Friday, July 14, 2017

Creature Loot: D is for Dragons (and a few others) Part 1

Not a dragon
Holy smokes, folks. I really didn't anticipate there being so much dragon stuff... but I mean it is in the name of the game. Today we'll go up through the Chromatic dragons, with a few other monsters to whet our non-dragon appetites. If you're as lost as a hobbit in a treasure hoard, check out my explanation here.

Dinosaurs

Allosaurus (2) – beast (nature)
  • 1 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools into the equivalent of studded leather armor or a chain shirt.
  • 1d4 Dinosaur Claw: Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.

Ankylosaurus (3) – beast (nature)
  • 2 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools into the equivalent of studded leather armor or a chain shirt.
  • 1 Knobbed Tail: No immediate use. Can be carefully crafted (smith’s tools) into a Flail or Greatclub.

Plesiosaurus (2) – beast (nature)
  • 1 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools) into the equivalent of studded leather armor or a chain shirt.
  • 1 Plesiosaurus Bladder: Acts as a balloon. Can be crafted (leatherworker’s tools) into a waterskin.

Triceratops (5) – beast (nature)
  • 2 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools into the equivalent of studded leather armor or a chain shirt.
  • 3 Triceratops Horns: No immediate use. Can be carefully crafted (smith’s tools) into a Lance, Pike, or War Pick.

Pteranodon (1/4) – beast (nature)
  • 1d2 Tattered Wings: No immediate use. Can be carefully crafted (leatherworker’s tools) into hide armor or leather armor.

Tyrannosaurus Rex (8) – beast (nature)
  • 3 Dinosaur Hide: Acts as a blanket. Can be carefully crafted (leatherworker’s tools into the equivalent of studded leather armor or a chain shirt.
  • 2d4 Dinosaur Claw: Acts as a sickle. Can be crafted (smith’s tools) into a handaxe.
  • 2d10 Tyrannosaurus Teeth: Acts as a dagger.
  • 1 Tyrannosaurus Skull: No immediate use. Can be mastercrafted (smith’s tools) into the equivalent of Half Plate armor that grants +2 on Charisma (Intimidation) checks.

Displacer Beast (3) – monstrosity (nature)
  • 1d2 Displacer Beast Tentacles: Acts as a whip. 10 can be mastercrafted (leatherworker’s tools) into a cloak of displacement.
  • 1 Displacer Beast Hide: No immediate use. Can replace 4 Displacer Beast Tentacles when crafting a Cloak of Displacement.
  • 1d6 Displacer Beast Paws: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that can cast Silent Image once per day.

http://elvandia.deviantart.com/
Also not a dragon

Doppelganger (3) – monstrosity (nature)
  • 2 Lumps of Doppelganger Flesh: If applied to a missing hand or foot, it becomes a working replica of the missing appendage, though it never grafts to the rest of the body, so attaching it in some way is required. 2 lumps can form an arm, 3 lumps can form a leg. It cannot replicate more complex organs such as eyes or tongues.
  • 1 Doppelganger Brain: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Mind Reading.

Dracolich (+1 from dragon) – undead (religion)
  • 1 Phylactery: This item is not found with the Dracolich unless the check made to loot the body was a 30 or higher. No immediate use. If not destroyed, the Dracolich reforms the moment the phylactery touches the corpse of another dragon.
Additionally, the following items are no longer found with the dragon: Hide, Heart, Eyes, Scales, Spines, Frills, Fins. They are each replaced by the following item:
  • Dracolich Bone: No immediate use. 100 of these can be mastercrafted (alchemist’s supplies and transmutation) by a spellcaster to create a Potion of Lichdom. When drunk, the user is instantly killed and their soul is destroyed, unless it has been removed via a specially prepared Imprisonment spell with a Phylactery as the material component. If it has, roll 1d20. On a 20, the user is revived as a Lich. Their alignment becomes evil, if it wasn’t already, and they may become an NPC under the DM’s control.

Shadow Dragon (+3 from Dragon) – dragon (nature)
  • 3 Motes of Shadow: No immediate use. Can be mastercrafted (alchemist’s supplies) into a Potion of Shadow (grants resistance to damage that isn’t force, fire, or radiant for one hour, as long as the user is in dim light or darkness).
Additionally, any damage type, resistance, vulnerability, or immunity granted by an item from the dragon is changed to Necrotic

Black Dragon
Hey! It's a dragon!
Ancient Black Dragon (21) – dragon (nature)
  • 1 Ancient Black 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 Black 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 Black Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 3d4 Black 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 Black 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 attack the first thing it sees, fighting until dead.
  • 5 Strips of Black 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 Black 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 Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient Black 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 Black Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 67 (15d8) acid damage on a failed save, or half as much on a success).
  • 3d10 Black 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.
  • 2 Ancient Black Dragon Horns: Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical greataxe +3 whose wielder can cast Darkness as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Evil Lizardfolk or Kobold Slaves
  • In Lair: 1d10 – 7 Black Dragon Eggs

Adult Black Dragon (14) – dragon (nature)
  • 1 Adult Black 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 Black 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 Black Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 2d4 Black 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 Black 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 attack the first thing it sees, fighting until dead.
  • 2 Strips of Black 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.
  • 2d10 Black 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.
  • 2 Adult Black Dragon Horns: Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical greataxe +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Evil Lizardfolk or Kobold Slaves

Young Black Dragon (7) – dragon (nature)
  • 2 Black 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 Black Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Acid Immunity (grants immunity to acid damage for 1 hour).
  • 1d4 Black 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 Black 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 attack the first thing it sees, fighting until dead.
  • 1 Strip of Black 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.
  • 1d10 Black 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: 1d20 Evil Lizardfolk or Kobold Slaves

Black Dragon Wyrmling (2) – dragon (nature)
  • 1d4 Black 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 Black 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

Blue Dragon

The captions might be a little lame for this article

Ancient Blue Dragon (23) – dragon (nature)
  • 1 Ancient Blue 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 Blue 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 Blue Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 4d4 Blue 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 Blue 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 attack the first thing it sees, fighting until dead.
  • 5 Strips of Blue 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 Blue 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 Evil if it wasn’t already, and they may become an NPC under the DM’s control.
  • 1 Ancient Blue 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 Blue 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).
  • 3d10 Blue 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.
  • 1 Ancient Blue Dragon Horn: Acts as a magical club +3. Can be mastercrafted (smith’s tools) into a magical war pick +3 whose wielder can cast Call Lightning (save DC 17) as an action once per day.
  • 2 Blue 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 Suggestion (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Humanoid Artisan Slaves and various monstrous minions
  • In Lair: 1d10 – 7 Blue Dragon Eggs

Adult Blue Dragon (16) – dragon (nature)
  • 1 Adult Blue 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 Blue 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 Blue Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 3d4 Blue 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 Blue 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 attack the first thing it sees, fighting until dead.
  • 2 Strips of Blue 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 Blue 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.
  • 1 Adult Blue Dragon Horn: Acts as a magical club +2. Can be mastercrafted (smith’s tools) into a magical war pick +2.
  • 2 Blue 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 Suggestion (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Humanoid Artisan Slaves and various monstrous minions

Young Blue Dragon (9) – dragon (nature)
  • 2 Blue 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 Blue Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Lightning Immunity (grants immunity to lightning damage for 1 hour).
  • 2d4 Blue 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 Blue 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 attack the first thing it sees, fighting until dead.
  • 1 Strip of Blue 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 Blue 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 Blue 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 Suggestion (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: 1d20 Humanoid Artisan Slaves and various monstrous minions

Blue Dragon Wyrmling (3) – dragon (nature)
  • 2d4 Blue 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 Blue 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

Green Dragon
But I mean, how many jokes can you make about dragons?
Ancient Green Dragon (22) – dragon (nature)
  • 1 Ancient Green 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 Green Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison 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 Green Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 3d4 Green Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 2d10 Green Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) poison 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 poison damage. The warrior will attack the first thing it sees, fighting until dead.
  • 5 Strips of Green 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 Green 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 poison damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Lawful Evil if it wasn’t already, and they may become an NPC under the DM’s control.
  • 1 Ancient Green Dragon Poison Lung: Difficult to handle, deals 9 (2d8) poison damage per round to any organic material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Green Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much on a success).
  • 3d10 Green Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 3 Green Dragon Spines: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 1d20 Elven Slaves and 4d20 various monstrous minions
  • In Lair: 1d10 – 7 Green Dragon Eggs

Adult Green Dragon (15) – dragon (nature)
  • 1 Adult Green 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 Green Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison 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 Green Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 3d4 Green Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 2d10 Green Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) poison 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 poison damage. The warrior will attack the first thing it sees, fighting until dead.
  • 2 Strips of Green 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.
  • 2d10 Green Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 2 Green Dragon Spines: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair:  Treasure Hoard 17+
  • In Lair: 1d10 Elven Slaves and 3d20 various monstrous minions

Young Green Dragon (8) – dragon (nature)
  • 2 Green Dragon Wing: Acts as a blanket. Can be mastercrafted (leatherworker’s tools) into a cloak that requires attunement, and grants its wearer resistance to poison 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 Green Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Poison Immunity (grants immunity to poison damage for 1 hour).
  • 1d4 Green Dragon Claws: Acts as a magical dagger that deals an additional 4 (1d8) poison damage on a hit. 6 of these can be mastercrafted (smith’s tools) into a magical greatsword that deals an additional 13 (3d8) poison damage on a hit. This poison damage ignores poison resistance, but not immunity.
  • 1d10 Green Dragon Fangs: Acts as a magical Shortsword that deals an additional 4 (1d8) poison 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 poison damage. The warrior will attack the first thing it sees, fighting until dead.
  • 1 Strip of Green 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.
  • 1d10 Green Dragon Scales: No immediate use. 25 of these can be mastercrafted (smith’s tools) into a shield that grants resistance to poison damage while in use.
  • 1 Green Dragon Spine: Acts as a magical dagger +1. 3 of these can be mastercrafted (smith’s tools) into a magical shortsword +3 whose wielder can cast Plant Growth as an action once per day.
  • In Lair:  Treasure Hoard 11-16
  • In Lair: 1d4 Elven Slaves and 1d20 various monstrous minions

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

Red Dragon
Most of them have already been printed on cheap t-shirts from Etsy
Ancient Red Dragon (24) – dragon (nature)
  • 1 Ancient Red 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 Red 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 Red Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 3d4 Red 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 Red 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 attack the first thing it sees, fighting until dead.
  • 5 Strips of Red 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 Red 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 Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient Red Dragon Fire Sac: Difficult to handle, deals 9 (2d8) fire damage per round to any organic or metal material in contact with it. Can be mastercrafted (alchemist’s supplies) into a Red Dragon’s Bane Poison (if ingested, a creature must make a DC 24 Constitution saving throw, taking 91 (26d6) fire damage on a failed save, or half as much on a success).
  • 4d10 Red 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 Ancient Red Dragon Horns: Acts as a magical club +3. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +3 whose wielder can cast Fireball (save DC 17) as an action once per day.
  • 2 Red 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 Fear (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: 3 Treasure Hoard 17+
  • In Lair: 3d20 Humanoid slaves
  • In Lair: 1d10 – 7 Red Dragon Eggs

Adult Red Dragon (17) – dragon (nature)
  • 1 Adult Red 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, 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 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 Red 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 Red Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 2d4 Red 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 Red 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 attack the first thing it sees, fighting until dead.
  • 2 Strips of Red 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 Red 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 Adult Red Dragon Horns: Acts as a magical club +2. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +2.
  • 2 Red 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 Fear (save DC 20) once per day, however, the target of the spell must have the Dragon tag.
  • In Lair: Treasure Hoard 17+
  • In Lair: 1d20 Humanoid slaves

Young Red Dragon (10) – dragon (nature)
  • 2 Red 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 Red Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Fire Immunity (grants immunity to fire damage for 1 hour).
  • 2d4 Red 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 Red 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 attack the first thing it sees, fighting until dead.
  • 1 Strip of Red 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.
  • 2d10 Red 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 Red Dragon Horns: Acts as a magical club +1. 2 of these can be mastercrafted (smith’s tools) into a magical greatsword +1.
  • In Lair: Treasure Hoard 11-16
  • In Lair: 1d10 Humanoid slaves

Red Dragon Wyrmling (4) – dragon (nature)
  • 2d4 Red 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 Red 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
  • In Lair: 1d4 Humanoid slaves

White Dragon
But I suppose a running commentary on Dragon-related humor is no substitue for content
Ancient White Dragon (20) – dragon (nature)
  • 1 Ancient White 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, 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 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 White 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 White Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 3d4 White 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 White 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 attack the first thing it sees, fighting until dead.
  • 5 Strips of White 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 and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 1 Ancient White 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 cold damage, a flying speed equal to their walking speed, and darkvision out to 120 feet. Additionally, the creature’s alignment becomes Chaotic Evil if it wasn’t already, and they become an NPC under the DM’s control.
  • 1 Ancient White 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 White Dragon’s Bane Poison (if ingested, a creature must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much on a success).
  • 3d10 White 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.
  • 1 Ancient White Dragon Frond: Acts as a magical handaxe +3. Can be mastercrafted (smith’s tools) into a magical glaive +3 whose wielder can cast Sleet Storm (save DC 17) as an action once per day.
  • In Lair: 2 Treasure Hoard 17+
  • In Lair: 5d20 Monster Corpse Trophies
  • In Lair: 1d10 – 7 White Dragon Eggs

Adult White Dragon (13) – dragon (nature)
  • 1 Adult White Dragon Skull: If a creature with at least 13 Strength lifts the skull above their head as an action, each creature within 120 feet of the skull must make a DC 14 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 14 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 White 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 White Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 2d4 White 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.
  • d10 White 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 attack the first thing it sees, fighting until dead.
  • 2 Strips of White 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 and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 2d10 White 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.
  • 1 Adult White Dragon Frond: Acts as a magical handaxe +2. Can be mastercrafted (smith’s tools) into a magical glaive +2.
  • In Lair: Treasure Hoard 17+
  • In Lair: 3d20 Monster Corpse Trophies

Young White Dragon (6) – dragon (nature)
  • 1d22 White 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 White Dragon Tail: Acts as a magical whip +1. Can be mastercrafted (alchemist’s supplies) into a Potion of Cold Immunity (grants immunity to cold damage for 1 hour).
  • 1d4 White 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 White 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 attack the first thing it sees, fighting until dead.
  • 1 Strip of White 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 and the ability to move through difficult terrain composed of ice and snow without expending extra movement.
  • 1d10 White 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 11-16
  • In Lair: 1d20 Monster Corpse Trophies

White Dragon Wyrmling (2) – dragon (nature)
  • 1d4 White 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 White 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

I wanted to go for the feeling that if you manage to kill one of these dragons, you've got the resources to outfit the entire party in sick-looking dragon gear.

Next week we'll finish up the second half of the Dragons and the rest of the D's (finally!!)
So I guess, sorry for Dragon ya down! Badum Tish!
Thanks for reading!

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