Elemental, Fire Dragon

Family: Elementals

Huge elemental, neutral evil

Armor Class 15
Hit Points 445 (33d12 + 231)
Speed 40 ft., fly 80 ft.

27 (+8) 20 (+5) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

Saving Throws Dexterity +7, Constitution +14, Wisdom +8, Charisma +12
Skills Arcana +10, Nature +10, Perception +15, Stealth +7
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25
Languages Common, Ignan
Challenge 21 (33,000 XP)

Special Traits

  • Fiery Aura. At the start of each of the dragon’s turns, each creature within 15 feet of it takes 14 (4d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the dragon or hits it with a melee attack while within 5 feet of it takes 14 (4d6) fire damage.
  • Illumination. The dragon sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
  • Innate Spellcasting. The dragon’s innate spellcasting ability is Charisma (spell save DC 20). It can cast the following spells, requiring no material components:
  • Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Water Susceptibility. For every 5 feet that the dragon moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.


  • Multiattack. The dragon can make three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage.
  • Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
  • Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
  • Elemental Fire Breath (recharge 5-6). The dragon breathes a 60-foot cone of elemental fire. Creatures in the area must make a DC 22 Dexterity saving throw, taking 77 (22d6) fire damage on a failed saving throw, or half as much damage on a successful one.

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 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
  • Rain of Fire (costs 3 actions). The elemental fire dragon beats its wings, casting fire out in a 100-foot sphere around itself. All creatures within the area must make a DC 22 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or half as much damage on a successful one. Objects not held or worn are set alight and continue burning until extinguished.
Section 15: Copyright Notice

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