Spellwarped Dragon, Adult

Family: Dragons

Huge dragon, chaotic neutral

Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., fly 80 ft.

21 (+5) 14 (+2) 20 (+5) 16 (+3) 14 (+2) 21 (+5)

Saving Throws Dex +7, Con +10, Wis +7, Cha +10
Skills Arcana +8, Perception +12, Stealth +7
Damage Resistances damage from spells
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5


  • Arcane Arrogance. When the dragon fails a saving throw against an enchantment or transmutation spell, or another spell or magical effect that would alter its form or subvert its will, it takes 18 (4d8) psychic damage and can’t take reactions or legendary actions until the start of its next turn.
  • Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
  • Spellwarped Being. Whenever the dragon or another creature within 30 feet of it casts a spell of 1st level or higher, it must roll a d10. If the result is equal to or lower than the spell’s level, the caster also produces a random magical effect rolled on the Wild Magic Effects table.


  • Multiattack. The dragon makes one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 5 (1d10) force damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.
  • Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
  • Warping Breath (5 6). The dragon exhales raw magic in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC 18 Constitution saving throw. On a failed save, the creature takes 44 (8d10) force damage and suffers a random magical effect that lasts until the end of the dragon’s next turn (roll a d4):
    1. The target has disadvantage on saving throws against spells and other magical effects, and gains vulnerability to damage from spells.
    2. The target is turned to stone and subjected to the petrified condition.
    3. The target’s speed is halved and it has disadvantage on attack rolls, ability checks, and saving throws that use Strength or Dexterity.
    4. The target can’t speak, can’t take reactions, and has disadvantage on saving throws it makes to maintain its concentration. On a successful save, a creature takes half as much damage and suffers no additional effect.


  • Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
  • Unravel. The dragon attempts to unravel the weave of magic around a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw. On a failed save, the target takes 22 (5d8) psychic damage and all spells and other magical effects on it end. In addition, it can’t cast spells and the magical properties of each non-artifact magic item it is carrying are suppressed until the end of its next turn.


  • Warp Spell (3/Day). When a creature the dragon can see within 60 feet of it casts a spell, the dragon forces the creature to make a spellcasting ability check (DC 10 + the spell’s level). On a failure, the spell fails and the caster instead creates a random magical effect rolled on the Wild Magic Effects table.


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.

  • Attack. The dragon makes one Claw or Tail attack.
  • Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.
  • Unravel (Costs 2 Actions). The dragon uses Unravel.


Spellwarped dragons may make their lairs in any environment, though most are attracted to ancient ruins or other places that once held magic in great quantities. While in its lair, the dragon can bring additional force to bear through the use of lair actions.

On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:

  • Force Tendrils. Up to three creatures the dragon can see within 60 feet of it must make a DC 15 Strength saving throw as tendrils of magical force attempt to bind them. On a failed save, a creature takes 10 (3d6) force damage and is restrained until initiative 20 count on the next round.
  • Spellfire. Flame-like magical energy erupts at a point the dragon can see within 60 feet of it. Each creature within 10 feet of that point must succeed on a DC 15 Dexterity saving throw or take 16 (3d10) force damage. A creature that takes this damage must also succeed on a DC 15 Constitution saving throw or gain a spellmark.
  • Wild Magic. The weave becomes unraveled until initiative 20 count on the next round. Until then, any spell cast within the dragon’s lair produces a random magical effect rolled on the Wild Magic Effects table.


There exists a multitude of different dragons in the world, but few are as enigmatic, unpredictable, and dangerous as a spellwarped dragon. These rare dragons which come in many shapes and forms are either made in haphazard, magical experiments, or born when a dragon egg is exposed to wild magic or spellfire before hatching.

No two spellwarped dragons are alike one may have the arrogance and aloofness of a red dragon, while another has the sadistic, sibilant nature of a black dragon. The only trait spellwarped dragons share is that they are imbued with a certain unpredictability, as if the chaotic magical energies that churn within them drive them to constant, impulsive action. They are often more active hunters than other dragons and may meddle more in the affairs of nearby towns and settlements out of sheer boredom.

Imbued with raw magic, the mere presence of a spellwarped dragon bends and twists the weave of magic. Spells are more likely to go awry around them and they can even warp spells that other creatures cast.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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