Elemental, Air Dragon

Family: Elementals

Huge elemental, neutral evil

Armor Class 15
Hit Points 312 (25d12 + 150)
Speed 40 ft., fly 80 ft.

27 (+7) 20 (+5) 23 (+6) 16 (+3) 15 (+2) 19 (+4)

Saving Throws Dexterity +11, Constitution +12, Wisdom +8, Charisma +10
Skills Arcana +9, Nature +9, Perception +14, Stealth +11
Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Auran, Common
Challenge 17 (18,000 XP)

Special Traits

  • Innate Spellcasting. The elemental dragon’s innate spellcasting is Charisma (spell save DC 18). It can cast the following spell requiring no material components.
  • Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.


  • Multiattack. The dragon can make one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 10 (3d6) fire damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
  • Scalding Breath (recharge 5-6). The dragon releases a 60-foot cone of superheated air that wraps around corners. Creatures within the area must make a DC 21 Constitution saving throw, taking 63 (18d6) fire damage on a failed saving throw, or half as much damage on a successful one.
  • Whirlwind (recharge 5-6). The dragon creates a cyclone in a 30-foot radius centered on itself. Creatures, other than the dragon, within the area can only move half their normal movement, nonmagical ranged attacks automatically fail, and all nonmagical unprotected flames are automatically extinguished. Large or smaller creatures within the area must also succeed on a DC 21 Strength saving throw. On a failed saving throw, the creature takes 20 (3d8 + 7) bludgeoning damage and is knocked prone and pushed 30 in a random direction. On a successful saving throw, the creature takes half damage and is not affected further.

Legendary Actions

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 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene