercing or slashing weapon then they take 1d4 necrotic damage at the end of each of theirs turns until the condition ends.

    legendary Actions

    The dragon 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 perception check.
    Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Adult Maroon Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 27 (+8) 17 (+3) 15 (+2) 21 (+5)

  • Damage Resistances acid, fire
  • Saving throws wis +7, dex +6
  • Skills perception +13, stealth +6
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 23, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours. Amphibious. The dragon can breathe in both air and water. -

-

-

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) acid damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) acid damage. Tar Breath (recharge 5-6). The dragon exhales scalding hot acid in a 60 ft. cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 13 (2d12) acid damage plus 6 (1d12) fire damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw takes another 11 (2d10) fire damage at the end of each of its turn. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Mud Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 270 (20d12+140)
  • Speed 40 ft., fly 80 ft., swim 40 ft.,

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 24 (+7) 14 (+2) 20 (+5) 6 (-2)

  • Damage Resistances acid, fire and poison
  • Condition Resistances (advantage against being): frightened, paralyzed, poisoned and stunned
  • Saving Throws dexterity +5, intelligence +7, wisdom +7, charisma +6,
  • Skills stealth +10, perception +12
  • Senses passive Perception 22, 120 ft., tremorsense 60 feet.
  • Languages common, draconic and primordial
  • Challenge 16 (15,000 XP)

Amphibious. The dragon can breathe in both air and water.
Legendary resistance (3/day). If the mud dragon fails a saving throw, it can choose to succeed instead.
Muddy stride. It costs no extra movement for the mud dragon to move through difficult terrain caused by mud.
Terrain camoflouge. The mud dragon has advantage on stealth checks made to hide in muddy terrain.

  • Actions

    Multi-Attack: The dragon can use its nauseating Presence. It then makes three attacks: one with its bite and two with its claws.
    Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit 20 (2d12+7) piercing damage and 15 (3d10) poison damage.
    Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 9 (1d4+7) slashing damage and 6 (1d12) poison damage.
    Tail. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 11 (1d8+7) bludgeoning damage and 8 (2d6) poison damage.
    Nauseating 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 18 constitution saving throw or become poisoned for 1 minute. While poisoned this way, a creature cannot willingly move closer to the mud dragon. 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 nauseating Presence for the next 24 hours.
    Muddy Breath (recharge 5-6). The dragon vomits acidic mud in a 60-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 20 (3d12) acid damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also restrained for 1 minute. A creature can make a DC 18 strength saving throw at the end of each of its turns, ending the effect on itself on a success.

    Legendary Actions

    The dragon 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 perception check
    Tail: 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 18 strength saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Adult Olive Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, swim 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 21 (+5) 16 (+3) 14 (+2) 17 (+3)

  • Damage Resistances acid, poison
  • Saving throws dex +6, con +10, wis +7
  • Skills deception +8, insight +7, perception +12, persuasion +8, stealth +6
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 22, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.
Amphibious. The dragon can breathe in both air and water. -

-

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) acid damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) acid damage.
Caustic Breath (recharge 5-6). The dragon exhales a poison which sears the skin on contact in a 5 by 120 ft. line. Each creature in that line must make a DC 18 Constitution saving throw, taking 13 (2d12) acid damage plus 6 (1d12) poison damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also poisoned for 1 minute. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Pink Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, climb 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 24 (+7) 12 (+1) 13 (+1) 17 (+3)

  • Damage Resistances cold, fire
  • Saving throws dex +6, con +13, wis +7, cha +10,
  • Skills perception +13, stealth +6
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 23, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.
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 extra moment.

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) necrotic damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) necrotic damage
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) necrotic damage.
Frostbite Breath (recharge 5-6). The dragon exhales a magical liquid in a 60 ft. cone which is so cold that it leaves horrible burns. Each creature in that cone must make a DC 18 Constitution saving throw, taking 19 (3d12) necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw also has disadvantage on Strength ability checks and attack rolls for 1 minute. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Purple Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, climb 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 28 (+9) 18 (+4) 16 (+3) 22 (+6)

  • Saving Throws dex +5, wis +8
  • Damage Resistances fire, lightning,
  • Skills perception +13, stealth +5
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 23, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.
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 extra moment.

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) radiant damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) radiant damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) radiant damage.
Charged breath (recharge 5-6). The dragon exhales a bolt of electricity which is somehow on fire in a 5 by 120 ft. line. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 19 (3d12) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also stunned for 1 minute. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.

Tail. 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 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Teal Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, X 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+1) 22 (+6) 17 (+3) 15 (+2) 18 (+4)

  • Damage Resistances lightning, poison
  • Saving throws dex +6, con +12, wis +7
  • Skills deception +9, insight +7, perception +12, persuasion +9, stealth +6
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 22, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

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

Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.

Amphibious. The dragon can breathe in both air and water. -

-

-

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) lightning damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) lightning damage.
Breath of the Eel (recharge 5-6). The dragon exhales a poison which inflicts seizures in a 60 ft. cone. Each creature in that cone must make a DC 18 Constitution saving throw, taking 13 (3d12) poison damage plus 6 (1d12) lightning damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also incapacitated, must spend its movement to run in a random direction, and has disadvantage on Dexterity saving throws. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Zebra Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 80 ft., fly 80 ft

STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 22 (+6) 18 (+4) 24 (+7) 18 (+4)

  • Damage Resistances fire
  • Skills athletics +13, perception +13, survival +13,
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, prone, stunned
  • Senses passive Perception 23, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Charge. If the dragon moves at least 50 feet straight toward a target and then targets it with a melee weapon attack, then all the melee attacks made by the dragon on that turn are done with advantage.
Displacement. The stripe's of the dragon's hide make it confusing to pinpoint its exact location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the dragon is incapacitated.
Terrain Camoflouge. The dragon has advantage on stealth checks made while in savanahs. -

-

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two hoof attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) slashing and 16 (3d10) psychic damage.

Hoof. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 bludgeoning and 7 (2d6) psychic damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) psychic damage.
Horrific Screech (recharge 5-6). The dragon screams in a 30-foot sphere originating from itself. Each creature in that area must make a DC 18 wisdom saving throw, taking 19 (3d12) thunder damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also deafened for 1 minute. A creature can make a DC 18 wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. The dragon makes a tail attack
Displacement (costs 2 actions). The dragon prematurely regains the use of its Displacement feature.
Wing Attack (costs 2 actions). The dragon beats its wings. Each creature within 10 ft. of the dragon must succeed on a DC 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Metallic Dragons



Adult Mercury Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft

STR DEX CON INT WIS CHA
18 (+4) 24 (+7) 18 (+4) 14 (+2) 12 (+1) 20 (+5)

  • Damage Resistances poison
  • Saving throws str +6, con +6, int +4, wis +4
  • Skills acrobatics +9, deception +10, perception +12, stealth +9
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 22, blindsight 60 ft., darkvision 120 ft.,
  • Languages common and draconic
  • Challenge 15 (13,000)

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

Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 wisdom saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frigthened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.

Change Shape . The dragon can use its action to magically polymorph 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.

Combat Advantage. If a creature takes the aid action and grants advantage on the dragon's attack, then that attack deals an extra 4d6 damage.

Quick-Silver Form. The dragon can use its action to turn it and everything it is carrying into a huge sized wave of quicksilver until the end of its current turn. While under the effects of this feature, the dragon can move throug a space as narrow as 1 inch wide without squeezing. But it can also not speak, hold anything, fly or take any actions aside from moving. Its movement ignores difficult terrain and oppurtunity attacks. While in this form the dragon gains resistance to acid, bludgeoning and piercing damage from non-magical, non-silvered sources and immunity to being grappled, paralyzed, poisoned, knocked prone, restrained and stunned.

Actions

Multi-Attack. The dragon can use its bite attack once and its claw attack twice using the same action.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) poison damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) poison damage.
Breath of Delirium (recharge 5-6). The dragon exhales nuero-toxins in a 60-foot cone. Each creature in that cone must make a DC 18 constitution saving throw, taking 19 (3d12) poison damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is delirious for 1 minute. The dragon is considered to be invisble to delirious targets. A creature can make a DC 18 constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.
Tail. 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 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Adult Orium Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 22 (+6) 14 (+2) 14 (+2) 18 (+4)

  • Damage Resistances acid,
  • Saving throws int +6, wis +6, cha +6
  • Skills history +7, insight +7, intimidation +9, perception +12,
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 22, blindsight 60 ft., darkvision 120 ft.,
  • Languages common and draconic
  • Challenge 15 (13,000)

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

Aura of Fear. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 wisdom saving throw, unless the dragon is Incapacitated. On a failed save, the creature is frightened until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of fear for the next 24 hours.

Actions

Multi-Attack. The dragon can use its bite attack once and its claw attack twice using the same action.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) acid damage
Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) acid damage.
Breath of Summoning (recharge 5-6). The dragon exhales a volley of snakes in a 60-ft. long, 5 ft. wide line. Each creature in that line must make a DC 18 constitution saving throw, taking 19 (3d12) acid damage on a failed save, or half as much damage on a successful one. A vaporous serpent is spawned in every unnocupied space within the range of this attack

legendary Actions

The dragon 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 perception check.

Tail. 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 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Vaporous Serpent

Medium Elemental


  • Armor Class 11
  • Hit Points 10
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 4 (-3) 4 (-3) 4 (-3)

  • Damage Resistances acid
  • Condition Immunities prone
  • Senses passive Perception 7
  • Languages -
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 3 (1d6) acid damage.

Citrus Dragons



Lemonade Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, swim 40 ft.

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

  • Damage Resistances acid, cold, fire,
  • Skills medicine +12, persuasion +12
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Condition Immunities exhausted,
  • Senses passive Perception 17, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

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

Aura of Coolness. All creatures within 60 ft. of the dragon who are allied to it are immune to fire damage and being exhausted.

XXX. XXX

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) cold damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) cold damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) cold damage.
Lemony Breath (recharge 5-6). The dragon exhales acidic lemonade in a 60 ft. line. Each creature in that line must make a DC 18 Constitution saving throw, taking 19 (3d12) acid damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also blinded 1 minute. A creature can make a DC 18 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

legendary Actions

The dragon 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 perception check.

Tail. 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 18 Dexterity saving throw or take 7 bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.



Marmalade Dragon

Huge Dragon


  • Armor Class 18
  • Hit Points 265
  • Speed 40 ft., fly 80 ft, swim 40 ft.

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

  • Damage Resistances acid
  • Saving throws dex +9, con +10, wis +10
  • Condition Resistances (advantage against being) frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 15, blindsight 60 ft., darkvision 120 ft.,
  • Languages common, draconic and primordial
  • Challenge 15 (13,000)

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

Aura of Stickiness. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 Strength saving throw, unless the dragon is Incapacitated. On a failed save, the creature has its movement speed halved until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of X for the next 24 hours.

Amorphous. The dragon can squeeze through a space as wide as 5 ft. without squeezing.

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 16 (2d8 + 7) piercing and 16 (3d10) acid damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 7 slashing and 7 (2d6) acid damage

Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 9 (1d4+2) and 9 (2d8) acid damage.
Marmalade Breath (recharge 5-6). The dragon exhales marmalade in a 5 by 120 ft. line. Each creature in that line must make a DC 18 Dexterity saving throw, taking 13 (2d12) fire damage plus 6 (1d12) acid damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also restrained for 1 minute, and while restrained in this manner they take 5 (1d10) fire damage at the end of every turn. A creature can make a DC 18 Strength saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature hit by this breath weapon is extremely sticky, smells awful and attracts bugs, causing them to also have disdvantage on charisma ability checks until the target uses a short or long rest to bathe.

legendary Actions

The dragon 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 perception check.

Tail. 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 18 Dexterity saving throw or take 9 (1d4+7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Other Dragons



Crystal Dragon

Gargantuan Celestial


  • Armor Class 19
  • Hit Points 850
  • Speed 40 ft., fly 80 ft, swim 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 24 (+7) 30 (+10) 30 (+10) 30 (+10)

  • Damage Immunities fire, force, necrotic, poison, radiant
  • Skills history +19, insight +19, intimidation +19, perception +19, religion +19
  • Condition Resistances (advantage against being) paralyzed, poisoned, stunned
  • Condition Immunities charmed, exhausted, frightened
  • Senses passive Perception 29, blindsight 120 ft., truesight 120 ft.
  • Languages all
  • Challenge 30 (155,000)

Legendary Resistance (3/ day). If the dragon fails a saving throw, it can choose to succeed instead.
Avoidance. If the dragon is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .
Aura of Awe. Any creature hostile to the dragon that starts its turn within 120 feet of the dragon must make a DC 18 charisma saving throw, unless the dragon is Incapacitated. On a failed save, the creature is charmed until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of awe for the next 24 hours.

Divine Awareness. The dragon can automatically know if it is told a lie. -

-

Actions

Multi-Attack. The dragon can use its action to make one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit 52 (8d10 + 8) piercing and 52 (8d12) radiant damage.

Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 25 (3d10+8) slashing and 25 (7d6) radiant damage

Tail. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit 27 (3d12+8) and 27 (6d8) radiant damage.
Smite (recharge 5-6). The dragon exhales summons a pillar of divine fire from the skies in 60-foot cylinder. Each creature in that area must make a DC 23 constitution saving throw, taking 96 (15d12) radiant damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw is also blinded for 1 minute. A creature can make a DC 23 constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Healing Touch (6/day). The dragon touches another creature. The target magically regains 60 (9d10 + 10) hit points and is freed from any curse, disease, poison, blindness, or deafness.

legendary Actions

The dragon 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 perception check.

Tail. 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 18 Dexterity saving throw or take 18 (2d10+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


Dire Draconic Fur Trout

Small Monstrosity


  • Armor Class 13
  • Hit Points 20
  • Speed 5 ft., swim 40 ft., fly 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

  • Damage Resistances cold, fire
  • Condition Resistances (advantage against being) exhausted, grappled, restrained,
  • Skills athletics +4, acrobatics +4, intimidation +4,
  • Senses passive perception 11, darkvision 60 ft.
  • Languages Draconic and Primordial
  • Challenge 1/4 (50 XP)

Agressive. As a Bonus Action, the trout can move up to its speed toward a hostile creature that it can see.
Amphibious. The trout can breathe both air and water.
Leap. The trout can jump up to 20 ft out of the water.
Swim-by. The trout doesn't provoke an opportunity attack when it swims out of an enemy's reach.

Actions

Body Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) bludgeoning damage and the target is knocked prone.
Tail Slap. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) bludgeoning damage and the target is pulled 5 ft. into a square adjacent to the trout.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.
Cold Breath. The trout exhales hypothermic water in a 30 ft cone. Each creature in that area must must make a DC 14 constitution saving throw, taking 5 (1d10) cold damage on a failed save and half as much damage on a successful saving throw.



The Ancient Rainbow Dracolich

Huge Undead


  • Armor Class 19
  • Hit Points 730
  • Speed 40 ft., fly 80 ft

STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 26 (+8) 24 (+7) 24 (+7) 26 (+8)

  • Damage Immunities necrotic, poison,
  • Damage Vulnerabilities bludgeoning
  • Saving Throws dex +7
  • Skills Investigation +15, perception +15, Intimidation +24
  • Condition Immunities exhausted, frightened, paralyzed, poisoned, stunned
  • Senses passive Perception 25, blindsight 60 ft., darkvision 120 ft., truesight 120 ft.
  • Languages common, draconic, abysall, deep speech and infernal
  • Challenge 28 (120,000)

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

Dazzling Rainbow. Any creature hostile to the dragon that starts its turn with a clear line of sight to the dragon must make a DC 22 Wisdom saving throw, unless the dragon is Incapacitated. On a failed save, the creature is blinded until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the dragon's aura of terror for the next 24 hours.
Inscrutable. The dragon is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the dragon’s intentions or sincerity have disadvantage.
Innate Spellcasting. The dragon’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The dragon can innately cast the following spells, requiring no material components:
At will: color spray (at 6th level)
1/day each: prismatic spray, prismatic wall
Undead Nature. The dragon does not need to eat, drink, breathe or sleep.

Dragon Kinship. At the beggining of the dragon's turn, have it roll a d6. On a roll of six, a dragon wyrmling of any color is conjured at a point within 30 feet of the dracolich. The dracolich decides what color wyrmling is summoned and where it appears.
Turn Immunity. The dragon is immune to effects which Turn Undead.
Undying. If the dragon is dropped to 0 hit points than instead of permanently dying it is instead knocked unconscious for 44 days, 23 hours, 59 minutes and 59 seconds.

Actions

Multi-Attack. The dragon can make one attack with its bite and two attacks with its claw using the same action.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit 47 (8d8 + 10) piercing and 47 (7d6) force damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 25 (5d10 + 10) slashing and 25 (4d12) force damage

Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit 22 (2d12+10) and 22 (4d10) force damage.
Rainbow breath (recharge 5-6). The dragon exhales destructive in a 60-foot cone. Each creature in that cone must make a DC 22 Constitution saving throw, taking 73 (13d10) damage on a failed save, or half as much damage on a successful one. The dragon chooses whether to make the damage type acid, cold, fire, lightning, necrotic, poison, radiant or thunder damage when it uses this feature.

legendary Actions

The dragon 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 perception check.

Tail. 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 16 (1d12+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.