Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Draconic, Dwarvish, Elvish, Primordial
Resistances & Immunities
Environments
Traits
Fog Vision
The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.
Innate Spellcasting
the dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
at will: feather fall
5/day each: lightning bolt, ice storm
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance
The dragon has advantage on saving throws against spells and other magical effects.
Uncontrollable
The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.
Whirling Winds
Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons.
Wind Dragon's Lair
on initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can't use the same effect two rounds in a row.
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Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.
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Fragments of ice and stone are torn from the lair's wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.
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A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.
Actions
Bite
+16 to hit, reach 15 ft (4.6 m). Hit: 2d12 piercing damage.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.
Breath of Gales
The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.
Claw
+16 to hit, reach 10 ft (3 m). Hit: 2d8 slashing damage.
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Frightful Presence
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, 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.
Multiattack
The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.
Tail
+16 to hit, reach 20 ft (6.1 m). Hit: 2d10 bludgeoning damage.
Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.
Wing Attack (Costs 2 Actions)
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Legendary Actions
Detect
The dragon makes a Wisdom (Perception) check.
Tail Attack
The dragon makes a tail attack.
Wing Attack
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
About Ancient Wind Dragon
Ancient Wind Dragon is a gargantuan dragon with a Challenge Rating of 22. It has a chaotic neutral alignment.
In combat, this creature maintains an Armor Class of 20 and possesses 425 hit points (derived from 23d20+184).
Ancient Wind Dragon has communication capabilities including Common, Draconic, Dwarvish, Elvish, Primordial. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Ancient Wind Dragon
1 tips available
GM Tips: Using Ancient Wind Dragon
When using Ancient Wind Dragon in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
Player Guide: Facing Ancient Wind Dragon
1 strategies available
Player Guide: Facing Ancient Wind Dragon
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 22.
High-Level Solo Encounter:
This creature is too powerful for a single level-20 character. You need 3.0 character(s) at maximum level (20) to face this creature.
Experience Point Thresholds:
- Medium: 50,600 XP
- Hard: 75,900 XP
- Deadly: 101,200 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Ancient Wind Dragon?
- Ancient Wind Dragon has a Challenge Rating of 22, making it appropriate for parties of level 22.0.
- What type of creature is Ancient Wind Dragon?
- Ancient Wind Dragon is a Gargantuan Dragon, which affects how certain spells and abilities interact with it.
- What languages does Ancient Wind Dragon speak?
- Ancient Wind Dragon can communicate in Common, Draconic, Dwarvish, Elvish, Primordial.
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