Adult Imperial Dragon

Adult imperial dragons are so large and fearsome they are often mistaken for ancient dragons of other species. This misconception is well deserved, for to survive to adulthood an imperial dragon will have slain hundreds of worthy foes. These dragons have an overwhelming arrogance, flat out refusing to fight creatures that they believe are beneath them (which is most things) based solely on their perceived strength. Only the extraordinarily powerful or tasty have cause to fear an adult imperial dragon—other creatures are scared off or avoided. If one is able to get over their justifiable arrogance, adult imperial dragons can be steadfast allies to those who aid it, provided its helpful “pets” do not become strong enough to be worth killing.


Gargantuan dragon, any lawful alignment

Armor Class 22 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 50 ft., fly 100 ft.

28 (+9) 16 (+3) 25 (+7) 17 (+3) 22 (+6) 23 (+6)

Saving Throws Str +16, Dex +10, Con +14, Wis +13
Skills Athletics +23, Insight +13, Intimidation +13, Perception +13, Survival +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities force
Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
Languages Common, Draconic
Challenge 21 (27,500 XP)


Heavy Armor. The dragon reduces damage it takes from weapon attacks by 10.

Improved Critical. The dragon’s weapon attacks score a critical hit on an 18–20.

Legendary Supremacy (3/Day). If the dragon fails a saving throw or ability check, it can choose to succeed instead.

Spell Resistance. The dragon takes half damage from spells.


Multiattack. The dragon uses its Dread Visage. It then makes three attacks: one with its Bite or Tail, and two with its Claw.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 28 (3d12 + 9) piercing damage and 21 (6d6) force damage. If the target is a creature, the dragon may grapple it (escape DC 24). Until this grapple ends, the dragon may not bite another target.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:

  • Antimagic Bomb. The dragon spits a globule of antimagic at a point within 60 feet which explodes in a 20-foot radius centered on that point. Each spell or magical effect in the area is dispelled as if affected by a dispel magic spell (+6 to dispel spells of 6th level or higher).
  • Force Breath. The dragon exhales pure disintegrating force in a 300-foot line that is 5 feet wide. Everything in that line must attempt a DC 22 Dexterity saving throw, taking 93 (17d10) force damage on a failure, or half as much on a success. A creature reduced to 0 hit points by this damage is disintegrated. Objects and structures in the area not being worn or carried take double damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) slashing damage.

Dread Visage. Each creature of the dragon’s choice within 120 feet of the dragon that are aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from the dragon by the safest available route on each of its turns. If a creature ends its turn in a location where it can’t see the dragon, it can attempt a DC 21 Wisdom saving throw, ending the effect 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 Dread Visage for 1 minute.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., each target of the dragon’s choice within range. Hit: 19 (2d10 + 8) bludgeoning damage. A creature hit by this attack must succeed on a DC 24 Strength saving throw or be knocked prone.


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.

Battlefield Supremacy. Until the end of its next turn, when the dragon next scores a hit with a weapon attack, the hit deals double damage.

Deep Breath. The dragon recharges its Breath Weapons.

Power Dive (Costs 2 Actions). The dragon flies up to its speed in a straight line and immediately makes a weapon attack at the end of that movement. On a successful hit, the attack deals an additional 3 (1d6) bludgeoning damage for every 20 feet the dragon moved via this feature.

Tail Attack. The dragon makes a Tail attack.

Ref: TPKB1 p150