Dragon, Spor

Family: Dragons

Huge dragon, lawful neutral

Armor Class 14 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 20 ft., climb 20 ft., fly 40 ft.

27 (+8) 6 (-2) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dex +4, Con +13, Wis +7, Cha +11
Skills Deception +11, Insight +7, Perception +12, Stealth +4
Damage Resistances fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
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.
  • Wind Vulnerability. The spor dragon cannot use its breath weapon when the wind strength is gale force or higher. Once its fire goes out, the spor dragon requires a lit match or other fire source to ignite its breath.


  • 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.
  • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 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 19 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.
  • Fire Breath (Recharge 5-6). The dragon exhales fire in a 60- foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
  • Weird Insight. The dragon targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the dragon’s Wisdom (Insight) check. If the dragon wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.


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 12 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be forced prone. The dragon can then fly up to half its flying speed.


Spor dragons are over thirty feet long, covered with large green scales and, for those dragons that are tied to a court like King Terribus, altered with several embellishments. Terribus’ dragon has diamonds in his scales. The dragon’s eyes are as big as pie plates and its mouth as large as a bathtub. Its long tail ends in a ball and it has thick, elephantine legs with scales set with rubies and emeralds. Its ears are monstrous and its horns are carved ivory. This carving can extend to its teeth, such that any of them would make excellent umbrella handles.

Living History. Spor dragons are as much living heraldic devices as they are actual dragons, and as such are old, arthritic, and lazy. They are quite devious however and all too well-versed in sizing up opponents. Spor dragons know supernatural opposition when they see it, and are loath to engage combatants whom they think will put up a serious fight.

Section 15: Copyright Notice

5E RPG: Oz Adventures. Copyright 2021, Mal and Tal, LLC; Author Michael Tresca.

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