Draconomicon: Yellow Dragons
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Credits
Copy by: RDD Wilkin
Design by: RDD Wilkin
Layout and Formatting: RDD Wilkin
Graphics and Images: cover design by and © RDD Wilkin, layout elements by and © Corey
Johnston, parchments used in sidebars and statblocks by and © Billiam Babble.
Orange, Purple, and Yellow Dragons were created by Richard Alan Lloyd and presented in Dragon #65 (Sep-
tember 1982) and in Dragon #248 ( June 1998). They were adapted for the third edition in Dragon Compen-
dium, which is the source for this conversion.
© Spilled Ale Studios • Draconomicon: Yellow Dragons 1
The Lost Chromatic Dragons
Some sages believe that Tiamat once had a sister until, enraged at some sleight, Tiamat tore her apart.
Proponents of this theory also believe that there are other types of chromatic dragon in the world
which consider the forgotten sister their progenitor. They refer to sightings of unusual dragons, usually
written off as false recollections caused by the witnesses not getting a good view, or perhaps being out
of their mind with terror. But to these sages, those stories have the ring of truth, and sifting through
such tales has led some to believe there are at least three other types of chromatic dragons: orange,
purple, and yellow.
If such dragons exist, they are extremely rare. Perhaps whatever offense their progenitor gave to
Tiamat caused her to command her own brood to wipe her sister’s children from the earth. Dragon
experts who put stock in this theory often hire adventurers to seek out evidence to back their claim,
sending them to isolated, dangerous locations in search of their well-hidden lairs. So far, no such ex-
pedition has been successful. On the other hand, in many cases the adventuring party never returned.
Maybe they did find something out there - something very dangerous. A dragon, perhaps?
Yellow Dragons
The yellow dragon is the physically weakest of the predator able to evade pursuers and attack from hid-
chromatic dragons, but it is the fastest flier, as well as ing in any environment. The dragon’s favourite tactic
moving with exceptional agility within water. While is to swoop past enemies too fast for them to strike,
another dragon may rely on its physical might, the using its powerful breath weapon to restrain them in
yellow dragon knows that its speed is the key to a pillar of salt, at which time it attacks the helpless
defeating its foes. Despite their physical weakness target with claws and fangs. If faced with a superior
the yellow dragon is a frustrating opponent for opponent the yellow dragon will flee beneath the
another dragon, as it can easily avoid the claw, fangs waves, or into the earth.
and even breath weapons of its attacker. Few preda- Lord of the Deeps. A yellow dragon living near sa-
tors, or indeed mortal warriors, have the skill and huagin occasionally enters into a mutually beneficial
patience necessary to fell the creature. agreement with the sea devils, in which it receives a
A yellow dragon has a long and sinuous body constant food and tribute in exchange for the occa-
covered in white-flecked yellow scales. It has an sional service (often, to keep the waters around the
overwhelming odour of salt. Its head is narrow sahuagin village safe from rival tribes, aquatic elves,
and snake-like, with eyes like emeralds, and a long and other such threats). However, a yellow dragon of
forked tongue that flickers out from between its sufficient power may simply conquer the sea devils
fanged jaws. A green frill runs along its back from and demand their service, building for themselves an
between its eyes to the tip of its tail. Though it is empire under the waves. A yellow dragon makes for
more serpentine than other dragons and lacks wings, a capricious and cruel ruler, and its servants live in
an expert will still recognise it for what it is. fear of the consequences of displeasing it.
Creature of Air and Water. In spite of their lack of
wings, yellow dragons can still fly and in fact move
through the air with astonishing speed and agil-
A Yellow Dragon’s Lair
ity. These dragons have an innate connection to the The yellow dragon lairs in tunnels beneath sandy
elemental plane of air. And yet, they are almost as beaches, or submerged caverns under lakes or on
comfortable under the water as well, and most of coastlines. Whether submerged or not, the dragon’s
their kind make their layers below the waves.The lair is likely only accessible via the water, a simple
preferred terrain of a yellow dragon is somewhere first line of defense against many of the dragon’s
damp: lakes, swamps, and coastlines are all places potential foes.
you might find one of these peculiar dragons. Their
lairs are generally underwater, where the dragon is Lair Actions
safe from and has the advantage over most potential
attackers. Even creatures native to the waters are On initiative count 20 (losing initiative ties), the
unlikely to disturb a yellow dragon’s lair. dragon takes a lair action to cause one of the follow-
Ambush Predator. The yellow dragon is a vicious ing effects; the dragon can’t use the same effect two
predator and will attack anything that it is sure it rounds in a row.
can beat, often even attacking much larger crea- A cloud of salt swirls about in a 20-foot
tures if it is sure they are slow (and most things are radius sphere on a point the dragon can
compared to the yellow dragon). Their ability to fly, see within 120 feet of it. The cloud spreads
swim and burrow makes them a dangerous ambush around corners, and its area is heavily ob-
2 Draconomicon: Yellow Dragons • © Spilled Ale Studios
scured. Each creature in the cloud must suc- chance of being extinguished.
ceed on a DC 15 Constitution saving throw
or be Blinded for 1 minute. A creature can Regional Effects
repeat the saving throw at the end of each of Any water within 6 miles of a legendary yellow
its turns, ending the effect on itself on a suc- dragon’s lair becomes extremely salty (or even saltier,
cess. in the case of seas and oceans), making it unsuitable
A strong wind blows around the dragon (if for habitation and killing any native creatures not
underwater, strong currents form instead). intelligent enough to leave the area.
Each creature within 60 feet of the dragon If the dragon dies, the salt levels return to normal
must succeed on a DC 15 Strength saving within 1d10 days.
throw or be pushed 15 feet away from the
dragon and knocked prone. Gases and vapors
are dispersed by the wind, and unprotected
flames, such as lanterns, have a 50 percent
Ancient Yellow Dragon repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
Gargantuan dragon, chaotic evil saving throw is successful or the effect ends for it, the
Armor Class 24 (natural armor) creature is immune to the dragon’s Frightful Presence
Hit Points 287 (18d20 + 108) for the next 24 hours.
Speed 40 ft., burrow 40 ft., fly 120 ft., swim 90 ft. Salt Breath (Recharge 5-6). The dragon exhales a
90-ft. cone of salt that binds to creatures in its area.
STR DEX CON INT WIS CHA A DC 22 Dexterity saving throw prevents a creature
within the cone being covered in salt. Otherwise, they
19 (+4) 26 (+8) 23 (+6) 14 (+2) 13 (+1) 14 (+2)
are temporarily Blinded until the end of the yellow
dragon’s next turn. The target is also Restrained, and
Saving Throws Dex +14, Con +12, Wis +7, Cha +8 may make a DC 22 Strength saving throw at the end
Skills Perception +13, Stealth +20 of each of their turns to try and break free of the salt
Damage Immunities lightning encasing them and remove this condition.
Senses blindsight 60 ft., darkvision 120 ft., passive If a creature is caught in the breath weapon a sec-
Perception 23 ond time while still Restrained and fails to make their
Languages Common, Draconic saving throw, they are covered in so much salt they
Challenge 23 (50,000 XP) become Blinded and Paralyzed as well. The target may
make a DC 22 Strength saving throw at the end of
Amphibious. The dragon can breathe air and water. each of their turns to remove one of these conditions,
Magical Flight. A yellow dragon has the ability to fly in this order: Paralyzed, Blinded, Restrained.
thanks to its connection with elemental air. If forced An allied creature may spend their action to Help
to land due to the loss of this ability, the dragon is the victim of a salt breath attack remove some of
considered to be under the effects of feather fall until it their salt shell, granting advantage on the ally’s saving
reaches the ground, regardless of distance. throw.
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Actions
from the options below. Only one legendary action
Multiattack. The dragon can use its Frightful Presence. option can be used at a time and only at the end of
It then makes three attacks: one with its bite and two another creature’s turn. The dragon regains spent leg-
with its claws. endary actions at the start of its turn.
Bite. Melee weapon attack: +14 to hit, reach 15 ft., one Detect. The dragon makes a Wisdom (Perception)
target. Hit: 19 (2d10+8) piercing damage. check.
Claw. Melee weapon attack: +14 to hit, reach 10 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 15 (2d6+8) slashing damage. Ram (Costs 2 Actions). The dragon can fly or swim
Tail. Melee weapon attack: +14 to hit, reach 20 ft., one up to half its speed and attempt to ram into a single
target. Hit: 17 (2d8+8) bludgeoning damage. target, who must succeed on a DC 22 Dexterity saving
Frightful Presence. Each creature of the dragon’s throw or take 37 (6d10+4) bludgeoning damage and
choice that is within 120 feet of the dragon and aware be knocked prone. The dragon may then also make a
of it must succeed on a DC 16 Wisdom saving throw bite attack against the target.
or become frightened for 1 minute. A creature can
© Spilled Ale Studios • Draconomicon: Yellow Dragons 3
Adult Yellow Dragon repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success. If a creature’s
Huge dragon, chaotic evil saving throw is successful or the effect ends for it, the
Armor Class 21 (natural armor) creature is immune to the dragon’s Frightful Presence
Hit Points 168 (16d12 + 64) for the next 24 hours.
Speed 30 ft., burrow 30 ft., fly 120 ft., swim 90 ft. Salt Breath (Recharge 5-6). The dragon exhales a
60-ft. cone of salt that binds to creatures in its area.
STR DEX CON INT WIS CHA A DC 19 Dexterity saving throw prevents a creature
within the cone being covered in salt. Otherwise, they
15 (+2) 23 (+6) 19 (+4) 12 (+1) 12 (+1) 12 (+1)
are temporarily Blinded until the end of the yellow
dragon’s next turn. The target is also Restrained, and
Saving Throws Dex +11, Con +9, Wis +6, Cha +6 may make a DC 19 Strength saving throw at the end
Skills Perception +11, Stealth +16 of each of their turns to try and break free of the salt
Damage Immunities lightning encasing them and remove this condition.
Senses blindsight 60 ft., darkvision 120 ft., passive If a creature is caught in the breath weapon a sec-
Perception 20 ond time while still Restrained and fails to make their
Languages Common, Draconic saving throw, they are covered in so much salt they
Challenge 15 (13,000 XP) become Blinded and Paralyzed as well. The target may
make a DC 19 Strength saving throw at the end of
Amphibious. The dragon can breathe air and water. each of their turns to remove one of these conditions,
Magical Flight. A yellow dragon has the ability to fly in this order: Paralyzed, Blinded, Restrained.
thanks to its connection with elemental air. If forced An allied creature may spend their action to Help
to land due to the loss of this ability, the dragon is the victim of a salt breath attack remove some of
considered to be under the effects of feather fall until it their salt shell, granting advantage on the ally’s saving
reaches the ground, regardless of distance. throw.
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Legendary Actions
The dragon can take 3 legendary actions, choosing
Actions
from the options below. Only one legendary action
Multiattack. The dragon can use its Frightful Presence. option can be used at a time and only at the end of
It then makes three attacks: one with its bite and two another creature’s turn. The dragon regains spent leg-
with its claws. endary actions at the start of its turn.
Bite. Melee weapon attack: +11 to hit, reach 10 ft., one Detect. The dragon makes a Wisdom (Perception)
target. Hit: 17 (2d10+6) piercing damage. check.
Claw. Melee weapon attack: +11 to hit, reach 5 ft., one Tail Attack. The dragon makes a tail attack.
target. Hit: 13 (2d6+6) slashing damage. Ram (Costs 2 Actions). The dragon can fly or swim
Tail. Melee weapon attack: +11 to hit, reach 15 ft., one up to half its speed and attempt to ram into a single
target. Hit: 15 (2d8+6) bludgeoning damage. target, who must succeed on a DC 19 Dexterity saving
Frightful Presence. Each creature of the dragon’s throw or take 24 (4d10+2) bludgeoning damage and
choice that is within 120 feet of the dragon and aware be knocked prone. The dragon may then also make a
of it must succeed on a DC 14 Wisdom saving throw bite attack against the target.
or become frightened for 1 minute. A creature can
4 Draconomicon: Yellow Dragons • © Spilled Ale Studios
Young Yellow Dragon Yellow Dragon Wyrmling
Large dragon, chaotic evil Medium dragon, chaotic evil
Armor Class 18 (natural armor) Armor Class 16 (natural armor)
Hit Points 105 (14d10 + 28) Hit Points 22 (5d8+ 0)
Speed 20 ft., burrow 20 ft., fly 90 ft., swim 60 ft. Speed 15 ft., burrow 15 ft., fly 80 ft., swim 60 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 15 (+2) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 16 (+3) 11 (+0) 9 (-1) 10 (+0) 10 (+0)
Saving Throws Dex +7, Con +3, Wis +3, Cha +3 Saving Throws Dex +5, Con +2, Wis +2, Cha +2
Skills Perception +6, Stealth +10 Skills Perception +4, Stealth +7
Damage Immunities lightning Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 16 Perception 14
Languages Common, Draconic Languages Draconic
Challenge 6 (2,300 XP) Challenge ½ (100 XP)
Amphibious. The dragon can breathe air and water. Amphibious. The dragon can breathe air and water.
Magical Flight. A yellow dragon has the abil- Magical Flight. A yellow dragon has the ability to fly
ity to fly thanks to its connection with elemental thanks to its connection with elemental air. If forced
air. If forced to land due to the loss of this ability, to land due to the loss of this ability, the dragon is
the dragon is considered to be under the effects considered to be under the effects of feather fall until
of feather fall until it reaches the ground, regardless it reaches the ground, regardless of distance.
of distance.
Actions
Actions Bite. Melee weapon attack: +4 to hit, reach 5 ft., one
Multiattack. The dragon makes three attacks: one target. Hit: 7 (1d10+2) piercing damage.
with its bite and two with its claws. Salt Breath (Recharge 5-6). The dragon exhales a
Bite. Melee weapon attack: +7 to hit, reach 10 ft., 15-ft. cone of salt that binds to creatures in its area.
one target. Hit: 15 (2d10+4) piercing damage. A DC 12 Dexterity saving throw prevents a creature
Claw. Melee weapon attack: +7 to hit, reach 5 ft., within the cone being covered in salt. Otherwise,
one target. Hit: 11 (2d6+4) slashing damage. they are temporarily Blinded until the end of the
Salt Breath (Recharge 5-6). The dragon exhales yellow dragon’s next turn. The target is also Re-
a 30-ft. cone of salt that binds to creatures in its strained, and may make a DC 12 Strength saving
area. A DC 15 Dexterity saving throw prevents throw at the end of each of their turns to try and
a creature within the cone being covered in salt. break free of the salt encasing them and remove this
Otherwise, they are temporarily Blinded until the condition.
end of the yellow dragon’s next turn. The target is If a creature is caught in the breath weapon a
also Restrained, and may make a DC 15 Strength second time while still Restrained and fails to make
saving throw at the end of each of their turns to their saving throw, they are covered in so much salt
try and break free of the salt encasing them and they become Blinded and Paralyzed as well. The
remove this condition. target may make a DC 12 Strength saving throw
If a creature is caught in the breath weapon a at the end of each of their turns to remove one of
second time while still Restrained and fails to make these conditions, in this order: Paralyzed, Blinded,
their saving throw, they are covered in so much salt Restrained.
they become Blinded and Paralyzed as well. The An allied creature may spend their action to Help
target may make a DC 15 Strength saving throw the victim of a salt breath attack remove some of
at the end of each of their turns to remove one of their salt shell, granting advantage on the ally’s sav-
these conditions, in this order: Paralyzed, Blinded, ing throw.
Restrained.
An allied creature may spend their action to
Help the victim of a salt breath attack remove
some of their salt shell, granting advantage on the
ally’s saving throw.
© Spilled Ale Studios • Draconomicon: Yellow Dragons 5
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