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D&D 5eMonsters & NPCs

I Was Travelling the Planes and I Found Dragons

Hello and welcome to the first planar dragons article. This article is planned as the first of a series. In this post I’m presenting the 5e stats for adamantine dragons. Please leave comments below on how to improve this article and I’ll try to take them on board for future posts. Also, at the end of the article, I’ll be revealing what dragon I’ll do next; so if you have any art on that dragon a link to it would be appreciated. Thanks and enjoy.

Art by Marc Sasso

Defenders of Bytopia. Adamantine dragons don’t inhabit the material plane like most other dragons but they reside on the plane of Bytopia. They patrol throughout the plane, ever on the watch for invading fiends, spying rilmani and other unwanted intruders. Rarely does an adamantine dragon lair in the uncivilised Shurrock, due to their preference for company, but some do in order to protect travellers. Some adamantine dragons reside on the material plane near portals to their home plane, trying to protect them from threats such as gnolls and evil wizards.
Gnome friends. The gnomes who live in Bytopia, the closest allies of adamantine dragons, create the castles which the dragons use as their lairs. The castles are usually constructed near gnome towns. When the gnomes finish building the dragon’s lair, it swears to protect the gnomes with its life. A part of this unspoken deal is that the gnomes will farm the land and give the dragon some of their slain cattle. Only one thing will cause an adamantine dragon to turn against the gnomes that built it’s castle: if the castle is destroyed, the dragon will go on a rampage lasting years, hunting down whichever mortals dared attack it’s home.
Metal hoarders. The hoards of adamantine dragons are often filled with precious metals. The dragons favour adamantine and mithril over other metals. One thing favoured more than precious metals is magical weapons and armour, with special preference going to sentient weapons and armour. Sometimes adventurers will travel to a dragon’s lair to request a piece of armour or weapon and the dragon will often grant such a request if the it believes the adventurer’s cause to be just and good, but the weapon must be returned after it is used. Most adamantine dragons also have a scrying pool which they use to compare details on invading fiends and other threats. This is the most sacred of treasures that a adamantine dragon has. Only one gnome has knowledge about this sacred room, usually the one that built it.

Ideas for campaigns

  • The PCs all play gnomes building a castle; if you have the PCs searching for rear materials, defending from monsters, buying materials and even drawing a map of the castle you could make a campaign out of it. Pathfinder also has some good rules for constructing buildings.
  • The PCs are searching for a weapon or piece of armour, at some point during the quest they find out that an adamantine dragon has it in his hoard. The quest can be focused on reaching the dragon or fulfilling a request for the dragon so that he will give the PCs the item.
  • An adamantine dragon’s castle has been destroyed and is going on a rampage, maybe an adventuring group destroyed it (deliberately or not) or it was destroyed by the PC themselves.
  • Fiends are coming into Bytopia and an adamantine dragon is requesting help to fight the fiends off, will the PCs help it?

Remember, it’s a good dragon, so unless you are playing an evil campaign you’re not going to want to kill an adamantine dragon, and are more than likely to be working for it.

Adamantine Dragon Wyrmling


Medium dragon, neutral good
Armour Class 16
Hit Points 58 (9d8+18)
Speed 40 ft., fly 60 ft., swim 30 ft.
STRDEXCONINTWISCHA
19(+4)10(+0)15(+2)12(+1)15(+2)12(+1)
Saving Throws Dexterity+2, Constitution+4, Wisdom+4, Charisma+3

Skills Acrobatics+2, Perception+4, Medicine+4

Damage Immunities Fire

Senses Darkvision 60 ft., Passive Perception 14

Languages Celestial, Common, Draconic, Gnome

Challenge 2
ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12+4) piercing damage plus 3 (1d6) fire damage.

Breath weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature must make a DC 12 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.
Hold Person Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be paralysed for 1d6+1 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Young Adamantine Dragon


Large dragon, neutral good
Armour Class 18
Hit Points 133 (16d10+45)
Speed 40 ft., fly 80 ft., swim 40 ft.
STRDEXCONINTWISCHA
23(+6)10(+0)17(+3)14(+2)17(+3)14(+2)
Saving Throws Dexterity+4, Constitution+7, Wisdom+6, Charisma+6

Skills Acrobatics+4, Perception+6, Medicine+6

Damage Immunities Fire

Senses Darkvision 120 ft., Passive Perception 16

Languages Celestial, Common, Draconic, Gnome

Challenge 9
ACTIONS

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12+6) piercing damage plus 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.

Breath weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Hold Person Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Wisdom saving throw or be paralysed for 1d6+2 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Adult Adamantine Dragon


Huge dragon, neutral good
Armour Class 20
Hit Points 276 (24d12+120)
Speed 40 ft., fly 80 ft., swim 40 ft.
STRDEXCONINTWISCHA
27(+8)10(+0)21(+5)18(+4)21(+5)18(+4)
Saving Throws Dexterity+6, Constitution+11, Wisdom+11, Charisma+10

Skills Acrobatics+6, Perception+11, Medicine+11

Damage Immunities Fire

Senses Darkvision 120 ft., Passive Perception 21

Languages Celestial, Common, Draconic, Gnome

Challenge 18
Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (2d12+8) piercing damage plus 5 (1d10) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10+8) bludgeoning damage.

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 18 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 of the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot line that is 5 feet wide. Each creature must make a DC 19 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Hold Person Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Wisdom saving throw or be paralysed for 1d6+3 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. 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.
LEGENDARY ACTIONS

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

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6+8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Ancient Adamantine Dragon


Gargantuan dragon, neutral good
Armour Class 22
Hit Points 702 (36d20+324)
Speed 40 ft., fly 80 ft., swim 40 ft.
STRDEXCONINTWISCHA
30(+10)10(+0)29(+9)22(+6)25(+7)22(+6)
Saving Throws Dexterity+6, Constitution+17, Wisdom+15, Charisma+14

Skills Acrobatics+8, Perception+15, Medicine+15

Damage Immunities Fire

Senses Darkvision 120 ft., Passive Perception 25

Languages Celestial, Common, Draconic, Gnome

Challenge 24
Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 23 (2d12+10) piercing damage plus 6 (1d12) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10+10) bludgeoning damage.

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 22 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 of the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Breath weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 120-foot line that is 10 feet wide. Each creature must make a DC 25 Dexterity saving throw, taking 90 (20d8) fire damage on a failed save, or half as much damage on a successful one.
Hold Person Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Wisdom saving throw or be paralysed for 1d6+4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. 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.
LEGENDARY ACTIONS

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

Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack. (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

LAIR ACTIONS
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Up to 3 sets of armour animate and attack, use the stats for animated armour. If the pieces of armour have any special properties they gain them when they animate; for example if a set of armour is made out of adamantine it reduces critical hits to normal hits. They fall to the ground unanimated when this lair action is used again, or after 1 hour.
  • Up to ten tapestries that the adamantine dragon can see burst into flames, though they remain undamaged, any creature touching them takes 2d8 fire damage. The tapestries are snuffed out on initiative count 20 the next round.
  • The ground starts to move as if a liquid, though creatures don’t sink through it. The ground is treated as difficult terrain, until initiative count 20 next turn.

REGIONAL EFFECTS

  • Small beasts in the surrounding area, up to a range of 3 miles are more friendly then normal creatures, and can act as the dragon’s eyes and ears.
  • Gnomes in the surrounding area up to a range of 4 miles are more friendly, so I guess nothing really changes with them, but they will be helpful to a fault.
  • Within a 4 mile radius the save DC against the alignment change unique to Bytopia is 15 instead of 10.

The creature effect ends as soon as the dragon dies, the save DC changes back to normal in 1d4 days, the gnomes change back to normal in 1d10 years.

Dragonborn. Adamantine dragonborn have resistance to fire damage, you also have a breath weapon that deals fire damage in a 5 by 30 ft. line (Dex. save).

Adamantine guard drake. A adamantine guard drake has resistance to fire damage, and whenever a adamantine guard drake uses its bite attack it deals a extra 1d6 fire damage.

So that’s my go at the defenders of Bytopia, have fun with them in your campaign. My next post will feature the Elysian dragons, the drunks of the dragon race.