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FIZBAN’S TREASURY OF DRAGONS 1

ALSO BY ANNE GREGERSEN

CREDITS
Writing and Graphic Design: Anne Gregersen
Editing: E.R.F. Jordan
Cover Illustrator: Warmtail
Interior Illustrator: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2022 by
Anne Gregersen and published under the Community Content Agreement for Dungeon Masters Guild.

2 BLOODIED & BRUISED


TABLE OF CONTENTS Dragonnel��������������������������������������������������������������������������������������������� 17
BLOODIED & BRUISED Dragon Turtles������������������������������������������������������������������������������������� 17
The Bloodied Condition����������������������������������������������������������������������� 4
Bloodied Abilities������������������������������������������������������������������������������������5 Ancient Dragon Turtle��������������������������������������������������������������������������17
Young Dragon Turtle�����������������������������������������������������������������������������17
Death Throes������������������������������������������������������������������������������������������ 5
Dragon Turtle Wyrmling����������������������������������������������������������������������17
Egg Hunters������������������������������������������������������������������������������������������ 18
CREATURE ENTRIES Egg Hunter Hatchling���������������������������������������������������������������������������18
Amethyst Dragons��������������������������������������������������������������������������������� 6 Egg Hunter Adult�����������������������������������������������������������������������������������18
Ancient Amethyst Dragon����������������������������������������������������������������������6 Elder Brain Dragon����������������������������������������������������������������������������� 18
Adult Amethyst Dragon �������������������������������������������������������������������������6 Emerald Dragons��������������������������������������������������������������������������������� 18
Young Amethyst Dragon������������������������������������������������������������������������7 Ancient Emerald Dragon����������������������������������������������������������������������18
Amethyst Dragon Wyrmling������������������������������������������������������������������7 Adult Emerald Dragon �������������������������������������������������������������������������19
Animated Breath����������������������������������������������������������������������������������� 7 Young Emerald Dragon������������������������������������������������������������������������19
Aspect of Bahamut�������������������������������������������������������������������������������� 8 Emerald Dragon Wyrmling������������������������������������������������������������������19
Aspect of Tiamat������������������������������������������������������������������������������������ 8 Eyedrake����������������������������������������������������������������������������������������������� 19
Chromatic Greatwyrm�������������������������������������������������������������������������� 9 Gem Greatwyrm���������������������������������������������������������������������������������� 20
Crystal Dragons����������������������������������������������������������������������������������� 10 Gem Stalker������������������������������������������������������������������������������������������ 20
Ancient Crystal Dragon������������������������������������������������������������������������10 Ghost Dragon��������������������������������������������������������������������������������������� 21
Adult Crystal Dragon ���������������������������������������������������������������������������11 Hoard Mimic���������������������������������������������������������������������������������������� 21
Young Crystal Dragon���������������������������������������������������������������������������11
Hoard Scarabs�������������������������������������������������������������������������������������� 21
Crystal Dragon Wyrmling��������������������������������������������������������������������11
Hoard Scarab������������������������������������������������������������������������������������������21
Deep Dragons�������������������������������������������������������������������������������������� 12 Swarm of Hoard Scarabs�����������������������������������������������������������������������21
Ancient Deep Dragon���������������������������������������������������������������������������12
Hollow Dragon������������������������������������������������������������������������������������ 21
Adult Deep Dragon ������������������������������������������������������������������������������12
Liondrake��������������������������������������������������������������������������������������������� 22
Young Deep Dragon������������������������������������������������������������������������������13
Metallic Greatwyrm�������������������������������������������������������������������������������22
Deep Dragon Wyrmling�����������������������������������������������������������������������13
Metallic Sentinels�������������������������������������������������������������������������������� 23
Dracohydra������������������������������������������������������������������������������������������� 13
Metallic Peacekeeper�����������������������������������������������������������������������������23
Draconians������������������������������������������������������������������������������������������� 13
Metallic Warbler������������������������������������������������������������������������������������23
Draconian Dreadnought�����������������������������������������������������������������������13
Moonstone Dragons���������������������������������������������������������������������������� 23
Draconian Foot Soldier�������������������������������������������������������������������������14
Ancient Moonstone Dragon�����������������������������������������������������������������23
Draconian Infiltrator�����������������������������������������������������������������������������14
Adult Moonstone Dragon ��������������������������������������������������������������������24
Draconian Mage�������������������������������������������������������������������������������������14
Young Moonstone Dragon�������������������������������������������������������������������24
Draconian Mastermind�������������������������������������������������������������������������14
Moonstone Dragon Wyrmling�������������������������������������������������������������24
Draconic Shard������������������������������������������������������������������������������������ 15
Sapphire Dragons�������������������������������������������������������������������������������� 25
Dragonblood Ooze������������������������������������������������������������������������������ 15
Ancient Sapphire Dragon���������������������������������������������������������������������25
Dragonbone Golem����������������������������������������������������������������������������� 15 Adult Sapphire Dragon ������������������������������������������������������������������������25
Dragonborn Champions�������������������������������������������������������������������� 15 Young Sapphire Dragon������������������������������������������������������������������������26
Dragonborn of Bahamut�����������������������������������������������������������������������15 Sapphire Dragon Wyrmling�����������������������������������������������������������������26
Dragonborn of Sardior��������������������������������������������������������������������������15 Sea Serpents����������������������������������������������������������������������������������������� 26
Dragonborn of Tiamat��������������������������������������������������������������������������16 Ancient Sea Serpent������������������������������������������������������������������������������26
Dragonflesh Grafters��������������������������������������������������������������������������� 16 Young Sea Serpent���������������������������������������������������������������������������������26
Dragonflesh Grafter�������������������������������������������������������������������������������16 Topaz Dragons������������������������������������������������������������������������������������� 27
Dragonflesh Abomination��������������������������������������������������������������������16 Ancient Topaz Dragon��������������������������������������������������������������������������27
Dragon Followers�������������������������������������������������������������������������������� 16 Adult Topaz Dragon �����������������������������������������������������������������������������27
Dragon Blessed���������������������������������������������������������������������������������������16 Young Topaz Dragon�����������������������������������������������������������������������������28
Dragon Chosen��������������������������������������������������������������������������������������16 Topaz Dragon Wyrmling����������������������������������������������������������������������28
Dragon Speaker��������������������������������������������������������������������������������������16

FIZBAN’S TREASURY OF DRAGONS 3


BLOODIED & BRUISED
MORDENKAINEN’S TOME OF FOES

T he bugbear chief nurses a gushing


wound in her side before issuing an
order of retreat to her allies. A bright
light forms around the angel’s dying
body, blinding everyone near it as it passes on from
the world of the living. With blood streaming down
its torso, an enraged hill giant slams its fists into the
condition. This number is static and doesn’t take
into account things like additional hit points or
similar effects.
Some creatures gain new abilities when they
become bloodied, making them fight harder or
more desperately than before. Some abilities can
only be triggered once during an encounter, while
ground and causes the earth around it to quake. others persist for as long as the creature is bloodied.
Bloodied & Bruised provides special combat • While Bloodied… Traits that have this or
actions to the creatures in Fizban’s Treasury of similar text in the opening, persist for as long
Dragons offering new tactics for them to employ as the creature is bloodied.
in battle. Some of these abilities only have a light • When First Bloodied… Traits that have this
impact on how the creature acts, while other text in the opening are only triggered when
“bloodied features” completely change how the the creature is first bloodied in an encounter.
monster behaves in battle. Bloodied & Bruised is If the creature is healed out of its bloodied
designed to make the latter half of battle more state and then made bloodied again later
teeth-clenching than the rounds that came before it. during the same encounter, this ability doesn’t
trigger again.
THE BLOODIED CONDITION
Player characters can become bloodied as well.
The “bloodied” condition, originally from 4e, is This information can be useful for the party’s
used to signify how a creature is faring in a combat opponents, as they can see who among the party
scenario. A creature becomes bloodied when it is closest to falling unconscious and target them
reaches half of its hit point maximum (rounded accordingly. Some creatures, like lycanthropes, even
down), which acts as a way of communicating get abilities that make them extra deadly against
the state of an opponent in a fight. Telling the bloodied characters.
players the creature they are fighting is bloodied What is an Encounter? An “encounter” is any
shows them how far along in the fight they are and physical conflict that the party has against enemies,
whether they should be planning a retreat or going monsters, or the environment. Its beginning is
in for the kill. signified by rolling initiative, and it ends when all
For consistency’s sake, all creatures listed in this characters are out of initiative. Trigger abilities, as
document are given the “bloodied” condition, even presented in this document, can only be used once
where that word may not be the most suitable to per encounter.
use. In some cases, such as with constructs and Bloodied Critters. If a creature has 10 hit points
oozes, the terms “bruised” or “battered” better or less, this document provides it with no bloodied
describe how a creature is faring in a fight. This abilities. A creature with so few hit points would
document also notes the hit point amount a rarely be in a fight for more than a round or two,
specific creature must have to receive the bloodied

4 BLOODIED & BRUISED


and bloodied abilities are excessive for its stat block.
However, if you wish to add a bloodied ability to
DEATH THROES
such a creature, we suggest adding the Cornered Death Throes is a new effect added by this book,
bloodied ability or Made It Angry strength, as meant to make the defeat of an enemy stand out as
defined by this document. See the dracohydra it makes a final show of defiance when slain. It’s a
entry for details on these abilities. unique effect triggered when certain creatures reach
0 hit points and die. Some creatures already have
BLOODIED ABILITIES a Death Throes trait written into their stat block.
A creature’s abilities depend on the resources the This document adds new Death Throes to several
creature has on hand. If a creature is animal-like in other creatures that the DM can use to make an
nature, it lashes out in desperation or grows tired encounter more destructive or unique.
as the fight goes on, while humanoid opponents Depending on the nature of the creature’s death,
might look for ways to leave combat as they see the the Death Throes might not
fight turning against them. For this reason, some activate. For instance, if
bloodied features recur throughout the document, the creature dies from fall
as they are associated with a specific type of damage, is obliterated such
creature. as with the disintegrate
The amount of bloodied abilities also depends on spell, or suffers instant
the creature’s CR. There is no reason for a creature death, it’s up to the DM
with only a few hit points to have a ton of new whether the Death Throes
possible actions it can do if it’s gonna be defeated occur or not.
in a couple of rounds anyway. Lower CR creatures
don’t have as many or as complex bloodied abilities
as a result.
Bloodied abilities can look as follows:
Ability Recharge. A trait or action is immediately
recharged without the creature having to roll for it.
New Ability. The creature gains a new trait or
action while in its bloodied state.
Strength or Frailty. The creature is made stronger
or weaker in its bloodied state. This can include
changes to its AC, speed, or damage resistances.
Trigger Ability. When the creature becomes
bloodied, a unique ability is triggered. The ability
only triggers if the creature is able to act it out,
meaning that incapacitated creatures can’t use
trigger abilities in most cases. Likewise, if the
trigger ability requires a reaction to fulfill, the
creature can’t use the ability if it has already used
its reaction that round.

FIZBAN’S TREASURY OF DRAGONS 5


CREATURE ENTRIES
failed the save, the creature is grappled (escape DC
AMETHYST DRAGONS 18) and restrained. On a success, the creature takes
ANCIENT AMETHYST DRAGON no damage, isn’t knocked prone, and is pushed 5
When bloodied at 222 HP, the ancient amethyst feet out of the dragon‘s space into an unoccupied
dragon has the following features. space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
Ability Recharge: Legendary Actions. When consequences of a failed saving throw.
first bloodied, the dragon regains all expended uses
New Ability: Splintery Hide. While bloodied,
of its legendary actions.
the dragon’s crystalline hide shatters when
Ability Recharge: Singularity Breath. When struck. If a creature hits the dragon with a melee
first bloodied, the dragon’s Singularity Breath weapon attack while within 5 feet of the dragon,
ability is recharged. the creature takes 7 (3d4) piercing damage from
New Ability: Fling. While bloodied, the dragon splintered crystals.
can replace one of its Claw attacks with a Fling Trigger Ability: Cornered. When first bloodied,
attack, but only if it just successfully hit a Large the dragon can use its reaction to make a Claw
or smaller creature with a Bite attack on the same attack against a creature within range.
turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s ADULT AMETHYST DRAGON
choice, landing prone. If a thrown target strikes When bloodied at 114 HP, the adult amethyst
a solid surface, the target takes 1d6 bludgeoning dragon has the following features.
damage for every 10 feet it was thrown. If the target
Ability Recharge: Legendary Actions. When
is thrown at another creature, that creature must
first bloodied, the dragon regains all expended uses
succeed on a DC 19 Dexterity saving throw or take
of its legendary actions.
the same damage and be knocked prone.
Ability Recharge: Singularity Breath. When
New Ability: Heavy Step. While bloodied, if the
first bloodied, the dragon’s Singularity Breath
dragon moves at least 20 feet and doesn’t leave the
ability is recharged.
ground, it can replace its Bite attack with a Heavy
Step attack. While doing so, it can enter the spaces New Ability: Fling. While bloodied, the dragon
of Large or smaller creatures. Whenever the dragon can replace one of its Claw attacks with a Fling
enters a creature’s space, the creature must make a attack, but only if it just successfully hit a Medium
DC 18 Dexterity saving throw. or smaller creature with a Bite attack on the same
On a failed save, the creature takes 35 (10d6) turn. Then, the creature the dragon just bit is
bludgeoning damage and is knocked prone. If the thrown up to 30 feet in a direction of the dragon’s
dragon ends its turn in that space and the creature choice, landing prone. If a thrown target strikes

6 BLOODIED & BRUISED


a solid surface, the target takes 1d6 bludgeoning AMETHYST DRAGON WYRMLING
damage for every 10 feet it was thrown. If the target When bloodied at 37 HP, the amethyst dragon
is thrown at another creature, that creature must wyrmling has the following features.
succeed on a DC 17 Dexterity saving throw or take
the same damage and be knocked prone. Ability Recharge: Singularity Breath. When
first bloodied, the dragon’s Singularity Breath
New Ability: Splintery Hide. While bloodied,
ability is recharged.
the dragon’s crystalline hide shatters when
struck. If a creature hits the dragon with a melee New Ability: Nimble Dodge. While bloodied,
weapon attack while within 5 feet of the dragon, the dragon can use its reaction to add 2 to its AC
the creature takes 7 (3d4) piercing damage from against one weapon attack that would hit it. To do
splintered crystals. so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied, New Ability: Splintery Hide. While bloodied,
the dragon can use its reaction to make a Claw the dragon’s crystalline hide shatters when
attack against a creature within range. struck. If a creature hits the dragon with a melee
weapon attack while within 5 feet of the dragon,
YOUNG AMETHYST DRAGON the creature takes 7 (3d4) piercing damage from
When bloodied at 84 HP, the young amethyst splintered crystals.
dragon has the following features. Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Singularity Breath. When the dragon can use its reaction to make a Claw
first bloodied, the dragon’s Singularity Breath attack against a creature within range.
ability is recharged.
New Ability: Bite Back. While bloodied, if a
ANIMATED BREATH
creature misses the dragon with a melee attack, it When bloodied at 47 HP, the animated breath has
can use its reaction to make a Bite attack against the following features.
the creature. New Ability: Creator Emboldened. While
New Ability: Splintery Hide. While bloodied, bloodied and within 30 feet of the dragon that
the dragon’s crystalline hide shatters when created it, the animated breath deals one additional
struck. If a creature hits the dragon with a melee die of damage with its Slam attack and its
weapon attack while within 5 feet of the dragon, Chromatic Form abilities. The extra damage is of
the creature takes 7 (3d4) piercing damage from the animated breath’s Chromatic Form type.
splintered crystals. Strength: Immunity. While bloodied, the
Trigger Ability: Cornered. When first bloodied, animated breath is immune to the damage type
the dragon can use its reaction to make a Claw granted by its Chromatic Form.
attack against a creature within range. Death Throes: Elemental Explosion. An
elemental explosion creates a shockwave of
energy. Each creature in a 10-foot radius of the
animated breath when it dies must succeed on a
DC 15 Dexterity saving throw or take 11 (2d10)
piercing damage.

FIZBAN’S TREASURY OF DRAGONS 7


space of the creature’s choice. A creature that
ASPECT OF BAHAMUT cannot move or chooses not to move suffers the
When bloodied at 292 HP or under the effects of consequences of a failed saving throw.
Platinum Brilliance, the aspect of Bahamut has the
Trigger Ability: Cornered. When first bloodied,
following features.
Bahamut can use its reaction to make a Claw attack
Ability Recharge: Breath Weapon. When against a creature within range.
first bloodied, Bahamut’s Breath Weapon Death Throes: Wrath of Dragons. When
ability is recharged. Bahamut dies, the loss of the draconic aspect
Ability Recharge: Legendary Actions. When rocks the surrounding environment. The ground
first bloodied, Bahamut regains all expended uses of within 300 feet of where Bahamut died becomes
its legendary actions. difficult terrain, and all creatures in the area must
New Ability: Fling. While bloodied, Bahamut succeed on a DC 26 Dexterity saving throw or fall
can replace one of its Claw attacks with a Fling prone. In addition, all living metallic dragons feel
attack, but only if it just successfully hit a Large or a profound wrath against the creature that killed
smaller creature with a Bite attack on the same turn. Bahamut. For the next 30 days, if a metallic dragon
Then, the creature Bahamut just bit is thrown up to sees the creature that killed Bahamut, the dragon
30 feet in a direction of the dragon’s choice, landing must succeed on a DC 20 Wisdom saving throw
prone. If a thrown target strikes a solid surface, the or become hostile to the creature. The dragon can
target takes 1d6 bludgeoning damage for every 10 choose to fail its saving throw.
feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 19 ASPECT OF TIAMAT
Dexterity saving throw or take the same damage When bloodied at 287 HP or under the effects
and be knocked prone. of Chromatic Wrath, the aspect of Tiamat has the
New Ability: Heavy Step. While bloodied, if following features.
Bahamut moves at least 20 feet and doesn’t leave the Ability Recharge: Chromatic Flames.
ground, it can replace its Bite attack with a Heavy When first bloodied, Tiamat’s Chromatic Flames
Step attack. While doing so, it can enter the spaces ability is recharged.
of Large or smaller creatures. Whenever Bahamut
Ability Recharge: Legendary Actions. When
enters a creature’s space, the creature must make a
first bloodied, Tiamat regains all expended uses of
DC 18 Dexterity saving throw.
its legendary actions.
On a failed save, the creature takes 35 (10d6)
bludgeoning damage and is knocked prone. If the New Ability: Fling. While bloodied, Tiamat can
dragon ends its turn in that space and the creature replace one of its Claw attacks with a Fling attack,
failed the save, the creature is grappled (escape DC but only if it just successfully hit a Large or smaller
18) and restrained. On a success, the creature takes creature with a Bite attack on the same turn. Then,
no damage, isn’t knocked prone, and is pushed 5
feet out of Bahamut‘s space into an unoccupied

8 BLOODIED & BRUISED


the creature Tiamat just bit is thrown up to 30 feet
in a direction of the dragon’s choice, landing prone.
CHROMATIC GREATWYRM
If a thrown target strikes a solid surface, the target When bloodied at 266 HP or under the effects of
takes 1d6 bludgeoning damage for every 10 feet Chromatic Awakening, the Chromatic Greatwyrm
it was thrown. If the target is thrown at another has the following features.
creature, that creature must succeed on a DC 19 Ability Recharge: Breath Weapon. When
Dexterity saving throw or take the same damage first bloodied, the dragon’s Breath Weapon
and be knocked prone. ability is recharged.
New Ability: Heavy Step. While bloodied, if Ability Recharge: Legendary Actions. When
Tiamat moves at least 20 feet and doesn’t leave the first bloodied, the dragon regains all expended uses
ground, it can replace its Bite attack with a Heavy of its legendary actions.
Step attack. While doing so, it can enter the spaces
New Ability: Fear Aura. While bloodied, any
of Large or smaller creatures. Whenever the dragon
creature hostile to the dragon that starts its turn
enters a creature’s space, the creature must make a
within 30 feet of the dragon must succeed on a DC
DC 18 Dexterity saving throw.
26 Wisdom saving throw or be frightened of the
On a failed save, the creature takes 35 (10d6)
dragon until the start of its next turn. If a creature’s
bludgeoning damage and is knocked prone. If the
saving throw is successful, it is immune to the
dragon ends its turn in that space and the creature
dragon’s Fear Aura for the next 24 hours. This trait
failed the save, the creature is grappled (escape DC
is suppressed while the dragon is incapacitated.
18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5 New Ability: Fling. While bloodied, the dragon
feet out of Tiamat‘s space into an unoccupied space can replace one of its Claw attacks with a Fling
of the creature’s choice. A creature that cannot move attack, but only if it just successfully hit a Large
or chooses not to move suffers the consequences of or smaller creature with a Bite attack on the same
a failed saving throw. turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s
Trigger Ability: Cornered. When first bloodied,
choice, landing prone. If a thrown target strikes
Tiamat can use its reaction to make a Claw attack
a solid surface, the target takes 1d6 bludgeoning
against a creature within range.
damage for every 10 feet it was thrown. If the target
Death Throes: Wrath of Dragons. When is thrown at another creature, that creature must
Tiamat dies, the loss of the draconic aspect rocks succeed on a DC 19 Dexterity saving throw or take
the surrounding environment. The ground within the same damage and be knocked prone.
300 feet of where Tiamat died becomes difficult
New Ability: Heavy Step. While bloodied, if the
terrain, and all creatures in the area must succeed
dragon moves at least 20 feet and doesn’t leave the
on a DC 26 Dexterity saving throw or fall prone.
ground, it can replace its Bite attack with a Heavy
In addition, all living chromatic dragons feel a
Step attack. While doing so, it can enter the spaces
profound wrath against the creature that killed
of Large or smaller creatures. Whenever the dragon
Tiamat. For the next 30 days, if a chromatic dragon
enters a creature’s space, the creature must make a
sees the creature that killed Tiamat, the dragon
DC 18 Dexterity saving throw.
must succeed on a DC 20 Wisdom saving throw or
On a failed save, the creature takes 35 (10d6)
become hostile against the creature. The dragon can
bludgeoning damage and is knocked prone. If the
choose to fail its saving throw.
dragon ends its turn in that space and the creature
failed the save, the creature is grappled (escape DC

FIZBAN’S TREASURY OF DRAGONS 9


18) and restrained. On a success, the creature takes attack, but only if it just successfully hit a Large
no damage, isn’t knocked prone, and is pushed 5 or smaller creature with a Bite attack on the same
feet out of the dragon‘s space into an unoccupied turn. Then, the creature the dragon just bit is
space of the creature’s choice. A creature that thrown up to 30 feet in a direction of the dragon’s
cannot move or chooses not to move suffers the choice, landing prone. If a thrown target strikes
consequences of a failed saving throw. a solid surface, the target takes 1d6 bludgeoning
New Ability: Outsmarted, Outwitted, damage for every 10 feet it was thrown. If the target
Outplayed. While bloodied, the dragon has is thrown at another creature, that creature must
advantage on Intelligence, Wisdom, and Charisma succeed on a DC 19 Dexterity saving throw or take
saving throws. the same damage and be knocked prone.
Trigger Ability: Cornered. When first bloodied, New Ability: Heavy Step. While bloodied, if the
the dragon can use its reaction to make a Claw dragon moves at least 20 feet and doesn’t leave the
attack against a creature within range. ground, it can replace its Bite attack with a Heavy
Step attack. While doing so, it can enter the spaces
CRYSTAL DRAGONS of Large or smaller creatures. Whenever the dragon
enters a creature’s space, the creature must make a
ANCIENT CRYSTAL DRAGON DC 18 Dexterity saving throw.
When bloodied at 111 HP, the ancient crystal On a failed save, the creature takes 35 (10d6)
dragon has the following features. bludgeoning damage and is knocked prone. If the
Ability Recharge: Legendary Actions. When dragon ends its turn in that space and the creature
first bloodied, the dragon regains all expended uses failed the save, the creature is grappled (escape DC
of its legendary actions. 18) and restrained. On a success, the creature takes
no damage, isn’t knocked prone, and is pushed 5
Ability Recharge: Scintillating Breath. When feet out of the dragon‘s space into an unoccupied
first bloodied, the dragon’s Scintillating Breath space of the creature’s choice. A creature that
ability is recharged. cannot move or chooses not to move suffers the
New Ability: Blinded by Starlight. While consequences of a failed saving throw.
bloodied, the dragon emits pure starlight from Trigger Ability: Cornered. When first bloodied,
its body. At the beginning of each of its turns, the the dragon can use its reaction to make a Claw
dragon targets 1d4 random hostile creatures within attack against a creature within range.
60 feet of it. Each targeted creature must succeed on
a DC 19 Constitution saving throw or be blinded
until the beginning of its next turn.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling

10 BLOODIED & BRUISED


ADULT CRYSTAL DRAGON YOUNG CRYSTAL DRAGON
When bloodied at 86 HP, the adult crystal dragon When bloodied at 47 HP, the young crystal dragon
has the following features. has the following features.
Ability Recharge: Legendary Actions. When Ability Recharge: Scintillating Breath. When
first bloodied, the dragon regains all expended uses first bloodied, the dragon’s Scintillating Breath
of its legendary actions. ability is recharged.
Ability Recharge: Scintillating Breath. When New Ability: Bite Back. While bloodied, if a
first bloodied, the dragon’s Scintillating Breath creature misses the dragon with a melee attack, it
ability is recharged. can use its reaction to make a Bite attack against
New Ability: Blinded by Starlight. While the creature.
bloodied, the dragon emits pure starlight from New Ability: Blinded by Starlight. While
its body. At the beginning of each of its turns, the bloodied, the dragon emits pure starlight from
dragon targets 1d4 random hostile creatures within its body. At the beginning of each of its turns, the
60 feet of it. Each targeted creature must succeed on dragon targets 1d2 random hostile creatures within
a DC 17 Constitution saving throw or be blinded 60 feet of it. Each targeted creature must succeed on
until the beginning of its next turn. a DC 14 Constitution saving throw or be blinded
New Ability: Fling. While bloodied, the dragon until the beginning of its next turn.
can replace one of its Claw attacks with a Fling Trigger Ability: Cornered. When first bloodied,
attack, but only if it just successfully hit a Medium the dragon can use its reaction to make a Claw
or smaller creature with a Bite attack on the same attack against a creature within range.
turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s CRYSTAL DRAGON WYRMLING
choice, landing prone. If a thrown target strikes When bloodied at 16 HP, the crystal dragon
a solid surface, the target takes 1d6 bludgeoning wyrmling has the following features.
damage for every 10 feet it was thrown. If the target Ability Recharge: Scintillating Breath. When
is thrown at another creature, that creature must first bloodied, the dragon’s Scintillating Breath
succeed on a DC 17 Dexterity saving throw or take ability is recharged.
the same damage and be knocked prone.
New Ability: Blinded by Starlight. While
Trigger Ability: Cornered. When first bloodied, bloodied, the dragon emits pure starlight from
the dragon can use its reaction to make a Claw its body. At the beginning of each of its turns, the
attack against a creature within range. dragon targets 1 random hostile creature within
60 feet of it. The targeted creature must succeed on
a DC 12 Constitution saving throw or be blinded
until the beginning of its next turn.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.

FIZBAN’S TREASURY OF DRAGONS 11


space of the creature’s choice. A creature that
DEEP DRAGONS cannot move or chooses not to move suffers the
ANCIENT DEEP DRAGON consequences of a failed saving throw.
When bloodied at 100 HP, the ancient deep dragon Strength: Earthly Plating. While bloodied
has the following features. and touching the ground, the dragon’s AC
increases by 2.
Ability Recharge: Nightmare Breath. When
first bloodied, the dragon’s Nightmare Breath Trigger Ability: Cornered. When first bloodied,
ability is recharged. the dragon can use its reaction to make a Claw
attack against a creature within range.
Ability Recharge: Legendary Actions. When
first bloodied, the dragon regains all expended uses ADULT DEEP DRAGON
of its legendary actions. When bloodied at 73 HP, the adult deep dragon
New Ability: Fling. While bloodied, the dragon has the following features.
can replace one of its Claw attacks with a Fling
Ability Recharge: Nightmare Breath. When
attack, but only if it just successfully hit a Large
first bloodied, the dragon’s Nightmare Breath
or smaller creature with a Bite attack on the same
ability is recharged.
turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s Ability Recharge: Legendary Actions. When
choice, landing prone. If a thrown target strikes first bloodied, the dragon regains all expended uses
a solid surface, the target takes 1d6 bludgeoning of its legendary actions.
damage for every 10 feet it was thrown. If the target New Ability: Fling. While bloodied, the dragon
is thrown at another creature, that creature must can replace one of its Claw attacks with a Fling
succeed on a DC 19 Dexterity saving throw or take attack, but only if it just successfully hit a Medium
the same damage and be knocked prone. or smaller creature with a Bite attack on the same
New Ability: Heavy Step. While bloodied, if the turn. Then, the creature the dragon just bit is
dragon moves at least 20 feet and doesn’t leave the thrown up to 30 feet in a direction of the dragon’s
ground, it can replace its Bite attack with a Heavy choice, landing prone. If a thrown target strikes
Step attack. While doing so, it can enter the spaces a solid surface, the target takes 1d6 bludgeoning
of Large or smaller creatures. Whenever the dragon damage for every 10 feet it was thrown. If the target
enters a creature’s space, the creature must make a is thrown at another creature, that creature must
DC 18 Dexterity saving throw. succeed on a DC 17 Dexterity saving throw or take
On a failed save, the creature takes 35 (10d6) the same damage and be knocked prone.
bludgeoning damage and is knocked prone. If the Strength: Earthly Plating. While bloodied
dragon ends its turn in that space and the creature and touching the ground, the dragon’s AC
failed the save, the creature is grappled (escape DC increases by 2.
18) and restrained. On a success, the creature takes Trigger Ability: Cornered. When first bloodied,
no damage, isn’t knocked prone, and is pushed 5 the dragon can use its reaction to make a Claw
feet out of the dragon‘s space into an unoccupied attack against a creature within range.

12 BLOODIED & BRUISED


YOUNG DEEP DRAGON DRACOHYDRA
When bloodied at 46 HP, the young deep dragon
has the following features. When bloodied at 109 HP, the dracohydra has the
following features.
Ability Recharge: Nightmare Breath. When
first bloodied, the dragon’s Nightmare Breath Ability Recharge: Prismatic Breath. When
ability is recharged. first bloodied, the dracohydra’s Prismatic Breath
ability is recharged.
New Ability: Bite Back. While bloodied, if a
creature misses the dragon with a melee attack, it Frailty: Worn Out. While bloodied, the
can use its reaction to make a Bite attack against dracohydra’s speed is lowered by 10 feet (to a
the creature. minimum of 5 feet).
Strength: Earthly Plating. While bloodied Strength: Made It Angry. While bloodied,
and touching the ground, the dragon’s AC the dracohydra has advantage on saving throws
increases by 2. against being charmed, frightened, knocked
prone, and stunned.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw Trigger Ability: Cornered. When first bloodied,
attack against a creature within range. the dracohydra can use its reaction to make an
attack against a creature within range. The hydra
DEEP DRAGON WYRMLING can use this ability as many times as it has heads,
When bloodied at 13 HP, the deep dragon provided it has the available reactions.
wyrmling has the following features.
Ability Recharge: Nightmare Breath. When
DRACONIANS
first bloodied, the dragon’s Nightmare Breath DRACONIAN DREADNOUGHT
ability is recharged. When bloodied at 28 HP, the draconian
New Ability: Nimble Dodge. While bloodied, dreadnought has the following features.
the dragon can use its reaction to add 2 to its AC New Ability: Battle Presence. While bloodied,
against one weapon attack that would hit it. To do the draconian has two reactions per round.
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
Strength: Earthly Plating. While bloodied the draconian can make a melee attack against a
and touching the ground, the dragon’s AC creature within range as a reaction.
increases by 2.
Death Throes: Taken from the Stat Block.
Trigger Ability: Cornered. When first bloodied, When the draconian dies, it bursts into flames and
the dragon can use its reaction to make a Claw is reduced to ashes. Each creature in a 10-foot-
attack against a creature within range. radius sphere centered on the draconian must
succeed on a DC 13 Dexterity saving throw or take
10 (3d6) fire damage.

FIZBAN’S TREASURY OF DRAGONS 13


DRACONIAN FOOT SOLDIER DRACONIAN MAGE
When bloodied at 11 HP, the draconian foot When bloodied at 20 HP, the draconian mage has
soldier has the following features. the following features.
Trigger Ability: Cornered. When first bloodied, New Ability: Cast Attack. While bloodied, if the
the draconian can make a melee attack against a draconian uses an action to cast a spell, it can make
creature within range as a reaction. a melee attack as a bonus action.
Death Throes: Taken from the Stat Block. Death Throes: Taken from the Stat Block.
When the draconian dies, its body turns to stone When the draconian dies, its scales and flesh
and releases a petrifying gas. Each creature within immediately shrivel away and its bones explode.
5 feet of the draconian must succeed on a DC 11 Each creature within 10 feet of it must succeed
Constitution saving throw or be restrained as it on a DC 10 Dexterity saving throw or take 9
begins to turn to stone. The restrained creature (2d8) force damage.
must repeat the saving throw at the end of its next
turn. On a success, the effect ends; otherwise the DRACONIAN MASTERMIND
creature is petrified for 1 minute. After 1 minute, When bloodied at 33 HP, the draconian
the body of the draconian crumbles to dust. mastermind has the following features.
Ability Recharge: Noxious Breath. When
DRACONIAN INFILTRATOR
first bloodied, the draconian’s Noxious Breath
When bloodied at 19 HP, the draconian infiltrator
ability is recharged.
has the following features.
New Ability: Cast Attack. While bloodied, if the
New Ability: Ambush Predator. While draconian uses an action to cast a spell, it can make
bloodied, the draconian can take the Hide action a melee attack as a bonus action.
as a bonus action and has advantage on Dexterity
Death Throes: Taken from the Stat Block.
(Stealth) checks.
When the draconian dies, its magical essence lashes
Death Throes: Taken from the Stat Block. out as a ball of lightning at the closest creature
When the draconian dies, it turns into a puddle within 30 feet of it before arcing out to up to two
of acid and splashes acid on those around it. Each other creatures within 15 feet of the first. Each
creature within 5 feet of the draconian must succeed creature must make a DC 14 Dexterity saving
on a DC 12 Dexterity saving throw or be covered in throw. On a failed save, the creature takes 9 (2d8)
acid for 1 minute. A creature can use its action to lightning damage and is stunned until the end of its
scrape or wash the acid off itself or another creature. next turn. On a successful save, the creature takes
A creature covered in the acid takes 7 (2d6) acid half as much damage and isn’t stunned.
damage at the start of each of its turns.

14 BLOODIED & BRUISED


a solid surface, the target takes 1d6 bludgeoning
DRACONIC SHARD damage for every 10 feet it was thrown. If the target
When bloodied at 84 HP, the draconic shard has is thrown at another creature, that creature must
the following features. succeed on a DC 20 Dexterity saving throw or take
Ability Recharge: Psychic Crush. When first the same damage and be knocked prone.
bloodied, the draconic shard’s Psychic Crush Strength: Immunity. While bloodied, the
ability is recharged. dragonbone golem is immune to necrotic damage.
Ability Recharge: Legendary Actions. When
first bloodied, the draconic shard regains all DRAGONBORN CHAMPIONS
expended uses of its legendary actions. DRAGONBORN OF BAHAMUT
New Ability: Soulful Companion. While When bloodied at 46 HP, the dragonborn of
bloodied and inhabiting an object, the draconic Bahamut has the following features.
shard can offer additional protection to creatures
holding the object. In addition to the benefits Ability Recharge: Radiant Breath. When
already granted, a creature that wears or carries first bloodied, the dragonborn’s Radiant Breath
the inhabited object has advantage on Intelligence, ability is recharged.
Wisdom, and Charisma saving throws. New Ability: Battle Presence. While bloodied,
the dragonborn has two reactions per round.
DRAGONBLOOD OOZE Trigger Ability: Cornered. When first bloodied,
When bloodied at 34 HP, the dragonblood ooze the dragonborn can make a melee attack against a
has the following feature. creature within range as a reaction.

Strength: Bludgeoning Resistance. While DRAGONBORN OF SARDIOR


bloodied, the dragonblood ooze is resistant to When bloodied at 37 HP, the dragonborn of
bludgeoning damage. Sardior has the following features.
Ability Recharge: Heat Breath. When
DRAGONBONE GOLEM first bloodied, the dragonborn’s Heat Breath
When bloodied at 80 HP, the dragonbone golem ability is recharged.
has the following features. New Ability: Mind Over Matter. While
Ability Recharge: Petrifying Breath. When bloodied, the dragonborn reacts more swiftly
first bloodied, the dragonbone golem’s Petrifying to danger. When forced to make a Strength or
Breath ability is recharged. Dexterity saving throw, the dragonborn can choose
New Ability: Fling. While bloodied, the to make an Intelligence saving throw instead.
dragonbone golem can replace one of its Rend
attacks with a Fling attack, but only if it just
successfully hit a Large or smaller creature with a
Pinion attack on the same turn. Then, the creature
the dragonbone golem just pinned is thrown up
to 30 feet in a direction of the dragonbone golem’s
choice, landing prone. If a thrown target strikes

FIZBAN’S TREASURY OF DRAGONS 15


DRAGONBORN OF TIAMAT DRAGON FOLLOWERS
When bloodied at 42 HP, the dragonborn of
Tiamat has the following features. DRAGON BLESSED
When bloodied at 37 HP, the dragon blessed has
Ability Recharge: Necrotic Breath. When the following features.
first bloodied, the dragonborn’s Necrotic Breath
ability is recharged. New Ability: Divine Wrath. If the dragon
Strength: Made It Angry. While bloodied, blessed is concentrating on a spell while bloodied,
the dragonborn has advantage on saving throws its weapon attacks deal an additional 2 (1d4)
against being charmed, frightened, knocked radiant damage.
prone, and stunned. Trigger Ability: Tactical Retreat. When first
Trigger Ability: Cornered. When first bloodied, bloodied, the dragon blessed can use its reaction
the dragonborn can make a melee attack against a to move up to its speed without provoking
creature within range as a reaction. opportunity attacks. It then makes one attack with
its radiant bolt.
DRAGONFLESH GRAFTERS DRAGON CHOSEN
DRAGONFLESH GRAFTER When bloodied at 22 HP, the dragon chosen has
When bloodied at 26 HP, the dragonflesh grafter the following features.
has the following features. Strength: Made It Angry. While bloodied, the
Ability Recharge: Acid Retch. When first dragon chosen has advantage on saving throws
bloodied, the dragonflesh grafter’s Acid Retch against being charmed, frightened, knocked
ability is recharged. prone, and stunned.
Strength: Patchwork Defenses. While Trigger Ability: Cornered. When first bloodied,
bloodied, the dragonflesh grafter is resistant to two the dragon chosen can make a melee attack against
damage types, chosen randomly from the following a creature within range as a reaction.
list: acid, cold, fire, lightning, or poison.
DRAGON SPEAKER
Trigger Ability: Cornered. When first bloodied, When bloodied at 18 HP, the dragon speaker has
the dragonflesh grafter can make a melee attack the following features.
against a creature within range as a reaction.
New Ability: Cast Attack. While bloodied, if
DRAGONFLESH ABOMINATION the bard uses an action to cast a spell, it can make a
When bloodied at 33 HP, the dragonflesh melee attack as a bonus action.
abomination has the following features. Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Acid Retch. When first the dragon speaker can make a melee attack against
bloodied, the dragonflesh abomination’s Acid Belch a creature within range as a reaction.
ability is recharged.
Strength: Patchwork Defenses. While
bloodied, the dragonflesh abomination is resistant
to two damage types, chosen randomly from the
following list: acid, cold, fire, lightning, or poison.
Trigger Ability: Cornered. When first bloodied,
the dragonflesh abomination can make a melee
attack against a creature within range as a reaction.

16 BLOODIED & BRUISED


DRAGONNEL YOUNG DRAGON TURTLE
When bloodied at 89 HP, the young dragon turtle
When bloodied at 29 HP, the dragonnel has the has the following features.
following features.
Ability Recharge: Steam Breath. When
New Ability: Trained for This. While bloodied, first bloodied, the dragon turtle’s Steam Breath
the dragonnel has advantage on Wisdom saving ability is recharged.
throws and it automatically succeeds on all checks
and saving throws that would make it throw its Frailty: Chipped Shell. While bloodied, the
rider from its back. dragon turtle’s natural armor becomes damaged,
lowering its AC by 2.
Trigger Ability: Cornered. When first bloodied,
the dragonnel can make a melee attack against a New Ability: Boiling Blood. While bloodied,
creature within range as a reaction. the dragon turtle’s blood scalds whoever gets near
it. If a creature hits the dragon with a melee weapon
DRAGON TURTLES attack that deals either piercing or slashing damage,
the creature takes 4 (1d8) fire damage from being
ANCIENT DRAGON TURTLE scalded with hot blood.
When bloodied at 204 HP, and when under the New Ability: Retract. While bloodied, the
effects of Blessing of the Sea, the ancient dragon dragon turtle can use its reaction to add 5 to its
turtle has the following features. AC against one weapon attack that would hit it by
Ability Recharge: Legendary Actions. retracting into its shell.
When first bloodied, the dragon turtle regains all DRAGON TURTLE WYRMLING
expended uses of its legendary actions. When bloodied at 45 HP, the dragon turtle
Ability Recharge: Steam Breath. When wyrmling has the following features.
first bloodied, the dragon turtle’s Steam Breath
ability is recharged. Ability Recharge: Steam Breath. When
first bloodied, the dragon turtle’s Steam Breath
Frailty: Chipped Shell. While bloodied, the
ability is recharged.
dragon turtle’s natural armor becomes damaged,
lowering its AC by 2. New Ability: Boiling Blood. While bloodied,
the dragon turtle’s blood scalds whoever gets near
New Ability: Boiling Blood. While bloodied,
it. If a creature hits the dragon with a melee weapon
the dragon turtle’s blood scalds whoever gets near
attack that deals either piercing or slashing damage,
it. If a creature hits the dragon with a melee weapon
the creature takes 4 (1d8) fire damage from being
attack that deals either piercing or slashing damage,
scalded with hot blood.
the creature takes 4 (1d8) fire damage from being
scalded with hot blood. New Ability: Retract. While bloodied, the
dragon turtle can use its reaction to add 3 to its
New Ability: Retract. While bloodied, the
AC against one weapon attack that would hit it by
dragon turtle can use its reaction to add 5 to its
retracting into its shell.
AC against one weapon attack that would hit it by
retracting into its shell.

FIZBAN’S TREASURY OF DRAGONS 17


within 10 feet of the elder brain dragon when it dies
EGG HUNTERS must succeed on a DC 20 Constitution saving throw
EGG HUNTER HATCHLING or be infested with tadpoles, as described in the
When bloodied at 14 HP, the egg hunter hatchling elder brain dragon’s Tadpole Brine Breath ability.
has the following feature. The mass of tadpoles continues to spread from the
elder brain dragon’s body, slowly growing bigger.
New Ability: Scurry. While bloodied, if a At the beginning of each round, the mass grows
creature misses the egg hunter hatchling with a an additional 10 feet in radius from the elder brain
melee attack, the egg hunter hatchling can use dragon’s corpse. The mass of tadpoles lingers and
its reaction to move up to half its speed without grows for 2d2 rounds.
provoking opportunity attacks.

EGG HUNTER ADULT EMERALD DRAGONS


When bloodied at 26 HP, the egg hunter adult has ANCIENT EMERALD DRAGON
the following features. When bloodied at 166 HP, the ancient emerald
Ability Recharge: Torpor Spores. When first dragon has the following features.
bloodied, the egg hunter adult’s Torpor Spores Ability Recharge: Disorienting Breath. When
ability is recharged. first bloodied, the dragon’s Disorienting Breath
New Ability: Scurry. While bloodied, if a ability is recharged.
creature misses the egg hunter adult with a melee Ability Recharge: Legendary Actions. When
attack, the egg hunter adult can use its reaction first bloodied, the dragon regains all expended uses
to move up to half its speed without provoking of its legendary actions.
opportunity attacks.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
ELDER BRAIN DRAGON attack, but only if it just successfully hit a Large
When bloodied at 175 HP, the elder brain dragon or smaller creature with a Bite attack on the same
has the following features. turn. Then, the creature the dragon just bit is
Ability Recharge: Legendary Actions. When thrown up to 30 feet in a direction of the dragon’s
first bloodied, the elder brain dragon regains all choice, landing prone. If a thrown target strikes
expended uses of its legendary actions. a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target
Ability Recharge: Tadpole Brine Breath.
is thrown at another creature, that creature must
When first bloodied, the elder brain dragon’s
succeed on a DC 19 Dexterity saving throw or take
Tadpole Brine Breath ability is recharged.
the same damage and be knocked prone.
New Ability: Telepath Tactics. While bloodied,
New Ability: Heavy Step. While bloodied, if the
the elder brain dragon can coordinate its attack with
dragon moves at least 20 feet and doesn’t leave the
other telepathic creatures, such as mind flayers. The
ground, it can replace its Bite attack with a Heavy
mind flayer has advantage on an attack roll against a
Step attack. While doing so, it can enter the spaces
creature if at least one of the mind flayer’s telepathic
of Large or smaller creatures. Whenever the dragon
allies is within 10 feet of the creature and the ally
enters a creature’s space, the creature must make a
isn’t incapacitated.
DC 18 Dexterity saving throw.
Death Throes: Slough of Tadpoles. When On a failed save, the creature takes 35 (10d6)
the elder brain dragon dies, its body separates into bludgeoning damage and is knocked prone. If the
a mass of horrid illithid tadpoles. Each creature dragon ends its turn in that space and the creature

18 BLOODIED & BRUISED


failed the save, the creature is grappled (escape DC YOUNG EMERALD DRAGON
18) and restrained. On a success, the creature takes When bloodied at 71 HP, the young emerald
no damage, isn’t knocked prone, and is pushed 5 dragon has the following features.
feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that Ability Recharge: Disorienting Breath. When
cannot move or chooses not to move suffers the first bloodied, the dragon’s Disorienting Breath
consequences of a failed saving throw. ability is recharged.
Trigger Ability: Psychic Step Strike. When New Ability: Bite Back. While bloodied, if a
first bloodied, the dragon can use its Psychic Step creature misses the dragon with a melee attack, it
ability as a reaction. After using Psychic Step in this can use its reaction to make a Bite attack against
way, it can immediately make an attack with its bite. the creature.
Trigger Ability: Spellcasting. When first
ADULT EMERALD DRAGON bloodied, the dragon can use its reaction to cast a
When bloodied at 103 HP, the adult emerald spell that normally costs an action to cast.
dragon has the following features.
EMERALD DRAGON WYRMLING
Ability Recharge: Disorienting Breath. When When bloodied at 19 HP, the emerald dragon
first bloodied, the dragon’s Disorienting Breath wyrmling has the following features.
ability is recharged.
Ability Recharge: Legendary Actions. When Ability Recharge: Disorienting Breath. When
first bloodied, the dragon regains all expended uses first bloodied, the dragon’s Disorienting Breath
of its legendary actions. ability is recharged.
New Ability: Fling. While bloodied, the dragon New Ability: Nimble Dodge. While bloodied,
can replace one of its Claw attacks with a Fling the dragon can use its reaction to add 2 to its AC
attack, but only if it just successfully hit a Medium against one weapon attack that would hit it. To do
or smaller creature with a Bite attack on the same so, the dragon must see the attacker.
turn. Then, the creature the dragon just bit is Trigger Ability: Fly Away. When first bloodied,
thrown up to 30 feet in a direction of the dragon’s the dragon can use its reaction to fly up to 15 feet
choice, landing prone. If a thrown target strikes away without provoking opportunity attacks.
a solid surface, the target takes 1d6 bludgeoning
damage for every 10 feet it was thrown. If the target EYEDRAKE
is thrown at another creature, that creature must When bloodied at 59 HP, the eyedrake has the
succeed on a DC 17 Dexterity saving throw or take following features.
the same damage and be knocked prone.
Ability Recharge: Antimagic Breath. When
Trigger Ability: Psychic Step Strike. When
first bloodied, the eyedrake’s Antimagic Breath
first bloodied, the dragon can use its Psychic Step
ability is recharged.
ability as a reaction. After using Psychic Step in this
way, it can immediately make an attack with its bite. Strength: Improved Antimagic Breath.
While bloodied, the eyedrake can turn its
head while spewing its Antimagic Breath. The
eyedrake’s breath weapon is now the size of two
adjacent 30-foot cones.
Trigger Ability: Eye Ray. When first bloodied,
the eyedrake can shoot one random magical eye ray
as a reaction.

FIZBAN’S TREASURY OF DRAGONS 19


DC 18 Dexterity saving throw.
GEM GREATWYRM On a failed save, the creature takes 35 (10d6)
When bloodied at 253 HP, and when under the bludgeoning damage and is knocked prone. If the
effects of Gem Awakening, the gem greatwyrm has dragon ends its turn in that space and the creature
the following features. failed the save, the creature is grappled (escape DC
Ability Recharge: Breath Weapon. When 18) and restrained. On a success, the creature takes
first bloodied, the dragon’s Breath Weapon no damage, isn’t knocked prone, and is pushed 5
ability is recharged. feet out of the dragon‘s space into an unoccupied
space of the creature’s choice. A creature that
Ability Recharge: Legendary Actions. When
cannot move or chooses not to move suffers the
first bloodied, the dragon regains all expended uses
consequences of a failed saving throw.
of its legendary actions.
New Ability: Mind’s Ascension. While bloodied,
New Ability: Fear Aura. While bloodied, any
the dragon can communicate telepathically with
creature hostile to the dragon that starts its turn
willing creatures within 600 feet that share a
within 30 feet of the dragon must succeed on a DC
language with it. In addition, if the dragon can see
26 Wisdom saving throw or be frightened of the
a creature, the dragon learns the surface thoughts
dragon until the start of its next turn. If a creature’s
of the creature and its current emotional state, as if
saving throw is successful, it is immune to the
casting the detect thoughts spell.
dragon’s Fear Aura for the next 24 hours. This trait
is suppressed while the dragon is incapacitated. Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
New Ability: Fling. While bloodied, the dragon
attack against a creature within range.
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same
GEM STALKER
turn. Then, the creature the dragon just bit is When bloodied at 33 HP, the gem stalker has the
thrown up to 30 feet in a direction of the dragon’s following features.
choice, landing prone. If a thrown target strikes New Ability: Scurry. While bloodied, if a
a solid surface, the target takes 1d6 bludgeoning creature misses the gem stalker with a melee
damage for every 10 feet it was thrown. If the target attack, the gem stalker can use its reaction to
is thrown at another creature, that creature must move up to half its speed without provoking
succeed on a DC 19 Dexterity saving throw or take opportunity attacks.
the same damage and be knocked prone.
Trigger Ability: Crystal Dart. When
New Ability: Heavy Step. While bloodied, if the first bloodied, the gem stalker uses its
dragon moves at least 20 feet and doesn’t leave the Crystal Dart ability.
ground, it can replace its Bite attack with a Heavy
Step attack. While doing so, it can enter the spaces
of Large or smaller creatures. Whenever the dragon
enters a creature’s space, the creature must make a

20 BLOODIED & BRUISED


GHOST DRAGON HOARD SCARABS
When bloodied at 162 HP, the ghost dragon has HOARD SCARAB
the following features. The hoard scarab has no bloodied features.
Ability Recharge: Terrifying Breath. When
first bloodied, the ghost dragon’s Terrifying Breath SWARM OF HOARD SCARABS
ability is recharged. When it dies, the swarm of hoard scarabs has the
following feature.
Frailty: Torn Shape. While bloodied, the ghost
dragon’s speed is lowered by 10 feet (to a minimum Death Throes: Scatter! The few remaining
of 5 feet) and its AC is lowered by 1. critters run away from the fight when the swarm
Trigger Ability: Spirit Dash. When first dies. 2d4 hoard scarab rush out of the swarm,
bloodied, the ghost dragon can use its reaction moving up to their speed without provoking
to move up to its speed without provoking opportunity attacks and fleeing combat.
opportunity attacks.
Death Throes: Death’s Embrace. A cold HOLLOW DRAGON
wind gusts out from where the ghost dragon was, When bloodied at 120 HP, the hollow dragon has
engulfing everyone nearby in a mournful embrace. the following features.
Creatures within 10 feet of the ghost dragon when
Ability Recharge: Radiant Breath. When
it dies must succeed on a DC 18 Wisdom saving
first bloodied, the hollow dragon’s Radiant Breath
throw or gain 1 level of exhaustion.
ability is recharged.
HOARD MIMIC Ability Recharge: Legendary Actions. When
first bloodied, the hollow dragon regains all
When bloodied at 61 HP, the hoard mimic has the
expended uses of its legendary actions.
following features.
Frailty: Resistance Removal. While bloodied,
Ability Recharge: Caustic Mist. When the hollow dragon no longer has resistance to
first bloodied, the hoard mimic’s Caustic Mist necrotic damage.
ability is recharged. New Ability: Radiant Champion. While
New Ability: Ambush Predator. While bloodied, if the hollow dragon deals radiant
bloodied, the hoard mimic can take the Hide action damage, its AC is increased by 2 until the beginning
as a bonus action and has advantage on Dexterity of its next turn.
(Stealth) checks.
New Ability: Slippery. While bloodied,
the hoard mimic has advantage on ability
checks and saving throws made to resist being
grappled or restrained.
Trigger Ability: Fight from the Shadows.
When first bloodied, the hoard mimic can use its
reaction to move up to its speed without provoking
opportunity attacks. It then takes the Hide action.

FIZBAN’S TREASURY OF DRAGONS 21


turn. Then, the creature the dragon just bit is
LIONDRAKE thrown up to 30 feet in a direction of the dragon’s
When bloodied at 59 HP, the liondrake has the choice, landing prone. If a thrown target strikes
following features. a solid surface, the target takes 1d6 bludgeoning
Ability Recharge: Blood-Chilling Roar. When damage for every 10 feet it was thrown. If the target
first bloodied, the liondrake’s Blood-Chilling Roar is thrown at another creature, that creature must
ability is recharged. succeed on a DC 19 Dexterity saving throw or take
the same damage and be knocked prone.
New Ability: Forceful Wings. While bloodied,
the liondrake’s great wings beat harder to keep New Ability: Heavy Step. While bloodied, if the
it flying. If a creature is standing within 5 feet of dragon moves at least 20 feet and doesn’t leave the
the liondrake as it takes flight, the creature must ground, it can replace its Bite attack with a Heavy
succeed on a DC 15 Dexterity saving throw or Step attack. While doing so, it can enter the spaces
fall prone. While a creature is prone in this way, it of Large or smaller creatures. Whenever the dragon
cannot make opportunity attacks. enters a creature’s space, the creature must make a
DC 18 Dexterity saving throw.
New Ability: Grace of the Cat. While bloodied,
On a failed save, the creature takes 35 (10d6)
the liondrake cannot be knocked prone.
bludgeoning damage and is knocked prone. If the
METALLIC GREATWYRM dragon ends its turn in that space and the creature
When bloodied at 282 HP, and when under failed the save, the creature is grappled (escape DC
the effects of Metallic Awakening, the metallic 18) and restrained. On a success, the creature takes
greatwyrm has the following features. no damage, isn’t knocked prone, and is pushed 5
feet out of the dragon‘s space into an unoccupied
Ability Recharge: Breath Weapon. When space of the creature’s choice. A creature that
first bloodied, the dragon’s Breath Weapon cannot move or chooses not to move suffers the
ability is recharged. consequences of a failed saving throw.
Ability Recharge: Legendary Actions. When New Ability: Metal-Head. While bloodied, the
first bloodied, the dragon regains all expended uses scales around the dragon’s head and face harden to
of its legendary actions. offer further protection. Creatures that are face-to-
New Ability: Fear Aura. While bloodied, any face with the dragon take a −5 penalty to attack rolls
creature hostile to the dragon that starts its turn aimed at the dragon. This penalty is removed if the
within 30 feet of the dragon must succeed on a DC creature moves behind or to the sides of the dragon.
26 Wisdom saving throw or be frightened of the Trigger Ability: Cornered. When first bloodied,
dragon until the start of its next turn. If a creature’s the dragon can use its reaction to make a Claw
saving throw is successful, it is immune to the attack against a creature within range.
dragon’s Fear Aura for the next 24 hours. This trait
is suppressed while the dragon is incapacitated.
New Ability: Fling. While bloodied, the dragon
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same

22 BLOODIED & BRUISED


turn. Then, the creature the dragon just bit is
METALLIC SENTINELS thrown up to 30 feet in a direction of the dragon’s
METALLIC PEACEKEEPER choice, landing prone. If a thrown target strikes
When bloodied at 34 HP, the metallic peacekeeper a solid surface, the target takes 1d6 bludgeoning
has the following features. damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must
Ability Recharge: Calming Mist. When first succeed on a DC 19 Dexterity saving throw or take
bloodied, the metallic sentinel’s Calming Mist the same damage and be knocked prone.
ability is recharged.
New Ability: Heavy Step. While bloodied, if the
New Ability: Parry. While bloodied, the metallic dragon moves at least 20 feet and doesn’t leave the
sentinel can use its reaction to add 2 to its AC ground, it can replace its Bite attack with a Heavy
against one melee attack that would hit it. To do so, Step attack. While doing so, it can enter the spaces
the metallic sentinel must see the attacker. of Large or smaller creatures. Whenever the dragon
METALLIC WARBLER enters a creature’s space, the creature must make a
When bloodied at 7 HP, the metallic warbler has DC 18 Dexterity saving throw.
the following features. On a failed save, the creature takes 35 (10d6)
bludgeoning damage and is knocked prone. If the
Ability Recharge: Calming Mist. When first dragon ends its turn in that space and the creature
bloodied, the metallic sentinel’s Calming Mist failed the save, the creature is grappled (escape DC
ability is recharged. 18) and restrained. On a success, the creature takes
Trigger Ability: Fly Away. When first bloodied, no damage, isn’t knocked prone, and is pushed 5
the metallic sentinel can use its reaction to fly up to feet out of the dragon‘s space into an unoccupied
its speed without provoking opportunity attacks. space of the creature’s choice. A creature that
cannot move or chooses not to move suffers the
MOONSTONE DRAGONS consequences of a failed saving throw.
New Ability: I Dreamed a Dream. While
ANCIENT MOONSTONE DRAGON
bloodied, the dragon can feel the dream realm
When bloodied at 165 HP, the ancient moonstone
induced in creatures by the dragon’s Dream Breath.
dragon has the following features.
Creatures that have fallen unconscious due to
Ability Recharge: Breath Weapon. When the dragon’s Dream Breath within the past 24
first bloodied, the dragon’s Breath Weapon hours have disadvantage on saving throws against
ability is recharged. the dragon. In addition, magic cannot put the
Ability Recharge: Legendary Actions. When dragon to sleep.
first bloodied, the dragon regains all expended uses Trigger Ability: Cornered. When first bloodied,
of its legendary actions. the dragon can use its reaction to make a Claw
New Ability: Fling. While bloodied, the dragon attack against a creature within range.
can replace one of its Claw attacks with a Fling
attack, but only if it just successfully hit a Large
or smaller creature with a Bite attack on the same

FIZBAN’S TREASURY OF DRAGONS 23


ADULT MOONSTONE DRAGON YOUNG MOONSTONE DRAGON
When bloodied at 97 HP, the adult moonstone When bloodied at 72 HP, the young moonstone
dragon has the following features. dragon has the following features.
Ability Recharge: Breath Weapon. When Ability Recharge: Breath Weapon. When
first bloodied, the dragon’s Breath Weapon first bloodied, the dragon’s Breath Weapon
ability is recharged. ability is recharged.
Ability Recharge: Legendary Actions. When New Ability: Bite Back. While bloodied, if a
first bloodied, the dragon regains all expended uses creature misses the dragon with a melee attack, it
of its legendary actions. can use its reaction to make a Bite attack against
New Ability: Fling. While bloodied, the dragon the creature.
can replace one of its Claw attacks with a Fling New Ability: I Dreamed a Dream. While
attack, but only if it just successfully hit a Medium bloodied, the dragon can feel the dream realm
or smaller creature with a Bite attack on the same induced in creatures by the dragon’s Dream Breath.
turn. Then, the creature the dragon just bit is Creatures that have fallen unconscious due to
thrown up to 30 feet in a direction of the dragon’s the dragon’s Dream Breath within the past 24
choice, landing prone. If a thrown target strikes hours have disadvantage on saving throws against
a solid surface, the target takes 1d6 bludgeoning the dragon. In addition, magic cannot put the
damage for every 10 feet it was thrown. If the target dragon to sleep.
is thrown at another creature, that creature must Trigger Ability: Cornered. When first bloodied,
succeed on a DC 17 Dexterity saving throw or take the dragon can use its reaction to make a Claw
the same damage and be knocked prone. attack against a creature within range.
New Ability: I Dreamed a Dream. While
bloodied, the dragon can feel the dream realm MOONSTONE DRAGON WYRMLING
induced in creatures by the dragon’s Dream Breath. When bloodied at 19 HP, the moonstone dragon
Creatures that have fallen unconscious due to wyrmling has the following features.
the dragon’s Dream Breath within the past 24 Ability Recharge: Breath Weapon. When
hours have disadvantage on saving throws against first bloodied, the dragon’s Breath Weapon
the dragon. In addition, magic cannot put the ability is recharged.
dragon to sleep.
New Ability: I Dreamed a Dream. While
Trigger Ability: Cornered. When first bloodied, bloodied, the dragon can feel the dream realm
the dragon can use its reaction to make a Claw induced in creatures by the dragon’s Dream Breath.
attack against a creature within range. Creatures that have fallen unconscious due to
the dragon’s Dream Breath within the past 24
hours have disadvantage on saving throws against
the dragon. In addition, magic cannot put the
dragon to sleep.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
Trigger Ability: Cornered. When first bloodied,
the dragon can use its reaction to make a Claw
attack against a creature within range.

24 BLOODIED & BRUISED


no damage, isn’t knocked prone, and is pushed 5
SAPPHIRE DRAGONS feet out of the dragon‘s space into an unoccupied
ANCIENT SAPPHIRE DRAGON space of the creature’s choice. A creature that
When bloodied at 185 HP, the ancient sapphire cannot move or chooses not to move suffers the
dragon has the following features. consequences of a failed saving throw.
Trigger Ability: Cornered. When first bloodied,
Ability Recharge: Debilitating Breath. When
the dragon can use its reaction to make a Claw
first bloodied, the dragon’s Debilitating Breath
attack against a creature within range.
ability is recharged.
Ability Recharge: Legendary Actions. When ADULT SAPPHIRE DRAGON
first bloodied, the dragon regains all expended uses When bloodied at 112 HP, the adult sapphire
of its legendary actions. dragon has the following features.
New Ability: Battle Presence. While bloodied, Ability Recharge: Debilitating Breath. When
the dragon can take two reactions each round. first bloodied, the dragon’s Debilitating Breath
New Ability: Fling. While bloodied, the dragon ability is recharged.
can replace one of its Claw attacks with a Fling Ability Recharge: Legendary Actions. When
attack, but only if it just successfully hit a Large first bloodied, the dragon regains all expended uses
or smaller creature with a Bite attack on the same of its legendary actions.
turn. Then, the creature the dragon just bit is
New Ability: Battle Presence. While bloodied,
thrown up to 30 feet in a direction of the dragon’s
the dragon can take two reactions each round.
choice, landing prone. If a thrown target strikes
a solid surface, the target takes 1d6 bludgeoning New Ability: Fling. While bloodied, the dragon
damage for every 10 feet it was thrown. If the target can replace one of its Claw attacks with a Fling
is thrown at another creature, that creature must attack, but only if it just successfully hit a Medium
succeed on a DC 19 Dexterity saving throw or take or smaller creature with a Bite attack on the same
the same damage and be knocked prone. turn. Then, the creature the dragon just bit is
thrown up to 30 feet in a direction of the dragon’s
New Ability: Heavy Step. While bloodied, if the
choice, landing prone. If a thrown target strikes
dragon moves at least 20 feet and doesn’t leave the
a solid surface, the target takes 1d6 bludgeoning
ground, it can replace its Bite attack with a Heavy
damage for every 10 feet it was thrown. If the target
Step attack. While doing so, it can enter the spaces
is thrown at another creature, that creature must
of Large or smaller creatures. Whenever the dragon
succeed on a DC 17 Dexterity saving throw or take
enters a creature’s space, the creature must make a
the same damage and be knocked prone.
DC 18 Dexterity saving throw.
On a failed save, the creature takes 35 (10d6) Trigger Ability: Cornered. When first bloodied,
bludgeoning damage and is knocked prone. If the the dragon can use its reaction to make a Claw
dragon ends its turn in that space and the creature attack against a creature within range.
failed the save, the creature is grappled (escape DC
18) and restrained. On a success, the creature takes

FIZBAN’S TREASURY OF DRAGONS 25


YOUNG SAPPHIRE DRAGON SEA SERPENTS
When bloodied at 78 HP, the young sapphire
dragon has the following features. ANCIENT SEA SERPENT
When bloodied at 85 HP, the ancient sea serpent
Ability Recharge: Debilitating Breath. When has the following features.
first bloodied, the dragon’s Debilitating Breath
ability is recharged. Ability Recharge: Rime Breath. When
New Ability: Battle Presence. While bloodied, first bloodied, the sea serpent’s Rime Breath
the dragon can take two reactions each round. ability is recharged.
New Ability: Bite Back. While bloodied, if a Ability Recharge: Legendary Actions. When
creature misses the dragon with a melee attack, it first bloodied, the sea serpent regains all expended
can use its reaction to make a Bite attack against uses of its legendary actions.
the creature. Frailty: Worn Out. While bloodied, the
Trigger Ability: Cornered. When first bloodied, sea serpent’s speed is lowered by 10 feet (to a
the dragon can use its reaction to make a Claw minimum of 5 feet).
attack against a creature within range. New Ability: Thrash. As an action while
bloodied, the sea serpent can thrash a creature
SAPPHIRE DRAGON WYRMLING it has grappled, as long as the sea serpent is in
When bloodied at 22 HP, the sapphire dragon water. The grappled creature must make a DC 20
wyrmling has the following features. Strength saving throw. On a failure, it takes 22
Ability Recharge: Debilitating Breath. When (4d10) piercing damage and 22 (4d10) bludgeoning
first bloodied, the dragon’s Debilitating Breath damage, and the creature’s speed is halved until it
ability is recharged. finishes a long rest. On a success, the creature takes
half as much damage and its speed isn’t halved.
New Ability: Battle Presence. While bloodied,
the dragon can take two reactions each round. New Ability: Strong Grapple. While bloodied,
the sea serpent has advantage on attack rolls against
New Ability: Nimble Dodge. While bloodied,
creatures it has grappled.
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do YOUNG SEA SERPENT
so, the dragon must see the attacker. When bloodied at 61 HP, the young sea serpent has
the following features.
Ability Recharge: Rime Breath. When
first bloodied, the sea serpent’s Rime Breath
ability is recharged.
Frailty: Worn Out. While bloodied, the
sea serpent’s speed is lowered by 10 feet (to a
minimum of 5 feet).
New Ability: Thrash. As an action while
bloodied, the sea serpent can thrash a creature it
has grappled, as long as the sea serpent is in water.
The grappled creature must make a DC 15 Strength
saving throw. On a failure, it takes 18 (4d8) piercing
damage and 18 (4d8) bludgeoning damage, and
the creature’s speed is halved until it finishes a long
rest. On a success, the creature takes half as much
damage and its speed isn’t halved.

26 BLOODIED & BRUISED


space of the creature’s choice. A creature that
TOPAZ DRAGONS cannot move or chooses not to move suffers the
ANCIENT TOPAZ DRAGON consequences of a failed saving throw.
When bloodied at 140 HP, the ancient topaz New Ability: Siege Monster. While bloodied,
dragon has the following features. the dragon deals double damage to objects
and structures.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath Trigger Ability: Psychic Step Strike. When
ability is recharged. first bloodied, the dragon can use its Psychic Step
ability as a reaction. After using Psychic Step in this
Ability Recharge: Legendary Actions. When
way, it can immediately make an attack with its bite.
first bloodied, the dragon regains all expended uses
of its legendary actions. ADULT TOPAZ DRAGON
New Ability: Fling. While bloodied, the dragon When bloodied at 105 HP, the adult topaz dragon
can replace one of its Claw attacks with a Fling has the following features.
attack, but only if it just successfully hit a Large
Ability Recharge: Desiccating Breath. When
or smaller creature with a Bite attack on the same
first bloodied, the dragon’s Desiccating Breath
turn. Then, the creature the dragon just bit is
ability is recharged.
thrown up to 30 feet in a direction of the dragon’s
choice, landing prone. If a thrown target strikes Ability Recharge: Legendary Actions. When
a solid surface, the target takes 1d6 bludgeoning first bloodied, the dragon regains all expended uses
damage for every 10 feet it was thrown. If the target of its legendary actions.
is thrown at another creature, that creature must New Ability: Fling. While bloodied, the dragon
succeed on a DC 19 Dexterity saving throw or take can replace one of its Claw attacks with a Fling
the same damage and be knocked prone. attack, but only if it just successfully hit a Medium
New Ability: Heavy Step. While bloodied, if the or smaller creature with a Bite attack on the same
dragon moves at least 20 feet and doesn’t leave the turn. Then, the creature the dragon just bit is
ground, it can replace its Bite attack with a Heavy thrown up to 30 feet in a direction of the dragon’s
Step attack. While doing so, it can enter the spaces choice, landing prone. If a thrown target strikes
of Large or smaller creatures. Whenever the dragon a solid surface, the target takes 1d6 bludgeoning
enters a creature’s space, the creature must make a damage for every 10 feet it was thrown. If the target
DC 18 Dexterity saving throw. is thrown at another creature, that creature must
On a failed save, the creature takes 35 (10d6) succeed on a DC 17 Dexterity saving throw or take
bludgeoning damage and is knocked prone. If the the same damage and be knocked prone.
dragon ends its turn in that space and the creature New Ability: Siege Monster. While bloodied,
failed the save, the creature is grappled (escape DC the dragon deals double damage to objects
18) and restrained. On a success, the creature takes and structures.
no damage, isn’t knocked prone, and is pushed 5 Trigger Ability: Psychic Step Strike. When
feet out of the dragon‘s space into an unoccupied first bloodied, the dragon can use its Psychic Step
ability as a reaction. After using Psychic Step in this
way, it can immediately make an attack with its bite.

FIZBAN’S TREASURY OF DRAGONS 27


YOUNG TOPAZ DRAGON
When bloodied at 63 HP, the young topaz dragon
has the following features.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath
ability is recharged.
New Ability: Bite Back. While bloodied, if a
creature misses the dragon with a melee attack, it
can use its reaction to make a Bite attack against
the creature.
New Ability: Siege Monster. While bloodied,
the dragon deals double damage to objects
and structures.
Trigger Ability: Spellcasting. When first
bloodied, the dragon can use its reaction to cast a
spell that normally costs an action to cast.

TOPAZ DRAGON WYRMLING


When bloodied at 16 HP, the topaz dragon
wyrmling has the following features.
Ability Recharge: Desiccating Breath. When
first bloodied, the dragon’s Desiccating Breath
ability is recharged.
New Ability: Nimble Dodge. While bloodied,
the dragon can use its reaction to add 2 to its AC
against one weapon attack that would hit it. To do
so, the dragon must see the attacker.
New Ability: Siege Monster. While bloodied,
the dragon deals double damage to objects
and structures.
Trigger Ability: Fly Away. When first bloodied,
the dragon can use its reaction to fly up to 15 feet
away without provoking opportunity attacks.

28 BLOODIED & BRUISED

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