My players recently fought a dragon that got to use its breath weapon three rounds in a row because the dice happened to fall that way. On average, this means the dragon will get to use its breath weapon once every three turns. If you roll a 5 or a 6, it has access to its breath weapon again. Because of its power, it has to recharge: At the start of each of its turns, roll a d6 for the dragon. The breath weapon does powerful damage over a cone-shaped area of effect. Every dragon, even a wyrmling, has a breath weapon, with effects depending on the dragon’s color. This last feature is dragons’ defining characteristic. They all begin as uncomplicated “wyrmlings,” then gain abilities and features as they age and grow. ![]() They all have blindsight and darkvision, suiting their subterranean dwelling preferences. They all have proficiency in Perception and Stealth. They all have bonuses on the “big three” saving throws (Dexterity, Constitution and Wisdom), plus Charisma. They all have high Strength and Constitution. They all fly, at twice their land movement speed, and all have one additional movement ability, depending on their color. I’ll begin today with the “chromatic” (evil) dragons, then continue with the “metallic” (good) dragons tomorrow.įirst, there are certain things that all dragons have in common. But unlike, say, demons, which are all over the place in terms of what they can do, dragons are easy to work with, because they all follow the same pattern. The Monster Manual’s section on dragons is one of the longest in the book and, at first glance, one of the most complicated.
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