Admiring their shrewd nature, the yellow dragons reign over coastal realms with elegance.
Their elusive disposition conceals a clever problem-solving approach, transcending mere draconic strength. Their slender form, elongated jaws, and oversized claws paint a picture of distinction. Radiating in hues from radiant gold to flaxen wheat, their ever-renewing scales bespeak a serpentine grace.
Awe-inspiring beings, navigating both water and land with finesse, these dragons command respect.
Self description
Behold, I, a majestic yellow dragon, stand apart in unparalleled selfish splendor, a luminous gem among my chromatic brethren. In the annals of time, my name reverberates. Amidst the tempest of dragons and giants, I, unswayed by common allegiance, made an audacious proclamation. To risk my life for the collective? Nay, I tread the path of sovereign will, casting aside the trappings of servitude to destiny.
In the wake of this resplendent defiance, the symphony of disdain from my draconic kin played on, a chorus of jealousy and spite. The very lands that basked in my golden aura succumbed to ruin, testaments to my unyielding resolve. Yet, do I falter? Never.
Still, in the shadows I linger, a luminary concealed, for I know that should I emerge from the obsidian veil, adversaries would rise like stars in the twilight sky. Unperturbed, I relish this seclusion, a fortress of solitude where opinions crumble before the might of my indomitable will.
With elongated jaws, talons that command attention, and scales ablaze with a sunlit symphony, I stand defiant, an emblem of triumph carved upon the tapestry of existence. I am the golden sentinel, the sovereign of self, an embodiment of unapologetic grandeur in a world that pales before my radiant majesty.
Cunning Trappers
Unlike most other dragons, even in their oldest stages of life, yellow dragons prefers to use ambush tactics and traps when engaging in battle. They are not as physically powerful as some of their other draconic cousins, but yellow dragons are extremely fast and capable of traveling through water, sand, and rock with relative ease. They use this unique mobility to their utmost advantage and will only ever take a fight they know will end in victory.
A favorite trap of theirs is to dig a cone-shaped pit with steep sides, then bury themselves at the bottom. When prey inevitably stumbles into such a trap, yellow dragons then moves its wings, causing the pit to collapse.
Isolationist
Due to the fact that yellow dragons are hated by most for being dragons and hated by other dragons for their actions throughout history, they have become quite isolated. They speak a strange dialect of Draconic unique to yellow dragons and will typically not learn any other languages since they have no desire to communicate with anyone outside of their own kind.
This adds another layer of complexity to encountering a yellow dragon. If an individual approaches without an understanding of their language, even if they use magic such as the tongues spell to communicate, yellow dragons is unlikely to trust or respect them.
Alliance with Wizardland
During this disconnection with their brethren, a few decades after the creation of Wizardland Islands, they are approached by Wizardlander emissaries. They are given almost free rein and protection in the waters around Wizardland. They are given treasure and assurances of no magical weapons to ever being created by Wizardlanders again. And now they are allies, they go to war if needed on the side of Wizardland.
This happened only once. The Kingdom of Honk, once, declared war on the Island and a flight of Dragons cowed their fleet into retreat and capitulation.
A Yellow Dragons Lair
Yellow dragons craft their layers meticulously using massive claws to carve and burrow underground dens that suit their needs precisely. Their favorite place to nest is within coastal cliffs that provide easy access to the sea.
The area surrounding a yellow dragon’s lair is plagued by strong winds that carry salt in their wake. This causes any stones or structures in the area to erode and become very smooth over time. Anything made of metal is also more prone to rust and decay.
Anywhere near the dragon’s lair is bound to be filled with clever and unique traps to deter or kill any unwanted intruders.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The air within a 20-foot-radius sphere centered on a point yellow dragons can see within 120 feet of it becomes saturated with fine salt. All creatures in the area must succeed on a DC 15 Constitution saving throw or have their lungs filled with salt air, dealing 11 (2d10) poison damage and knocking the creature prone.
- A jet of hot saline air bursts from the floor, ceiling, or wall of the dragon’s lair targeting a single creature who must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be blinded until the end of their next turn.
- The ground collapses into a sinkhole beneath the feet of a single creature within 60 feet of the dragon. The target must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.
Regional Effects
The region containing a legendary yellow dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- High velocity winds ravage the landscape within 6 miles of the dragon’s lair.
- Any body of water within 6 miles of the dragon’s lair becomes salty. Containers holding water also become salty and undrinkable for most creatures if they remain within this radius for more than 24 hours.
- The area within 1 mile of the dragon’s lair becomes a salt flat, killing off all vegetation in the area and eventually flattening the surfaces of hills and marshes into an encrusted sheet of fine rock salt. .
If the dragon dies, any water that would not typically have sat in it returns to normal within 1d10 days and the winds return to normal immediately.
Statblocks
Ancient Yellow Dragons
Gargantuan dragon, neutral evil
Armor Class – 23 (natural armor)
Hit Points – 462 (25d20 + 200)
Speed – 60 ft., burrow 60 ft., fly 120 ft., swim 60 ft.
STR 22 (+6)
DEX 22 (+6)
CON 26 (+8)
INT 20 (+5)
WIS 18 (+4)
CHA 20 (+5)
Saves DEX +13, CON +15, WIS +11, CHA +12
Skills Perception +12, Stealth +13
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 22
Languages Draconic (unique dialect)
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits
Amphibious.
Yellow dragons can breathe air and water.
Legendary Resistance (3/Day).
If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack.
Yellow dragons can use Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +12 to hit, reach 15 ft., one creature.
Hit: 22 (3d10 + 6) piercing damage.
Claw.
Melee Weapon Attack: +12 to hit, reach 10 ft., one creature.
Hit: 19 (3d8 + 6) slashing damage.
Tail.
Melee Weapon Attack: +12 to hit, reach 20 ft., one creature.
Hit: 17 (2d10 + 6) 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 20 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.
Salt Breath (Recharge 5-6).
Yellow dragons exhale fine salt crystals in a 120-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body.
A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.
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. Yellow dragons regain spent legendary actions at the start of its turn.
Detect.
The dragon makes a Wisdom (Perception) check.
Slither.
Yellow dragons make a Dexterity (Stealth) check and attempts to hide.
Wing Attack (Costs 2 Actions).
The dragon beats its wings. Each creature within 15 feet of the dragon must on a DC 24 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Yellow dragons can then fly up to half their flying speed.
Adult Yellow Dragons
Huge dragon, neutral evil
Armor Class – 20 (natural armor)
Hit Points – 212.5 (17d12 + 102)
Speed – 50 ft., burrow 50 ft., fly 100 ft., swim 50 ft.
STR 17 (+3)
DEX 20 (+5)
CON 22 (+6)
INT 18 (+4)
WIS 15 (+2)
CHA 18 (+4)
Saves DEX +10, CON +11, WIS +7, CHA +9
Skills Perception +7, Stealth +10
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 17
Languages Draconic (unique dialect)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits
Amphibious.
Yellow dragons can breathe air and water.
Legendary Resistance (3/Day).
If yellow dragons fail a saving throw, they can choose to succeed instead.
Actions
Multiattack.
Yellow dragons can use their Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Hit: 21 (3d10 + 5) piercing damage.
Claw.
Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
Hit: 18 (3d8 + 5) slashing damage.
Tail
Melee Weapon Attack: +10 to hit, reach 15 ft., one creature.
Hit: 16 (2d10 + 5) 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 17 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.
Salt Breath (Recharge 5-6).
The dragon exhales fine salt crystals in a 80-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body.
A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.
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.
Slither.
The dragon makes a Dexterity (Stealth) check and attempts to hide.
Wing Attack (Costs 2 Actions).
The dragon beats its wings. Each creature within 15 feet of the dragon must on a DC 20 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. Yellow dragons can then fly up to half thier flying speed.
Young Yellow Dragons
Large dragon, neutral evil
Armor Class – 19 (natural armor)
Hit Points – 142 (15d10 + 60)
Speed – 50 ft., burrow 40 ft., fly 100 ft., swim 40 ft.
STR 15 (+2)
DEX 18 (+4)
CON 18 (+4)
INT 16 (+3)
WIS 13 (+1)
CHA 16 (+3)
Saves DEX +7, CON +7, WIS +4, CHA +6
Skills Perception +4, Stealth +7
Damage Immunities fire, lightning
Senses blindsight 60 ft., darkvision 120 ft., tremorsense 60 ft., passive Perception 14
Languages Draconic (unique dialect)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits
Amphibious.
Yellow dragons can breathe air and water.
Actions
Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 20 (3d10 + 4) piercing damage.
Claw.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 17 (3d8 + 4) slashing damage.
Salt Breath (Recharge 5-6).
Yellow dragons exhale fine salt crystals in a 40-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 11 (2d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body.
A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.
Yellow Dragons Wyrmling
Medium dragon, neutral evil
Armor Class – 18 (natural armor)
Hit Points – 60 (8d8 + 24)
Speed – 40 ft., burrow 30 ft., fly 80 ft., swim 30 ft.
STR 13 (+1)
DEX 16 (+3)
CON 16 (+3)
INT 14 (+2)
WIS 11 (+0)
CHA 14 (+2)
Saves DEX +5, CON +5, WIS +2, CHA +4
Skills Perception +2, Stealth +5
Damage Immunities fire, lightning
Condition Immunities none
Senses blindsight 10 ft., darkvision 60 ft., tremorsense 30 ft., passive Perception 12
Languages Draconic (unique dialect)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Amphibious.
Yellow dragons can breathe air and water.
Actions
Bite.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 14 (2d10 + 3) piercing damage.
Salt Breath (Recharge 5-6).
Yellow dragons exhale fine salt crystals in a 25-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 5 (1d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature who fails their save is also blinded for 1 minute, has disadvantage on attack rolls and ability checks, and is unable to breathe as the salt hardens over any orifice on the creature’s body.
A creature who fails their save by more than 5 is unable to take a breath as they become covered in salt and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of salt-free water over the victim, the victim is no longer affected by the dragon’s salt breath at the start of their next turn.
This is in large part a modification of the work Dungeon Dad. I used large parts of his pdf on them, and was inspired for addons by his YouTube Video. You can support him on Patreon.