Mist Dragon, Young

Family: Dragon - Mist

Large dragon, neutral

Armor Class 17 (natural armor)
Hit Points 147 (14d10 + 70)
Speed 40 ft., fly 80 ft., swim 40 ft.

23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 19 (+4)

Saving Throws Dexterity +6, Constitution +9, Wisdom +5, Charisma +8
Skills Perception +9, Stealth +6, Survival +5
Damage Immunities fire
Senses blindsight 120 ft., darkvision 120 ft., passive Perception 19
Languages Auran, Aquan, Common, Draconic, Ignan
Challenge 10 (5,900 XP)

Special Traits

  • Amphibious. The mist dragon can breathe both water and air.


  • Multiattack. The dragon uses its Frightful Presence and makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 7 (2d6) fire damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • Breath Weapon (Recharge 5-6). The mist dragon uses one of the following breath weapons.
  • Obscuring Mist. The dragon exhales a murky opaque mist in a 30-foot cube that spreads around corners. This mist heavily obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour).
  • Scalding Mist. The dragon exhales a fiery blast of lingering mist in a 30-foot cone that spreads around corners. The mist lightly obscures the area and remains for 1 minute, or until dispersed with a moderate or stronger wind (at least 10 miles per hour). Each creature that enters the area or begins their turn there must make a DC 17 Constitution saving throw, taking 49 (14d6) fire damage on a failed saving throw, or half as much damage on a successful one. Being underwater doesn’t grant resistance to this damage.
  • Mist Form. The mist dragon polymorphs into a Large cloud of mist, or back into its true form. While in mist form, the dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage.
Section 15: Copyright Notice

Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, Greg A. Vaughan, and Bill Webb