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Dragon Abilities Compendium

A comprehensive collection of special features, actions, reactions, and legendary abilities from all dragon creatures. Perfect reference for DMs and players alike.

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Dragon Abilities Compendium

A comprehensive collection of special features, actions, reactions, and legendary abilities from all dragon creatures.

55 Dragons 147 Unique Abilities

✨ Special Features (63)

Amphibious

The bathhouse drake can breathe air and water.

Found in: Black Dragon Wyrmling, Bathhouse Drake, Drakon and 5 more

Aura of Necromancy's Bane

Necromancy spells can't be cast within 120 feet of the ankou. When an undead creature starts its turn within 30 feet of the ankou, it must make a DC 22 Constitution saving throw, taking 21 (6d6) radiant damage on a failed save, or half as much damage on a successful one.

Found in: Ankou Soul Seeker, Ankou Soul Herald

Bibliophile

The paper drake understands any written language it can see, provided it is touching the surface on which the words are written.

Found in: Paper Drake

Binding Witness

Creatures that make a pact or agree to terms while the drake witnesses the agreement are bound by the drake's magic. They have disadvantage on saving throws against scrying by the drake (simply making a successful save against the drake's scrying usually is enough to arouse its suspicion), and they become potential targets for the drake's Punish Transgressor action.

Found in: Pact Drake

Chill of the Void

Creatures with resistance to cold damage don't have resistance to the cold damage dealt by the Void dragon. A creature with immunity to cold damage is still immune to the dragon's cold damage.

Found in: Ancient Void Dragon, Young Void Dragon, Void Dragon Wyrmling

Cloak of Ghostly Shadows

As a bonus action while in dim light or darkness, the ankou becomes invisible. While invisible, the ankou has advantage on Dexterity (Stealth) checks and gains the following: Resistance to acid, cold, fire, lighting, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks. Immunity to the grappled, paralyzed, petrified, prone, and restrained conditions The ankou can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if...

Found in: Ankou Soul Herald

Cloak of Shadows

As a bonus action while in dim light or darkness, the ankou becomes invisible. The cloak of shadows ends when the ankou chooses to end it as a bonus action, when the ankou dies, or if the ankou ends its turn in bright light.

Found in: Ankou Soul Seeker

Collapsing Star

When the void dragon dies, it explodes in a swath of celestial destruction. Each creature within 1,000 feet of the dragon must make a DC 21 Constitution saving throw, taking 55 (10d10) bludgeoning damage and 55 (10d10) cold damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried take half the bludgeoning damage. A creature that fails the saving throw by 5 or more is ejected to a random location on a random plane of existence o...

Found in: Ancient Void Dragon

Darkness Aura

The cave dragon emits magical darkness in a 30-foot radius around it. The darkness moves with the dragon and spreads around corners. Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled. At the start of each of its turns, the dragon chooses whether this aura is active. A successful dispel magic (DC 15) cast on the dragon suppres...

Found in: Ancient Cave Dragon

Darkness Shroud

The cave dragon naturally suppresses light near it. Bright light within 15 feet of the dragon becomes dim light, and dim light within 15 feet becomes nonmagical darkness.

Found in: Cave Dragon Wyrmling

Death Ascended

The ankou has the celestial type in addition to the dragon type.

Found in: Ankou Soul Seeker

Death's Apotheosis

The ankou has the celestial type in addition to the dragon type and its weapon attacks are magical.

Found in: Ankou Soul Herald

Desert Camouflage

The drake has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Found in: Sanddrift Drake

Dissolving Gaze

When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed save, the creature takes 3 (1d6) acid damage, its hp maximum is reduced by an amount equal to the acid damage it takes, and it is paralyzed until the start of its next turn. This reduction lasts until the creature finishes a long rest. The creature dies if this effe...

Found in: Drakon

Eidetic Memory

Remembers everything it hears or reads. It has advantage on Int (Arcana) and Int (History) checks.

Found in: Zilaq

Elusive

The dragon has advantage on ability checks and saving throws made to avoid or escape an effect that would reduce its speed or grapple or restrain it.

Found in: Young Wind Dragon, Wind Dragon Wyrmling

Expert Void Traveler

The Void dragon doesn't require air, food, drink, sleep, or ambient pressure. While traveling in the Void, the dragon magically glides on solar winds, covering immense distances in short times.

Found in: Ancient Void Dragon, Young Void Dragon, Void Dragon Wyrmling

False Appearance (Book Form Only)

While the drake remains motionless, it is indistinguishable from an ordinary book.

Found in: Paper Drake

Fire Incarnate

Creatures with resistance to fire damage don't have resistance to the fire damage dealt by the flame dragon. A creature with immunity to fire damage is still immune to the dragon's fire damage.

Found in: Young Flame Dragon

Firesight

The ash drake can see through areas obscured by fire, smoke, and fog without penalty.

Found in: Ash Drake

Freedom of Movement

The dragon ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Found in: Ancient Wind Dragon

Heated Body

A creature that touches the flame dragon or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Found in: Flame Dragon Wyrmling, Young Flame Dragon

Ice Walk

The lindwurm can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Found in: Lindwurm

Illumination

The dragon sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Found in: Light Dragon Wyrmling

Incorporeal Movement

The dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Found in: Light Dragon Wyrmling

Innate Spellcasting

The bathhouse drake's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: create or destroy water, misty step, prestidigitation 3/day each: control water, fog cloud, gaseous form, lesser restoration

Found in: Bathhouse Drake, Pact Drake

Keen Smell

The skull drake has advantage on Wisdom (Perception) checks that rely on smell.

Found in: Skull Drake

Legendary Resistance (3/Day)

If the dragon fails a saving throw, it can choose to succeed instead.

Found in: Ancient Cave Dragon, Ancient Void Dragon, Ancient Wind Dragon and 5 more

Limited Amphibiousness

The dragon eel can breathe air and water, but it needs to be submerged at least once every 6 hours to avoid suffocating.

Found in: Dragon Eel

Magic Resistance

Azi Dahaka has advantage on saving throws against spells and other magical effects.

Found in: Azi Dahaka, Mithral Dragon Wyrmling, Crimson Drake and 2 more

Magical Tunneler

The cave dragon can burrow through nonmagical unworked earth and stone. While doing so, the dragon can choose whether to leave the material it moves through undisturbed or leave a 5-foot diameter tunnel in its wake.

Found in: Ancient Cave Dragon, Cave Dragon Wyrmling

Multiple Heads

Azi Dahaka's three heads grant it advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Found in: Azi Dahaka

Nimbus of Swirling Stars

At the start of each of the drake's turns, each creature within 10 feet of it and that can see it must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn.

Found in: Star Drake

Planar Weapons

The drake's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 4d8 force damage (included in the attack).

Found in: Star Drake

Poisonous Blood

Its blood is as toxic as its bite. When it takes piercing or slashing each creature within 5 ft. of it: DC 14 Con save or take 5 (2d4) poison. A creature that consumes flesh of tatzelwurm: DC 14 Con save or poisoned 8 hrs.

Found in: Tatzelwurm

Pounce

If it moves 20'+ straight to creature and then hits it with Claw on same turn target knocked prone (DC 14 Str negates). If target prone wurm can make one Bite vs. it as a bonus action.

Found in: Tatzelwurm

Quill Regrowth

The peluda has 24 large, spiny quills and dozens of smaller ones. It uses a large quill every time it makes a quill attack or a creature is successfully damaged by its Spiky Hide. Used quills regrow when it finishes a long rest.

Found in: Peluda Drake

Reactive Heads

Azi Dahaka gets two extra reactions that can be used only for opportunity attacks.

Found in: Azi Dahaka

Regeneration

The zmey regains 15 hp at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. The zmey dies if it starts its turn with 0 hp and doesn't regenerate.

Found in: Zmey, Zmey Headling

Rust Drake Lockjaw

A creature infected with this disease manifests symptoms 1d4 days after infection, which include painful muscle spasms, particularly in the jaw. At the end of each long rest, the infected creature must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 hour and have its Dexterity score reduced by 1d4. This reduction lasts until the disease is cured. If the disease reduces the creature's Dexterity to 0, the creature dies. A creature that succeeds on two saving throws recovers f...

Found in: Rust Drake

Sand Glide

The drake can burrow through nonmagical sand and worked earth. While doing so, the drake doesn't disturb the material it moves through.

Found in: Sanddrift Drake

Segmented Tail

The piasa's spiked tail is segmented and up to three times the length of its body. When the piasa takes 25 or more damage in a single turn, a segment of its tail is severed. When the first segment is severed, the tail attack's damage type changes from piercing to bludgeoning and deals 1d8 less damage. When the second segment is severed, the tail attack no longer deals damage, but it can still grapple. When the third segment is severed, the piasa can't make tail attacks. The tail re-grows at a...

Found in: Piasa

Sense Falsehood

The drake knows if it hears a lie.

Found in: Pact Drake

Sense Magic

The naina senses magic within 120 feet of her at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Found in: Naina

Shadow Sight

The drake has advantage on Wisdom (Perception) checks made while in dim light or darkness, and magical darkness doesn't impede the drake's darkvision.

Found in: Elder Shadow Drake

Shocking Hide

A creature that touches the dragon eel or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.

Found in: Dragon Eel

Siege Monster

The wyvern deals double damage to objects and structures.

Found in: War Wyvern, Young Sea Dragon

Soapy

The bathhouse drake has advantage on ability checks and saving throws made to escape a grapple.

Found in: Bathhouse Drake

Spearhead

If the jaculus moves at least 10 feet straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Found in: Jaculus

Spiked Climb

The dragon uses its spikes to hold itself in place while climbing, allowing it to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. If it climbs upside down on a ceiling or suspends itself on a vertical surface while leaving its claws free, it can't use the Ruff Spikes reaction.

Found in: Ancient Cave Dragon

Spiky Hide

A creature that touches the peluda or hits it with a melee attack while within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) piercing damage and 3 (1d6) poison damage.

Found in: Peluda Drake

Standing Leap

The jaculus's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Found in: Jaculus

Sticky Secretions

When the spider drake is hit with a melee attack, the attacker's weapon becomes stuck to the web fluid secreted from its scales. If the attacker didn't use a weapon, it must succeed on a DC 16 Strength saving throw or become restrained in the webbing. As an action, a creature can make a DC 16 Strength check, escaping or freeing its weapon from the secretions on a success.

Found in: Spider Drake

Storm Glide

During storms with ample rain or lightning, the dragon eel gains a flying speed equal to its swimming speed.

Found in: Dragon Eel

Storm Sight

The dragon can see through areas obscured by fog, mist, clouds, or precipitation.

Found in: Ancient Wind Dragon, Young Wind Dragon, Wind Dragon Wyrmling

Sunlight Sensitivity

While in sunlight, the skull drake has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Found in: Skull Drake

Sure-Footed Skater

While the lindwurm is on snow or ice, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Found in: Lindwurm

Three Heads

The zmey has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the zmey takes 40 damage or more in a single turn, one of its heads is severed. If it has only one head remaining, dealing 40 damage or more to it doesn't sever the final head. It regrows any severed heads when it finishes a long rest.

Found in: Zmey

Two-Headed

Advantage on Wis (Perception) checks and on saves vs. being blinded charmed deafened frightened stunned and knocked unconscious.

Found in: Zilaq

Underwater Camouflage

The coral drake has advantage on Dexterity (Stealth) checks made while underwater.

Found in: Coral Drake

Vermin Blood

A creature that hits Azi Dahaka with a melee attack while within 5 feet takes 4 (1d8) piercing damage and 4 (1d8) poison damage as the dragon's blood becomes biting and stinging vermin.

Found in: Azi Dahaka

Water Breathing

The coral drake can breathe only underwater.

Found in: Coral Drake

Whirling Winds

Gale force winds rage around the dragon's body. Arrows, bolts, and other ordinary projectiles launched at the dragon are deflected upward and automatically miss. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.

Found in: Ancient Wind Dragon

⚔️ Actions (69)

Acid Breath (Recharge 5-6)

The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Found in: Black Dragon Wyrmling, Drakon

ACTIONS Beak

Melee Weapon Attack: +5 to hit, reach 5 ft.

Found in: Bumblebirb

ACTIONS Constrict

Melee Weapon Attack: +4 to hit, reach 5 ft.

Found in: Dratini

ACTIONS Tusk

Melee Weapon Attack: +6 to hit, reach 5 ft.

Found in: Fraxure

Ash Breath (Recharge 5-6)

The ash drake spews blistering hot, choking ash in a 30-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 14 (4d6) fire damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Ash Drake

Ash Cloud (Recharge 6)

The ash drake beats its wings, filling the area within 10 feet of it with ash for 1 minute. The ash spreads around corners, and its area is heavily obscured. Each creature that isn't an ash drake and that enters the cloud for the first time on its turn or starts its turn there must succeed on a DC 13 Constitution saving throw or become blinded until the end of its next turn. The ash moves with the drake, remaining centered on it for the duration.

Found in: Ash Drake

Aura of Madness

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or suffer short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.

Found in: Ancient Void Dragon

Bite

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or contract a disease and be poisoned until the disease is cured. At the end of each long rest, the diseased creature must repeat the saving throw. On a failure, the creature suffers one level of exhaustion and doesn't regain expended Hit Dice from the rest. On a success, the creature's exhaustion level decreases by one...

Found in: Black Dragon Wyrmling, Ankou Soul Seeker, Ancient Cave Dragon and 46 more

Bite (Dragon Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Found in: Paper Drake

Bite (True Form Only)

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.

Found in: Naina

Biting Breath (Recharge 5-6)

The coral drake pressurizes the throat sacs that contain its growing young and spews tiny, ravenous hatchling drakes in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 21 (6d6) piercing damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Coral Drake

Book Flap (Book Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the drake can fly up to 15 feet without provoking opportunity attacks, as it flaps its pages.

Found in: Paper Drake

Breath Weapon (Recharge 5-6)

The dragon uses one of the following breath weapons: Radiant Breath. The dragon exhales radiant energy in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 16 (3d10) radiant damage on a failed save, or half as much damage on a successful one. Flaring Breath. The dragon emits a flash of dazzling light from its maw in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw or be blinded. Undead within the area of effect mu...

Found in: Light Dragon Wyrmling

Breath Weapons (Recharge 5-6, True Form Only)

The naina uses one of the following breath weapons:

Found in: Naina

Breath Weapons (Recharge 5-6)

The dragon uses one of the following breath weapons. **Acid Breath.** The dragon exhales acid in an 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one. **Slowing Breath.** The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is...

Found in: Ancient Void Dragon, Peluda Drake, Young Void Dragon and 3 more

Change Shape

The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its stati...

Found in: Ankou Soul Seeker, Ankou Soul Herald, Ancient Bronze Dragon

Cinder Breath (Recharge 5-6)

The dragon exhales a 30-foot cone of superheated air filled with white-hot embers. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one.

Found in: Young Boreal Dragon, Boreal Dragon Wyrmling

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target isn't a Construct or Undead, it must succeed on a DC 14 Constitution saving throw or lose 3 (1d6) hp at the start of each of its turns as a piece of metallic claw breaks off in the wound. Any creature can take an action to remove the claw with a successful DC 12 Wisdom (Medicine) check. The claw pops out of the wound if the target receives magical healing.

Found in: Ankou Soul Seeker, Ancient Cave Dragon, Ancient Void Dragon and 24 more

Claw (Dragon Form Only)

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Found in: Paper Drake

Claw (True Form Only)

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.

Found in: Naina

Claws

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage and the creature is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the wyvern can't use its claw on another target.

Found in: Jaculus, War Wyvern

Constrict

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lindwurm can't Constrict another target.

Found in: Lindwurm

Enforced Diplomacy (Recharge 5-6)

The pact drake breathes a calming haze in a 30-foot cone. Creatures in the cone must make a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed, a creature also can't attack up to five creatures of the pact drake's choice. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.

Found in: Pact Drake

Enthralling Speech (2/Day)

Each creature within 60' of it and can hear it: charmed for 1 min (DC 13 Wis negates). While charmed creature suffers either (zilaq's choice): Creature becomes hostile toward another creature of the zilaq's choice that is also charmed by the zilaq.Creature rolls d100 at start of each of its turns. If result is 51-100 it can take no action until start of its next turn.

Found in: Zilaq

Familiar

The drake can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the drake senses as long as they are within 1 mile of each other. While the drake is within 10 feet of its companion, the companion shares the drake's Magic Resistance trait. At any time and for any reason, the drake can end its service as a familiar, ending the telepathic bond.

Found in: Crimson Drake

Fin

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Found in: Young Sea Dragon

Fire Breath (Recharge 5-6)

The zmey exhales fire in a 30-foot cone out of each of its heads. Each creature in a cone must make a DC 17 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. If the cones overlap, each creature in the overlapping cones must make one saving throw with disadvantage against only one of the cones rather than one saving throw for each cone. The zmey can choose for this breath to not harm plants or Plant creatures.

Found in: Flame Dragon Wyrmling, Crimson Drake, Zmey and 2 more

Frightful Presence

Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Found in: Ancient Cave Dragon, Ancient Wind Dragon, Ancient Wasteland Dragon and 2 more

Gore

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.

Found in: Sandwyrm

Gravitic Breath

The dragon exhales localized gravity in a 30-foot cube, originating from the dragon. When a creature ends a fall in the cube, it takes 1d10 bludgeoning damage for every 10 feet it fell, to a maximum of 20d10. A creature that enters the cube for the first time on a turn or starts its turn there must make a DC 17 Dexterity saving throw. On a failure, the creature is restrained. On a success, the creature's speed is halved as long as it remains in the cube. A creature can repeat the saving throw...

Found in: Ancient Void Dragon, Young Void Dragon, Void Dragon Wyrmling

Heatwave Breath (Recharge 6)

The drake exhales superheated air in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. If a creature fails the saving throw by 5 or more, it suffers one level of exhaustion.

Found in: Sanddrift Drake

Horrifying Presence

Each creature of the ankou's choice that is within 120 feet of it must make a DC 19 Wisdom saving throw. On a failure, its speed is reduced to 0 for 1 minute. If the save fails by 5 or more, the creature is instead 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the ankou's Horrifying Presence for the next 24 ...

Found in: Ankou Soul Herald

Invisibility

The drake magically turns invisible until it attacks, uses Shadow Step, or starts its turn in sunlight, or until its concentration ends (as if concentrating on a spell). Any equipment the drake wears or carries is invisible with it. The drake must be in dim light or darkness to use this action.

Found in: Elder Shadow Drake

Lightning Breath (Recharge 6)

The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line must make a DC 18 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.

Found in: Dragon Eel

Multiattack

The drake makes one Bite attack and two Claw attacks, or it makes four Searing Star attacks. If two Searing Star attacks hit one creature, that creature must succeed on a DC 18 Constitution saving throw or be blinded until the end of its next turn.

Found in: Ankou Soul Seeker, Ancient Cave Dragon, Ancient Void Dragon and 37 more

Necrotic Breath (Recharge 6)

The skull drake exhales a 15-foot cone of noxious, black gas. Each creature in the area must make a DC 13 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hp by this damage dies.

Found in: Skull Drake

Paralysis Breath

The naina exhales paralyzing breath in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Naina

Phantasmal Oratory (1/Day)

Describes a creature so vividly it takes on a semblance of reality. Zilaq creates an illusory creature that resembles a Beast Monstrosity or Plant with CR 1 or less for 1 hr. The illusory creature moves and acts according to zilaq's mental direction and takes its turn immediately after zilaq; uses statistics of creature it resembles except it can't use traits actions or spells that force target to save.

Found in: Zilaq

Planar Traveler

The star drake can transport itself to a different plane of existence. This works like the plane shift spell, except the drake can affect only itself and can't use this action to banish an unwilling creature to another plane.

Found in: Star Drake

Plane-Altered Breath (Recharge 5-6)

The drake exhales raw magic in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.

Found in: Star Drake

Poison Breath

The naina exhales poison breath in a 60-foot cone. Each creature in the area must make a DC 17 Constitution saving throw. On a failure, a creature takes 40 (9d8) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Ancient Cave Dragon, Cave Dragon Wyrmling, Naina and 1 more

Poisonous Breath (Recharge 6)

Exhales a cloud of poisonous vapor in a 15 ft. cone. Each creature in that area: 21 (6d6) poison and is poisoned for 1 min (DC 14 Con half damag not poisoned). A poisoned creature can re-save at end of each of its turns success ends effect on itself.

Found in: Tatzelwurm

Punish Transgressor

The drake targets a single creature within 60 feet that broke the terms of a pact witnessed by the drake. The creature must succeed on a DC 15 Charisma saving throw or be blinded, deafened, and stunned for 1d6 minutes. The conditions can be ended early only with a dispel magic (DC 15) spell or similar magic. When these conditions end, the affected creature has disadvantage on saving throws until it finishes a long rest.

Found in: Pact Drake

Quill

Ranged Weapon Attack: +5 to hit, range 20/80 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) poison damage.

Found in: Peluda Drake

Reaper's Breath (Recharge 5-6)

The ankou exhales cold fire in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Dexterity saving throw, taking 66 (12d10) cold damage on a failed save, or half as much damage on a successful one. Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as radiant instead of cold.

Found in: Ankou Soul Seeker, Ankou Soul Herald

Scalding Jet

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 7 (2d6) fire damage.

Found in: Bathhouse Drake

Searing Star

Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 14 (2d6 + 7) radiant damage plus 9 (2d8) force damage.

Found in: Star Drake

Shard Breath (Recharge 5-6)

The mithral dragon spits metallic shards in a 15-foot cone. Each creature in that area must make a DC 11 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one. The area becomes difficult terrain until the start of the dragon's next turn, then the shards dissolve into wisps of silvery smoke.

Found in: Mithral Dragon Wyrmling, Young Mithral Dragon

Shredded Breath (Dragon Form Only; Recharge 5-6)

The drake exhales sharp shreds of paper in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 10 (4d4) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn't blinded.

Found in: Paper Drake

Slam (Humanoid Form Only)

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

Found in: Naina

Sleep Breath

The naina exhales sleep gas around it. Each creature within 20 feet of the naina must succeed on a DC 17 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or another creature uses an action to wake it.

Found in: Piasa, Naina

Sonic Yelp (Recharge 5-6)

Each creature within 60' of it and can hear it: 21 (6d6) thunder (DC 13 Con half).

Found in: Zilaq

Spellcasting

The naina casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16): At will: charm person, dancing lights, silent image 3/day each: dispel magic, hypnotic pattern, invisibility 1/day each: dimension door, dominate person

Found in: Naina

Spined Fin

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Found in: Coral Drake

Spit Venom (Recharge 5-6)

The wyvern spits venom at a target within 60 feet. The target must make a DC 16 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Found in: War Wyvern

Steam Burst (Recharge 5-6)

The bathhouse drake creates a burst of hot steam. Each creature within 20 feet of it must make a DC 14 Constitution saving throw. On a failure, a target takes 14 (4d6) fire damage and is blinded for 1 minute. On a success, a target takes half the damage but isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Bathhouse Drake

Stellar Breath

The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 42 (12d6) fire damage and 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one.

Found in: Ancient Void Dragon, Young Void Dragon, Void Dragon Wyrmling

Stinger

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns while poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Found in: Coral Drake, Crimson Drake, Sandwyrm and 1 more

Storm Breath (Recharge 5-6)

Azi Dahaka exhales a blast of wind and lightning in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failure, a target takes 22 (4d10) bludgeoning damage and 18 (4d8) lightning damage, is pushed 25 feet away from Azi Dahaka, and is knocked prone. On a success, a target takes half the bludgeoning and lightning damage and is pushed, but isn't knocked prone. All nonmagical flames in the cone are extinguished.

Found in: Azi Dahaka

Stygian Breath (Recharge 5-6)

The elder shadow drake spits a ball of black liquid on a point the dragon can see within 60 feet of it. The ball bursts into a 20-foot-radius sphere of black mist centered on that point for 1 minute. Each creature in the mist when it appears must make a DC 15 Constitution saving throw, taking 42 (12d6) cold damage on a failed save, or half as much damage on a successful one. The mist spreads around corners, and its area is magical darkness. No natural light can illuminate the mist. If any of ...

Found in: Elder Shadow Drake

Tail

Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained and the piasa can't make tail attacks against other targets. When the piasa moves, any Medium or smaller creature it is grappling moves with it.

Found in: Ancient Cave Dragon, Ancient Void Dragon, Ancient Wind Dragon and 8 more

Tail Slap

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from the eel. The dragon eel can choose to not push a target.

Found in: Dragon Eel, Elder Shadow Drake

Tail Swipe

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Found in: Rust Drake

Tempest Breath (Recharge 5-6)

The dragon exhales a blast of stormy wind in a 30-foot cone. Each creature in that area must make a DC 15 Strength saving throw. On a failure, a creature takes 27 (6d8) bludgeoning damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, a creature takes half the damage and isn't pushed or knocked prone. Unprotected flames, such as torches, in the area are extinguished, and protected flames, such as those in lanterns, have a 50 percent chance of being extinguis...

Found in: Ancient Wind Dragon, Young Wind Dragon, Wind Dragon Wyrmling

Tidal Breath (Recharge 5-6)

The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the creature takes 22 (4d10) bludgeoning damage and 22 (4d10) cold damage and is pushed up to 15 feet away from the dragon and knocked prone. On a success, the creature takes half the damage and isn't pushed or knocked prone.

Found in: Sea Dragon Wyrmling, Young Sea Dragon

Usher of Souls

The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. This works like the plane shift spell, except dead or incorporeal creatures can be transported and don't have to be willing. The ankou can't use this ability to banish an unwilling creature.

Found in: Ankou Soul Seeker, Ankou Soul Herald

Vomit Scrap (Recharge 5-6)

The rust drake vomits forth a 15-foot cone of rusted metal. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) slashing damage and 22 (5d8) poison damage on a failed save, or half as much damage on a successful one. In addition, each creature that failed the saving throw must succeed on a DC 15 Constitution saving throw or contract the rust drake lockjaw disease (see the Rust Drake Lockjaw trait).

Found in: Rust Drake

Warped Energy Breath (Recharge 5-6)

The dragon blasts warped arcane energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (20d8) force damage on a failed save, or half as much damage on a successful one.

Found in: Ancient Wasteland Dragon, Young Wasteland Dragon

Web (Recharge 5-6)

Ranged Weapon Attack: +5 to hit, range 60/120 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 16 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Found in: Spider Drake

🛡️ Reactions (3)

Ruff Spikes

When a creature moves to a space within 10 feet of the cave dragon, the dragon flares its many feelers and spikes. The creature must succeed on a DC 25 Dexterity saving throw or take 13 (3d8) piercing damage and be prevented from entering that space.

Found in: Ancient Cave Dragon

Spine Trap

When the sandwyrm is burrowed just below the surface of sand with its back spines exposed and a Medium or smaller creature enters the spines' space, the sandwyrm closes the spines on the creature. The creature must succeed on a DC 15 Dexterity saving throw or be restrained. When the sandwyrm moves, a restrained creature moves with it. The sandwyrm can have only one creature restrained at a time. A creature, including the restrained creature, can take an action to free the restrained creature ...

Found in: Sandwyrm

Void Twist

The dragon adds 7 to its AC against one attack that would hit it, as it twists reality to open a small rift in space to protect itself. To do so, the dragon must be able to see the attacker. If the attack misses by 5 or more, the dragon can choose to open a second, connected rift next to another creature it can see within 30 feet of it to direct the attack at that creature instead, using the original attack roll result against the new target's AC.

Found in: Ancient Void Dragon, Young Void Dragon, Void Dragon Wyrmling

👑 Legendary Actions (12)

Angry Hiss (2)

Each creature within 30' of it: frightened until the end of its next turn (DC 13 Wis negates).

Found in: Tatzelwurm

Control Weather

Azi Dahaka can alter the weather in a 5-mile radius centered on itself. The effect is identical to the control weather spell, except the casting time and effects are immediate. Call Lightning (Cost 2 Actions). A bolt of lightning flashes down from the clouds to a point Azi Dahaka can see within 100 feet of it. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.

Found in: Azi Dahaka

Detect

The ankou learns the location of all living creatures within 120 feet. Alternatively, it can learn the location of all undead creatures or creatures that have been dead no longer than 1 hour within 1 mile.

Found in: Ancient Cave Dragon, Ancient Void Dragon, Ancient Wind Dragon and 3 more

Envelope in Shadow (Costs 2 Actions)

The ankou moves up to half its speed without provoking opportunity attacks. Any creature whose space it moves through must make a DC 22 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Found in: Ankou Soul Herald

Limb Sweep (Costs 2 Actions)

The dragon sweeps its wingless limbs outward. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be pushed up to 10 feet away from the dragon and knocked prone.

Found in: Ancient Cave Dragon

Move

The zmey moves up to its speed, or flies up to half its flying speed, without provoking opportunity attacks.

Found in: Tatzelwurm, Zmey

Tail Attack

The dragon makes a Tail attack.

Found in: Ancient Cave Dragon, Ancient Void Dragon, Ancient Wind Dragon and 3 more

Tail Slap (2)

Swings its tail in a wide arc around it. Each creature within 10 ft. knocked prone (DC 14 Str negates).

Found in: Tatzelwurm

Tail Whip

The zmey whips its tail around it. Each creature within 15 feet of the zmey must succeed on a DC 17 Dexterity saving throw or be knocked prone.

Found in: Zmey

Tripartite Roar (Costs 2 Actions)

The zmey's heads exhale a three-part roar, one a deafening shriek, one a frightful screech, and one a stunning bellow, in a 30-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or suffer the effects of the roars until the end of its next turn. The effects depend upon the number of heads the zmey has remaining: deafened for only one head, deafened and frightened for two heads, or stunned for three heads.

Found in: Zmey

Void Slip (Costs 2 Actions)

The dragon twists the fabric of space around it, disappearing and reappearing in an unoccupied space it can see within 120 feet of it. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 17 (5d6) cold damage and be knocked prone.

Found in: Ancient Void Dragon

Wing Attack (Costs 2 Actions)

The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Found in: Ancient Wind Dragon, Ancient Wasteland Dragon, Azi Dahaka and 1 more

About this Compendium

This collection includes abilities from dragons across the SRD, Tome of Beasts, Creature Codex, and other OGL/GFDL sources available on BubblyBards. Copy this page to your workspace and customize it for your campaign!


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