Friday, July 21, 2017

Creature Loot: D is for Dragons (and a few others) Part 2

rhalath.deviantart.com
Okay, this week, I'll do some dragon puns...
Whew! Finally got through the D's. After this, you can definitely expect a little more variety. If you've failed your Wisdom save, you can find out what's been going on here.
 

Brass Dragon


Dragons learn at a young age how to tip the scales in their favor
Ancient Brass Dragon (20) – dragon (nature)
  • 1 Ancient Brass Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make 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 or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make 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 or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1 Ancient Brass Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Brass Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Brass Dragon’s Bane Poison (if ingested, a creature must make a DC 21 Constitution saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Brass Dragon Sleep Salve: When applied to the skin of a creature, the creature must make a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Ancient Brass Dragon Frill: Acts as a magical sling +3. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +3 whose wielder can cast Gust of Wind (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Talkative Humanoid Servants
  • In Lair: 1d10 – 7 Brass Dragon Eggs

Adult Brass Dragon (13) – dragon (nature)
  • 1 Adult Brass Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Brass Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 2d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1 Adult Brass Dragon Frill: Acts as a magical sling +2. Can be mastercrafted (smith’s tools) into a magical heavy crossbow +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Talkative Humanoid Servants

Young Brass Dragon (6) – dragon (nature)
  • 1d2 Brass Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Brass Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 1d4 Brass Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Brass Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Brass Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a burrow speed of 30 feet.
  • 1d10 Brass Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Talkative Humanoid Servants

Wyrmling Brass Dragon (1) – dragon (nature)
  • 1d10 Brass Dragon Scales: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • In Lair: Treasure Hoard 5-10

Bronze Dragon

Most dragons just end up winging it
Ancient Bronze Dragon (22) – dragon (nature)
  • 1 Ancient Bronze Dragon Skull: If a creature with at least 19 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 3d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Bronze Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to lightning damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Bronze Dragon Lightning Organ: Difficult to handle, deals 9 (2d8) lightning damage per round to any organic material in contact with it or any metal object holding it. Can be mastercrafted (alchemist’s supplies) into a Bronze Dragon’s Bane Poison (if ingested, a creature must make a DC 23 Constitution saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Bronze Dragon Repulsion Salve: Can be thrown at a creature as an improvised weapon. On a hit, the vial breaks with a loud bang audible within 300 feet and the creature must make a DC 23 Strength saving throw or be pushed 60 feet away from the attacker. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Ancient Bronze Dragon Horns: Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +3 whose wielder can cast Thunderwave as a 3rd level spell (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Diplomatic Humanoid Servants
  • In Lair: 1d10 – 7 Bronze Dragon Eggs

Adult Bronze Dragon (15) – dragon (nature)
  • 1 Adult Bronze Dragon Skull: If a creature with at least 16 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 2d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 2d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 2 Adult Bronze Dragon Horns: Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Diplomatic Humanoid Servants

Young Bronze Dragon (8) – dragon (nature)
  • 2 Bronze Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to lightning damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Bronze Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Lightning Vulnerability (when ingested, imposes vulnerability to lightning damage for 1 hour. If the creature has resistance to lightning damage, it loses that resistance. Creatures immune to lightning damage are not affected).
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) lightning damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to lightning damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Bronze Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • 1d2 Bronze Dragon Horns: Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical warhammer +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Diplomatic Humanoid Servants

Wyrmling Bronze Dragon (2) – dragon (nature)
  • 1d4 Bronze Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) lightning damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) lightning damage on a hit. This lightning damage ignores lightning resistance, but not immunity.
  • 1d10 Bronze Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to lightning damage while in use.
  • In Lair: Treasure Hoard 5-10

Copper Dragon

What do you get when a dragon sneezes? Out of the way!
Ancient Copper Dragon (21) – dragon (nature)
  • 1 Ancient Copper Dragon Skull: If a creature with at least 18 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 3d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1 Ancient Copper Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to acid damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Copper Dragon Acid Pouch: Difficult to handle, deals 9 (2d8) acid damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Copper Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 63 (14d8) acid damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Copper Dragon Slowing Salve: When applied to the skin of a creature, the creature must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Ancient Copper Dragon Frond: Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical scimitar +3 whose wielder can cast Spike Growth (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Bardic Humanoid Servants
  • In Lair: 1d10 – 7 Copper Dragon Eggs

Adult Copper Dragon (14) – dragon (nature)
  • 1 Adult Copper Dragon Skull: If a creature with at least 15 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 2d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 2d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Copper Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 3d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • 1 Adult Copper Dragon Frond: Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical scimitar +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Bardic Humanoid Servants

Young Copper Dragon (7) – dragon (nature)
  • 2 Copper Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to acid damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Copper Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Acid Vulnerability (when ingested, imposes vulnerability to acid damage for 1 hour. If the creature has resistance to acid damage, it loses that resistance. Creatures immune to acid damage are not affected).
  • 1d4 Copper Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) acid damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) acid damage on a hit. This acid damage ignores acid resistance, but not immunity.
  • 1d10 Copper Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) acid damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to acid damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Copper Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a climb speed of 30 feet.
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Bardic Humanoid Servants

Wyrmling Copper Dragon (1) – dragon (nature)
  • 1d10 Copper Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to acid damage while in use.
  • In Lair: Treasure Hoard 5-10

Gold Dragon

If you mess with a dragon, you'll probably get fired!
Ancient Gold Dragon (24) – dragon (nature)
  • 1 Ancient Gold Dragon Skull: If a creature with at least 22 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 1 Ancient Gold Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Gold Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Gold Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 71 (13d10) fire damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Gold Dragon Weakening Salve: When applied to the skin of a creature, the creature must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 2d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d10 – 7 Gold Dragon Eggs

Adult Gold Dragon (17) – dragon (nature)
  • 1 Adult Gold Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 3d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Gold Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 3d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Gold Dragon Fins: Acts as a magical sling +1. 5 of these can be mastercrafted (smith’s tools) into a magical longbow +3 whose wielder can cast Banishment as an action once per day.
  • In Lair: Treasure Hoard 17+

Young Gold Dragon (10) – dragon (nature)
  • 2 Gold Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to fire damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Gold Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Fire Vulnerability (when ingested, imposes vulnerability to fire damage for 1 hour. If the creature has resistance to fire damage, it loses that resistance. Creatures immune to fire damage are not affected).
  • 2d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 1d10 Gold Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) fire damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to fire damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Gold Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • 1d2 Gold Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Geas (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16

Wyrmling Gold Dragon (3) – dragon (nature)
  • 1d4 Gold Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) fire damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) fire damage on a hit. This fire damage ignores fire resistance, but not immunity.
  • 2d10 Gold Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to fire damage while in use.
  • In Lair: Treasure Hoard 5-10

Silver Dragon

Sorry if these puns seemed to drag-on... I'm done now.
Ancient Silver Dragon (23) – dragon (nature)
  • 1 Ancient Silver Dragon Skull: If a creature with at least 20 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, chariot, throne, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 5 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1 Ancient Silver Dragon Heart: If a humanoid creature’s heart is removed or damaged in some way, the dragon’s heart can be placed in the wound. This saves the creature’s life, and confers the following benefits: The creature’s Strength, Constitution, and Charisma increase by 2, to a maximum of 22. The creature gains one use of the Legendary Resistance trait (once per day, if the creature fails a saving throw, it may choose to succeed instead). The creature gains immunity to fire damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Good if it wasn’t already, and they may become an NPC under the party’s control.
  • 1 Ancient Silver Dragon Ice Gland: Difficult to handle, deals 9 (2d8) cold damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Silver Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much on a success).
  • 1 Vial of Ancient Silver Dragon Paralyzing Salve: When applied to the skin of a creature, that creature must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Can be mastercrafted (alchemist’s supplies) into a Potion of Polymorph (allows the drinker to change shape as though they had cast the Polymorph spell).
  • 3d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1d4 Silver Dragon Fins: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Humanoid Servants from a single family
  • In Lair: 1d10 – 7 Silver Dragon Eggs

Adult Silver Dragon (16) – dragon (nature)
  • 1 Adult Silver Dragon Skull: If a creature with at least 17 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make 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 or the effect ends for it, the creature is immune to this effect for the next 24 hours. The skull can be mastercrafted (smith’s tools and woodcarver’s tools) into one of the following items: wall trophy, warhorse barding, helmet, shield, or a ship’s figurehead. The item has the following property: when a creature who is hostile to the current owner of the item is within 30 feet of the skull, they must make 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 or the effect ends for it, the creature is immune to this effect for the next 24 hours.
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 3d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 2d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 2 Strips of Silver Dragon Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 2d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • 1 Silver Dragon Fin: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical rapier +3 whose wielder can cast Fog Cloud as a 3rd level spell as an action once per day.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d12 Humanoid Servants from a single family

Young Silver Dragon (9) – dragon (nature)
  • 2 Silver Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to cold damage. Additionally, the wearer may fly up to 40 feet as part of their move action. Once this property is used, it cannot be used again until the next dawn.
  • 1 Silver Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Poison of Cold Vulnerability (when ingested, imposes vulnerability to cold damage for 1 hour. If the creature has resistance to cold damage, it loses that resistance. Creatures immune to cold damage are not affected).
  • 2d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) cold damage on a hit. If planted into fertile soil, after 1d10 days the tooth will grow into an armed humanoid warrior. The Warrior has the statistics of a Guard (MM pg. 347) except that its type is construct and it has immunity to cold damage. The warrior will obey a single command of the creature that planted it, following that command to the best of its ability until dead.
  • 1 Strip of Silver Dragon Hide: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a flying speed of 30 feet.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • 1d2 Silver Dragon Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Calm Emotions (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d8 Humanoid Servants from a single family

Wyrmling Silver Dragon (2) – dragon (nature)
  • 1d4 Silver Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) cold damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) cold damage on a hit. This cold damage ignores cold resistance, but not immunity.
  • 1d10 Silver Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to cold damage while in use.
  • In Lair: Treasure Hoard 5-10

Dragon Turtle (17) – dragon (nature)
  • 4d4 Dragon Turtle Claws: Acts as a magical dagger. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword.
  • 5 Strips of Dragon Turtle Hide: Acts as a blanket. Each can be mastercrafted (leatherworker’s tools) into the equivalent of one of the following: Studded Leather Armor +1, Scale Mail +1, or Splint armor +1. Additionally, the armor requires attunement, and grants the attuned creature a swim speed of 30 feet and the ability to breathe underwater.
  • 5 Dragon Turtle Shell Fragments: Acts as a shield. Each can be mastercrafted (smith’s tools) into the equivalent of one of the following: Breastplate +1, Half Plate +1, or Plate armor +1.
  • 1 Dragon Turtle Steam Organ: Difficult to handle, deals 9 (2d8) fire damage per round to any organic material in contact with it. Being underwater doesn’t grant resistance against this damage. Can be mastercrafted (transmutation) by a spellcaster into a Wind Fan. In addition to the item’s other properties, it may also cast Fog Cloud and Burning Hands (save DC 13). These both count towards the Fan’s cumulative uses.
  • 2 Dragon Turtle Eyes: When held, grants advantage on Charisma checks made to influence dragons. Each can be mastercrafted (jeweler’s tools) into an amulet that requires attunement. An attuned creature can cast Zone of Truth (save DC 20) once per day, however, the the spell must be centered on a creature with the Dragon tag.
  • In Lair: Treasure Hoard 17+


www.annestokes.com/
Looking for mature, silver-haired smart women. Lots of leg preferred.
Drider (6) – monstrosity (nature)
  • 1 Tattered Longsword
  • 1 Tattered Longbow
  • 2d4 Drider Legs: Acts as a Flail. Each can be crafted (alchemist’s supplies) into a Potion of Climbing.
  • 1 Drider Web Sac: When held, can cast Web three times before running dry.
  • 1 Drider Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Lolth’s layer in the Abyss instead of the intended destination.
  • 1d2 Drider Eyes: no immediate use. Can be crafted (alchemist’s supplies) into a Potion of Superior Darkvision (Darkvision to 120 ft. for 1 hour)
  • 1 Drider Spinneret: No immediate use. Can be crafted (calligrapher’s tools) into a pen that can automatically translate its writer’s intent into Abyssal, Elvish, or Undercommon.

Dryad (1) – fey (religion)
  • 1 Dryad Heart: When held, the holder can cast Druidcraft at will. If consumed, acts as a single berry from the Goodberry spell. Can be mastercrafted (alchemist’s supplies) into a Potion of Animal Friendship.

Duergar (1) – humanoid (survival)
  • 1 Tattered War Pick
  • 1d4 Tattered Javelins
  • 1 Tattered Scale Mail
  • 1 Tattered Shield
  • 1d8 Duergar Fingers: No immediate use. Acts as a trophy among Underdark hunters and adventurers.
  • 1 Duergar Head: Marks the holder as an enemy of the Duergar. Can be carefully crafted (alchemist’s supplies) into a Potion of Growth, or mastercrafted (alchemist’s supplies) into a Potion of Invisibility.

Hopefully all these dragons haven't gotten to your head. Next week, we'll go for the E's and F's.
You know what's coming...
Thanks for reading!

Wednesday, July 19, 2017

Rolling for Defense

www.joshhass.com/
I hope these buildings can make defense rolls against cannons
There are lots of ways to play D&D, and it's hard to say any one way is "right". Even steadfast traditions can be broken, usually in the form of some kind of alternate ruleset or Unearthed Arcana set.

I recently saw an Unearthed Arcana rule that would allow players to roll for defense. That intrigued me, partially because the first system I played in used that mechanic, but also because it could potentially undercut a growing concern at my table: clutter.

When playing D&D, there's a lot that goes on the table. Playmats, minis, books, character sheets, dice, snacks, computers, etc. Any chance to lower the amount of crap that sits around is good, especially when players have dice lined up on the table and only plan on using 25% of them.

With the Defense Roll mechanic, we could maintain the same number of rolls at the table (2 per attack) while eliminating damage dice - meaning each player would really only need 2d20 at any given time.

Additionally, this gives the players a chance to roll on the enemy's turn, and the DM a chance to roll on the player's turn. And because those rolls can occur simultaneously, it also cuts out the time requirement for damage rolls.

So, how could we implement such a ruleset?

Defense Rolls



https://sbraithwaite.deviantart.com/
Master of defensive maneuvers
The basic roll would be as follows:
Roll bonus = Dexterity Modifier + Armor Bonus + any other modifiers

Which means we'll need a new table to calculate armor bonuses.
  • Padded/Leather Armor: +1
  • Studded Leather Armor: +2
  • Hide Armor: +2, Dex limited to +2
  • Chain Shirt:  +3, Dex limited to +2
  • Scale Mail/Breastplate: +4, Dex limited to +2
  • Half Plate: +5, Dex limited to +2
  • Ring Mail: +4, Negates Dex Modifier
  • Chain mail: +6, Negates Dex Modifier
  • Splint: +7, Negates Dex Modifier
  • Plate: +8, Negates Dex Modifier
  • Shield: +2
The total bonus would be written in the AC section of the character sheet, and when rolling for defense, it could be simply added to a d20.

Another cool feature for this ruleset is the option of gaining advantage or disadvantage on your defense roll. This means an attack and defense roll could have advantage, disadvantage, or one of each. This means gaining the tactical upper hand on your opponent could give you a huge bonus! However, if you're on the receiving end of such a maneuver, your plate armor becomes essentially useless.

I think it would be a cool system to use for duels.

If you couldn't tell by the art I'm using for this article
Anyway, to get back to the clutter issue, we'll also need to get rid of all those other dice at the table. I would do this by simply taking the average damage of each weapon and adding the relevant modifier.

In case you didn't know, or haven't read DMG page 276, here is the average damage for each type of die:
  • d4: 2.5
  • d6: 3.5
  • d8: 4.5
  • d10: 5.5
  • d12: 6.5
  • d20: 10.5

And with that in mind, we can calculate the average damage for each weapon, rounding down of course.
  • Club: 2 damage
  • Dagger: 2 damage
  • Light Hammer: 2 damage
  • Sickle: 2 damage
  • Dart: 2 damage
  • Sling: 2 damage
  • Whip: 2 damage
  • Handaxe: 3 damage
  • Javelin: 3 damage
  • Mace: 3 damage
  • Shortbow: 3 damage
  • Scimitar: 3 damage
  • Shortsword: 3 damage
  • Hand Crossbow: 3 damage
  • Quarterstaff: 3 damage, or 4 damage with two hands
  • Spear: 3 damage, or 4 damage with two hands
  • Trident: 3 damage, or 4 damage with two hands
  • Greatclub: 4 damage
  • Light Crossbow: 4 damage
  • Flail: 4 damage
  • Morningstar: 4 damage
  • Rapier: 4 damage
  • War Pick: 4 damage
  • Longbow: 4 damage
  • Battleaxe: 4 damage, or 5 damage with two hands
  • Longsword: 4 damage, or 5 damage with two hands
  • Warhammer: 4 damage, or 5 damage with two hands
  • Glaive: 5 damage
  • Halberd: 5 damage
  • Pike: 5 damage
  • Heavy Crossbow: 5 damage
  • Greataxe: 6 damage
  • Lance: 6 damage
  • Greatsword: 7 damage
  • Maul: 7 damage

For other damage-dealing effects, such as spells, sneak attacks, and the like, the player will have to calculate the damage beforehand. However, this still saves time at the table! Knowing that a Fireball is 28 damage (with an additional 3.5 damage per higher spell level) is much faster than rolling * or more d6s.

Ready to fight offensively, defensively, and seductively
One rule you will likely want to include is that each damage source is rounded separately. A Magic missile does 9 damage (3 per dart), not 10 damage (3d4 + 3). A 5th-level Rogue's sneak attack with a dagger does 12 damage (2 + 10), not 13 damage (2.5 + 10.5). This will let the player simply write a number next to their spells/abilities and not have to worry about rounding half-numbers in the middle of combat.

Now, some players will argue that you're stealing that extra bit of damage from them. Mechanically, this actually doesn't make a huge difference. Hit Points and Damage in 5th Edition scale massively with player level, and a few half-points of damage here and there won't change that.

But the other thing you can add will probably convince your players to accept that loss: critical damage. In this system, a critical hit deals double damage. That means the ability score modifier is counted twice, granting an extra 3-5 points of damage on a crit. That should make up for the small discrepancy.

Also, if a player has the Brutal Critical feature (Barbarian) or the Savage Attacks feature (Half-Orc), they simply upgrade their critical hit modifier from x2 to x3. Yes, that means a 17th-level Half-Orc barbarian has a crit modifier of x6. Like I said, hit points and damage scale in a huge way in 5th edition.

Now, will I actually use this system? Perhaps. I think it would be good for a game involving swashbucklers, duelists, or sword masters, as getting that coveted attack with advantage while the enemy has disadvantage combo would mean the end of the fight.

However, I definitely will use it with larger groups, as the lack of damage rolls, simultaneous rolling, and lower levels of clutter would be ideal for such a group.

Thanks for reading!

Monday, July 17, 2017

Monday Recap: Fantasy Cops Co.

https://xkcd.com/904/
D&D in a nutshell
So, as I mentioned last week, D&D Beyond just released their random character generator. As soon as I saw that, I knew I would have to run a game with all-randomly generated characters. Because, you know, science.

So I got all my players signed up for the site, prepped an adventure, and we met up to make characters. Though there was a learning curve to the site, it was definitely a quick build session. Normally character building takes a few hours when I run a "Session 0", but with randomization it took about 45 minutes.

The most complex part was assigning spells and equipment. Fortunately, the D&D Beyond team said they are planning to experiment with different ways to implement those parts of the sheet, so I'm confident that the time we spent figuring out how to add equipment will go down. There were a few other bugs, but nothing that got too much in the way of the session.

The most interesting part of the game was the stats. I've often read that having low stats is a good chance for roleplaying, but because we normally roll 4d6-drop-lowest, I've never really had a group with a low-stat character. Well, except for Rolen from my Storm King's Thunder game. He has a 4 Strength, but it doesn't really come up much now that he got himself a Bag of Holding.

As expected, my players weren't really satisfied with their character's stats. They pushed back, especially those who didn't have great combat stats. But I insisted they use their random characters, especially since I knew the game wouldn't be combat heavy. I told them this ahead of time (because otherwise I don't think they would've played at all), but even then they pushed back.

However, by the end of the game, everyone had a great time, and their stats really did help make the game better.

D&D Beyond Randomizer: Fantasy Cops Co.


Cast of Characters
Jon: Dungeon Master
Megan: Abigail, human druid, fresh out of the forest and in love with the city's guard captain
Will: Mandel, dwarven bard, basically the Nickelback of bards, building his brand
Wade: Tystruma (Ty), dwarven barbarian, a really crappy fighter with great charisma who bluffs his way through life
Shannon: Violet, halfing fighter, a capable and intelligent warrior with the charisma of a frog
Makayla: Jazzmyn, human rogue, a fast-talking rogue who worships Olidammara, God of Revelry


http://elephantmarch.blogspot.com/
Not our party, but about as effective
In the aftermath of the Cult of Kam's ritual to summon their demonic master, the grandiose city of Garton is rebuilding and recuperating. The Lieutenant of Garton, City Watch leader and former adventurer Floris is trying to keep the city safe. However, Ahneria is a dangerous and magical world, and in order to deal with larger threats, Floris has adopted the policy of hiring adventurers of all stripes to keep the city safe.

(Each of the PCs had to have a reason to want to keep Garton safe. Many of them, being sort of misfits, were here because the city allowed them to be who they were. Ty and Jazzmyn were interested in helping people, Mandel and Violet felt like they bleonged in the city, and Abigail simply wanted to do anything to make Floris happy.)

That morning, Floris lined up all the adventurers in front of the Dethklok (a former clocktower now serving as the City Watch's base of operations. Yes, the players picked the name) and told them he had two jobs available. One was to find and eliminate the Bird-Faced Bandits, who had been terrorizing local merchants. The other was to clean the rats out of Mrs. Frisby's basement.

The Bandit job went to a group of adventurers that seemed extremely capable and "optimized". Grigor the human fighter, Eberk the dwarf cleric, Althaea the elven wizard, and Lindal the halfling rogue accepted the work. Meanwhile, the party that remained was given the task of hunting rats. Not dire rats, not swarms of rats, just plain old rats.

Abigail wasn't fazed, since she would do anything for Floris. Jazzmyn and Mandel thought the job was crappy, but at least they were getting paid. Ty, who had already dubbed himself "The Hero of Garton" declared there was no task too small for him. And Violet, with her low charisma, was completely ignored by everyone.

They went to the armory to obtain their city-issued gear. There, Gary the city watch accountant gave them what was leftover after the other adventurers had taken all the good stuff. They all got leather armor and nothing more powerful than shortswords. Jazzmyn asked if their was a rapier available, but there wasn't - although they could clearly see Lindal leaving with three rapiers stuck into his belt.

After strapping on their meager gear, Gary directed them to a pile of unused magic items. The watch had been collecting them due to the effects of a Wild Magic Sorcerer who had worked with them in the past, and the "DPS optimized" party wasn't interested.

After digging through, Mandel pulled out a Brassiere of Infinite Imps, which spawned a little baby impling every 10 minutes. Ty got a potion of Instant Intoxification, and Violet got a Potion of Permanent Levitation. Abigail got the Circlet of Inconsolable Weeping, and Jazzmyn pulled out the Panic Blade, which didn't do damage but caused those hit by it to flee.

The Potion of Instant Inebriation: crafted by the legendary wizard Jack of Daniels
The party followed Floris' directions to find Mrs. Frisby's home, where they were greeting by a kindly old lady who offered them a plate of cookies if they helped her. The group made their way down into the basement. Abigail lit a torch, and they saw rats go scattering under tables, behind boxes, and beneath doors.

Ty decided to place a pool of the instant intoxication potion of the cellar floor and let the rats drink it. The group went upstairs to wait for the rats to try it. Meanwhile, Violet, who still hadn't been noticed by anyone yet, added her permanent levitation potion to the mix.

When they returned to the basement, they found a drunk rat floating against the ceiling. Mandel cast Anmial Friendship on it, and tied a string to its tail, making a rat balloon. After killing a couple rats, the group lead the remaining rats out into the center of the room using their skills at animal handling. By the end of it, everyone except Jazzmyn had a rat balloon of their own.

Jazzmyn found a mysterious ring, which she took to Mrs. Frisby to inspect. It was apparently a Ring of First Impression, which allowed the wearer to give really good handshakes. Mrs. Frisby let them have it as thanks, as well as giving them a plate of cookies made from the finest Breaddington flour.

(At this point the players had a long discussion about the rules of the Permanent Levitation. Would the rats be able to float over Mt. Doom and drop the magic ring in? I said they would, but as Will pointed out, we had to factor in that the rats were also drunk)

Mrs. Frisby recommended the group go to the Burning Bush Tavern to celebrate. She also suggested they might be able to help the owner take care of a lowlife that had been hanging around his establishment, Skeevy Pete.

The party went to the Burning Bush and Ty, who had been saving up his gold, ordered drinks for everyone. Abigail got roped into a game of cards and immediately lost all of her money. Mandel decided to play onstage, and did surprisingly well. He managed to convince a lady in the crowd to buy his Brassiere of Infinite Imps, and was suddenly flush with gold. Which, of course, he immediately bet on a game of darts. Fortunately, he didn't take any losses.

Tavern is love, Tavern is life
Ty and Jazzmyn went to the owner to ask about Skeevy Pete. The owner, a portly and good-natured man named Venro, told them that the wrong sorts of people had been hanging around ever since a new tavern had opened up right across the street from him.

Curious, the adventurers inquired more. The new tavern was called Starbeex, and was run by an Aarakocra from the north. They offered drinks and Potions of Wakefulness at incredibly low prices, and were undercutting the business of merchants all over. Additionally, Venro believed they were behind the Bird-Faced Bandit attacks. Jazzmyn pointed out that this was a bit racist, assuming a bird race was behind the bird-faced bandits. Venro didn't seem to notice.

The party made their way (downtown, walking fast, faces passed, and I'm homebound) to Starbeex. Inside, they noticed how unusual of a tavern it was: it served no food except small snacks and desserts, but they had plenty of drink options. The entire place was very modern, with polished tone furnishings, nearly all of which were occupied by young authors and poets. There was a small stage, but it was reserved for a band called My Morning Waistcoat.

Behind the counter was the owner, a rooster-like aarakocra (as Shannon pointed out, this made him a baroosta) whose name was Gachi. The group asked Gachi a bunch of questions, but he seemed innocent. Gachi pointed out that he couldn't really address the rumors one way or another in public, since acknowledging them would make him look even guiltier. He had planned to simply wait out the storm until the Bird-Faced Bandits showed up. Even more suspiciously, they had never robbed Starbeex.

Unsatisfied, the group made their way to another bar, where Violet had a contact in the Garton royal spy network. They went to the Coldiron Inn, run by proprietor Griffin Coldiron, dwarf barkeep and high-level informant. Mandel played more music, and Abigail said hello to an awkward tiefling wizard at the bar.

Griffin was a good friend of Captain Floris. He let them know that the Bird-faced bandits were only hitting Merchant's Guild taverns, which meant that it was possible the taverns were colluding to drive Starbeex out of town. Griffin also knew that Venro kept really good records, so if they had a chance to look at his ledger, they might be able to figure out if a theft had really happened.

The group decided to go back to Dethklok first, though, to let Floris know they had completed the rat-killing quest (sort of). They showed him their rat balloons, and he just rolled his eyes.


benahles.com/ratballoon
I really wish this wasn't a real thing
As they were heading back to Venro's, Abigail saw a shadowy figure out of the corner of her eye: Skeevy Pete! They immediately gave chase, but he was just too skeevy to be stopped! Just before he ran out of sight, Ty tackled him and sat on him to keep him from moving.

The group questioned him, Jazzmyn using her Thieves' Cant to speak secretly with him. He admitted that he was behind the Bird-Faced Bandits, and Venro was paying him to organize them. The group couldn't really trust Skeevy Pete, though, so they went back to Dethklok to get a warrant to search Venro's tavern.

Floris decided that the group could search without a warrant, and sent Gary with them to look at Venro's ledger. On their way out, they passed the "minmax" party, who had murderhobo'd a bunch of Bird-Faced Bandits and not really discovered any information. Also, they were arguing bitterly among themselves, and Lindal was quite drunk.

The party showed back up at the Burning Bush, and Mandel created a distraction by playing horrible music on the stage. Venro stormed over to him and asked what he thought he was doing. Mandel claimed that Venro just didn't understand his art. Venro started beating up Mandel.

Meanwhile, the group snuck back into Venro's office and Gary took a look at his ledger. Sure enough, there were suspicious charges equal to the amount of "stolen" goods. They went back out into the tavern, where Venro had slapped Mandel unconscious for his insolence.

Venro agreed to go along with them, and they returned to Dethklok. In the face of the evidence mounted against him, Venro admitted he was behind the Bird-Faced bandits. Floris arrested him, but also decided that Starbeex should have to join the Merchant's Guild and charge reasonable prices for their wares. Mandel, a staunch capitalist, opposed this plan.

The successful heroes were paid, given proper equipment, and promised training to bring them up to competent levels. Meanwhile, the "optimized" party was told to sod off to some dungeon or something. There was much rejoicing.

(Epilogue)

A little while later, Abigail finally got the courage up to ask Guard captain Floris on a date. He looked over the skyline of Garton as the wind whipped his hair. "The city is my only true love." And she fell even harder for him.


http://artofjustaman.deviantart.com/
Dramatic hair flip activate!
I have to say, this was one of the most fun games I have ran. People played fast and loose, there was little concern for combat and skill optimization, and everyone had a great time just messing around in character.

D&D Beyond also proved quite functional for at-the-table use. The compendium of spells and equipment was nice, minus a few omissions (no arcane focus???), and the interface was usable enough for quick reference. I'm hoping future iterations improve on this.

Thanks for reading!