TEXT: by Jason bakos & Themis Paraskevas
  ElEmEnt  Dragons
  ElEmEnt  Dragons
  He
  Li
  Be
  B
  H
  
  2
  inTroducTion
  Periodic Table
  Elemental dragons are considered the purest of their 
  kind. Each dragon’s body consists of one of the most basic 
  materials that can be found in all the multiverse. Their 
  origins are unknown, but it is believed that they came into 
  being at the same time as the Material Plane.
  Their behavior is as pure as their constitution. They are 
  driven by their desires and their primitive emotions. Each 
  exhibits behaviors that may seem one-dimensional to 
  humanoids, but to them, it is these habits and feelings that 
  define them. Each species is characterized by a different 
  emotion ranging from the energetic lithium dragons that 
  seek the greatest storms, to the paranoid boron that hide in 
  their fortified dungeons.
  Elemental dragon species are not closely related to each 
  other and thus do not share social bonds. On the contrary, 
  you rarely find a hydrogen dragon roaming close to a 
  helium dragon’s lair. Generally, their nature drives the 
  elemental dragon species apart. 
  Dozens of different elemental dragon species have been 
  discovered throughout the Material Plane by alchemists 
  who have categorized them according to their respective 
  element’s weight (as determined by the alchemists’ guild). 
  In this book we present information on the first five 
  elemental dragon species and the story of one great dragon 
  of each species.
  Hydrogen dragons are blindingly bright creatures that 
  socialize with other races and spread life along their path.
  Helium dragons are the noblest of all the species and only 
  consort with kings.
  Lithium dragons constantly search for storms to charge 
  their body with electrical energy.
  Beryllium dragons hide inside mountains to protect 
  themselves from those hunting them for their gems and to 
  protect others from their corrosive presence.
  Boron dragons are obsessed with creating fortified lairs, 
  to drive off those hunting them for their scales of precious 
  metal.
  Table of conTenTs
  hydrogen dragons 
  3
  helium dragons 
  6
  liThium dragons 
  9
  beryllium dragons 
  12
  boron dragons 
  15
  The elemenT dragons
  crediTs
  Writers: Jason Bakos, Themis Paraskevas 
  w/ collaboration from John Parker (Hydrogen Dragon)
  Editor: John Parker
  Layout & Design: Anja Svare
  Art: DaemmonArts
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and 
  their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for 
  Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Jason Bakos & Themis Paraskevas and published under the Community Content Agreement for Dungeon Masters Guild.
  
  3
  The elemenT dragons
  hydrogen dragon
  The original of the elemental dragons, the hydrogen dragon 
  is the embodiment of the sun’s life-giving powers. Playful 
  and innocent by nature, this legendary creature roams the 
  land, spreading nourishment and vitality. Since the world 
  around the dragon is always waking up and coming alive, 
  the dragon’s perspective on life is that of continual rebirth 
  and growth.
  The sun itself. The hydrogen dragon’s body is covered 
  with pure, translucent metallic scales, but its appearance is 
  defined by the flames that usually envelop its body. These 
  bright orange and white flames erupt through the cracks 
  between its scales and dance around it, creating an aura of 
  light. 
  It means well. Although the vital effects caused by the 
  mere presence of a hydrogen dragon occur naturally, the 
  hydrogen dragon is defined by its true desire to cause the 
  growth and vibrance around it. A perpetual life at the center 
  of light and warmth and growth usually results in a naïve, 
  child-like understanding of reality and ignorance of the 
  darkness that also dwells there.
  Ceaseless traveler. From its explosive birth, the hydrogen 
  dragon seeks pleasure and connections with other 
  creatures. It loves to meet and socialize with humanoids, 
  especially those who are down to earth and appreciate its 
  life-giving powers. It ceaselessly travels the Material Plane, 
  meeting civilizations and befriending all sorts of creatures. 
  The dark side of light. There are those who would harness 
  the power of a hydrogen dragon only for themselves and 
  try to restrain it, or who simply do not understand its giving 
  nature and attack it on sight. When confronted by evil and 
  darkness, the hydrogen dragon is taken by surprise and 
  lashes out. Unfortunately, what usually begins in growth 
  and abundance sometimes ends in utter devastation. The 
  same inner flame that provides life to a broad area becomes 
  an immense destructive power when concentrated and 
  directed at a specific target.
  Solar flare. The breath of a hydrogen dragon personifies 
  the power of the sun itself. It consists of plasma, which 
  shoots out of the beast’s mouth, melting everything it 
  touches. With its release, an explosion of anti-psionic and 
  mind-altering waves is violently emitted, becoming the bane 
  of psions and mages alike. 
  Blinding fury. The kind-hearted hydrogen dragons dislike 
  engaging in serious combat and never seek conflict. 
  However, when confronted with a threat, its response 
  is instinctual, immediate, and impressive. With their 
  awesome power and their uncontrolled fury, these beasts 
  go into combat clad in flames, creating a truly awesome 
  spectacle that is likely the final vision of a combatant.
  Solar eclipse. An incident of conflagration is usually 
  followed by a period of remorse and disillusion during 
  which the hydrogen dragon withdraws and seeks solitude.
  lair
  A young hydrogen dragon is likely to be constantly on the 
  move, but as they grow older, they can usually be found 
  in deserted areas that lack life beyond what they create 
  themselves. They choose to stay there and slowly help life 
  grow from their vital energy and the water it creates.
  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:
  •  While inside its lair, the dragon’s light becomes so bright 
  that creatures can no longer see its form. Until the end of 
  its next turn, the dragon gains the benefit of half cover.
  •  The dragon chooses a body of water that would at least 
  fill a 5-foot cube within 120 feet and heats it. Any creature 
  within 10 feet must make a DC 18 Dexterity saving throw 
  to avoid the steam. On a failure, the creature takes 22 
  (4d10) fire damage and it can’t take reactions until the 
  start of its next turn.
  regional effecTs
  The region surrounding a legendary hydrogen dragon’s lair 
  is changed by the dragon’s warmth, which creates one or 
  more of the following effects within 10 miles of the dragon’s 
  lair:
  •  People are more energetic during daytime, completing 
  more of their daily tasks.
  •  Nighttime lasts an hour shorter than usual.
  •  Plants grow faster and much taller than usual, resulting in 
  flowers reaching the height of small trees.
  Caviender the Oasis 
  Every story has a beginning. This dragon’s tale starts in 
  a faraway land, in a civilization long forgotten. Caviender 
  was confined from a young age by a king and his clever 
  mage who sought to harness her talent and life-giving 
  powers for their sole benefit. The kingdom prospered 
  well beyond its neighbors, who could only wonder about 
  the true source of the kingdom’s wealth and abundance. 
  As Caviender grew in size, her might also quietly 
  bloomed, and soon she was strong enough to break free 
  from the civilization’s chains. Although she never meant 
  to harm anyone, she was forced to use her powers 
  against those who wished to hurt her—after all she had 
  done for them. A battle of epic proportions ensued, 
  culminating in the utter ruin of the mortal civilization. 
  Finally free but tormented by guilt, Caviender fled to 
  the desert where she made her final lair. For eons since, 
  a beautiful oasis has flourished around her, where she 
  welcomes visitors and helps them in their travels. 
  
  4
  The elemenT dragons
  Ancient Hydrogen drAgon
  Gargantuan dragon, chaotic good
  Armor Class 21 (natural armor)
  Hit Points 365 (21d20 + 145)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  24 (+7)
  14 (+2)
  15 (+2)
  13 (+1)
  Saving Throws Dex +9, Con +14, Wis +9, Cha +8
  Skills Perception +16, Stealth +9
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  Languages Common, Draconic
  Challenge 21
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Unstable Constitution. The hydrogen dragon’s body is extremely 
  reactive with most things that it comes in contact with. Whenever 
  damage is dealt to the hydrogen dragon, roll a d6. On a roll of 6 
  the dragon’s body erupts in flames. Any creature within 20 feet of 
  the dragon must succeed on a DC 16 Dexterity saving throw or 
  take 14 (4d6) fire damage.
  Sunlight. The hydrogen dragon sheds bright light in a 300-foot 
  radius and dim light for an additional 150 feet.
  Actions
  Multiattack. The dragon can use its Blinding Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage.
  Blinding 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 18 Constitution saving throw or become blinded 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 Blinding Presence for the next 24 hours.
  Solar Flare Breath (Recharge 5-6). The dragon unleashes a wave 
  of igneous plasma in a 90-foot cone. Each creature in the area 
  must make a DC 21 Dexterity saving throw, taking 77 (22d6) fire 
  damage on a failed save, or half as much damage on a successful 
  one. Additionally, the dragon emits a wave of mind-altering energy 
  in a 120-foot radius. Each creature in the area must make a 
  DC 21 Wisdom saving  throw. On a failed save, the creature loses 
  concentration and is unable to cast psionic spells until the end of 
  its next turn.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  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 17 (2d8 + 8) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  Adult Hydrogen drAgon
  Huge dragon, chaotic good
  Armor Class 19 (natural armor)
  Hit Points 205 (17d12 + 95)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  12 (+1)
  12 (+1)
  10 (+0)
  Saving Throws Dex +8, Con +11, Wis +7, Cha +6
  Skills Perception +13, Stealth +8
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  Languages Common, Draconic
  Challenge 16
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Unstable Constitution. The hydrogen dragon’s body is extremely 
  reactive with most things that it comes in contact with. Whenever 
  damage is dealt to the hydrogen dragon, roll a d6. On a roll of 6 
  the dragon’s body erupts in flames. Any creature within 20 feet of 
  the dragon must succeed on a DC 16 Dexterity saving throw or 
  take 14 (4d6) fire damage.
  Sunlight. The hydrogen dragon sheds bright light in a 120-foot 
  radius and dim light for an additional 90 feet.
  Actions
  Multiattack. The dragon can use its Blinding Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 16 (2d8 + 6) slashing damage.
  Blinding 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 15 Constitution saving throw or become blinded 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 Blinding Presence for the next 24 hours.
  Solar Flare Breath (Recharge 5-6). The dragon unleashes a wave 
  of igneous plasma in a 90-foot cone. Each creature in the area 
  must make a DC 19 Dexterity saving throw, taking 63 (18d6) fire 
  damage on a failed save, or half as much damage on a successful 
  one. Additionally, the dragon emits a wave of mind-altering energy 
  in a 120-foot radius. Each creature in the area must make a 
  DC 19 Wisdom saving  throw. On a failed save, the creature loses 
  concentration and is unable to cast psionic spells until the end of 
  its next turn.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  Tail Attack. The dragon makes a tail attack.
  Wing Attack (Costs 2 Actions). The dragon beats its wings.
  Each creature within 15 ft. of the dragon must succeed on a 
  DC 19 Dexterity saving throw or take 16 (2d8 + 6) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  
  5
  The elemenT dragons
  young Hydrogen drAgon
  Large dragon, chaotic good
  Armor Class 18 (natural armor)
  Hit Points 122 (14d10 + 45)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  14 (+2)
  16 (+3)
  12 (+1)
  13 (+1)
  11 (+0)
  Saving Throws Dex +6, Con +7, Wis +5, Cha +4
  Skills Perception +9, Stealth +6
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  Languages Common, Draconic
  Challenge 7
  Unstable Constitution. The hydrogen dragon’s body is extremely 
  reactive with most things that it comes in contact with. Whenever 
  damage is dealt to the hydrogen dragon, roll a d6. On a roll of 6 
  the dragon’s body erupts in flames. Any creature within 20 feet of 
  the dragon must succeed on a DC 12 Dexterity saving throw or 
  take 4 (1d6) fire damage.
  Sunlight. The hydrogen dragon sheds bright light in a 300-foot 
  radius and dim light for an additional 150 feet.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 4) slashing damage.
  Solar Flare Breath (Recharge 5-6). The dragon unleashes a wave 
  of igneous plasma in a 45ft. cone. Each creature in the area must 
  make a DC 15 Dexterity saving throw, taking 13d6 fire damage 
  on a failed save, or half as much damage on a successful one. 
  Additionally the dragon emits a wave of mind- altering energy in a 
  30ft. area. Each creature in the area must make a DC 15 Wisdom 
  Saving Throw. On a failed save, the creature loses concentration 
  and is unable to cast psionic spells until the end of its next turn.
  Hydrogen drAgon Wyrmling
  Medium dragon, chaotic good
  Armor Class 17 (natural armor)
  Hit Points 38 (7d8 + 7)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  11 (+0)
  Saving Throws Dex +5, Con +5, Wis +3, Cha +3
  Skills Perception +6, Stealth +5
  Damage Immunities fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  Languages Draconic
  Challenge 2
  Sunlight. The hydrogen dragon sheds bright light in a 300-foot 
  radius and dim light for an additional 30 feet.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (1d10 + 3) piercing damage.
  Solar Flare Breath (Recharge 5-6). The dragon unleashes a wave 
  of igneous plasma in a 15ft. cone. Each creature in the area must 
  make a DC 12 Dexterity saving throw, taking 6d6 fire damage 
  on a failed save, or half as much damage on a successful one. 
  Additionally the dragon emits a wave of mind- altering energy in a 
  30ft. area. Each creature in the area must make a DC 12 Wisdom 
  Saving Throw. On a failed save, the creature loses concentration 
  and is unable to cast psionic spells until the end of its next turn.
  
  6
  Clevelet, the Sky’s Nobility
  LN female ancient helium dragon
  It has been thousands of years since the elven kingdoms 
  paid their first tribute to Clevelet. Even as a wyrmling, 
  this helium dragon made a name for herself. Quickly, 
  Clevelet became synonymous with excellence, and 
  her achievements were many. Years passed, and she 
  eventually ascended to the skies, as is typical of her 
  kind, where she secluded herself to a grand castle, 
  descending only to hunt. 
  After a historical summit of rulers, five elven civilizations 
  forged a pact with the ancient creature. Each decade, 
  they would provide the helium dragon with treasure, 
  gifts and other valuables, and other tokens of their 
  appreciation for her. In return, Clevelet would aid them 
  in times of crisis. 
  When the time would come to deliver, the elven 
  kingdoms formed a crew, tasked with the important 
  quest of delivering the gifts to the dragon’s lair. This 
  service was considered a great honor among their 
  people. The journey to Clevelet’s castle in the sky was 
  made with airships or magical flight, but never with 
  teleportation, as per Clevelet’s request; she believed 
  it was important for anyone who visited her castle to 
  understand how high in the sky, above all creatures, 
  she resided. Her castle in the sky was said to be made 
  of clouds held together by magic. Both the sun and the 
  moon were always visible from there somehow, legend 
  has it.
  This story has been passed down the generations. The 
  elven kingdoms of the pact are now gone, but rumor has 
  it that Clevelet still resides in her castle, perhaps waiting 
  for new subjects..
  The elemenT dragons
  helium dragon
  Helium dragons are the nobility of all their kind. Even 
  among these proud beasts, they hold a sense of superiority 
  that translates into the way they live, disdaining other 
  dragons and all other creatures alike. 
  These majestic creatures have white scales, the skin of 
  their wings is a pale pink, and they have blue pads on their 
  shoulders and thighs which are filled with helium, helping 
  them float even higher. They are tall but thin, and move 
  with elegance, always calculated and precise. They excel at 
  whatever they choose to do, both mentally and physically, 
  and they know it. 
  Elite nobles. A helium dragon characteristically is the 
  definition of snooty. They inherently believe they are 
  superior to all, and their inability to admit mistakes and 
  shortcomings is as legendary as their achievements. A 
  typical helium dragon usually likes to gloat and demean 
  the belongings and choices of others, getting a kick out of 
  making others realize how much they lack in comparison. 
  They do not go out of their way, however, to destroy or steal, 
  as that would be meaningless in their eyes.
  An enjoyable life. They enjoy living lavishly, spending 
  their time eating, drinking, or resting near their hoard. 
  This lifestyle is fueled by royalties who pay these dragons 
  handsomely to forge alliances that keep them safe. Elven 
  kingdoms are closely connected with helium dragons, 
  having a long history of cooperation.
  Forceful breath. Their breath weapon spreads with 
  great force through the air, pushing back creatures and 
  destroying structures with ease. If a creature survives the 
  breath weapon of a helium dragon, it also suffers from a 
  heightened version of the dragon’s regional effects.
  High ground. Helium dragons are not known for their 
  fighting prowess, but rather for their grandeur. They try to 
  take fights to high altitudes, taking advantage of their ability 
  to remain in these places for far longer than any other 
  creature, as they can breathe in thin air and flying does not 
  tire them.
  lair
  A helium dragon lairs among the clouds or even at higher 
  altitudes. They store their treasured possessions in the 
  palaces of the greatest kings of the realms.
  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:
  •  Dense clouds envelop a creature that the dragon can 
  see within 120 feet. A 40-foot area around it is heavily 
  obscured. The effect lasts until the dragon uses a different 
  lair action or the creature moves outside the dense cloud.
  •  Thin air surrounds the dragon. Any creature within 60 feet 
  that uses wings or a similar manner to fly loses that ability.
  regional effecTs
  The region surrounding a legendary helium dragon’s lair is 
  warped by the dragon’s power, which creates one or more 
  of the following effects:
  •  Within 10 miles of the dragon’s lair, people seem highly 
  devoted to their rulers.
  •  Small odorless puffs of air appear within 1 mile of the 
  dragon’s lair. Inhaling them makes a creature dizzy, as 
  they experience a natural high. They have advantage on 
  Intelligence (Investigation) checks for the next hour.
  •  The area within 1 mile of the dragon’s lair is covered by a 
  thin transparent mist that shines a very faint blue. Those 
  caught in it have their voice slightly altered.
  
  7
  The elemenT dragons
  Ancient Helium drAgon
  Gargantuan dragon, lawful neutral
  Armor Class 24 (natural armor)
  Hit Points 484 (28d20 + 190)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  25 (+7)
  20 (+5)
  15 (+2)
  28 (+9)
  Saving Throws Dex +11, Con +14, Wis +9, Cha +16
  Skills Perception +12, Stealth +10
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  Languages Common, Draconic, Elven
  Challenge 24
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it can 
  choose to succeed instead.
  Hover. Even if the helium dragon cannot use its wings to fly, it can 
  remain at 100 feet due to the helium contained in its body.
  Dive Attack. If the helium dragon is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 21 (6d6) bludgeoning damage to the target.
  Flyby. The helium dragon doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Hide. The helium dragon has advantage on Stealth checks while among 
  clouds.
  Actions
  Multiattack. The dragon can use its Awe Inspiring 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 target. 
  Hit: 14 (2d8 + 5) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 12 (2d6 + 5) slashing damage.
  Awe Inspiring Presence. Each creature of the dragon’s choice that is 
  within 120 feet of the dragon and is aware of it must succeed on a 
  DC 24 Charisma saving throw or become Dazed by the dragon’s 
  Majesty for 1 minute. A Dazed creature has disadvantage on attack 
  rolls and ability checks against the dragon and cannot willingly move. 
  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 Awe Inspiring Presence for the next 24 hours.
  Helium Breath (Recharge 5-6). The dragon exhales helium in a 90-foot 
  cone. Each creature in that area must succeed on a DC 24 Strength 
  saving throw or take 70 (20d6) thunder damage and be pushed back 
  90 feet. If they collide with an object or another creature, they both 
  take 35 (10d6) bludgeoning damage. Additionally, any creature hit 
  by the breath has its voice changed to a much higher pitch, making 
  it impossible to communicate but not affecting its verbal spell 
  component. This effect lasts for 1 minute. On a successful saving throw 
  the creature only takes half damage.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time, and only at the 
  end of another creature’s turn. Spent legendary actions are regained at 
  the start of each turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Fly.  The dragon can fly up to its flying speed, without provoking 
  opportunity attacks.
  Wing Attack (Costs 2 Actions). The dragon beats its wings.
  Each creature within 15 feet of the dragon must succeed on a 
  DC 25 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  Adult Helium drAgon
  Huge dragon, lawful neutral
  Armor Class 22 (natural armor)
  Hit Points 240 (20d12 + 110)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  23 (+6)
  18 (+4)
  13 (+1)
  24 (+7)
  Saving Throws Dex +10, Con +12, Wis +7, Cha +13
  Skills Perception +12, Stealth +10
  Damage Immunities fire
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic, Elven
  Challenge 19
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it can 
  choose to succeed instead.
  Hover. Even if the helium dragon cannot use its wings to fly, it can 
  remain at 100 feet due to the helium contained in its body.
  Dive Attack. If the helium dragon is flying and dives at least 30 feet 
  straight toward a target and then hits it with a melee weapon attack, the 
  attack deals an extra 19 (4d6) bludgeoning damage to the target.
  Flyby. The helium dragon doesn’t provoke an opportunity attack when it 
  flies out of an enemy’s reach.
  Hide. The helium dragon has advantage on Stealth checks while among 
  clouds.
  Actions
  Multiattack. The dragon can use its Awe Inspiring 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 target. Hit: 15 
  (2d8 + 4) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Awe Inspiring 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 22 Charisma saving throw or become Dazed by the dragon’s 
  Majesty for 1 minute. A Dazed creature has disadvantage on attack 
  rolls and ability checks against the dragon and cannot willingly move. 
  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 Awe Inspiring Presence for the next 24 hours.
  Helium Breath (Recharge 5-6). The dragon exhales helium in a 60-foot 
  cone. Each creature in that area must make a DC 22 Strength saving 
  throw, or take 20d6 thunder damage and be pushed back 60 ft. If 
  they collide with an object on another creature,, they both take 6d6 
  bludgeoning damage. Additionally any creature hit by the breath has 
  its voice changed to a much higher pitch making it impossible for it 
  to communicate but able to use verbal materials. This effect lasts for 
  1 minute. On a successful saving throw the creature only takes half 
  damage.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time, and only at the 
  end of another creature’s turn. Spent legendary actions are regained at 
  the start of each turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Fly.  The dragon can fly up to its flying speed, without provoking 
  opportunity attacks.
  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 12 (2d6 + 4) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  
  8
  young Helium drAgon
  Large dragon, lawful neutral
  Armor Class 20 (natural armor)
  Hit Points 168 (16d10 + 80)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  20 (+5)
  15 (+2)
  13 (+1)
  21 (+5)
  Saving Throws Dex +8, Con +9, Wis +5, Cha +9
  Skills Perception +8, Stealth +8
  Damage Immunities fire
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 19
  Languages Common, Draconic, Elven
  Challenge 11
  Hover. Even if  the helium dragon cannot use its wings to fly, it 
  can remain at 50 ft due to the Helium contained in its body. 
  Dive Attack. If the helium dragon is flying and dives at least 30 
  feet straight toward a target and then hits it with a melee weapon 
  attack, the attack deals an extra 11 (3d6) bludgeoning damage to 
  the target.
  Flyby. The helium dragon doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach.
  Hide. The helium dragon has advantage on Stealth checks while 
  among clouds.
  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 target. 
  Hit: 15 (2d8 + 3) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 3) slashing damage.
  Helium Breath (Recharge 5-6). The dragon exhales helium in a 
  30-foot cone. Each creature in that area must make a DC 22 
  Strength saving throw, or take 16d6 thunder damage and be 
  pushed back 30 ft. If they collide with an object on another 
  creature,, they both take 4d6 bludgeoning damage. Additionally 
  any creature hit by the breath has its voice changed to a much 
  higher pitch making it impossible for it to communicate but 
  able to use verbal materials. This effect lasts for 1 minute. On a 
  successful saving throw the creature only takes half damage.
  Helium drAgon Wyrmling
  Medium dragon, lawful neutral
  Armor Class 18 (natural armor)
  Hit Points 79 (11d8 + 30)
  Speed 40 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  16 (+3)
  18 (+4)
  13 (+1)
  11 (+0)
  18 (+4)
  Saving Throws Dex +5, Con +6, Wis +2, Cha +6
  Skills Perception +4, Stealth +8
  Damage Immunities fire
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 3
  Hover. Even if  the helium dragon cannot use its wings to fly, it 
  can remain at 10 ft due to the Helium contained in its body.
  Dive Attack. If the helium dragon is flying and dives at least 
  30 feet straight toward a target and then hits it with a melee 
  weapon attack, the attack deals an extra 3 (1d6) bludgeoning 
  damage to the target.
  Flyby. The helium dragon doesn’t provoke an opportunity attack 
  when it flies out of an enemy’s reach.
  Hide. The helium dragon has advantage on Stealth checks while 
  among clouds.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 2) piercing damage.
  Helium Breath (Recharge 5-6). The dragon exhales helium in a 
  15-foot cone. Each creature in that area must make a DC 
  22 Strength saving throw, or take 21 (6d6) thunder damage 
  and be pushed back 15 ft. If they collide with an object on 
  another creature,, they both take 7 (2d6) bludgeoning damage. 
  Additionally any creature hit by the breath has its voice changed to 
  a much higher pitch making it impossible for it to communicate 
  but able to use verbal materials. This effect lasts for 1 minute. On 
  a successful saving throw the creature only takes half damage.
  The elemenT dragons
  
  9
  •  Static fields around a creature are bent from the dragon’s 
  sheer will. The dragon chooses an energized creature. 
  It must succeed on a DC 16 Dexterity saving throw or 
  become stunned until the end of its next turn.    
  While inside its lair the lithium dragon is supercharged. 
  It can make an additional claw attack with its Multiattack 
  feature and can use its Supercharged Lightning Breath. 
  regional effecTs
  The region surrounding a legendary lithium dragon’s lair is 
  warped by the dragon’s electric power, which creates one or 
  more of the following effects:
  •  Within 10 miles of the dragon’s lair, lightning and thunder 
  damage is more potent. Whenever you roll damage for 
  a spell or use an item that deals lightning or thunder 
  damage, treat any rolled 1 as a 2.
  •  The hair, fur,  and wool on all creatures in the same area 
  becomes charged with static, standing up and appearing 
  fluffy. 
  •  Cracks of lightning strike the ground within 1 mile of the 
  dragon’s lair, alerting visitors to the dragon’s power. 
  Arfved, the Thunder God 
  CN male ancient lithium dragon
  Ever since he was a wyrmling, Arfved wished to prove 
  that he is the best. He left his first home at a very young 
  age, unable to resist the urge to fly to exotic realms and 
  meet worthy adversaries. He traveled far and wide, and 
  although he met powerful opponents, he managed to 
  either overcome them or was lucky enough to get away, 
  blessed with the chance to try again later. 
  Decades passed, and as his body grew so did his search 
  for new energy sources. After years of flying around 
  the Material Plane, he finally came across the legend 
  of a mountain peak where lightning always strikes and 
  where the charge is so powerful that mortals could not 
  even get close. He was not the only one who heard this 
  legend, however. As he arrived, he discovered four other 
  lithium dragons had also heard about his intended lair. 
  It was clear that this was the ultimate challenge. He 
  emerged victorious, wounding or killing the others, and 
  making his way to the peak. 
  As he basked in glory, a powerful lightning storm struck 
  him. Even with his natural affinity, he barely survived, 
  but he was reborn… as the strongest lithium dragon, a 
  creature that holds the power of the storm in its grasp.
  liThium dragon
  There are certain dragons that are naturally imbued 
  with the power of crackling lightning. These creatures 
  are energetic by nature and their power and ferocity is 
  unmatched. These are the lithium dragons.
  Golden lining. These creatures are clad in dark blue scales 
  with golden lines running along their bodies. Electric 
  currents flow inside these lines, like blood in veins, and 
  power the beast. A typical lithium dragon is huge, built 
  with powerful muscles. Despite its bulky size, its speed is 
  unparalleled.
  Energetic disposition. Lithium dragons are almost never 
  tired. They seem to be brimming with life, always moving, 
  always talking or thinking. Even the way they talk is fast, 
  like they are always catching up with their thoughts. This 
  takes most by surprise, as it is peculiar for a dragon.
  Always moving. These dragons are frequently nomadic 
  before reaching the final stage of life and becoming ancient. 
  They move around the Material Plane, seeking areas with 
  frequent storms and powerful lightning charges. They do 
  this naturally, to obtain their next charge. A lithium dragon 
  hates being low on electricity, as it drains them of their 
  usual demeanor, leaving them empty shells of themselves. 
  Lightning breath. Their breath weapon is a forceful 
  discharge of the energy they store in their bodies. The 
  lithium breath causes lightning damage to targets and 
  makes them energized. Energized creatures that remain 
  inside the static field are connected, creating chain 
  lightning and taking extra damage.
  One at a time. During combat, the dragon moves around 
  the battlefield, spreading its lightning damage and 
  energizing as many targets as possible with its attacks. Its 
  static field slowly takes down any creature that dares to 
  come close enough to attack. While in its lair, the dragon 
  can quickly deal with most foes, using its Supercharged 
  Lightning Breath.
  lair
  A lithium dragon creates its lair on top of mountains that 
  are also the homes to intense storms. As it slowly strips the 
  storm of its power, it must often create new lairs.
  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:
  •  Charged clouds approach 3 creatures of the dragon’s 
  choice within 300 feet. They must succeed on a DC 16 
  Dexterity saving throw or take 10 (3d6) lightning damage 
  and become energized.
  The elemenT dragons
  
  10
  Ancient litHium drAgon
  Gargantuan dragon, chaotic neutral
  Armor Class 21 (natural armor)
  Hit Points 391 (22d20 + 160)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  25 (+7)
  18 (+4)
  15 (+2)
  16 (+3)
  Saving Throws Dex +9, Con +14, Wis +9, Cha +10
  Skills Perception +16, Stealth +9
  Damage Resistances thunder
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  Languages Common, Draconic
  Challenge 23
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it can 
  choose to succeed instead.
  Static Field. Any creature within 30 feet of the dragon must succeed on 
  a DC 16 Dexterity saving throw at the start of its turn or take 7 (2d6) 
  lightning damage. The range of the Static Field increases to 60 feet 
  while in a storm.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then makes 
  three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) lightning damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage and an additional 10 (3d6) lightning 
  damage. On a hit, the creature becomes energized.
  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 19 
  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.
  Static Lightning Breath (Recharge 5-6). The dragon exhales a charged 
  lightning attack in a 90-foot cone. Each creature in that area must 
  succeed on a DC 22 Dexterity saving throw or take 70 (20d6) lightning 
  damage and become energized. On a success a creature only takes half 
  damage. 
  On initiative count 10, if an energized target is inside the static field 
  of the lithium dragon, it takes 10 (3d6) lightning damage and is 
  connected with static lightning to the lithium dragon and any other 
  energized creature within 40 feet. Any creature that the static lightning 
  connection passes through, must succeed on a DC 16 Constitution 
  saving throw or take 10 (3d6) lightning damage. This effect also ends 
  the energized condition of the target.
  Supercharged Lightning Breath (Recharge 5-6, Only usable within its 
  lair). The dragon focuses its lightning breath on a creature within 120 
  feet. The creature must make a DC 22 Dexterity saving throw, taking 
  140 (40d6) lightning damage on a failed save or half as much damage 
  on a successful one. If the creature is energized, they have disadvantage 
  on the saving throw.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time, and only at the 
  end of another creature’s turn. Spent legendary actions are regained at 
  the start of each turn.
  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 its flying speed.
  Adult litHium drAgon
  Huge dragon, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 222 (18d12 + 105)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  21 (+5)
  15 (+3)
  13 (+1)
  14 (+2)
  Saving Throws Dex +8, Con +11, Wis +7, Cha +8
  Skills Perception +12, Stealth +8
  Damage Resistances thunder
  Damage Immunities lightning
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic
  Challenge 17
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it can 
  choose to succeed instead.
  Static Field. Any creature within 30 feet of the dragon must succeed on 
  a DC 16 Dexterity saving throw at the start of its turn or take 7 (2d6) 
  lightning damage. The range of the Static Field increases to 60 feet 
  while in a storm.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It then makes 
  three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 6) piercing damage plus 3d6 lightning damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 
  Hit: 16 (2d8 + 6) slashing damage and an additional 2d6 lightning 
  damage. On a hit, the creature becomes energized.
  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 16 
  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.
  Static Lightning Breath (Recharge 5-6). The dragon exhales a charged 
  lightning attack in a 60-foot cone. Each creature in that area must 
  succeed on a DC 20 Dexterity saving throw or take 56 (16d6) lightning 
  damage and become energized. On a success a creature only takes half 
  damage. 
  On initiative count 10, if an energized target is inside the static field 
  of the lithium dragon, it takes 10 (3d6) lightning damage and is 
  connected with static lightning to the lithium dragon and any other 
  energized creature within 40 feet. Any creature that the static lightning 
  connection passes through, must succeed on a DC 16 Constitution 
  saving throw or take 10 (3d6) lightning damage. This effect also ends 
  the energized condition of the target.
  Supercharged Lightning Breath (Recharge 5-6 , Only usable within its 
  lair). The dragon focuses its lightning breath on a creature within 120 
  feet. The creature must make a DC 20 Dexterity saving throw, taking 
  105 (30d6) lightning damage on a failed save or half as much damage 
  on a successful one. If the creature is energized, they have disadvantage 
  on the saving throw.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the options 
  below. Only one legendary action can be used at a time, and only at the 
  end of another creature’s turn. Spent legendary actions are regained at 
  the start of each turn.
  Tail. 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 19 
  Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and 
  be knocked prone. The dragon can then fly up to its flying speed.
  The elemenT dragons
  
  11
  young litHium drAgon
  Large dragon, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 130 (16d10 + 42)
  Speed 40 ft., fly 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  14 (+2)
  16 (+3)
  12 (+2)
  11 (+0)
  12 (+1)
  Saving Throws Dex +6, Con +7, Wis +4, Cha +5
  Skills Perception +8, Stealth +6
  Damage Resistances thunder
  Damage Immunities lightning
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 8
  Static Field. Any creature within 30 feet of the dragon must 
  succeed on a DC 16 Dexterity saving throw at the start of its turn 
  or take 7 (2d6) lightning damage. The range of the Static Field 
  increases to 60 feet while in a storm.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 5) piercing damage plus 3d6 lightning damage.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 5) slashing damage.
  Static Lightning Breath (Recharge 5-6). The dragon exhales a 
  charged lightning attack in a 90-foot cone. Each creature in that 
  area must succeed on a DC 16 Dexterity saving throw or take 
  46 (13d6) lightning damage and become energized. On a success 
  a creature only takes half damage. 
  On initiative count 10, if an energized target is inside the static 
  field of the lithium dragon, it takes 10 (3d6) lightning damage 
  and is connected with static lightning to the lithium dragon and 
  any other energized creature within 40 feet. Any creature that the 
  static lightning connection passes through, must succeed on a 
  DC 14 Constitution saving throw or take 7 (2d6) lightning damage. 
  This effect also ends the energized condition of the target.
  deaTh bomb varianT
  The lithium dragon is, at its core, a battery. They 
  store unimaginable amounts of energy in their 
  bodies. When killed, their bodily functions shut 
  down, and as a result, all the suppressed 
  energy violently finds a way out, resulting 
  in an explosion. Each creature within 
  120 feet of the dragon when its hit 
  points drop to 0 must make a DC 23 
  Dexterity saving throw, taking 20d6 
  lightning damage and 20d6 force 
  damage on a failed save, or half as 
  much damage on a successful one.
  The elemenT dragons
  litHium drAgon Wyrmling
  Medium dragon, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 48 (8d8 + 12)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  14 (+2)
  10 (+0)
  10 (+0)
  10 (+0)
  Saving Throws Dex +5, Con +5, Wis +3, Cha +3
  Skills Perception +6, Stealth +5
  Damage Resistances thunder
  Damage Immunities lightning
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  Languages Draconic
  Challenge 2
  Static Field. Any creature within 10 ft of the dragon must make 
  a DC 12 Dex Saving Throw at the start of its turn or take 1d6 
  lightning damage. The range of the Static Field increases to 20 ft 
  while in a storm.
  Actions
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 10 (1d10 + 4) piercing damage plus 3d6 lightning damage.
  Static Lightning Breath (Recharge 5-6). The dragon exhales a 
  charged lightning attack in a 90-foot cone. Each creature in that 
  area must succeed on a DC 12 Dexterity saving throw or take 
  21 (6d6) lightning damage and become energized. On a success a 
  creature only takes half damage. 
  On initiative count 10, if an energized target is inside the static 
  field of the lithium dragon, it takes 10 (3d6) lightning damage 
  and is connected with static lightning to the lithium dragon and 
  any other energized creature within 40 feet. Any creature that the 
  static lightning connection passes through, must succeed on a 
  DC 12 Constitution saving throw or take 4 (1d6) lightning damage. 
  This effect also ends the energized condition of the target.
  
  12
  cover and at the end of each round it must succeed on a 
  DC 18 Constitution saving throw or become poisoned for 
  1 minute.
  •  The dragon chooses a creature within 100 feet. The 
  creature must succeed on a DC 24 Wisdom saving throw 
  or spend its next turn stunned as they become dazzled by 
  the precious gems around it.
  regional effecTs
  The region surrounding a legendary beryllium dragon’s lair 
  is warped by the dragon’s power, which creates one or more 
  of the following effects:
  •  Within 10 miles of the dragon’s lair, people seem to be less 
  greedy and tend to value ethics more than getting rich.
  •  All creatures in the area taste a characteristic metallic 
  sweetness when touching gems. 
  •  The local flora and fauna are constantly in danger of being 
  poisoned by the presence of the dragon. If no measures 
  are taken against this, all creatures that spend a month 
  within 5 miles of the dragon’s lair become poisoned, and 
  must succeed on a DC 23 Constitution saving throw or 
  suffer 8 (1d6 + 4) poison damage daily. Exposure for more 
  than a week gives creatures three levels of exhaustion, and 
  for more than a month leads to death.
  Vauquelin, the Sharing
  LG adult beryllium dragon
  Like most of their kind, Vauquelin quickly realized what 
  it means for humans to meet a beryllium dragon. Chased 
  and hunted for their abilities, Vauquelin realized that it 
  was a mistake to come out to the surface and approach 
  humans. They took to hiding once more, and became 
  accustomed to life in isolation again. 
  That was, until one day, a party of adventurers raided 
  their home and reached them. Terrified that this was 
  the end, Vauquelin fought to protect themselves. 
  Their claws were trembling and their voice was weak. 
  Finally, as tears began to flow after knocking one of 
  their assailants unconscious, the adventurers one by 
  one realized their mistake and dropped their weapons. 
  Still not trusting them, Vauquelin told them to go away, 
  leave and never return, but the adventurers did not. They 
  stayed, endured the dragon’s attacks, and did not lift a 
  finger to strike back. It took them two whole days, but 
  in the end, they managed to get through to the dragon, 
  proving that they held no ill intentions. 
  Over a period of years, the adventurers worked with 
  the nearby town, spreading the word about their kind 
  and wonderful friend, and making Vauquelin’s lair their 
  home. It took many years, but they also managed to 
  use advanced magic and artificery to protect everyone 
  from the poisonous presence of the beryllium dragon. 
  Now, Vauquelin lives in the town together with the 
  adventurers and shares their creations with the people.
  beryllium dragon
  Gemstones are one of the most valuable resources in this 
  world, revered by most mortal civilizations as symbols of 
  beauty and also as excellent conductors of arcana. Due 
  to their natural ability to create precious gems, beryllium 
  dragons are one of the most hunted creatures on the 
  planes. Only the ones that have learned to hide well, away 
  from mortals, survive to old age. Underneath this poor 
  existence, lies the brightest gem of all: their kind spirit.
  Appearance. Additionally, their bodies are very light but 
  strong, their claws are able to cut through metal like butter, 
  and their scales are extremely resistant to damage.
  Too timid. The beryllium dragon is, at its core, a shy 
  creature. It tries to avoid making eye contact, dislikes 
  being seen in public, and becomes embarrassed even with 
  compliments. It usually likes private company, feeling lonely 
  in its isolation, and cares for others, especially those who 
  are kind. It is, however, distrustful at first, as it has learned 
  the hard way that many wish to harm it for personal gain.
  Silent sacrifice. These dragons can slowly create 
  gemstones, such as emeralds and aquamarines, on their 
  bodies as they react with the surrounding environment. 
  Humanoids, mostly humans, poach them for this reason. 
  While beryllium dragons would willingly give away their 
  gemstones, they avoid other creatures; aware that their 
  presence causes chronic poisoning to those around them, 
  they try to remain hidden from the public, preferring to live 
  in isolation in caves, deep beneath the surface. 
  Corrosive breath. These dragons do not rely as much 
  as other dragons on their breath to protect themselves, 
  but rather focus their attacks with their claws and fangs. 
  Nonetheless, their poisonous breath is a fearsome weapon 
  in their arsenal.
  Peaceful creatures. Due to their timid and kind nature, 
  they prefer to remain passive during their lifetime and most 
  of them have not experienced a proper fight. As such, they 
  do not have a usual tactic nor are their senses honed by 
  combat experience. Luckily, their natural sturdiness and 
  might make up for their naiveté.
  lair
  A beryllium dragon’s lair is hidden in the mountains or 
  an underground cave system. It is filled with emeralds, 
  aquamarines, and even red and golden beryl. 
  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 dragon breaks cave walls with his tail, unleashing 
  stored poisonous fumes within a 60-foot range. While a 
  creature remains in the area of the fumes, it gains full 
  The elemenT dragons
  
  13
  Ancient Beryllium drAgon
  Gargantuan dragon, lawful good
  Armor Class 23 (natural armor)
  Hit Points 402 (25d20 + 140)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  14 (+2)
  26 (+8)
  13 (+1)
  15 (+2)
  16 (+3)
  Saving Throws Dex +8, Con +14, Wis +8, Cha +9
  Skills Perception +16, Stealth +11
  Damage Resistances acid, cold, fire, poison, thunder, lightning
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  Languages Common, Draconic
  Challenge 21
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Harder then Metal. Any successful claw or bite attack against a 
  creature using metal armor or a shield decreases their AC bonus 
  by 1, if any.
  Actions
  Multiattack. The dragon can use its Corroding Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 
  Hit: 19 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 15 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 
  Hit: 17 (2d8 + 8) slashing damage and an additional 7 (2d6) 
  poison damage.
  Corroding 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 16 Constitution saving throw or become poisoned 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 Awe Inspiring Presence for the next 24 
  hours.
  Corrosive Breath (Recharge 5-6). The dragon exhales beryllium 
  fumes in a 90-foot cone. Each creature in that area must make a 
  DC 22 Dexterity saving throw, taking 49 (14d6) poison damage 
  on a failed save, or half as much damage on a successful one. Any 
  metal armor or shield takes a permanent and cumulative -2 penalty 
  to the AC it offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  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 its 
  flying speed.
  Adult Beryllium drAgon
  Huge dragon, lawful good
  Armor Class 21 (natural armor)
  Hit Points 207 (18d12 + 90)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  24 (+7)
  12 (+1)
  13 (+1)
  14 (+2)
  Saving Throws Dex +7, Con +12, Wis +6, Cha +7
  Skills Perception +12, Stealth +8
  Damage Resistances acid, cold, fire, poison, thunder, lightning
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
  Languages Common, Draconic
  Challenge 14
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Harder than Metal. Any successful claw or bite attack against a 
  creature using metal armor or a shield decreases their AC bonus 
  by 1, if any.
  Actions
  Multiattack. The dragon can use its Corroding Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 18 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 
  Hit: 15 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 
  Hit: 15 (2d6 + 7) slashing damage and an additional 2d6 poison 
  damage.
  Corroding 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 13 Constitution saving throw or become poisoned 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 Awe Inspiring Presence for the next 24 
  hours.
  Corrosive Breath (Recharge 5-6). The dragon exhales beryllium 
  fumes in a 90-foot cone. Each creature in that area must make a 
  DC 18 Dexterity saving throw, taking 39 (11d6) poison damage 
  on a failed save, or half as much damage on a successful one. Any 
  metal armor or shield takes a permanent and cumulative -2 penalty 
  to the AC it offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed.
  LegendAry Actions
  The dragon can take 3 legendary actions, choosing from the 
  options below. Only one legendary action can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  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 19 Dexterity saving throw or take 15 (2d6 + 6) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  The elemenT dragons
  
  14
  young Beryllium drAgon
  Large dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 150 (16d10 + 62)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  20 (+5)
  10 (+0)
  11 (+0)
  12 (+1)
  Saving Throws Dex +6, Con +9, Wis +5, Cha +6
  Skills Perception +8, Stealth +6
  Damage Resistances acid, cold, fire, poison, thunder, lightning
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 9
  Harder than Metal. Any successful claw or bite attack against a 
  creature using metal armor or a shield decreases their AC bonus 
  by 1, if any.
  Actions
  Multiattack. The dragon makes three attacks: one with its bite and 
  two with its claws.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 16 (2d10 + 4) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 13 (2d6 + 4) slashing damage.
  Corrosive Breath (Recharge 5-6). The dragon exhales beryllium 
  fumes in a 90-foot cone. Each creature in that area must make a 
  DC 14 Dexterity saving throw, taking 32 (9d6) poison damage 
  on a failed save, or half as much damage on a successful one. Any 
  metal armor or shield takes a permanent and cumulative -1 penalty 
  to the AC it offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed.
  Beryllium drAgon Wyrmling
  Medium dragon, lawful good
  Armor Class 18 (natural armor)
  Hit Points 46 (8d8 + 10)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  14 (+2)
  15 (+2)
  10 (+0)
  11 (+0)
  10 (+0)
  Saving Throws Dex +5, Con +5, Wis +3, Cha +3
  Skills Perception +6, Stealth +5
  Damage Resistances acid, cold, fire, poison, thunder, lightning, 
  bludgeoning, piercing, and slashing from nonmagical attacks
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 16
  Languages Common
  Challenge 1
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 2) piercing damage.
  Corrosive Breath (Recharge 5-6). The dragon exhales beryllium 
  fumes in a 90-foot cone. Each creature in that area must make a 
  DC 14 Dexterity saving throw, taking 17 (5d6) poison damage 
  on a failed save, or half as much damage on a successful one. Any 
  metal armor or shield takes a permanent and cumulative -1 penalty 
  to the AC it offers. Armor reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed.
  The elemenT dragons
  
  15
  boron dragon
  Boron dragons are a very rare breed of dragons. Some 
  humanoids believe that they do not hail from the Material 
  Plane, but rather came into existence when other types of 
  dragons were influenced by cosmic energies or from metals 
  from meteorites. Their bodies are extremely durable, both 
  able to deflect most hits and also any environmental danger. 
  It is, however, this durability of their skin that led to them 
  developing their most characteristic trait: paranoia.
  Appearance. These dragons are huge, bulky, and heavy, 
  clad in shiny dark-gray scales. Their movements are slow 
  but carry a lot of power, and their physical prowess is 
  legendary, matched only by red and gold dragons. Their 
  skin can be harvested and added to metal armor or 
  weapons to increase their hardiness. For this reason, they 
  are hunted by many creatures, including other dragons. 
  Personality. This history of being hunted has led them 
  to become paranoid and aggressive, always suspicious of 
  other creatures. Similar to their distant kin, the beryllium 
  dragons, they chose to hide from the dangers of the world. 
  Contrary to the self-sacrificing beryllium dragons, however, 
  there is no altruism in this action. A boron dragon remains 
  isolated for the majority of its lifetime because it is in 
  its nature to be so suspicious of others that harmonious 
  coexistence is simply not an option.
  Way of life. Thus, these creatures search for the best 
  locations to create their lair, which are essentially 
  fortresses. They might not all look like castles in 
  architecture, but they all have a common main goal; 
  to protect the dragon from intruders. This habit has 
  reached great levels of infamy, and the most well-known 
  boron dragons are always those that have managed to 
  remain hidden in their lairs for hundreds or thousands of 
  years, successfully defending themselves from everyone. 
  Peculiarly, most of them have a soft spot for flora, spending 
  much of their time tending to the great gardens in their 
  lairs, which grow naturally around them.
  Twin breath. These dragons have a strong and unique 
  breath weapon. Their breath attack consists of two parts: A 
  long range projectile of green color, which targets a single 
  creature and deals high amounts of fire and force damage, 
  and a low-range breath attack of green corrosive poisonous 
  substance, which leaves long lasting effects to living 
  organisms but surprisingly not to structures.
  Tactics. Boron dragons fight with rage and tenacity when 
  forced to, but in reality, if they must fight, something has 
  gone terribly wrong for them. Their real talents lie in 
  creating a clever network of traps all around their lair, 
  ensuring that no one even approaches them to steal their 
  secrets, their treasure, or their lives. They spend a great 
  part of their life perfecting their trap-making skill, ensuring 
  that this concert of traps plays out perfectly.
  lair
  The lair of a boron dragon is usually deep underground. It 
  consists of long corridors, large halls, and other structures, 
  all littered with traps and sometimes inhabited by creatures 
  loyal to the dragon. These creatures are never found close 
  to the dragon’s true lair.
  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 dragon activates a trap around or beneath a creature 
  it knows is within 120 feet of it. This trap can be a pit, 
  some projectiles, or any other trap. 
  •  The dragon closes any door, barricades any corridor, and 
  seals off any room within 300 feet of it. The closed doors 
  lock.
  •  The dragon stomps its front feet, making the ground in a 
  45-foot cone in front of it collapse 30 feet. Any creature in 
  the area can attempt to jump out of the area of effect by 
  succeeding on a DC 18 Dexterity saving throw.
  Lussard of the Impenetrable Fortress
  N/NE male ancient boron dragon
  If you ask adventuring guilds where most ambitious 
  groups have lost their lives, the answer would be simple: 
  The Impenetrable Fortress of Lussard. Located at great 
  depth beneath one of the most immense mountain 
  spines, this dungeon fortress is the symbol and the 
  definition of defense. There are countless urban legends 
  about the quantity and nature of the traps encountered 
  by adventurers that try to raid it, but if one is to believe 
  even a fraction of them, it is easy to understand how this 
  lair has earned its moniker. 
  Lussard is a typical dragon of his kind. Ruled by haunting 
  thoughts and driven by fear, he began working on his 
  fortress and spent centuries improving it. After a while, 
  it became clear that no creature, mortal or otherwise, 
  could clear even half of the challenges he had set for 
  them. This gave Lussard no peace of mind. Instead, it 
  deepened his paranoia, as a singular thought became 
  rooted into his mind: that a party skilled enough to clear 
  his traps would one day appear. This party would of 
  course be so skilled and strong, that even he would be 
  no match for them.
  The elemenT dragons
  
  16
  Ancient Boron drAgon
  Gargantuan dragon, lawful good
  Armor Class 25 (natural armor)
  Hit Points 505 (31d20 + 180)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  12 (+1)
  29 (+9)
  13 (+1)
  15 (+2)
  16 (+3)
  Saving Throws Dex +8, Con +16, Wis +8, Cha +10
  Skills Perception +16, Stealth +10
  Damage Resistances acid, poison, thunder, lightning
  Damage Immunities cold, fire, bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
  Languages Common, Draconic
  Challenge 23
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Weak Spot. All boron dragons have a weak spot. To find it, a 
  creature must succeed on a DC 26 Wisdom (Perception) check. 
  To hit the dragon’s Weak Spot with a weapon attack, a creature 
  must take a -5 penalty on its attack roll. On a hit, all damage done 
  is doubled and any resistances or immunities are ignored.
  Pompous Landing. Whenever the dragon lands on the ground, its 
  Stomping Presence effect is activated.
  The elemenT dragons
  regional effecTs
  It is hard to really study the effects a boron dragon has 
  on the environment because they are usually found deep 
  underground. Having said that, both in their dungeons and 
  in the areas where they rarely do roam, there are a few 
  characteristics. 
  •  A tell-tale sign is that all flames lit within a mile from a 
  boron dragon become green. 
  •  There are no insects close to them, and those that enter a 
  1-mile radius of the dragon usually die within a day. 
  •  Plant life thrives around a boron dragon. Not only do 
  plants grow extraordinarily fast around it, they reach 
  sizes previously impossible on their own. This is called 
  gigantism.
  dm noTe
  If a character has heard the legend of harvesting the dragon 
  to augment weapons with their skin, it can attempt to do 
  so. If the augmentation is successful increase the AC by 
  1 or increase a weapon’s damage by a weapon die. Only 
  a Blacksmith can make the augmentations, and it usually 
  takes a tenday.
  Actions
  Multiattack. The dragon can use its Stomping Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 
  Hit: 23 (2d12 + 10) piercing damage.
  Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 17 (2d6 + 10) slashing damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 
  Hit: 23 (2d12 + 10) piercing damage.
  Stomping 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 Strength saving throw or be knocked prone. If a creature is 
  within 10 feet of the dragon, they take 16 (3d10) thunder damage 
  no matter the result of the saving throw.
  Boron Twin Breath (Recharge 5-6). The dragon exhales a green 
  projectile at high speed against a single creature within 600 feet 
  and poisonous fluids in a 45-foot cone. 
  The creature targeted by the projectile attack must succeed on a 
  DC 24 Dexterity saving throw or take 14 (4d6) fire and 14 (4d6) 
  force damage. If the projectile has travelled at least 60 feet, the 
  damage is doubled (8d6 fire and 8d6 force total). On a successful 
  saving throw the creature takes half damage.
  Each creature in the 45-foot cone area must make a DC 24 
  Constitution saving throw, taking 84 (24d6) poison damage on a 
  failed save, 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 can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  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 19 (2d8 + 10) 
  bludgeoning damage and be knocked prone. The dragon can 
  then fly up to its flying speed.
  
  17
  Adult Boron drAgon
  Huge dragon, lawful good
  Armor Class 22 (natural armor)
  Hit Points 256 (21d12 + 120)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  10 (+0)
  24 (+7)
  13 (+1)
  13 (+1)
  15 (+2)
  Saving Throws Dex +6, Con +13, Wis +7, Cha +8
  Skills Perception +13, Stealth +6
  Damage Resistances acid, poison, thunder, lightning
  Damage Immunities cold, fire, bludgeoning, piercing, and 
  slashing from nonmagical attacks 
  Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
  Languages Common, Draconic
  Challenge 15
  Legendary Resistance (3/Day). If the dragon fails a saving throw, it 
  can choose to succeed instead.
  Weak Spot. All boron dragons have a weak spot. To find it, a 
  creature must succeed on a DC 26 Wisdom (Perception) check. 
  To hit the dragon’s Weak Spot with a weapon attack, a creature 
  must take a -5 penalty on its attack roll. On a hit, all damage done 
  is doubled and any resistances or immunities are ignored.
  Pompous Landing. Whenever the dragon lands on the ground, its 
  Stomping Presence effect is activated.
  The elemenT dragons
  Actions
  Multiattack. The dragon can use its Stomping Presence. It then 
  makes three attacks: one with its bite and two with its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 20 (2d10 + 8) piercing damage.
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 
  Hit: 16 (2d6 + 8) slashing damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 
  Hit: 18 (2d8 + 8) slashing damage.
  Stomping 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 18 Strength saving throw or be knocked prone. If a creature is 
  within 10 feet of the dragon, they take 16 (3d10) thunder damage 
  no matter the result of the saving throw.
  Boron Twin Breath (Recharge 5-6). The dragon exhales a green 
  projectile at high speed against a single creature within 600 feet 
  and poisonous fluids in a 45-foot cone. 
  The creature targeted by the projectile attack must succeed on a 
  DC 22 Dexterity saving throw or take 11 (3d6) fire and 11 (3d6) 
  force damage. If the projectile has travelled at least 60 feet, the 
  damage is doubled (6d6 fire and 6d6 force total). On a successful 
  saving throw the creature takes half damage.
  Each creature in the 45-foot cone area must make a DC 22 
  Constitution saving throw, taking  63(18d6) poison damage on a 
  failed save, 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 can be used at a time, 
  and only at the end of another creature’s turn. Spent legendary 
  actions are regained at the start of each turn.
  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 18 (2d6 + 8) bludgeoning 
  damage and be knocked prone. The dragon can then fly up to its 
  flying speed.
  
  18
  Boron drAgon Wyrmling
  Medium dragon, lawful good
  Armor Class 19 (natural armor)
  Hit Points 81 (10d8 + 36)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  18 (+4)
  10 (+0)
  10 (+0)
  11 (+0)
  Saving Throws Dex +2, Con +5, Wis +2, Cha +2
  Skills Perception +4, Stealth +2
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses blindsight 10 ft., darkvision 60 ft., passive Perception 14
  Languages Draconic
  Challenge 3
  Weak Spot. All boron dragons have a weak spot. To find it, a 
  creature must succeed on a DC 26 Wisdom (Perception) check. 
  To hit the dragon’s Weak Spot with a weapon attack, a creature 
  must take a -5 penalty on its attack roll. On a hit, all damage done 
  is doubled and any resistances or immunities are ignored.
  Actions
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 12 (2d10 + 4) piercing damage.
  Boron Twin Breath (Recharge 5-6). The dragon exhales a green 
  projectile at high speed against a single creature within 600 feet 
  and poisonous fluids in a 45-foot cone. 
  The creature targeted by the projectile attack must succeed on 
  a DC 24 Dexterity saving throw or take 4 (1d6) fire and 4 (1d6) 
  force damage. If the projectile has travelled at least 60 feet, the 
  damage is doubled (2d6 fire and 2d6 force total). On a successful 
  saving throw the creature takes half damage.
  Each creature in the 45-foot cone area must make a DC 12 
  Constitution saving throw, taking 21 (6d6) poison damage on a 
  failed save, or half as much damage on a successful one. 
  young Boron drAgon
  Large dragon, lawful good
  Armor Class 20 (natural armor)
  Hit Points 168 (17d10 + 75)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  21 (+5)
  11 (+0)
  11 (+0)
  13 (+1)
  Saving Throws Dex +4, Con +9, Wis +4, Cha +5
  Skills Perception +8, Stealth +4
  Damage Resistances acid, poison, thunder, lightning, cold, fire
  Damage Immunities bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
  Languages Common, Draconic
  Challenge 9
  Weak Spot. All boron dragons have a weak spot. To find it, a 
  creature must succeed on a DC 26 Wisdom (Perception) check. 
  To hit the dragon’s Weak Spot with a weapon attack, a creature 
  must take a -5 penalty on its attack roll. On a hit, all damage done 
  is doubled and any resistances or immunities are ignored.
  Actions
  Multiattack. The dragon 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: 12 (2d10 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 6) slashing damage.
  Boron Twin Breath (Recharge 5-6). The dragon exhales a green 
  projectile at high speed against a single creature within 600 feet 
  and poisonous fluids in a 45-foot cone. 
  The creature targeted by the projectile attack must succeed on 
  a DC 20 Dexterity saving throw or take 7 (2d6) fire and 7 (2d6) 
  force damage. If the projectile has travelled at least 60 feet, the 
  damage is doubled (4d6 fire and 4d6 force total). On a successful 
  saving throw the creature takes half damage.
  Each creature in the 45-foot cone area must make a DC 16 
  Constitution saving throw, taking 45 (13d6) poison damage on a 
  failed save, or half as much damage on a successful one.
  The elemenT dragons
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/1408145-Elemental_Dragons.pdf