Dragon, Holy

Family: Dragons

Gargantuan dragon, lawful good

Armor Class 20 (natural armor)
Hit Points 462 (25d20+200)
Speed 40 ft., fly 80 ft.

30 (+10) 14 (+2) 27 (+8) 17 (+3) 18 (+4) 25 (+7)

Saving Throws Dex +9
Skills Insight +11, Perception +18, Persuasion +16, Religion +10
Damage Resistances cold, fire, necrotic
Damage Immunities radiant
Senses blindsight 60 ft., passive Perception 28
Languages Celestial, Common, Draconic
Challenge 24 (62,000 XP)


  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Lit. While conscious, the dragon sheds bright light in a 120-foot-radius sphere and dim light an additional 120 feet.


  • Multiattack. The dragon can use its Frightful Presence. It then makes four attacks: one with its bite, one with its tail, and two with its claws.
  • Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage.
  • Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6+10) slashing damage.
  • Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8+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.
    • Healing Breath. The dragon exhales life-giving energy in a 40-foot cone and each creature in the area regains 49 (7d12+4) hit points.
    • Radiant Breath. The dragon exhales pure divine energy in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 22 Wisdom saving throw, taking 72 (16d8) radiant damage on a failed save, or half as much damage on a successful one.
  • Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than 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, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


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.

  • Divine Sense. The dragon detects the presence of celestials, fiends, and undead within 120 feet. This functions as the herald class feature except that the dragon also notices any creature of evil alignment within range that fails a DC 18 Wisdom saving throw.
  • Tail Attack. The dragon makes a tail attack.
  • Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.


When a dragon has spent too many years in the realms celestial its scales become imbued with divinity, transforming it into a force for good. A holy dragon is pious but not to any god, answering instead to only the highest ideals and most benevolent aspirations. They protect the holiest and most sacred places, purging the presence of evil with their breath and watching over other significant loci of divine power (such as tombs they know contain powerful evil artifacts).

A holy dragon often gathers together bands of adventurers it believes can achieve a victory against evil, which it can sense from afar like smoke on the wind. Typically a holy dragon introduces itself while taking an unassuming disguise as an elderly humanoid, testing potential servants with an opportunity to prove their worth and make sure their intentions are righteous. Once won over however, a holy dragon becomes indispensably helpful with making contact with gods and pantheons, and a potent ally able to help hold back the forces of darkness.

Section 15: Copyright Notice

Epic Depths © 2021 Mike Myler, published under license by Legendary Games.

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