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AC 18 (natural armor)
HP 740 (40d20+320; bloodied 370)
Speed 50 ft., climb 50 ft.

Proficiency +4; Maneuver DC 17
Saving Throws Str +9, Con +8, Wis +5, Cha +6
Skills Athletics +9, Perception +5 (1d8), Stealth +9, Survival +5
Damage Resistances acid, cold, fire
Damage Immunities poison
Condition Immunities charmed , frightened , poisoned
Senses blindsight 30 ft., darkvision 90 ft., passive Perception 19
Languages Draconic, Dwarvish

Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma. The dragon can innately cast the following spells, requiring no material components:

At will: speak with animals (birds only)

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

Mythical Creature. All of the dragon’s attacks are magical and it has advantage on saving throws against spells and other magical effects.

Scorching Blood. Whenever a creature damages the dragon with a melee weapon attack and it is using a weapon that does not have reach, the creature takes 3 (1d6) fire damage.


Multiattack. The dragon can use its frightful presence. It then makes four attacks: one bite, two claws, and one tail slap attack.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (2d10+5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8+5) slashing damage.

Tail Slap. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Frightful Presence. Each creature of the dragon’s choice that is within 120 feet and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s frightful presence for the next 24 hours.

Breath Weapons (Recharge 4–6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in 90-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw , taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.

Poison Breath. The dragon exhales venomous mist in a 60-foot cone. Each creature in that cone must make a DC 16 Constitution saving throw , taking 49 (11d8) poison damage on a failed save, or half as much damage on a successful one. When a creature has taken 40 poison damage from this attack, it is poisoned until the damage is healed.


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

Magic Detection. The dragon makes a Wisdom (Perception) check. This check is made as if the dragon had cast detect magic , though it does not require an action to see magical auras.
Tail Attack. The dragon makes a tail slap attack.
Spew Poison (Costs 2 Actions). The dragon coughs up a wave of caustic and toxic mucus in a 30-foot cone. All vegetation in the area immediately dies. In addition, for the next minute it becomes difficult terrain and any creature that ends its turn in the area takes 3 (1d6) acid damage and 3 (1d6) poison damage.


Fratricide, patricide, and cursed gold? Dwarf turned dragon!? Inspiration for Smaug? I’m sure you know that we’re talking about that envious stout-folkturned-serpent Fafnir!

Odin, Loki, and their companion Hoenir were hanging out and noticed this unusual otter, but it was not actually a fuzzy little animal—it was Ótr, a dwarf who could shapeshift to take the form of an otter. Loki stoned the otter to death and they skinned it, showing it off soon after to the dwarf Hreidmar—who unfortunately happened to be Ótr’s father. He was not happy about it, and together with his two not-dead sons Fafnir and Regin he captured the trio.

In order to set them free, he demanded that the otter skin be filled with gold, and Loki promised to do so. The trickster grabbed up gold and a magic ring, Andvaranaut, cursed by Andvari with the promise that whoever possessed them was doomed to an early death.

Fafnir was fearless and strong of arm but extremely greedy, so he killed his father to take all the accursed gold for himself then wandered into the wilds with his ill-gotten gains—where he turned into a dragon to protect it, poisoning everything around him to keep people away.

His brother Regin was greedy too and sent his foster-son Sigurd to kill the dragon, giving him a plan to do it: dig pits along a route Fafnir usually travels, hide and then strike from there. Odin stopped by and offered some additional advice, and when Fafnir finally appeared the warrior landed a critical hit on the dragon’s shoulder. As Fafnir lay dying he figured out his brother was to blame for his death, and predicted that Sigurd would suffer a similarly early fate. Sigurd didn’t much care—everybody dies some day, so why not die rich?

Monster Type Description

Dragons include red and gold dragons, which are huge reptilian fire-breathers that number among the world’s most dangerous monsters. This type includes white dragons , which breathe killing frost, as well as smaller reptilian creatures related to true dragons, such as pseudodragons