On Tuesday, I gave you all a glimpse at my first attempt at creating one of fifth edition D&D versions of the fourth edition catastrophic dragons. If you want to go back and checkout that post you can read all about the blizzard dragon. I’m welcoming any and all feedback before I add these baddies to the Free Game Resources section of this site, so if you’re interested, please go check it out and let me know what you think!
A Quick Recap
Now some of you may have missed fourth edition, catastrophic dragons, and/or the post before this. If you’re wondering what they are and what my vision is for them, I’ve pulled an excerpt from Tuesday’s post below. If you’re already caught up, feel free to skip to the next section of this post.
Catastrophic dragons were once chromatic dragons who desired more than a hoard and a lair. For while others stole and hid from the humanoids over whom they claimed superiority, these dragons knew that all other life in the multiverse should be bowing to their will. Power is a far greater reward than any material possession and as the smartest and strongest in the land, dragons deserved to be in charge. Any thought other than this was impractical and stupid.
These dragons tried to convince their brethren to leave their caves and make the humanoids submit to their will. The other chromatic dragons did not like this sudden interest in the affairs of lesser beings and so with greater numbers they did come together. They banished their radical kin to the elemental planes. For hundreds of years these rebellious chromatic dragons were locked in seas of fire, ice, wind, and stone. Those who did not die were shaped by elemental forces and remade into catastrophic dragons.
Each trapped catastrophic dragon has its imprisonment tied to the soul of a chromatic dragon on the material plane. If one of these gatekeeper chromatic dragon should die before it can pass the responsibility onto another, the catastrophic dragon can leave the plane of its imprisonment and wreak havoc on the world.
Catastrophic dragons once wanted to dominate all life in the multiverse. After years of suffering the harsh terrain of the elemental planes, their minds are warped and they desire only to kill all those inferior to them, especially chromatic dragons whom they hate above all others.Their memories are long and catastrophic dragons do not forget their betrayal at the hands of their kin. If they escape their bonds, they may keep a hoard, but usually only for the purpose of attracting other dragons and killing them.
Earthquake Dragons
Mighty earthquake dragons appear to be hewn from great craggy mountains. Their skin looks like tightly packed boulders and their muscle is stone, with piercing, bright eyes which promise hate and death. Those who dare to get close enough to an earthquake dragon can see its entire being quivering with rage and elemental energy.
Blunt and Brawn. Short on patience for even their own kin earthquake dragons are always one wrong look or comment away from a murderous outburst. They have no time for lies or manipulation. Those who are in the dragon’s way will be destroyed. The dragons rely on fear of their power to get the job done when they do work with minions, which is not often. Any who work with earthquake dragons know eventually their rage and hatred for all non-elemental life wins out. Partnerships with these beasts are short-lived and end in murder.
Everything Must Die. It is said that earthquake dragons carry such rage in their hearts and they barely care for their own lives. Even in battle their attitude is grim, and they fight to the bitter end, destroying all that they can with their very last breaths. The anger they feel is compounded with the pain at being stuck in the Elemental Plane of Earth, constantly crushed and claustrophobic. Once free, most can only think about how they must inflict the same crushing anguish upon all living things.
An Earthquake Dragon’s Lair
Earthquake dragons make their lairs underground in mazes of tight, twisting tunnels in which they can trap intruders with a well-placed collapse. Amidst these tunnels are usually huge caverns where a dragon and its elemental minions might confront threats head on. Earthquake dragons tend to leave their kills wherever they happen to fall, letting them serve as warnings and signs of the dragon’s might to any who dare enter.
The entrance of an earthquake dragon’s lair is usually deep within a canyon or fissure filled with all manner of elemental guardians. The entrance of the lair is often blocked by a collapse which the earthquake dragon can easily clear, but serves as a more difficult obstacle for smaller creatures. Sometimes earthquake dragons will block several tunnels, most of which are decoys meant to throw off any would-be heroes. These decoy tunnels end in dead ends.
Earthquake dragons lack finesse and prefer to face any threat directly, using all their brawn. They normally face threats in large rooms with plenty of loose rock structures they can topple over to hinder foes. Earthquake dragons rarely form an escape plan. Their rage forces them to fight until the bitter end.
Lair Actions
On initiative count 20 (losing initiative ties), the earthquake dragon takes a lair action to cause one of the following effects; the earthquake dragon can’t use the same effect two rounds in a row:
- Pieces of the lair’s ceiling fall to the ground, covering a 25-foot-square area within 120 feet of the earthquake dragon. Creatures in the area must make a DC 15 Dexterity saving throw. Creatures who fail take 10 (3d6) bludgeoning damage, creatures who succeed take half damage.
- A 5-foot-square, 30-foot deep pit opens beneath one creature the earthquake dragon can see. This creature must make a DC 15 Dexterity saving throw. If the creature fails it takes 10 (3d6) bludgeoning damage and lands prone at the bottom of the pit. A creature who succeeds moves to an unoccupied space of their choice adjacent to the pit. Climbing the walls of the pit requires a DC 10 Strength (Athletics) check. The pit seals over and pushes up any creatures within when the earthquake dragon uses this lair action again.
- The ground shakes violently within the chamber and all ground within 90 feet of the earthquake dragon is difficult terrain until the dragon uses another lair action.
Regional Effects
The region containing a legendary earthquake dragon’s lair is warped by the earthquake dragon’s elemental magic, which creates one or more of the following effects:
- Small earthquakes and ground tremors occur within 6 miles of the dragon’s lair.
- Creatures who fly within 1 mile of the lair find that gravity pulls them toward the ground. No creature other than the earthquake dragon can fly higher than 30 feet.
- Large fissures appear at random around the dragon’s lair. Creatures standing on ground which becomes a fissure must make a DC 15 Dexterity saving throw or fall 1d4 x 10 feet into the fissure.
All of these regional effects end immediately after the earthquake dragon dies.
Earthquake Dragon Wyrmling
Medium dragon, chaotic evil
Armor Class 17 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 15 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 10 (+0) | 15 (+2) | 15 (+2) | 11 (+0) | 12 (+1) |
Saving Throws Dex +2, Con +4, Wis +2, Cha +3
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Skills Athletics +4, Perception +2
Senses blindsight 10 ft., darkvision 60 ft., passive perception 12
Languages Draconic
Challenge 3 (700 XP)
Catastrophic Aura. A 5-foot aura of magic shaking ground and wind emanates from the dragon. Any creature which ends its turn within the aura must make a DC 12 Strength saving throw or fall prone.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
Young Earthquake Dragon
Large dragon, chaotic evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
21 (+5) | 10 (+0) | 19 (+4) | 17 (+3) | 13 (+1) | 14 (+2) |
Saving Throws Dex +4, Con +8, Wis +5, Cha +6
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Skills Athletics +9, Perception +5
Senses blindsight 30 ft., darkvision 120 ft., passive perception 15
Languages Common, Draconic
Challenge 9 (5,000 XP)
Catastrophic Aura. A 5-foot aura of magic shaking ground and wind emanates from the dragon. Any creature which ends its turn within the aura must make a DC 16 Strength saving throw or fall prone.
Actions
Multiattack. The earthquake dragon can use its Growing Aura and then make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 4) slashing damage.
Growing Aura. The earthquake dragon’s Catastrophic Aura expands its radius 10 feet. If the dragon uses this ability when its Catastrophic Aura is 25 feet, the dragon’s aura explodes with energy and all creatures within 30 feet of the dragon must make a DC 16 Strength saving throw. Creatures who fail take 39 (7d10) bludgeoning damage, fall prone, and cannot get up for one minute, creatures who succeed take half damage and are not knocked prone. A creature who failed can repeat this saving throw at the end of its turn, ending the effect stopping it from standing if it is successful. Once the dragon’s aura explodes with energy it resets to 5 feet.
Adult Earthquake Dragon
Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
25 (+7) | 10 (+0) | 23 (+6) | 19 (+4) | 15 (+2) | 16 (+3) |
Saving Throws Dex +5, Con +11, Wis +7, Cha +8
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Skills Athletics +12, Perception +7
Senses blindsight 60 ft., darkvision 120 ft., passive perception 17
Languages Common, Draconic
Challenge 16 (15,000 XP)
Catastrophic Aura. A 5-foot aura of magic shaking ground and wind emanates from the dragon. Any creature which ends its turn within the aura must make a DC 19 Strength saving throw or fall prone.
Legendary Resistance (3/Day). If the earthquake dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The earthquake dragon can use its Growing Aura and then make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage.
Earthen Maw. The earthquake dragon targets one creature it can see within 10 feet. That creature must make a DC 19 Dexterity saving throw. A creature who fails is restrained as stone begins to meld with its body. A creature who failed must repeat this saving throw at the end of its turn, ending the effect if it succeeds, or becoming petrified if it fails.
Growing Aura. The earthquake dragon’s Catastrophic Aura expands its radius 10 feet. If the dragon uses this ability when its Catastrophic Aura is 25 feet, the dragon’s aura explodes with energy and all creatures within 60 feet of the dragon must make a DC 19 Strength saving throw. Creatures who fail take 49 (9d10) bludgeoning damage, fall prone, and cannot get up for one minute, creatures who succeed take half damage and are not knocked prone. A creature who failed can repeat this saving throw at the end of its turn, ending the effect stopping it from standing if it is successful. Once the dragon’s aura explodes with energy it resets to 5 feet.
Legendary Actions
The earthquake dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The earthquake dragon regains all spent legendary actions at the start of its turn.
Tail Attack. The earthquake dragon makes a tail attack.
Sudden Quake. Each creature in the earthquake dragon’s Catastrophic Aura must succeed on a DC 19 Strength saving throw or fall prone.
Earthen Maw (Costs 2 Actions). The earthquake dragon uses Earthen Maw.
Ancient Earthquake Dragon
Gargantuan dragon, chaotic evil
Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
29 (+9) | 10 (+0) | 27 (+8) | 21 (+5) | 17 (+3) | 18 (+4) |
Saving Throws Dex +7, Con +15, Wis +10, Cha +11
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons
Skills Athletics +16, Perception +10
Senses blindsight 60 ft., darkvision 120 ft., passive perception 20
Languages Common, Draconic
Challenge 23 (32,500 XP)
Catastrophic Aura. A 5-foot aura of magic shaking ground and wind emanates from the dragon. Any creature which ends its turn within the aura must make a DC 23 Strength saving throw or fall prone.
Legendary Resistance (3/Day). If the earthquake dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The earthquake dragon can use its Growing Aura and then make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (3d8 + 9) bludgeoning damage.
Earthen Maw. The earthquake dragon targets one creature it can see within 10 feet. That creature must make a DC 23 Dexterity saving throw. A creature who fails is restrained as stone begins to meld with its body. A creature who failed must repeat this saving throw at the end of its turn, ending the effect if it succeeds, or becoming petrified if it fails.
Growing Aura. The earthquake dragon’s Catastrophic Aura expands its radius 10 feet. If the dragon uses this ability when its Catastrophic Aura is 25 feet, the dragon’s aura explodes with energy and all creatures within 90 feet of the dragon must make a DC 23 Strength saving throw. Creatures who fail take 66 (12d10) bludgeoning damage, fall prone, and cannot get up for one minute, creatures who succeed take half damage and are not knocked prone. A creature who failed can repeat this saving throw at the end of its turn, ending the effect stopping it from standing if it is successful. Once the dragon’s aura explodes with energy it resets to 5 feet.
Legendary Actions
The earthquake dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The earthquake dragon regains all spent legendary actions at the start of its turn.
Tail Attack. The earthquake dragon makes a tail attack.
Sudden Quake. Each creature in the earthquake dragon’s Catastrophic Aura must succeed on a DC 23 Strength saving throw or fall prone.
Earthen Maw (Costs 2 Actions). The earthquake dragon uses Earthen Maw.
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In my 4e games, I used Catastrophic Dragons a little differently. They were/are creatures probably from a deep part of the Feywild, where it crosses over with the Shadowfell & the creatures there represent suffering and misery in the mortal (prime material) world. I borrowed a bit from 2nd ed White Wolf’s “Umbra” for this. So Catastrophic dragons were literally catastrophe incarnate. Every one represented some awful disaster that had taken out a civilization and killed/maimed/terrified millions. While regular dragons at least had the chance of being reasoned with, I liked the idea of catastrophic dragons being impossible forces of destructive nature. So there was a specific Volcanic dragon for the recent Mt. Hotenow eruption, for example. They gained in strength based on the number of people the original disaster had affected.
I like your 5E take on the stats for these critters. I wondered if maybe there could be a chance that flying creatures are either immune or at the very least get advantage on the save vs the Earthquake Dragon’s Catastrophic Aura, though. I also feel like the Earthquake dragon should have Condition Immunity to being knocked prone, and maybe (being a stone-ish creature) immunity to being Poisoned as well. Just a thought.
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I struggled with the flying creature thing too. I’ll have to play around with it some more….
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I agree with Joe, although it seems like an obvious DM call. Anything that affects a creature by via the ground underneath the creature should only have an affect if the creature is actually in contact with the ground. On the one hand that seems so obvious that it doesn’t seem necessary to include, on the other hand the Earthquake spell does specifically mention creatures in contact with the ground.
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Yeah, I guess the “wind” part there is to account for high level heroes being able to fly but I don’t think it makes much sense thematically to me. Even if you made the aura affect flying creatures by pulling them down (but not prone).
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Down but not prone is an interesting idea….
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Hmmm true. Though the Earthquake spell does lot of other crap. I’ll definitely need to re-examine!
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