TEXT: Dragons!
  Dragons!
  Volume 2 – Metallic Dragons
  Volume 2 – Metallic Dragons
  Dragons 
  of 
  All 
  Ages: 
  From 
  Very 
  Young 
  to 
  Great 
  Wyrm
  Dragons 
  of 
  All 
  Ages: 
  From 
  Very 
  Young 
  to 
  Great 
  Wyrm
  for 
  Fifth 
  Edition 
  Dungeons 
  and 
  Dragons
  for 
  Fifth 
  Edition 
  Dungeons 
  and 
  Dragons 
  By 
  Tony 
  Petrecca
  By 
  Tony 
  Petrecca
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  2
  Dragons!
  Dragons!
  Volume 2 – Metallic Dragons
  Dragons of All Ages – from Very Young to Great Wyrm - for Fifth Edition Dungeons and Dragons
  Written by Tony Petrecca
   
  Cover 
  art 
  by 
   
  Joe 
  Calkins
  www.cerberusart.com 
   
  Some 
  artwork 
  copyright 
  Gerhard 
  Bahnsen, 
  used 
  with 
  permission. 
   www.outlandishstudios.com 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
  Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright [2016] by Anthony A Petrecca and published under the Community Content Agreement for
  Dungeon Masters Guild. 
   
  Adventure Template For OpenOffice/LibreOffice by Dale Robbins 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  3
  Table of Contents
  Prologue – Old Friends............................................................................................................................................4
  Introduction..............................................................................................................................................................4
  Brass Dragons..........................................................................................................................................................5
  Very Young Brass Dragon...................................................................................................................................5
  Juvenile Brass Dragon.........................................................................................................................................5
  Young Adult Brass Dragon..................................................................................................................................6
  Old Brass Dragon................................................................................................................................................7
  Wyrm Brass Dragon............................................................................................................................................8
  Great Wyrm Brass Dragon..................................................................................................................................9
  Bronze Dragons.....................................................................................................................................................10
  Very Young Bronze Dragon..............................................................................................................................10
  Juvenile Bronze Dragon....................................................................................................................................10
  Young Adult Bronze Dragon.............................................................................................................................11
  Old Bronze Dragon...........................................................................................................................................12
  Wyrm Bronze Dragon.......................................................................................................................................13
  Great Wyrm Bronze Dragon.............................................................................................................................14
  Copper Dragons.....................................................................................................................................................15
  Very Young Copper Dragon..............................................................................................................................15
  Juvenile Copper Dragon....................................................................................................................................15
  Young Adult Copper Dragon.............................................................................................................................16
  Old Copper Dragon...........................................................................................................................................17
  Wyrm Copper Dragon.......................................................................................................................................18
  Great Wyrm Copper Dragon.............................................................................................................................19
  Gold Dragons.........................................................................................................................................................20
  Very Young Gold Dragon..................................................................................................................................20
  Juvenile Gold Dragon.......................................................................................................................................20
  Young Adult Gold Dragon................................................................................................................................21
  Old Gold Dragon...............................................................................................................................................22
  Wyrm Gold Dragon...........................................................................................................................................23
  Great Wyrm Gold Dragon.................................................................................................................................24
  Silver Dragons.......................................................................................................................................................25
  Very Young Silver Dragon................................................................................................................................25
  Juvenile Silver Dragon......................................................................................................................................25
  Young Adult Silver Dragon...............................................................................................................................26
  Old Silver Dragon.............................................................................................................................................27
  Wyrm Silver Dragon.........................................................................................................................................28
  Great Wyrm Silver Dragon...............................................................................................................................29
  Epilogue – Daemons and Dragons.........................................................................................................................30
  
  Prologue – Old Friends
  It was barely an hour after sunrise, but Miitho couldn't resist 
  sampling just one more pint. Zephrym's Cloud, every 
  adventurer's favorite watering hole, had on tap some of the 
  finest ales and beers in the land. Zephrym's Finest was the 
  draft that Miitho was enjoying, and this sample was on the 
  house. The Dwarf Lord was buying four wagons full of spirits 
  from Zephrym, so Zephrym didn't begrudge a few pints.
  "Three new Mithril veins, Zephrym, discovered just last 
  month. THREE!" Miitho exclaimed, as the silver haired old inn 
  keep, who'd already heard this story twice the night before, 
  nodded and smiled politely.
  "Three new veins of Moradin's Glory. That's cause for 
  celebration, and greater cause for reward. The miners of 
  Greystone are the hardest workers a Lord could ask for, and 
  I'll be dammed if I don't let them know it!" he exclaimed as he 
  patted a keg.
  The two old friends watched as the last barrels were loaded 
  on to the wagons, and then Miitho prepared to depart.
  "Give me a ride to the edge of the north fields, would you? I've
  some business to attend to." Asked the inn keep, already 
  aware of the answer.
  "Of course! Hop aboard."
  The wagon master got the caravan rolling, and Miitho quietly 
  marveled at the early morning bustle in New Anthony. He 
  could remember a time not long ago when there was nothing 
  but a trading post and a small inn at the intersection of 
  Dragon's Flight Highway and the Silver Road. But now, thanks 
  to the savvy of Zephrym Anthony and his brewmaster wife 
  Carissa, a burgeoning trade town had bloomed. 
  "Adventurers," remarked Zephrym as they rode past a tired 
  but proud group making its way towards The Cloud. "They're 
  the key. Keep them coming back, with the riches they find, 
  and businesses will blossom."
  "And just how do you keep them coming back?" asked Miitho.
  "Give them more adventure! Carissa and I keep our ears open
  at the Inn, and stay well aware of what's happening in the 
  land. We share what we learn with the right groups... letting 
  them know about ogres stirring in the west, or hobgoblins 
  gathering to the north, or an ancient tomb of undead 
  discovered to the east. When we share such information with 
  the right groups of foolhardy folk they run off, risking life and 
  limb, and handle the problem, helping to keep the civilized 
  folk safe. And if... no, when... they return, bruised, battered, 
  and bloodied, they thank you for it and ask for more!"
  "Aye, I remember those days," the dwarf remarked, a 
  reminiscent twinkle in his eyes as he patted his war hammer 
  fondly, "But this dwarf's too old for that nonsense anymore."
  "Too fat and drunk too, I'd imagine," Zephrym joked. "Here we
  go, this should be far enough."
  Now at the Northern edge of the oat fields and well away 
  from any crowds Miitho signaled the caravan to stop. 
  "Do be careful Miitho," Zephrym stated rather ominously as 
  he climbed out of the wagon. "There's trouble brewing. I don't
  quite know what yet, but several different groups have 
  brought disturbing news. I'm off to investigate a bit of it 
  personally."
  "If trouble's afoot should you be leaving your inn?" Asked 
  Miitho.
  "Oh, I'm quite sure my customers can fend off any minor 
  trouble that might arise, and if its more trouble than a room 
  full of eager adventurers can deal with well... Carissa can 
  certainly handle herself."
  "Aye! That she can!" said the dwarf, as he watched his old 
  friend enlarge to the size of a house and take his true form, 
  his twenty-foot long tail almost nudging a wagon over as his 
  massive silver wings spread.
  "Take care my friend," said the Old Silver Dragon, a pleasing 
  smile on his noble face, "and may your new found Mithril 
  gleam like Bahamut!"
  The dragon took flight.
  Introduction
  “Though if you'
  re going to ask for dragons, well,
   you can'
  t go 
  wrong with a lady silver.
  …”
  — Sir Sprite Silverlocks,
   Bard
  Welcome again dragon lovers!  
  On the following pages you will find stat blocks for Very 
  Young, Juvenile, Young Adult, Old, Wyrm and Great 
  Wyrm dragons for each of the five metallic dragons.  No
  muss, no flavor, no fluff – nothing but clawing, biting, 
  breathing and wing buffeting crunch.  Enjoy!
  Dragon Age Categories
  Category
  Size
  Age Range
  Wyrmling
  Medium
  5 years or less
  Very Young
  Medium
  6-15 years
  Young
  Large
  16-25 years
  Juvenile
  Large
  26-50 years
  Young Adult
  Large
  51-100 years
  Adult
  Huge
  101-400 years
  Old
  Huge
  401-800 years
  Ancient
  Gargantuan
  801-1200 years
  Wyrm
  Gargantaun
  1201-1600 years
  Great Wyrm
  Gargantuan
  1601 or more
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  4
  
  Brass Dragons
  Very Young Brass Dragon
  Medium dragon, chaotic good
  Armor Class 16 (natural armor)
  Hit Points 52 (8d8+16)
  Speed 30 ft., burrow 15 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  10 (+0)
  15 (+2)
  11 (+0)
  11 (+0)
  14 (+2)
  Saving Throws Dex +2, Con +4, Wis +2, Cha +4
  Skills Perception +4, Stealth +2
  Damage Immunities fire
  Senses blindsight 20 ft., darkvision 90 ft., passive
  perception 14
  Languages Common, Draconic
  Challenge 3 (700 XP)
  Actions
  Multiattack. The dragon makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target.  Hit: 7 (1d10+2) piercing damage.
  Claw. Melee Weapon Attack: +4 to hit, one target.  
  Hit: 11 (2d6+4) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 30 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 13 Dexterity saving throw, taking
  28 (8d6) fire damage on a failed saving throw, or 
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  20-foot cone. Each creature in that area must 
  succeed on a DC 13 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it.
  Juvenile Brass Dragon
  Large dragon, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 95 (10d10+40)
  Speed 40 ft., burrow 20 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20(+5)
  10 (+0)
  19 (+4)
  12 (+1)
  11 (+0)
  15 (+2)
  Saving Throws Dex +3, Con +7, Wis +3, Cha +5
  Skills Perception +6, Stealth +3
  Damage Immunities fire
  Senses blindsight 40 ft., darkvision 120 ft., 
  passive perception 16 
  Languages Common, Draconic
  Challenge 8 (3,900 XP) 
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target.  Hit: 16 (2d10+5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, one target.  
  Hit: 12 (2d6+5) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 50 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 15 Dexterity saving throw, taking
  42 (12d6) fire damage on a failed saving throw, or 
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  40-foot cone. Each creature in that area must 
  succeed on a DC 15 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  5
  
  Young Adult Brass Dragon
  Large dragon, chaotic good
  Armor Class 18 (natural armor)
  Hit Points 138 (12d12+60)
  Speed 40 ft., burrow 30 ft., fly 80 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22(+6)
  10 (+0)
  20 (+5)
  13 (+1)
  12 (+1)
  16 (+3)
  Saving Throws Dex +4, Con +9, Wis +5, Cha +7
  Skills History +6, Perception +9, Persuasion +7, 
  Stealth +4
  Damage Immunities fire
  Senses blindsight 50 ft., darkvision 120 ft., 
  passive perception 19 
  Languages Common, Draconic
  Challenge 10 (5,900 XP)
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target.  Hit: 17 (2d10+6) piercing damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 
  feet., one target.  Hit: 13 (2d6+6) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target, Hit: 15 (2d8+6) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 15 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 60 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 16 Dexterity saving throw, taking
  45 (13d6) fire damage on a failed saving throw, or 
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  50-foot cone. Each creature in that area must 
  succeed on a DC 16 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 17 Dexterity saving 
  throw or take 13 (2d6+6) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  6
  
  Old Brass Dragon
  Huge dragon, chaotic good
  Armor Class 19 (natural armor)
  Hit Points 200 (16d12+96)
  Speed 40 ft., burrow 40 ft., fly 80 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25(+7)
  10 (+0)
  23 (+6)
  15 (+2)
  14 (+2)
  18 (+4)
  Saving Throws Dex +6, Con +12, Wis +8, Cha +10
  Skills History +8, Perception +14, Persuasion +10,
  Stealth +6
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 24 
  Languages Common, Draconic
  Challenge 17 (18,000 XP)
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+7) piercing damage.
  Claws. Melee Weapon Attack: +13 to hit, reach 5 
  feet., one target.  Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 
  ft., one target, Hit: 16 (2d8+7) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 60 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 20 Dexterity saving throw, taking
  49 (14d6) fire damage on a failed saving throw, or 
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  60-foot cone. Each creature in that area must 
  succeed on a DC 20 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 21 Dexterity saving 
  throw or take 14 (2d6+7) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  7
  
  Wyrm Brass Dragon
  Gargantuan dragon, chaotic good
  Armor Class 21 (natural armor)
  Hit Points 370 (20d20+160)
  Speed 40 ft., burrow 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28(+9)
  10 (+0)
  26 (+8)
  17 (+3)
  16(+3)
  20 (+5)
  Saving Throws Dex +7, Con +15, Wis +10, Cha 
  +12
  Skills History +10, Perception +17, Persuasion 
  +12, Stealth +7
  Damage Immunities fire
  Senses blindsight 90 ft., darkvision 120 ft., 
  passive perception 27 
  Languages Common, Draconic
  Challenge 22 (41,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
  one target.  Hit: 26 (3d10+9) piercing damage.
  Claws. Melee Weapon Attack: +16 to hit, reach 10 
  feet., one target.  Hit 20 (3d6+9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 
  ft., one target, Hit: 23 (3d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 120 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 22 Dexterity saving throw, taking
  88 (16d10) fire damage on a failed saving throw, or
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  120-foot cone. Each creature in that area must 
  succeed on a DC 22 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 24 Dexterity saving 
  throw or take 20 (3d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  8
  
  Great Wyrm Brass Dragon
  Gargantuan dragon, chaotic good
  Armor Class 23 (natural armor)
  Hit Points 429 (22d20+198)
  Speed 40 ft., burrow 40., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29(+9)
  10 (+0)
  28 (+9)
  18 (+4)
  18 (+4)
  22 (+6)
  Saving Throws Dex +8, Con +17, Wis +12, Cha 
  +14
  Skills History +12, Perception +20, Persuasion 
  +12, Stealth +8
  Damage Immunities fire
  Senses blindsight 120 ft., darkvision 120 ft., 
  passive perception 30 
  Languages Common, Draconic
  Challenge 25 (75,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
  one target.  Hit: 31 (4d10+9) piercing damage.
  Claws. Melee Weapon Attack: +17 to hit, reach 10 
  feet., one target.  Hit 23 (4d6+9) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 
  ft., one target, Hit: 27 (4d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 22 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 4-6) The dragon uses 
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 180 foot 
  line that is 5 feet wide. Each creature in that line 
  must make a DC 24 Dexterity saving throw, taking
  99 (18d10) fire damage on a failed saving throw, or
  half as much damage on a successful one.
  Sleep Breath. The dragon exhales sleep gas in a 
  180-foot cone. Each creature in that area must 
  succeed on a DC 24 Constitution saving throw or 
  fall unconscious for 1 minute. This effect ends for 
  a creature if the creature takes damage or 
  somebody uses an action to wake it
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 24 Dexterity saving 
  throw or take 23 (4d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  9
  
  Bronze Dragons
  Very Young Bronze Dragon
  Medium dragon, lawful good
  Armor Class 17 (natural armor)
  Hit Points 85 (10d8+30)
  Speed 30 ft., fly 60 ft., swim 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  17 (+3)
  13 (+1)
  12 (+1)
  16(+3)
  Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  Skills Perception +7, Stealth +3
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 60 ft., passive
  perception 17
  Languages Common, Draconic
  Challenge 5 (1,800 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Actions
  Multiattack. The dragon makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target.  Hit: 13 (1d10+4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, one target.  
  Hit: 11 (2d6+4) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 50 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  14 Dexterity saving throw, taking 44 (8d10) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 14 strength saving 
  throw. On a failed save the creature is pushed 30 
  feet away from the dragon.
  Juvenile Bronze Dragon
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10+80)
  Speed 40 ft., fly 80 ft., swim 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23(+6)
  10 (+0)
  20 (+5)
  14 (+2)
  13 (+1)
  17 (+3)
  Saving Throws Dex +4, Con +9, Wis +7, Cha +7
  Skills Insight +5, Perception +9, Stealth +4
  Damage Immunities lightning
  Senses blindsight 40 ft., darkvision 120 ft., 
  passive perception 19 
  Languages Common, Draconic
  Challenge 10 (5,900 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target.  Hit: 17 (2d10+6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, one target.
  Hit: 13 (2d6+6) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 70 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  16 Dexterity saving throw, taking 60 (11d10) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 16 strength saving 
  throw. On a failed save the creature is pushed 50 
  feet away from the dragon.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  10
  
  Young Adult Bronze Dragon
  Large dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 184 (16d12+80)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  21 (+5)
  15 (+2)
  14 (+2)
  18 (+4)
  Saving Throws Dex +4, Con +9, Wis +6, Cha +8
  Skills Insight +6, Perception +10, Stealth +4
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 22 
  Languages Common, Draconic
  Challenge 12 (8,400 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+7) piercing damage.
  Claws. Melee Weapon Attack: +11 to hit, reach 5 
  feet., one target.  Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack: +11 to hit, reach 15 
  ft., one target, Hit: 16 (2d8+7) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 16 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 80 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  18 Dexterity saving throw, taking 60 (11d10) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 18 strength saving 
  throw. On a failed save the creature is pushed 50 
  feet away from the dragon.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 19 Dexterity saving 
  throw or take 14 (2d6+7) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  11
  
  Old Bronze Dragon
  Huge dragon, lawful good
  Armor Class 20 (natural armor)
  Hit Points 338 (20d12+175)
  Speed 40 ft., fly 80 ft., swim 40 ft
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8)
  10 (+0)
  25 (+7)
  17 (+3)
  16 (+3)
  20 (+5)
  Saving Throws Dex +6, Con +13, Wis +9, Cha +11
  Skills Insight +9, Perception +15, Stealth +6
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 25 
  Languages Common, Draconic
  Challenge 18 (20,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target.  Hit: 19 (2d10+8) piercing damage.
  Claws. Melee Weapon Attack: +14 to hit, reach 5 
  feet., one target.  Hit: 15 (2d6+8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 
  ft., one target, Hit: 17 (2d8+8) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 18 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 90 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  21 Dexterity saving throw, taking 77 (14d10) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 21 strength saving 
  throw. On a failed save the creature is pushed 60 
  feet away from the dragon.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 22 Dexterity saving 
  throw or take 15 (2d6+8) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  12
  
  Wyrm Bronze Dragon
  Gargantuan dragon, lawful good
  Armor Class 23 (natural armor)
  Hit Points 507 (26d20+234)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  10 (+0)
  28 (+9)
  19 (+4)
  18 (+4)
  22 (+6)
  Saving Throws Dex +7, Con +16, Wis +11, Cha 
  +13
  Skills Insight +11, Perception +18, Stealth +7
  Damage Immunities lightning
  Senses blindsight 90 ft., darkvision 120 ft., 
  passive perception 28 
  Languages Common, Draconic
  Challenge 24 (62,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
  one target.  Hit: 31 (4d10+9) piercing damage.
  Claws. Melee Weapon Attack: +16 to hit, reach 10 
  feet., one target.  Hit 23 (4d6+9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 
  ft., one target, Hit: 27 (4d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 120 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  24 Dexterity saving throw, taking 117 (18d12) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 24 strength saving 
  throw. On a failed save the creature is pushed 90 
  feet away from the dragon.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 25 Dexterity saving 
  throw or take 23 (4d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  13
  
  Great Wyrm Bronze Dragon
  Gargantuan dragon, lawful good
  Armor Class 24 (natural armor)
  Hit Points 585 (30d20+270)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30(+10)
  10 (+0)
  29 (+9)
  20 (+4)
  19 (+4)
  24 (+7)
  Saving Throws Dex +8, Con +17, Wis +12, Cha 
  +15
  Skills Insight +12, Perception +20, Stealth +8
  Damage Immunities lightning
  Senses blindsight 120 ft., darkvision 120 ft., 
  passive perception 30 
  Languages Common, Draconic
  Challenge 27 (105,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft.,
  one target.  Hit: 43 (6d10+10) piercing damage.
  Claws. Melee Weapon Attack: +18 to hit, reach 10 
  feet., one target.  Hit 31 (6d6+10) slashing 
  damage.
  Tail. Melee Weapon Attack: +18 to hit, reach 20 
  ft., one target, Hit: 37 (6d8+10) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 22 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 4-6) The dragon uses 
  one of the following breath weapons.
  Lightning Breath (Recharge 5-6). The dragon 
  exhales lightning in a 180 foot line that is 5 feet 
  wide. Each creature in that line must make a DC 
  24 Dexterity saving throw, taking 143 (22d12) 
  lightning damage on a failed saving throw, or half 
  as much damage on a successful one.
  Repulsion Breath. The dragon exhales repulsion 
  energy in a 30-foot cone. Each creature in that 
  area must succeed on a DC 24 strength saving 
  throw. On a failed save the creature is pushed 120
  feet away from the dragon.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 25 Dexterity saving 
  throw or take 31 (6d6+10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up
  to half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  14
  
  Copper Dragons
  Very Young Copper Dragon
  Medium dragon, chaotic good
  Armor Class 16 (natural armor)
  Hit Points 78 (12d8+24)
  Speed 30 ft., climb 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  12 (+1)
  15 (+2)
  15 (+2)
  12 (+1)
  14 (+2)
  Saving Throws Dex +3, Con +5, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities acid
  Senses blindsight 20 ft., darkvision 60 ft., passive
  perception 17
  Languages Common, Draconic
  Challenge 4 (1,100 XP) 
  Actions
  Multiattack. The dragon makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target.  Hit: 9 (1d10+3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, one target.  
  Hit: 9 (2d6+3) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 30 foot
  line that is 5 feet wide. Each creature in that line 
  must make a DC 13 Dexterity saving throw, taking
  27 (6d8) acid damage on a failed saving throw, or 
  half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 20 
  foot cone. Each creature in that area must 
  succeed on a DC 13 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 on each of its
  turns, ending the effect with a successful save. 
  Juvenile Copper Dragon
  Large dragon, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 142 (15d10+60)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+4)
  12 (+1)
  18 (+4)
  16 (+3)
  13 (+1)
  15 (+2)
  Saving Throws Dex +5, Con +8, Wis +5, Cha +6
  Skills Deception +6, Perception +9, Stealth +4
  Damage Immunities acid
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 19 
  Languages Common, Draconic
  Challenge 9 (5,000 XP) 
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 
  one target.  Hit: 15 (2d10+4) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, one target.  
  Hit: 11 (2d6+4) slashing damage. 
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 50 foot
  line that is 5 feet wide. Each creature in that line 
  must make a DC 15 Dexterity saving throw, taking
  45 (10d8) acid damage on a failed saving throw, or
  half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 40 
  foot cone. Each creature in that area must 
  succeed on a DC 15 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 on each of its
  turns, ending the effect with a successful save.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  15
  
  Young Adult Copper Dragon
  Large dragon, chaotic good
  Armor Class 18 (natural armor)
  Hit Points 168 (16d10+80)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  12 (+1)
  20 (+5)
  17 (+3)
  14 (+2)
  16 (+3)
  Saving Throws Dex +5, Con +9, Wis +6, Cha +7
  Skills Deception +7, Perception +10, Stealth +5
  Damage Immunities acid
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 20 
  Languages Common, Draconic
  Challenge 11 (7,200 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target.  Hit: 17 (2d10+6) piercing damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 
  feet., one target.  Hit: 13 (2d6+6) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one target, Hit: 15 (2d8+6) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 15 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 60 foot
  line that is 5 feet wide. Each creature in that line 
  must make a DC 17 Dexterity saving throw, taking
  53 (11d8) acid damage on a failed saving throw, or
  half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 50 
  foot cone. Each creature in that area must 
  succeed on a DC 15 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 on each of its
  turns, ending the effect with a successful save.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 18 Dexterity saving 
  throw or take 13 (2d6+6) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  16
  
  Old Copper Dragon
  Huge dragon, chaotic good
  Armor Class 20 (natural armor)
  Hit Points 225 (18d12+108)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  12 (+1)
  23 (+6)
  19 (+4)
  16 (+3)
  18 (+4)
  Saving Throws Dex +7, Con +12, Wis +9, Cha +10
  Skills Deception +10, Perception +15, Stealth +7
  Damage Immunities poison
  Condition Immunities poisoned
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 25 
  Languages Common, Draconic
  Challenge 17 (18,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+7) piercing damage.
  Claws. Melee Weapon Attack: +13 to hit, reach 5 
  feet., one target.  Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 
  ft., one target, Hit: 16 (2d8+7) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 18 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 60 foot
  line that is 5 feet wide. Each creature in that line 
  must make a DC 20 Dexterity saving throw, taking
  59 (13d8) acid damage on a failed saving throw, or
  half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 60 
  foot cone. Each creature in that area must 
  succeed on a DC 20 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 on each of its
  turns, ending the effect with a successful save.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 21 Dexterity saving 
  throw or take 14 (2d6+7) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  17
  
  Wyrm Copper Dragon
  Gargantuan dragon, chaotic good
  Armor Class 22 (natural armor)
  Hit Points 444 (24d20+192)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28(+9)
  12 (+1)
  26 (+8)
  21 (+5)
  18 (+4)
  20 (+5)
  Saving Throws Dex +8, Con +15, Wis +11, Cha 
  +12
  Skills Deception +12, Perception +18, Stealth +8
  Damage Immunities acid 
  Senses blindsight 90 ft., darkvision 120 ft., 
  passive perception 28 
  Languages Common, Draconic
  Challenge 23 (50,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
  one target.  Hit: 31 (4d10+9) plus 14 (4d6) poison 
  damage.
  Claws. Melee Weapon Attack: +16 to hit, reach 10 
  feet., one target.  Hit 23 (4d6+9) slashing damage.
  Tail. Melee Weapon Attack: +16 to hit, reach 20 
  ft., one target, Hit: 27 (4d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 5-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 90 foot
  line that is 5 feet wide. Each creature in that line 
  must make a DC 23 Dexterity saving throw, taking
  110 (20d10) acid damage on a failed saving throw, 
  or half as much damage on a successful one.
  Slowing Breath. The dragon exhales gas in a 90 
  foot cone. Each creature in that area must 
  succeed on a DC 23 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 on each of its
  turns, ending the effect with a successful save.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 24 Dexterity saving 
  throw or take 23 (4d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
   
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  18
  
  Great Wyrm Copper Dragon
  Gargantuan dragon, chaotic good
  Armor Class 24 (natural armor)
  Hit Points 546 (28d20+252)
  Speed 40 ft., climb 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  12 (+1)
  28 (+9)
  22 (+6)
  20 (+5)
  22 (+6)
  Saving Throws Dex +9, Con +16, Wis +13, Cha 
  +14
  Skills Deception +14, Insight +13, Perception +21,
  Persuasion +14, Stealth +9
  Damage Immunities acid
  Senses blindsight 120 ft., darkvision 120 ft., 
  passive perception 31 
  Languages Common, Draconic
  Challenge 26 (90,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
  one target.  Hit: 31 (4d10+9) plus 27 (6d8) 
  lightning damage.
  Claws. Melee Weapon Attack: +17 to hit, reach 10 
  feet., one target.  Hit 23 (4d6+9) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 20 
  ft., one target, Hit: 27 (4d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapon (Recharge 4-6) The dragon uses 
  one of the following breath weapons.
  Acid Breath. The dragon exhales acid in a 120 
  foot line that is 5 feet wide. Each creature in that 
  line must make a DC 24 Dexterity saving throw, 
  taking 121 (22d10) acid damage on a failed saving 
  throw, or half as much damage on a successful 
  one.
  Slowing Breath. The dragon exhales gas in a 120
  foot cone. Each creature in that area must 
  succeed on a DC 24 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 on each of its
  turns, ending the effect with a successful save.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 25 Dexterity saving 
  throw or take 23 (4d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  19
  
  Gold Dragons
  Very Young Gold Dragon
  Medium dragon, lawful good
  Armor Class 17 (natural armor)
  Hit Points 119 (14d8+56)
  Speed 30 ft., fly 60 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  19 (+4)
  15 (+2)
  12 (+1)
  17 (+4)
  Saving Throws Dex +5, Con +7, Wis +4, Cha +7
  Skills Perception +7, Stealth +3
  Damage Immunities fire
  Senses blindsight 20 ft., darkvision 60 ft., passive
  perception 17
  Languages Common, Draconic
  Challenge 7 (2,900 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target.  Hit: 10 (1d10+5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, one target.  
  Hit: 12 (2d6+5) slashing damage. 
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 20 foot 
  cone. Each creature in that area must make a DC 
  15 Dexterity saving throw, taking 39 (7d10) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in a 
  20-foot cone. Each creature in that area must 
  succeed on a DC 15 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.
  Juvenile Gold Dragon
  Medium dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 207 (18d10+108)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+6)
  14 (+2)
  23 (+6)
  16 (+3)
  13 (+1)
  22 (+6)
  Saving Throws Dex +6, Con +10, Wis +5, Cha +10
  Skills Insight +5, Perception +9, Persuasion +10, 
  Stealth +4
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 19 
  Languages Common, Draconic
  Challenge 12 (8,400 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, one target.
  Hit: 14 (2d6+6) slashing damage. 
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 40 foot 
  cone. Each creature in that area must make a DC 
  18 Dexterity saving throw, taking 55 (12d10) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in a 
  40-foot cone. Each creature in that area must 
  succeed on a DC 18 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.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  20
  
  Young Adult Gold Dragon
  Large dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 225 (18d10+126)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26(+8)
  14 (+2)
  24 (+7)
  15(+2)
  14 (+2)
  23 (+6)
  Saving Throws Dex +7, Con +11, Wis +7, Cha +11
  Skills Insight +7, Perception +12, Persuasion +11,
  Stealth +5
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 22 
  Languages Common, Draconic
  Challenge 14 (11,500 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
  one target.  Hit: 19 (2d10+8) piercing damage.
  Claw. Melee Weapon Attack: +13 to hit, reach 5 
  feet., one target.  Hit: 15 (2d6+8) slashing damage.
  Tail. Melee Weapon Attack: +13 to hit, reach 15 
  ft., one target, Hit: 17 (2d8+8) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 50 foot 
  cone. Each creature in that area must make a DC 
  19 Dexterity saving throw, taking 55 (12d10) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in a 
  50-foot cone. Each creature in that area must 
  succeed on a DC 19 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.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 21 Dexterity saving 
  throw or take 15 (2d6+8) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  21
  
  Old Gold Dragon
  Huge dragon, lawful good
  Armor Class 21 (natural armor)
  Hit Points 363 (25d12+200)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  14 (+2)
  27 (+8)
  17 (+3)
  16 (+3)
  26 (+8)
  Saving Throws Dex +8, Con +14, Wis +8, Cha +12
  Skills Insight +9, Perception +15, Persuasion +14,
  Stealth +8
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 24 
  Languages Common, Draconic
  Challenge 20 (25,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target.  Hit: 20 (2d10+9) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 5 
  feet., one target.  Hit: 16 (2d6+9) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 15 
  ft., one target, Hit: 18 (2d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 22 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 60 foot 
  cone. Each creature in that area must make a DC 
  22 Dexterity saving throw, taking 55 (12d10) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in a 
  60-foot cone. Each creature in that area must 
  succeed on a DC 22 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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 24 Dexterity saving 
  throw or take 16 (2d6+9) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  22
  
  Wyrm Gold Dragon
  Gargantuan dragon, lawful good
  Armor Class 24 (natural armor)
  Hit Points 615 (30d20+300)
  Speed 40 ft., fly 120 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30(+10)
  14 (+2)
  30 (+10)
  20 (+5)
  18 (+4)
  29 (+9)
  Saving Throws Dex +10, Con +18, Wis +12, Cha 
  +17
  Skills Insight +12, Perception +20, Persuasion 
  +17, Stealth +8
  Damage Immunities fire
  Senses blindsight 90 ft., darkvision 120 ft., 
  passive perception 30 
  Languages Common, Draconic
  Challenge 27 (105,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft.,
  one target.  Hit: 32 (4d10+10) plus 18 (5d6) fire 
  damage.
  Claw. Melee Weapon Attack: +18 to hit, reach 10 
  feet., one target.  Hit: 24 (4d6+10) slashing 
  damage.
  Tail. Melee Weapon Attack: +19 to hit, reach 20 
  ft., one target, Hit: 28 (4d8+10) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 25 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a 120 foot 
  cone. Each creature in that area must make a DC 
  25 Dexterity saving throw, taking 117 (18d12) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in a 
  120-foot cone. Each creature in that area must 
  succeed on a DC 25 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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 26 Dexterity saving 
  throw or take 24 (4d6+10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up
  to half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  23
  
  Great Wyrm Gold Dragon
  Gargantuan dragon, lawful good
  Armor Class 26 (natural armor)
  Hit Points 697 (34d20+340)
  Speed 40 ft., fly 120 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30(+10)
  14 (+2)
  30 (+10)
  22 (+6)
  20 (+5)
  30 (+10)
  Saving Throws Dex +11, Con +19, Wis +14, Cha 
  +19
  Skills Insight +14, Perception +23, Persuasion 
  +19, Stealth +9
  Damage Immunities fire
  Senses blindsight 120 ft., darkvision 120 ft., 
  passive perception 33 
  Languages Common, Draconic
  Challenge 30 (155,000 XP) 
  Amphibious. The dragon can breathe air and 
  water.
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +19 to hit, reach 15 ft.,
  one target.  Hit: 43 (6d10+10) piercing damage.
  Claw. Melee Weapon Attack: +19 to hit, reach 10 
  feet., one target.  Hit: 31 (6d6+10) slashing 
  damage.
  Tail. Melee Weapon Attack: +19 to hit, reach 20 
  ft., one target, Hit: 37 (6d8+10) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 26 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 4-6) The dragon uses
  one of the following breath weapons.
  Fire Breath. The dragon exhales fire in a180-foot 
  cone. Each creature in that area must make a DC 
  26 Dexterity saving throw, taking 130 (20d12) fire 
  damage on a failed saving throw, or half as much 
  damage on a successful one.
  Weakening Breath. The dragon exhales gas in 
  a180-foot cone. Each creature in that area must 
  succeed on a DC 26 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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 27 Dexterity saving 
  throw or take 31 (6d6+10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up
  to half its fly speed.  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  24
  
  Silver Dragons
  Very Young Silver Dragon
  Medium dragon, lawful good
  Armor Class 17 (natural armor)
  Hit Points 102 (12d8+48)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  10 (+0)
  19 (+4)
  13 (+1)
  11 (+0)
  17 (+3)
  Saving Throws Dex +3, Con +8, Wis +3, Cha +6
  Skills Perception +6, Stealth +3
  Damage Immunities cold
  Senses blindsight 20 ft., darkvision 60 ft., passive
  perception 16
  Languages Common, Draconic
  Challenge 6 (2,300 XP) 
  Actions
  Multiattack. The dragon makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target.  Hit: 10 (1d10+5) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, one target.
  Hit: 12 (2d6+5) slashing damage. 
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  20 foot cone. Each creature in that area must 
  make a DC 15 Constitution saving throw, taking 
  36 (8d8) cold damage on a failed saving throw, or 
  half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 30-foot cone. Each creature in 
  that area must succeed on a DC 15 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.
  Juvenile Silver Dragon
  Large dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 184 (16d10+96)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  24 (+7)
  10 (+0)
  23 (+6)
  14 (+2)
  11 (+0)
  19 (+4)
  Saving Throws Dex +3, Con +8, Wis +3, Cha +4
  Skills Arcana +6, History +6, Perception +8, 
  Stealth +4
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 18 
  Languages Common, Draconic
  Challenge 11 (7,200 XP) 
  Actions
  Multiattack. The dragon makes three attacks: 
  one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+7) plus 4 (1d8) cold 
  damage.
  Claw. Melee Weapon Attack: +11 to hit, one target.
  Hit: 14 (2d6+7) slashing damage. 
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  40 foot cone. Each creature in that area must 
  make a DC 18 Constitution saving throw, taking 
  54 (12d8) cold damage on a failed saving throw, or
  half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 40-foot cone. Each creature in 
  that area must succeed on a DC 18 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.
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  25
  
  Young Adult Silver Dragon
  Large dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 225 (18d10+126)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  10 (+0)
  24 (+7)
  15 (+2)
  12 (+1)
  20 (+5)
  Saving Throws Dex +5, Con +12, Wis +6, Cha +10
  Skills Arcana +7, History +7, Perception +11, 
  Stealth +5
  Damage Immunities cold
  Senses blindsight 30 ft., darkvision 120 ft., 
  passive perception 21 
  Languages Common, Draconic
  Challenge 13 (10,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
  one target.  Hit: 18 (2d10+7) piercing damage.
  Claws. Melee Weapon Attack: +12 to hit, reach 5 
  feet., one target.  Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 
  ft., one target, Hit: 16 (2d8+7) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 16 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  50 foot cone. Each creature in that area must 
  make a DC 19 Constitution saving throw, taking 
  54 (12d8) cold damage on a failed saving throw, or
  half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 50-foot cone. Each creature in 
  that area must succeed on a DC 19 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.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 20  Dexterity saving
  throw or take 12 (2d6+5) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  26
  
  Old Silver Dragon
  Huge dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 363 (25d12+200)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  29 (+9)
  10 (+0)
  27 (+8)
  17 (+3)
  14 (+2)
  22 (+6)
  Saving Throws Dex +6, Con +14, Wis +8, Cha +14
  Skills Arcana +9, History +9, Perception +14, 
  Stealth +6
  Damage Immunities cold
  Senses blindsight 60 ft., darkvision 120 ft., 
  passive perception 24 
  Languages Common, Draconic
  Challenge 19 (22,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes three attacks: one with its
  bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target.  Hit: 20 (2d10+9) piercing damage.
  Claws. Melee Weapon Attack: +15 to hit, reach 5 
  feet., one target.  Hit: 16 (2d6+9) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 15 
  ft., one target, Hit: 18 (2d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  60 foot cone. Each creature in that area must 
  make a DC 22 Constitution saving throw, taking 
  63 (14d8) cold damage on a failed saving throw, or
  half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 60-foot cone. Each creature in 
  that area must succeed on a DC 22 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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 23 Dexterity saving 
  throw or take 14 (2d6+7) bludgeoning damage and
  be knocked prone. The dragon can then fly up to 
  half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  27
  
  Wyrm Silver Dragon
  Gargantuan dragon, lawful good
  Armor Class 23 (natural armor)
  Hit Points 546 (28d20+252)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  29 (+9)
  20 (+5)
  16 (+3)
  24 (+7)
  Saving Throws Dex +8, Con +17, Wis +11, Cha 
  +15
  Skills Arcana +13, History +13, Perception +19, 
  Stealth +8
  Damage Immunities cold
  Senses blindsight 90 ft., darkvision 120 ft., 
  passive perception 26 
  Languages Common, Draconic
  Challenge 26 (90,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft.,
  one target.  Hit: 27 (3d10+10) piercing damage.
  Claws. Melee Weapon Attack: +18 to hit, reach 10 
  feet., one target.  Hit 21 (3d6+10) slashing 
  damage.
  Tail. Melee Weapon Attack: +18 to hit, reach 20 
  ft., one target, Hit: 24 (3d8+10) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 22 Wisdom 
  saving throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end of 
  each of its turns, ending the effect on itself on a 
  success.  If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 5-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  120 foot cone. Each creature in that area must 
  make a DC 25 Constitution saving throw, taking 
  104 (16d12) cold damage on a failed saving throw, 
  or half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 120-foot cone. Each creature 
  in that area must succeed on a DC 25 
  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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 26 Dexterity saving 
  throw or take 21 (3d6+10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up
  to half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  28
  
  Great Wyrm Silver Dragon
  Gargantuan dragon, lawful good
  Armor Class 25 (natural armor)
  Hit Points 656 (32d20+320)
  Speed 50 ft., fly 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  10 (+0)
  30 (+10)
  22 (+6)
  18 (+4)
  26 (+8)
  Saving Throws Dex +8, Con +18, Wis +12, Cha 
  +16
  Skills Arcana +14, History +14, Perception +20, 
  Stealth +8
  Damage Immunities cold
  Senses blindsight 120 ft., darkvision 120 ft., 
  passive perception 30 
  Languages Common, Draconic
  Challenge 28 (120,000 XP) 
  Legendary Resistance (3/day). If the dragon fails
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful 
  Presence. It then makes four attacks: one with its 
  bite, two with its claws, and one with its tail.
  Bite. Melee Weapon Attack: +18 to hit, reach 15 ft.,
  one target.  Hit: 32 (4d10+10) piercing damage.
  Claws. Melee Weapon Attack: +18 to hit, reach 10 
  feet., one target.  Hit 24 (4d6+10) slashing 
  damage.
  Tail. Melee Weapon Attack: +18 to hit, reach 20 
  ft., one target, Hit: 28 (4d8+9) bludgeoning 
  damage.
  Frightful Presence. Each creature of the dragon's
  choice that is within 120 feet of the dragon and 
  aware of it must succeed on a DC 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 
  the dragon's Frightful Presence for the next 24 
  hours.
  Breath Weapons (Recharge 4-6) The dragon uses
  one of the following breath weapons.
  Cold Breath. The dragon exhales an icy blast in a
  120 foot cone. Each creature in that area must 
  make a DC 26 Constitution saving throw, taking 
  117 (18d12) cold damage on a failed saving throw, 
  or half as much damage on a successful one.
  Paralyzing Breath. The dragon exhales 
  paralyzing gas in a 120-foot cone. Each creature 
  in that area must succeed on a DC 26 
  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.
  Change Shape. The dragon magically polymorphs
  into a humanoid or beast that has a challenge 
  rating no higher that its own, or back into its true 
  form. It reverts to its true form if it dies. Any 
  equipment it is wearing or carrying is absorbed or 
  borne by the new form (the dragon's choice).
  In a new form, the dragon retains its alignment, 
  hit points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and 
  Intelligence, Wisdom, and Charisma scores, as 
  well as this action. Its statistics and capabilities 
  are otherwise replaced by those of the new form.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing
  from the options below. Only one legendary action 
  option can be used at a time and only at the end 
  of another creature's turn. The dragon regains 
  spent legendary actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) 
  check.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats
  its wings. Each creature within 10 feet of the 
  dragon must succeed on a DC 27 Dexterity saving 
  throw or take 24 (4d6+10) bludgeoning damage 
  and be knocked prone. The dragon can then fly up
  to half its fly speed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  29
  
  Epilogue – Daemons and 
  Dragons
  "Well done, my clansmen, well done!" exclaimed the mighty 
  Dwarf Lord Miitho from the head of Clans Meet Table in the 
  great hall of Greystone.  "Just this month our clans have 
  pulled 2 tons of Mithril ore from the mines. That's 10 tons 
  thus far this year. At this pace we'll have 25 tons mined by 
  years end! Raise your mugs in celebration To Moradin and 
  Mithril!"
  "To Moradin and Mithril!" came a dozen replies.
  The toast over, Miitho sat down and pulled a leg off the 
  roasted bird in front of him. A bit of worry crossed his face, 
  and he paused in thought, mouth open, drumstick in hand.
  "What's eatin at yer mind, Miitho?" inquired Welby 
  Stonecutter, his right hand at The Table for two decades.
  "Something an old friend said. A mention of trouble coming."
  "Bah! There's always trouble about, why worry? Let it come, 
  and by Moradin we'll charge!" came the intoxicated bravado.
  But this old friend's concerns were rarely trivial, and Miitho 
  couldn't help but worry.
  "This have anything to do with those adventurers you 
  welcomed," asked Welby, "and their talk of some Witchking 
  and his sword? They were deep under the city earlier today, 
  opening vaults that shouldn't be opened."
  "Aye. The same old friend asked that I indulge them. He's got 
  the wisdom of ages, this friend, but even he doesn't know 
  what it all means. He only knows that trouble is coming."
  And at precisely that moment came the screams. Blood 
  curdling screams of terror outside the Hall. Miitho grabbed 
  Snurre Slayer, his mighty war hammer, and moved to the 
  door but pulled up short. A horrid, roach like, four armed 
  bipedal fiend materialized from nothingness in front of 
  Miitho, and a poisonous breath emanated forth from the 
  beast. Three of the Hall's guards fell gasping in agony from 
  the poison, while Miitho held his breath and buried his maul 
  in the beasts chitinous head.
  "Miitho!" cried out Welby from behind, and Miitho turned to 
  see two more mezzoloths in The Hall. Poisonous air filled the 
  Great Hall and most of the Clan Lords were already dead. A 
  fiend set upon Welby with its trident, whilst Malachai of clan 
  Mithril Hammer held his own against the other. Miitho 
  charged and unleashed a fury on both fiends unlike any 
  Welby or Malachai had ever imagined. The trio turned to the 
  Great Hall's door, but were unprepared for the horror 
  beyond.
  Emerging from Greystone Keep into the cavernous Grand 
  Gallery of the Dwarves they saw a city reeling. Hundreds of 
  mezzoloths poisoned the air, while winged nycoloths 
  snatched those dwarves hearty enough to survive the poison, 
  flew them up near the ceiling of the vast cavern, and dropped 
  the hapless victims to their deaths. For a moment the trio 
  stood dumbfounded, aghast at the carnage this sudden 
  surprise assault had wrought. But that moment passed 
  quickly.
  A new form appeared from the poisonous mists. A tall alien 
  being with glowing eyes upon a featureless oval face gazed 
  upon the three dwarves, and the three dwarves were 
  engulfed in a fire storm. Miitho, ignoring the searing pain, 
  hurled Snurre Slayer at this new evil as his friends fell. The 
  maul hit the ultroloth in the chest with a as the daemon 
  gestured to ready another spell. Miitho charged as his 
  hammer returned but, as suddenly as it had appeared,  the 
  fiend disappeared. Light from Greystone's surface doors 
  streamed in, illuminating the city, and a glorious sight was 
  beheld.
  Rushing through the air from the surface were squadrons of 
  Golden Elf Gryphon Riders, their charge led by a flight of five 
  great dragons. A brass, bronze, copper, gold and, at the 
  vanguard, Zephrym the silver. With the benefit of surprise 
  gone, the yugoloth invaders teleported away as quickly as 
  they'd arrived.
  Zephrym was relieved to find his old friend still alive. Miitho, 
  overwhelmed with fury and grief, knew that in those brief few 
  moments thousands of dwarves had been ruthlessly 
  slaughtered.
  "I'm so sorry, my friend," said the dragon "that we did not 
  arrive sooner. A vision from Bahamut came to Aurum the 
  Gold only yesterday, and The Council of Five flew from Ux 
  Verthicha as fast as we could, but we were not swift enough."
  "Why? Why did this happen? Why were we assaulted so?" 
  Miitho asked the dragon in anguish.
  "A hobgoblin army has marched on the north. Orcs stirred to 
  the east. The black dragons of the Fens rose up against the 
  Troll Lord in the south. And now this. We do not know why, 
  but a greater evil is uniting these disparate beasts. I fear the 
  days ahead will only grow darker. We must strive to hold the 
  light." 
  Also available from Tony Petrecca -
  Dragons! Volume 1 - Chromatic Dragons
  And
  Journey Through the Center of the Underdark – a 
  Compilation of Encounters for your Rage of Demons Out of
  the Abyss Campaign
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  Dragons Volume 2 – Metallic Dragons
  30
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Book of Dragons 2.pdf