Hello all, I have a very nice visual update for you all. I had a friend from the community paint some Reaper Bones V dragons I purchased awhile back and finally got around to getting them properly painted. Darlingcreepshow is an amazing painter and I cannot recommend her more if you are looking to getting some work done professionally. You can contact her here: Social Media/Contact: https://linktr.ee/DarlingCreepshow

Here are the dragons with some write ups I did for them if you choose to use them in the World of Greyhawk or you can place them anywhere in your campaign setting that you are running:

Moros the Gnawbringer: The Dread of the Troll Fens

Name: Moros the Gnawbringer
Type: Ancient Black Dragon
Lair: The Troll Fens, a treacherous and fetid marshland in northeastern Greyhawk

In the heart of the desolate Troll Fens dwells a terror whispered about in fearful tones across the surrounding lands: Moros the Gnawbringer. This ancient black dragon has haunted the swamps for centuries, its presence staining the region with an aura of malice and decay. Legends say Moros is more than just a dragon—it is a sentinel of an unspeakable Flan evil buried deep beneath the bogs.

Long before Moros claimed the Troll Fens as his dominion, this area was home to an ancient Flan civilization steeped in dark magic and shadowy rituals. The Flan’s final act was to imprison an entity of great malevolence beneath the fens—a primordial evil whose name has been lost to time but whose influence still seeps into the land. Moros, drawn by the malevolence, chose to guard this ancient prison, either out of some unfathomable pact or a desire to prevent another from unleashing a rival darkness.

The Troll Fens are a reflection of Moros’s corrupting presence. Fetid waters churn with unnatural life, choking vegetation reeks of rot, and mists laced with acid cling to the air. Deep within the fens lies the heart of Moros’s lair: a cavernous pit surrounded by jagged, moss-encrusted rocks and hidden beneath layers of swamp muck and bramble. Within, Moros broods atop a hoard of treasures plundered from lost civilizations and ill-fated adventurers, the gleaming gold corroded by the swamp’s perpetual dampness.

Moros commands a cadre of black trolls, grotesque creatures twisted by their proximity to the dragon and the corruptive magic of the ancient evil. These trolls are larger and more cunning than their kin, their blackened hides resistant to fire and their claws imbued with necrotic energy. They patrol the fens, ambushing intruders and dragging captives back to Moros for interrogation or as offerings to the ancient evil below.

Moros is a creature of cruelty, cunning, and nihilism. He takes pleasure in toying with intruders, often allowing them to wander deep into the fens before unleashing his wrath. Despite his malice, Moros is fiercely protective of the buried evil and will stop at nothing to ensure it remains imprisoned. Some sages speculate that Moros guards the entity out of fear, knowing that its release could bring destruction even to him. Others believe the dragon hopes to one day wield the power of the ancient evil for his own gain.

Adventure Hooks

  • The Whispering Bog: Villagers near the Troll Fens report hearing ghostly whispers from the swamp. A daring priest believes the voices are the Flan evil stirring and seeks adventurers to confront it—and its draconic guardian.
  • The Blackened Pact: A rival black dragon seeks to claim Moros’s domain, and its agents approach the party, offering an alliance to destroy Moros.
  • The Prison Key: A Flan artifact believed to be the key to the ancient prison has been discovered. The party must decide whether to destroy it, protect it, or risk using it to confront the evil—while evading Moros’s wrath.

Moros the Gnawbringer

Ancient Black Dragon (CR 22)
Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)
Hit Points 367 (21d20 + 147)
Speed 40 ft., swim 40 ft., fly 80 ft.

STR 27 (+8) | DEX 14 (+2) | CON 25 (+7) | INT 16 (+3) | WIS 15 (+2) | CHA 19 (+4)

Saving Throws Dex +9, Con +14, Wis +9, Cha +11
Skills Perception +16, Stealth +9, Intimidation +11, Deception +10
Damage Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 26
Languages Common, Draconic
Challenge 22 (41,000 XP)

Traits

Amphibious. Moros can breathe air and water.

Legendary Resistance (3/Day). If Moros fails a saving throw, he can choose to succeed instead.

Corruptive Presence. The area around Moros’s lair (1 mile radius) is polluted with his malevolent will. Creatures that spend more than 1 hour within the area must succeed on a DC 19 Wisdom saving throw or become frightened for 24 hours. The effect ends early if the creature is removed from the area.

Actions

Multiattack. Moros makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 8) bludgeoning damage.

Acid Breath (Recharge 5–6). Moros exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Moros can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Moros regains spent legendary actions at the start of his turn.

  • Detect. Moros makes a Wisdom (Perception) check.
  • Tail Attack. Moros makes a tail attack.
  • Wing Attack (Costs 2 Actions). Moros beats his wings. Each creature within 15 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Moros can then fly up to half his flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), Moros takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  1. Acidic Fog. A thick cloud of acid mist fills a 30-foot-radius sphere centered on a point Moros can see within 120 feet. The area is heavily obscured, and creatures inside take 10 (3d6) acid damage at the start of their turns. The fog lasts until initiative count 20 on the next round.
  2. Quagmire. The ground within 30 feet of a point Moros can see becomes a sticky, acidic bog. Creatures in the area must succeed on a DC 19 Strength saving throw or have their speed reduced to 0 until the end of their next turn.
  3. Acidic Surge. Pools of stagnant water within 120 feet of Moros erupt with acid. Each creature within 10 feet of a pool must succeed on a DC 22 Dexterity saving throw or take 18 (4d8) acid damage.

Regional Effects

The region containing Moros’s lair is warped by his corruptive presence, which creates the following effects:

  • Toxic Waters. Pools and rivers within 6 miles of the lair are tainted with acid. Creatures that drink from or swim in the water take 5 (1d10) acid damage per minute of exposure.
  • Choking Mists. Heavy fog laced with acid drifts through the swamp, causing creatures to have disadvantage on Perception checks relying on sight.
  • Twisted Ecosystem. Beasts within 6 miles of the lair become unnaturally aggressive and are often tainted with acidic mutations, such as additional eyes or acidic saliva.

If Moros dies, these effects fade over the course of 1d10 days.

Zahkathar the Stormcaller: Tyrant of the Dry Steppes

Name: Zahkathar the Stormcaller
Type: Ancient Blue Dragon
Lair: The Dry Steppes, an arid expanse of cracked earth and jagged mesas in the western reaches of Greyhawk

Zahkathar the Stormcaller is a name uttered with reverence and dread among the nomadic tribes of the Dry Steppes. This ancient blue dragon, whose cobalt scales shimmer like a mirage under the harsh sun, has ruled the region for centuries. Known for his unparalleled cunning and mastery of devastating storms, Zahkathar is a force of nature as much as a creature, shaping the steppes to suit his will.

Zahkathar’s lair lies beneath a massive plateau in the heart of the Dry Steppes, a labyrinthine network of sandstone caverns carved by ancient winds and lightning strikes. The central chamber of his lair is a vast dome illuminated by veins of natural sapphire embedded in the walls, sparking with static energy. The air is heavy with the scent of ozone, and the sound of distant thunder rumbles perpetually within the caverns.

The region surrounding Zahkathar’s lair is marked by violent sandstorms and sudden bursts of dry lightning that make navigation treacherous. Locals speak of mirages that lure travelers into deadly traps and whispers of Zahkathar’s booming voice carried on the wind.

Zahkathar rules over the Dry Steppes as a tyrant-king, demanding tribute from the scattered nomadic tribes and caravans that traverse his desolate kingdom. He often manipulates these groups, pitting them against one another or testing their mettle through orchestrated challenges. Those who earn his favor are spared from his wrath and allowed to traverse his lands under his watchful gaze. Those who defy him are struck down by storms he conjures with a thought.

Zahkathar is a creature of pride, intellect, and ambition. He considers himself the rightful ruler of the steppes and holds the nomads and traders of the region in contempt, seeing them as pawns to further his schemes. Despite his disdain, Zahkathar takes great interest in the stories and traditions of the nomadic tribes, using their knowledge to maintain his dominance over the steppes.

Unlike many dragons, Zahkathar is not content to simply hoard wealth. He seeks knowledge and relics of the Baklunish Empire, which once ruled the steppes in an age of unparalleled magic and prosperity. Zahkathar believes that reclaiming the arcane secrets of the Baklunish will grant him power to rival the gods themselves.

Zahkathar surrounds himself with a network of loyal servants and spies. Among these are:

  • Stormborn Raiders: A band of human and hobgoblin warriors who serve Zahkathar in exchange for his protection and power. They act as his enforcers, ensuring his decrees are followed across the steppes.
  • Sand Elementals: Conjured entities of wind and grit that serve as scouts and sentinels around Zahkathar’s lair.
  • Lightningforged Constructs: Zahkathar has salvaged remnants of ancient Baklunish magic, fashioning constructs imbued with electrical energy to guard his treasures.

Adventure Hooks

  • The Baklunish Cipher: An ancient map revealing the location of a forgotten Baklunish vault has surfaced, but Zahkathar seeks it for his own ends. Can the adventurers find the vault before the Stormcaller?
  • The Storm’s Wrath: Zahkathar has declared war on a nomadic tribe that refused his demands. The adventurers must navigate tribal politics and either broker peace or defend the tribe against the dragon’s fury.
  • The Dragon’s Gambit: Zahkathar offers the adventurers a perilous task in exchange for safe passage through his lands—retrieve a powerful relic from a rival’s domain.

Zahkathar the Stormcaller

Ancient Blue Dragon (CR 23)
Gargantuan dragon, lawful evil

Armor Class 22 (natural armor)
Hit Points 391 (23d20 + 161)
Speed 40 ft., burrow 30 ft., fly 80 ft.

STR 29 (+9) | DEX 10 (+0) | CON 27 (+8) | INT 18 (+4) | WIS 17 (+3) | CHA 21 (+5)

Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Perception +17, Insight +10, Stealth +7, Arcana +11
Damage Immunities Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)

Traits

Legendary Resistance (3/Day). If Zahkathar fails a saving throw, he can choose to succeed instead.

Electrifying Presence. Creatures within 30 feet of Zahkathar at the start of their turn must make a DC 20 Constitution saving throw or take 9 (2d8) lightning damage and be unable to take reactions until the start of their next turn.

Sand Strider. Zahkathar ignores difficult terrain caused by sand, and he can burrow through sand and loose earth as though swimming.

Actions

Multiattack. Zahkathar makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 23 (2d10 + 9) piercing damage plus 9 (2d8) lightning damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 19 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 21 (2d8 + 9) bludgeoning damage.

Lightning Breath (Recharge 5–6). Zahkathar exhales a blast of lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Zahkathar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Zahkathar regains spent legendary actions at the start of his turn.

  • Detect. Zahkathar makes a Wisdom (Perception) check.
  • Tail Attack. Zahkathar makes a tail attack.
  • Wing Attack (Costs 2 Actions). Zahkathar beats his wings. Each creature within 15 feet of him must succeed on a DC 24 Dexterity saving throw or take 15 (2d6 + 9) bludgeoning damage and be knocked prone. Zahkathar can then fly up to half his flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), Zahkathar takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  1. Static Field. Zahkathar creates a 20-foot radius field of static energy centered on a point he can see within 120 feet. Creatures in the area must succeed on a DC 23 Dexterity saving throw or take 13 (3d8) lightning damage and be unable to take reactions until the end of their next turn.
  2. Shifting Sands. Zahkathar causes the ground within 30 feet of a point he can see to churn and shift. Each creature in the area must succeed on a DC 20 Strength saving throw or be restrained until the end of their next turn.
  3. Summon Desert Storm. Zahkathar calls forth a localized sandstorm in a 40-foot radius centered on himself. The area becomes heavily obscured, and creatures other than Zahkathar have disadvantage on Wisdom (Perception) checks while within the storm. The storm lasts until initiative count 20 on the next round.

Regional Effects

The region surrounding Zahkathar’s lair is infused with his presence, creating the following effects:

  • Perpetual Storms. Frequent lightning storms roll across the Dry Steppes within 6 miles of the lair, striking the ground unpredictably.
  • Magnetic Interference. Metallic objects within 6 miles of the lair vibrate faintly and may discharge harmless sparks, making navigation with metal tools unreliable.
  • Illusory Mirages. Mirages created by Zahkathar’s influence deceive creatures traveling within 3 miles of his lair, making it difficult to discern direction or distance.

If Zahkathar dies, these effects fade over 1d10 days.

Infernalis the Eternal Flame: Warden of the Burning Cliffs

Name: Infernalis the Eternal Flame
Type: Ancient Red Dragon
Lair: The Burning Cliffs, a volcanic wasteland along the coastline of the Icy Sea

Infernalis the Eternal Flame is a being of unmatched ferocity and arrogance, his name synonymous with destruction and eternal fire. This ancient red dragon has claimed dominion over the Burning Cliffs, a land of volcanic spires and rivers of molten rock. Known for his connection to the elemental powers of the Plane of Fire, Infernalis is not only a destructive force but also a guardian of great significance. He serves as the eternal sentinel for the planar portal that leads to the City of Brass, the capital of the Efreeti empire in the Plane of Fire.

The Burning Cliffs are a hellish landscape, a jagged expanse of volcanic crags and sulfuric fissures that churn with ash and flame. This inhospitable land is devoid of life save for the most resilient creatures and Infernalis’s minions. Hidden within the cliffs lies a massive obsidian arch, glowing with a perpetual heat that distorts the air around it. This portal serves as a gateway to the Plane of Fire and the illustrious City of Brass.

The portal is surrounded by ancient Baklunish and Suel runes, remnants of a forgotten age when planar travel was a carefully guarded secret. Infernalis, recognizing the power of the portal, has sworn himself its eternal guardian, ensuring that only those he deems worthy—or those strong enough to survive his wrath—may access it.

Infernalis is an embodiment of pride, dominance, and fury. His oath to guard the portal stems from a pact forged in the distant past, though the exact terms are shrouded in mystery. Some believe Infernalis was bound by a council of planar archmages to ensure no mortal or planar force could use the portal to wreak havoc on Oerth or the City of Brass. Others speculate the dragon guards the portal out of greed, hoarding it as the ultimate treasure in his dominion.

While Infernalis revels in his role as a warden, his pride makes him vulnerable to flattery and manipulation. He considers himself a being of unparalleled might and intelligence, often toying with those who dare approach the portal before destroying them—or granting them passage in exchange for offerings or entertainment.

Infernalis commands an array of loyal servants and elemental creatures, each aiding in the defense of the portal and the maintenance of his lair:

  • Fire Giants: A tribe of fire giants swears fealty to Infernalis, acting as his enforcers and keepers of the volcanic forges within the Burning Cliffs.
  • Magma Elementals: These molten beings patrol the portal and lair, dissolving intruders in rivers of liquid flame.
  • Salamanders: Infernalis has forged an uneasy alliance with salamanders from the Plane of Fire, who act as emissaries between him and the efreeti of the City of Brass.
  • Fire-Infused Kobolds: These cunning minions create traps, build defenses, and spread Infernalis’s influence across the cliffs.

Infernalis’s lair is a vast cavern system within the Burning Cliffs, its walls lined with veins of glowing magma. His treasure hoard is legendary, containing priceless gems, enchanted relics, and artifacts tied to the Plane of Fire. The lair itself is a fortress, guarded by rivers of lava and chambers filled with scorching winds and boiling geysers.

Adventure Hooks

  • The Key to the City: A planar key to safely navigating the City of Brass has been hidden near the portal. The adventurers must contend with Infernalis to retrieve it and gain access to the City.
  • Infernal Pact: An efreeti lord from the City of Brass offers the adventurers a perilous bargain to steal a treasure from Infernalis’s hoard.
  • The Warden’s Wrath: Infernalis has unleashed his fury upon a nearby settlement after an incursion by fire cultists. The adventurers must either broker peace or face the dragon’s ire.
  • Broken Pact: The ancient magic binding Infernalis to his role as guardian has begun to fail. The adventurers must repair the magic or face the consequences of an unbound Infernalis.

Infernalis the Eternal Flame

Ancient Red Dragon (CR 24)
Gargantuan dragon, chaotic evil

Armor Class 22 (natural armor)
Hit Points 425 (25d20 + 175)
Speed 40 ft., climb 40 ft., fly 80 ft.

STR 30 (+10) | DEX 10 (+0) | CON 29 (+9) | INT 18 (+4) | WIS 15 (+2) | CHA 23 (+6)

Saving Throws Dex +8, Con +17, Wis +10, Cha +14
Skills Perception +17, Intimidation +14, Insight +10, Arcana +12
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Ignan
Challenge 24 (62,000 XP)

Traits

Legendary Resistance (3/Day). If Infernalis fails a saving throw, he can choose to succeed instead.

Infernal Presence. Creatures within 30 feet of Infernalis at the start of their turn must make a DC 22 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Magma Walker. Infernalis can move across and burrow through molten rock as if it were solid ground, and he takes no damage from magma or lava.

Actions

Multiattack. Infernalis makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 24 (2d10 + 10) piercing damage plus 9 (2d8) fire damage.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 20 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 22 (2d8 + 10) bludgeoning damage.

Fire Breath (Recharge 5–6). Infernalis exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Infernalis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Infernalis regains spent legendary actions at the start of his turn.

  • Detect. Infernalis makes a Wisdom (Perception) check.
  • Tail Attack. Infernalis makes a tail attack.
  • Wing Attack (Costs 2 Actions). Infernalis beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 16 (2d6 + 10) bludgeoning damage and be knocked prone. Infernalis can then fly up to half his flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), Infernalis takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  1. Lava Surge. Molten rock erupts from the ground in a 20-foot radius centered on a point Infernalis can see within 120 feet. Each creature in the area must succeed on a DC 23 Dexterity saving throw or take 21 (6d6) fire damage and be knocked prone. The area becomes difficult terrain until initiative count 20 on the next round.
  2. Blazing Pillars. Up to three 10-foot-tall pillars of fire erupt from the ground within 120 feet of Infernalis. Any creature that ends its turn within 5 feet of a pillar must make a DC 23 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one. The pillars last until initiative count 20 on the next round.
  3. Infernal Smoke. Thick, choking smoke fills a 30-foot-radius sphere centered on a point Infernalis can see within 120 feet. The area is heavily obscured, and creatures other than Infernalis that start their turn in the smoke must make a DC 22 Constitution saving throw or take 10 (3d6) poison damage and have disadvantage on attack rolls and ability checks until the end of their turn.

Regional Effects

The region containing Infernalis’s lair is corrupted by his presence, creating the following effects:

  • Extreme Heat. The temperature within 6 miles of the lair is sweltering, and nonmagical fires burn twice as hot and spread more quickly.
  • Volcanic Activity. Minor tremors are felt within 6 miles of the lair. Occasionally, cracks in the ground erupt with jets of magma, dealing 9 (2d8) fire damage to creatures within 5 feet.
  • Smothering Air. The air within 6 miles of the lair is filled with ash, causing disadvantage on Wisdom (Perception) checks relying on sight.

If Infernalis dies, these effects fade over 1d10 days.

Sylvirath the Verdant Tyrant: Shadow of the Amedio Jungle

Name: Sylvirath the Verdant Tyrant
Type: Ancient Green Dragon
Lair: The wetland jungles of the Amedio Jungle, a humid and untamed wilderness south of the Azure Sea

In the tangled depths of the Amedio Jungle, where wetlands merge with dense foliage and sunlight filters weakly through the canopy, Sylvirath the Verdant Tyrant holds court. This ancient green dragon is both a predator and manipulator, a cunning force whose influence extends like vines throughout the jungle. Known for her mastery of guile and poison, Sylvirath has maintained dominance over the Amedio for centuries, weaving herself into the very fabric of the region.

Sylvirath’s lair lies within a hidden temple complex, swallowed by the jungle and festooned with moss, vines, and fungi. The ancient Olman ruins, originally devoted to a forgotten serpent deity, now serve as Sylvirath’s domain. The central chamber of the temple is a cavernous hall, its floor covered in stagnant pools of water and its air choked with the smell of decay and verdant life. Here, Sylvirath perches atop her hoard, her emerald scales glistening like leaves coated in morning dew.

Her territory extends far beyond her lair, encompassing a vast swath of wetland jungle. The jungle itself seems alive with Sylvirath’s will—trees twist unnaturally, fog clings to the ground, and the air is heavy with the scent of rot and blooming flowers. Those who enter uninvited often find themselves lost, ensnared, or preyed upon by her servants.

Sylvirath is a creature of boundless arrogance and intellect. She views herself as the rightful ruler of the jungle and all its inhabitants, from the smallest insect to the tribes of Olman descent. Her cunning is matched only by her cruelty, as she delights in manipulating both prey and rivals. She often toys with intruders, offering seemingly benevolent guidance or alliances only to betray them when it suits her.

Her ultimate goal is to expand her influence beyond the jungle, creating a web of control over nearby regions by enslaving tribes, subverting merchants, and establishing a network of agents loyal to her. She has a particular interest in ancient Olman magic, believing it holds the key to extending her dominance over both jungle and sea.

Sylvirath commands a host of loyal minions and exert control over the jungle through fear and manipulation:

  • Poisonous Jungle Creatures: From venomous snakes and spiders to corrupted jungle beasts, Sylvirath manipulates the natural fauna to act as her eyes, ears, and enforcers.
  • Olman Cultists: A secretive sect of Olman descendants worships Sylvirath as a living deity, offering sacrifices and serving as her agents among the tribes.
  • Vegepygmies: These plant-like creatures thrive in the humid jungle and act as Sylvirath’s expendable scouts and shock troops.
  • Greenspawn Followers: A small but fanatical sect of kobolds and lizardfolk serves Sylvirath, crafting traps, guarding her hoard, and spreading her influence across the jungle.

Sylvirath’s presence has warped the Amedio Jungle, transforming it into a perilous and hostile environment. The waters are laced with toxins, the air is thick with spores and miasma, and the plants seem to conspire against intruders. Her lair’s defenses include labyrinthine pathways through choking vegetation, venomous pits, and magical illusions that disorient and confuse.

Adventure Hooks

  • The Lost Expedition: An Olman artifact hunter’s expedition has gone missing in the jungle. The adventurers must find the expedition while avoiding Sylvirath’s minions and uncovering her schemes.
  • Sylvirath’s Bargain: The dragon offers a fragile alliance, promising to aid the adventurers in exchange for a powerful relic hidden deep in her jungle. Can she be trusted?
  • The Poisoned Jungle: A deadly plague spreads through coastal settlements, and all signs point to Sylvirath’s influence. The adventurers must venture into the jungle to confront her or find a cure.
  • The Tyrant’s Ambition: Sylvirath has begun sending emissaries to nearby regions, threatening to expand her dominion. The adventurers are tasked with thwarting her plans before she becomes an unstoppable force.

Sylvirath the Verdant Tyrant

Ancient Green Dragon (CR 23)
Gargantuan dragon, lawful evil

Armor Class 21 (natural armor)
Hit Points 385 (22d20 + 154)
Speed 40 ft., fly 80 ft., swim 40 ft.

STR 27 (+8) | DEX 12 (+1) | CON 25 (+7) | INT 20 (+5) | WIS 17 (+3) | CHA 21 (+5)

Saving Throws Dex +8, Con +14, Wis +10, Cha +12
Skills Perception +17, Deception +12, Insight +10, Stealth +8, Arcana +12
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 27
Languages Common, Draconic, Sylvan
Challenge 23 (50,000 XP)

Traits

Legendary Resistance (3/Day). If Sylvirath fails a saving throw, she can choose to succeed instead.

Amphibious. Sylvirath can breathe air and water.

Virulent Aura. Creatures within 10 feet of Sylvirath at the start of their turn must succeed on a DC 22 Constitution saving throw or take 10 (3d6) poison damage.

Forestmaster. Sylvirath ignores difficult terrain caused by plants and can pass through nonmagical plant-based obstacles without impediment. She can also communicate telepathically with plants within 120 feet.

Actions

Multiattack. Sylvirath makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 24 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 20 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 22 (2d8 + 8) bludgeoning damage.

Poison Breath (Recharge 5–6). Sylvirath exhales a cloud of poison in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Sylvirath can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Sylvirath regains spent legendary actions at the start of her turn.

  • Detect. Sylvirath makes a Wisdom (Perception) check.
  • Tail Attack. Sylvirath makes a tail attack.
  • Wing Attack (Costs 2 Actions). Sylvirath beats her wings. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or take 16 (2d6 + 8) bludgeoning damage and be knocked prone. Sylvirath can then fly up to half her flying speed.

Lair Actions

On initiative count 20 (losing initiative ties), Sylvirath takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:

  1. Ensnaring Vines. Grasping vines sprout in a 30-foot radius centered on a point Sylvirath can see within 120 feet. Each creature in that area must succeed on a DC 22 Strength saving throw or be restrained by the vines until the end of their next turn.
  2. Poisonous Bloom. A noxious plant erupts in a 20-foot radius centered on a point within 120 feet. Each creature in the area must succeed on a DC 22 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of their next turn.
  3. Illusory Canopy. Sylvirath creates an illusory jungle canopy in a 40-foot radius centered on a point she can see within 120 feet. The area becomes lightly obscured, and creatures other than Sylvirath that rely on darkvision treat the area as heavily obscured.

Regional Effects

The region containing Sylvirath’s lair is warped by her influence, creating the following effects:

  • Twisted Growth. Vegetation within 6 miles of the lair grows unnaturally dense, forming mazes and barriers that impede travel.
  • Noxious Air. The air within 6 miles of the lair is filled with spores and pollen. Creatures must succeed on a DC 18 Constitution saving throw after a long rest or gain one level of exhaustion.
  • Bewitched Beasts. Beasts within 6 miles of the lair are more aggressive and under Sylvirath’s subtle control. She can communicate telepathically with them and command them to attack intruders.

If Sylvirath dies, these effects fade over 1d10 days.

Glazreth the Frozen Wrath: Sovereign of Telchuria’s Icebound Wastes

Name: Glazreth the Frozen Wrath
Type: Ancient White Dragon
Lair: The Glacial Canyons of Telchuria, a frozen expanse of jagged ice, blizzards, and eternal winter

In the unforgiving arctic wasteland of Telchuria, where howling winds and endless frost reign supreme, few names evoke as much terror as Glazreth the Frozen Wrath. This ancient white dragon, his scales glistening like a sheet of polished ice, has dominated the region for centuries. Glazreth is a creature of primal fury and territorial obsession, embodying the brutal, relentless nature of the arctic environment itself.

Glazreth’s lair lies deep within the glacial canyons of Telchuria, a labyrinthine maze of ice caves, frozen rivers, and jagged cliffs. His lair is a marvel of natural and magical construction: glittering chambers filled with razor-sharp icicles, sub-zero winds, and treasures frozen within translucent walls of ice. The air within the lair is frigid enough to sap the warmth from any living creature and frost clings to every surface.

The surrounding territory is marked by Glazreth’s dominion. Massive frozen spires and fissures cut through the tundra, and blizzards swirl constantly, obscuring the sun and sky. Local tribes tell tales of ghostly roars echoing across the icy plains, signaling Glazreth’s presence.

Glazreth is a creature of instinct, malice, and paranoia. He jealously guards his territory, treating every creature that enters as a potential threat or prey. While he lacks the elaborate schemes of chromatic dragons like greens or blues, Glazreth is no simple beast. He is cunning in his savagery, using the environment to his advantage and luring enemies into deadly traps.

Unlike many dragons, Glazreth has little interest in expanding his territory beyond the arctic wastes. Instead, he seeks to maintain his supremacy over Telchuria, crushing any who challenge his dominance. His true obsession lies with the preservation of his hoard, which includes countless relics from the ancient Flan and barbarian cultures of Telchuria, as well as rare treasures frozen in the ice for millennia.

Though white dragons are solitary by nature, Glazreth’s reign has attracted a variety of cold-adapted followers and minions, drawn by fear, coercion, or reverence:

  • Ice Trolls: Brutal and resilient, these creatures serve as Glazreth’s enforcers, patrolling his territory and defending his lair.
  • Winter Wolves: Glazreth commands a pack of these intelligent, frost-breathing canines, which act as his scouts and hunters across the tundra.
  • Frost Barbarians: A splintered clan of barbarian raiders worships Glazreth as a living god, offering him tribute in exchange for his protection and frost-forged blessings.
  • Cryovores: Strange, insect-like creatures adapted to the cold, cryovores infest the icy depths of Glazreth’s lair, feeding on magical energy and unwelcome intruders.

Glazreth’s presence has a profound impact on Telchuria’s environment. Ice storms and blizzards are unnaturally frequent, and the land seems to grow colder the closer one gets to his lair. Even the hardy creatures of the tundra fear venturing too close to his domain. Ancient legends claim that Glazreth’s very breath can freeze the soul, and the bones of countless would-be challengers lie encased in ice within his lair.

Glazreth the Frozen Wrath

Ancient White Dragon (CR 21)
Gargantuan dragon, chaotic evil

Armor Class 20 (natural armor)
Hit Points 333 (18d20 + 144)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.

STR 28 (+9) | DEX 10 (+0) | CON 26 (+8) | INT 12 (+1) | WIS 14 (+2) | CHA 16 (+3)

Saving Throws Dex +6, Con +14, Wis +8, Cha +9
Skills Perception +14, Stealth +6, Survival +8, Intimidation +9
Damage Immunities Cold
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages Common, Draconic
Challenge 21 (33,000 XP)

Traits

Legendary Resistance (3/Day). If Glazreth fails a saving throw, he can choose to succeed instead.

Iceborn. Glazreth ignores difficult terrain created by ice or snow. He can move across icy surfaces without needing to make an ability check and doesn’t take damage from extreme cold.

Frost Aura. Creatures that end their turn within 10 feet of Glazreth take 10 (3d6) cold damage.

Actions

Multiattack. Glazreth makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target.
Hit: 25 (2d10 + 9) piercing damage plus 9 (2d8) cold damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 19 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Hit: 21 (2d8 + 9) bludgeoning damage.

Cold Breath (Recharge 5–6). Glazreth exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Glazreth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. Glazreth regains spent legendary actions at the start of his turn.

  • Detect. Glazreth makes a Wisdom (Perception) check.
  • Tail Attack. Glazreth makes a tail attack.
  • Frozen Strike (Costs 2 Actions). Glazreth’s claw attack releases a burst of frost. Each creature within 10 feet of the target, other than Glazreth, must succeed on a DC 22 Dexterity saving throw or take 9 (2d8) cold damage and have their movement speed reduced by 10 feet until the end of their next turn.

Lair Actions

On initiative count 20 (losing initiative ties), Glazreth takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  1. Icy Ground. Glazreth causes ice to form on the ground in a 30-foot radius centered on a point he can see within 120 feet. The area becomes difficult terrain, and creatures must succeed on a DC 22 Dexterity saving throw or fall prone.
  2. Freezing Fog. A 20-foot-radius sphere of freezing fog appears at a point Glazreth can see within 120 feet. The fog lasts until initiative count 20 on the next round. The area is heavily obscured, and creatures in the fog take 10 (3d6) cold damage at the start of their turns.
  3. Ice Spikes. Glazreth causes jagged ice spikes to erupt from the ground in a 15-foot radius centered on a point he can see within 120 feet. Each creature in the area must make a DC 22 Dexterity saving throw or take 18 (4d8) piercing damage and 9 (2d8) cold damage.

Regional Effects

The region containing Glazreth’s lair is frozen by his presence, creating the following effects:

  • Extreme Cold. The temperature within 6 miles of the lair is frigid. Creatures exposed to the cold must succeed on a DC 15 Constitution saving throw every hour or gain one level of exhaustion.
  • Frozen Landscape. Snow and ice persist year-round within 6 miles of the lair. Nonmagical fires are extinguished immediately upon exposure to the environment.
  • Icebound Beasts. Beasts native to the region become unnaturally aggressive and are coated with frost, dealing an extra 3 (1d6) cold damage on melee attacks.

If Glazreth dies, these effects fade over 1d10 days.

Darlingcreepshow’s work is outstanding. Please head over to her Twitch.tv stream and say hello: https://www.twitch.tv/darlingcreepshow

She has one more of my dragons yet to finish, a Dragon Turtle again from Reaper Miniatures. I have some more updates coming shortly, probably next week. Enjoy the pictures and may you all roll some dice and enjoy.

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