Stormlung

Gargantuan • Dragon • Neutral

Armor Class 18

Hit Points 280 (17d20 + 102)

Speed 30 ft., fly 120 ft. (hover)

Initiative +10 (20)

STRDEXCONINTWISCHA
25 (+7)18 (+4)23 (+6)15 (+2)18 (+4)20 (+5)

Skills Nature +9, Perception +16

Damage Resistances thunder

Damage Immunities lightning

Senses blindsight 60 ft., darkvision 300 ft. (unimpeded by heavily area made out of cloud, rain or similar weather-like phenomena), passive Perception 26

Languages Common, Draconic, Primordial (Auran)

CR 17 (XP 18,000 or 20,000 in lair; PB +6)

A serpentine dragon wreathed in dense clouds, its massive lungs birthing storms as lightning and wind coil around its armored body.

Stormy Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, it can’t take reactions until the start of its next turn, and its flying speed is reduced by 20 feet until it finishes a long rest.

Wind Controller. Ranged attack rolls that target the dragon or cross through a 30-foot emanation originating from the dragon are made with disadvantage if the dragon chooses so. This trait doesn’t work while the dragon is incapacitated.

ACTIONS

Multiattack. The dragon makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +13, reach 15 ft. Hit: 15 (2d8 + 6) slashing damage plus 13 (3d8) lightning or thunder damage (the dragon’s choice).

Tail. Melee Weapon Attack: +13, reach 30 ft. Hit: 17 (2d10 + 6) bludgeoning damage, and the target is knocked prone and pushed back 10 feet.

Chain Tempest Breath (Recharge 5-6). Dexterity Saving Throw: DC 20, each creature 100-foot-long, 5-foot-wide line. Failure: 36 (8d8) lightning damage, and the line can change its direction originating from the target. Success: Half damage.

Whirlwind Breath. Strength Saving Throw: DC 20, each creature 90-foot cone. Failure: The target is pulled as close to the center line of the cone as possible. When the effect ends, the target falls if it is still aloft unless it can stop the fall. Success: The target is knocked prone.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):

At will: control weather, sleet storm, wind wall

REACTIONS

Dodge And Counter. Trigger: The dragon takes damage from a creature it can see. Response: The dragon halves the damage, and if the attacker is within 30 feet of the dragon, it makes a Tail attack against it.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Gust. Strength Saving Throw: DC 20, each creature 50-foot-long, 10-foot-wide line. Failure: The target is pushed 15 feet away from you in a direction following the line.

Lightning Strike. Dexterity Saving Throw: DC 20, each creature in a 5-foot emanation originating from a point within 150 feet of the dragon that it can see. Failure: 10 (3d6) lightning damage. Success: Half damage.

Storm Blast. Constitution Saving Throw: DC 20, each creature in a 20-foot emanation originating from the dragon. Failure: 13 (2d12) thunder damage, and the target is deafened until the end of its next turn. Success: Half damage. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Stormlung

Gargantuan • Dragon • Neutral

Armor Class 17

Hit Points 201 (13d20 + 65)

Speed 30 ft., fly 120 ft. (hover)

Initiative +8 (18)

STRDEXCONINTWISCHA
23 (+6)16 (+3)21 (+5)13 (+1)16 (+3)18 (+4)

Skills Nature +7, Perception +13

Damage Resistances thunder

Damage Immunities lightning

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 300 ft. (unimpeded by heavily area made out of cloud, rain or similar weather-like phenomena), passive Perception 23

Languages Common, Draconic, Primordial (Auran)

CR 14 (XP 11,500 or 13,000 in lair; PB +5)

A serpentine dragon wreathed in dense clouds, its massive lungs birthing storms as lightning and wind coil around its armored body.

Stormy Resistance (2/Day, or 3/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, it can’t take reactions until the start of its next turn, and its flying speed is reduced by 20 feet until it finishes a long rest.

Wind Controller. Ranged attack rolls that target the dragon or cross through a 20-foot emanation originating from the dragon are made with disadvantage if the dragon chooses so. This trait doesn’t work while the dragon is incapacitated.

ACTIONS

Multiattack. The dragon makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +11, reach 15 ft. Hit: 14 (2d8 + 5) slashing damage plus 9 (2d8) lightning or thunder damage (the dragon’s choice).

Tail. Melee Weapon Attack: +11, reach 30 ft. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is knocked prone and pushed back 10 feet.

Chain Tempest Breath (Recharge 5-6). Dexterity Saving Throw: DC 18, each creature 80-foot-long, 5-foot-wide line. Failure: 31 (7d8) lightning damage, and the line can change its direction originating from the target. Success: Half damage.

Whirlwind Breath. Strength Saving Throw: DC 18, each creature 90-foot cone. Failure: The target is pulled as close to the center line of the cone as possible. When the effect ends, the target falls if it is still aloft unless it can stop the fall. Success: The target is knocked prone.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18):

At will: control weather, sleet storm, wind wall

REACTIONS

Dodge And Counter. Trigger: The dragon takes damage from a creature it can see. Response: The dragon halves the damage, and if the attacker is within 30 feet of the dragon, it makes a Tail attack against it.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Gust. Strength Saving Throw: DC 18, each creature 50-foot-long, 10-foot-wide line. Failure: The target is pushed 15 feet away from you in a direction following the line.

Lightning Strike. Dexterity Saving Throw: DC 18, each creature in a 5-foot emanation originating from a point within 150 feet of the dragon that it can see. Failure: 7 (2d6) lightning damage. Success: Half damage.

Storm Blast. Constitution Saving Throw: DC 18, each creature in a 15-foot emanation originating from the dragon. Failure: 11 (2d10) thunder damage, and the target is deafened until the end of its next turn. Success: Half damage. Failure or Success: The dragon can’t take this action again until the start of its next turn.

Stormlung

Gargantuan • Dragon • Neutral

Armor Class 19

Hit Points 332 (19d20 + 133)

Speed 30 ft., fly 120 ft. (hover)

Initiative +11 (21)

STRDEXCONINTWISCHA
27 (+8)20 (+5)25 (+7)17 (+3)20 (+5)22 (+6)

Skills Nature +9, Perception +17

Damage Resistances thunder

Damage Immunities lightning

Condition Immunities poisoned

Senses blindsight 60 ft., darkvision 300 ft. (unimpeded by heavily area made out of cloud, rain or similar weather-like phenomena), passive Perception 27

Languages Common, Draconic, Primordial (Auran)

CR 20 (XP 25,000 or 33,000 in lair; PB +6)

A serpentine dragon wreathed in dense clouds, its massive lungs birthing storms as lightning and wind coil around its armored body.

Stormy Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead. When it does so, it can’t take reactions until the start of its next turn, and its flying speed is reduced by 20 feet until it finishes a long rest.

Wind Controller. Ranged attack rolls that target the dragon or cross through a 30-foot emanation originating from the dragon are made with disadvantage if the dragon chooses so. This trait doesn’t work while the dragon is incapacitated.

ACTIONS

Multiattack. The dragon makes one Bite and one Tail attack.

Bite. Melee Weapon Attack: +13, reach 15 ft. Hit: 16 (2d8 + 7) slashing damage plus 18 (4d8) lightning or thunder damage (the dragon’s choice).

Tail. Melee Weapon Attack: +13, reach 30 ft. Hit: 23 (3d10 + 7) bludgeoning damage, and the target is knocked prone and pushed back 10 feet.

Chain Tempest Breath (Recharge 5-6). Dexterity Saving Throw: DC 21, each creature 120-foot-long, 5-foot-wide line. Failure: 40 (9d8) lightning damage, and the line can change its direction originating from the target. Success: Half damage.

Whirlwind Breath. Strength Saving Throw: DC 21, each creature 120-foot cone. Failure: The target is pulled as close to the center line of the cone as possible. When the effect ends, the target falls if it is still aloft unless it can stop the fall. Success: The target is knocked prone.

Spellcasting. The dragon casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 21):

At will: control weather, sleet storm, wind wall

REACTIONS

Dodge And Counter. Trigger: The dragon takes damage from a creature it can see. Response: The dragon halves the damage, and if the attacker is within 30 feet of the dragon, it makes a Tail attack against it.

LEGENDARY ACTIONS

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.

Gust. Strength Saving Throw: DC 21, each creature 50-foot-long, 10-foot-wide line. Failure: The target is pushed 15 feet away from you in a direction following the line.

Lightning Strike. Dexterity Saving Throw: DC 21, each creature in a 5-foot emanation originating from a point within 150 feet of the dragon that it can see. Failure: 14 (4d6) lightning damage. Success: Half damage.

Storm Blast. Constitution Saving Throw: DC 21, each creature in a 20-foot emanation originating from the dragon. Failure: 19 (3d12) thunder damage, and the target is deafened until the end of its next turn. Success: Half damage. Failure or Success: The dragon can’t take this action again until the start of its next turn.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.