Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Deep Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Deep Dragon)
Attributes
Strength: 20
Dexterity: 14
Constitution: 17
Intelligence: 16
Wisdon: 16
Charisma: 18
Saving Throws
Saving Throw Bonuses
Dexterity: +6
Wisdom: +7
Skills
perception: +11
stealth: +10
Offense
Bite
Circumstance: Melee
9 to hit, reach 10 ft., one target. (2d10 + 5) piercing damage plus 5 (1d10) poison damage.
Offense
Rend
Circumstance: Melee
9, reach 10 ft. (2d8 + 5) Slashing damage plus 5 (1d10) Poison damage.
Offense
Claw
Circumstance: Melee
9 to hit, reach 5 ft., one target. (1d6 + 5) slashing damage.
Offense
Tail
Circumstance: Melee
9 to hit, reach 15 ft., one target. (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a 17 Strength saving throw or be knocked prone.
Action
Multiattack
The dragon makes three Rend attacks.
Action
Nightmare Breath {@recharge 5}
wis 15, each creature in a 30-foot Cone [Area of Effect]|Cone. 38 (7d10) Psychic damage, and the target has the Frightened condition until the end of the dragon's next turn. Half damage only.
Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Action
Nightmare Breath {@recharge 5}
The dragon exhales a cloud of spores in a 60-foot cone. Each creature in that area must make a 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Action
Commanding Spores
The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 5 (1d10) psychic damage.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Spore Salvo
con 15, one creature within 30 feet of the dragon that it can see. 13 (3d8) Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail
The dragon makes one Tail attack.
Legendary Action
Spore Salvo (Costs 2 Actions)
The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a 16 Constitution saving throw or take 17 (5d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Action
Shape-Shift
The dragon shape-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (3/Day, or 4/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
21
Immunities
Condition Immunities
charmed
frightened
poisoned
Resistances
poison
psychic
Senses
Blindsight 60 ft.
Darkvision 150 ft.
Languages
Common
Draconic
Undercommon
Environments
underdark
The strange magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the versatile shape-shifting of metallic dragons, deep dragons can assume the form of animals or humanoids and often masquerade as snakes or dragonborn.
Adult deep dragons eliminate challengers with ferocious might, cunning ambushes, or fungal poisons. Some adult deep dragons plunder the surface for treasures and lore.
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
A Deep Dragon's Lair
Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.
The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Deep Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Deep Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Deep Dragon)
Attributes
Strength: 23
Dexterity: 16
Constitution: 22
Intelligence: 19
Wisdon: 18
Charisma: 21
Saving Throws
Saving Throw Bonuses
Dexterity: +9
Wisdom: +10
Skills
perception: +16
stealth: +15
Offense
Bite
Circumstance: Melee
12 to hit, reach 10 ft., one target. (2d10 + 6) piercing damage plus 11 (2d10) poison damage.
Offense
Rend
Circumstance: Melee
12, reach 15 ft. (2d10 + 6) Slashing damage plus 5 (1d10) Poison damage.
Offense
Claw
Circumstance: Melee
12 to hit, reach 5 ft., one target. (2d6 + 6) slashing damage.
Offense
Tail
Circumstance: Melee
12 to hit, reach 15 ft., one target. (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a 20 Strength saving throw or be knocked prone.
Action
Multiattack
The dragon makes three Rend attacks.
Action
Nightmare Breath {@recharge 5}
wis 20, each creature in a 90-foot Cone [Area of Effect]|Cone. 44 (8d10) Psychic damage, and the target has the Frightened condition until the end of the dragon's next turn. Half damage only.
Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
Action
Nightmare Breath {@recharge 5}
The dragon exhales a cloud of spores in a 90-foot cone. Each creature in that area must make a 19 Wisdom saving throw. On a failed save, the creature takes 49 (9d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Action
Commanding Spores
The dragon releases spores around a creature within 30 feet of it that it can see. The target must succeed on a 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can't take a reaction, it takes 11 (2d10) psychic damage.
Legendary Action
Pounce
The dragon moves up to half its Speed, and it makes one Rend attack.
Legendary Action
Spore Salvo
con 20, one creature within 30 feet of the dragon that it can see. 16 (3d10) Poison damage, and the target has the Poisoned condition. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. The dragon can't take this action again until the start of its next turn.
Legendary Action
Tail
The dragon makes one Tail attack.
Legendary Action
Spore Salvo (Costs 2 Actions)
The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on a 19 Constitution saving throw or take 28 (8d6) poison damage and become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bonus Action
Shape-Shift
The dragon shape-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Legendary Resistance (4/Day, or 5/Day in Lair)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
26
Immunities
Condition Immunities
charmed
frightened
poisoned
Resistances
poison
psychic
Senses
Blindsight 60 ft.
Darkvision 300 ft.
Languages
Common
Draconic
Undercommon
Environments
underdark
Ancient deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark trade routes or coastal communities with their voracious appetites and love of destruction.
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
A Deep Dragon's Lair
Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.
The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Deep Dragon)
Actions/Abilities/Traits: D&D 5e (Deep Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Deep Dragon Wyrmling)
Attributes
Strength: 14
Dexterity: 11
Constitution: 12
Intelligence: 11
Wisdon: 12
Charisma: 13
Saving Throws
Saving Throw Bonuses
Dexterity: +2
Wisdom: +3
Skills
perception: +5
stealth: +4
Offense
Bite
Circumstance: Melee
4 to hit, reach 5 ft., one target. (1d10 + 2) piercing damage.
Offense
Rend
Circumstance: Melee
4, reach 5 ft. (1d8 + 2) Slashing damage.
Action
Nightmare Breath {@recharge 5}
wis 11, each creature in a 15-foot Cone [Area of Effect]|Cone. 7 (2d6) Psychic damage, and the target has the Frightened condition until the end of the dragon's next turn. Half damage only.
Trait
Passive Perception
15
Immunities
Condition Immunities
charmed
frightened
poisoned
Resistances
poison
psychic
Senses
Blindsight 10 ft.
Darkvision 60 ft.
Languages
Draconic
Environments
underdark
Deep dragon wyrmlings are lithe with a narrow frame and flexible wings. They slip through crevasses in the Underdark, from which they hunt to satisfy their voracious appetites.
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon Adventures
The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Connected Creatures
Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.
5e Tools
Actions/Abilities/Traits: D&D 5e (Deep Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Young Deep Dragon)
Actions/Abilities/Traits: D&D 5e (Young Deep Dragon)
Attributes
Strength: 18
Dexterity: 13
Constitution: 16
Intelligence: 12
Wisdon: 14
Charisma: 16
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Wisdom: +5
Skills
perception: +8
stealth: +7
Offense
Bite
Circumstance: Melee
7 to hit, reach 10 ft., one target. (1d10 + 4) piercing damage plus 3 (1d6) poison damage.
Offense
Rend
Circumstance: Melee
7, reach 10 ft. (2d6 + 4) Slashing damage plus 3 (1d6) Poison damage.
Offense
Claw
Circumstance: Melee
7 to hit, reach 5 ft., one target. (1d6 + 4) slashing damage.
Action
Multiattack
The dragon makes three Rend attacks.
Action
Nightmare Breath {@recharge 5}
wis 14, each creature in a 30-foot Cone [Area of Effect]|Cone. 22 (4d10) Psychic damage, and the target has the Frightened condition until the end of the dragon's next turn. Half damage only.
Action
Nightmare Breath {@recharge 5}
The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Trait
Passive Perception
18
Immunities
Condition Immunities
charmed
frightened
poisoned
Resistances
poison
psychic
Senses
Blindsight 30 ft.
Darkvision 150 ft.
Languages
Common
Draconic
Undercommon
Environments
underdark
Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the local environment, consuming vast quantities of fish and pale crabs and cultivating fungal growths. They bully nearby communities when they can or enter into cautious arrangements with powerful Underdark settlements, such as drow cities.
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon Adventures
The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Connected Creatures
Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Deep Dragon)