FGFD Booklet1 Cards
FGFD Booklet1 Cards
SPECIAL TRAITS
Keen Senses. The dragon has advantage on Wisdom (Perception) checks.
ACTIONS
Multiattack. The dragon makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
slashing damage.
SPECIAL TRAITS
Hold Breath. The dragon can hold its breath for 1 hour.
Sunlight Dependency. The dragon gains a level of exhaustion for every 5 days it isn’t exposed
to sunlight. A level of exhaustion gained this way is removed if the dragon is exposed to
direct sunlight for 5 hours.
ACTIONS
Multiattack. The dragon can use its Floral Presence or Greater Heart Sight. It then makes
two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing
damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 22 (2d12 + 9)
bludgeoning damage.
Aquatic Floral Presence. Each creature of the dragon’s choice that is within 120 feet of it
is cured of the poisoned condition and gains 11 (2d10) temporary hit points that last for
1 minute. As long as these temporary hit points remain, the target can’t be poisoned and
can breathe water. Once the effect ends for it, the creature is immune to the dragon’s Floral
Presence for the next 24 hours.
Greater Heart Sight. The dragon focuses on a creature in range of its blindsight and
magically knows the creature’s current emotional state. If the target fails a DC 16 Charisma
saving throw, the dragon also knows the creature’s alignment. Celestials, fiends, and undead
automatically fail the saving throw.
Negative Wave. The dragon releases a blast of violent psychic energy in a 60-foot cone. Each
creature in that area must make a DC 19 Wisdom saving throw, taking 52 (15d6) psychic
damage on a failed save, or half as much damage on a successful one. A creature that fails
its saving throw by 5 or more is frightened of the dragon until the end of its next turn.
Positive Wave. The dragon releases a burst of blissful psychic energy in a 60-foot cone.
Each creature in the cone must succeed on a DC 19 Wisdom saving throw or become
incapacitated for 10 minutes. This effect ends early for a creature if a target takes damage.
An affected creature can repeat its saving throw at the end of each of its turns, ending the
effect for itself on a success.
Larkspur Dragon CR 5
LARGE DRAGON, ANY CHAOTIC ALIGNMENT
ART: KIN WALD THE FIELD GUIDE TO FLORAL DRAGONS © HIT POINT PRESS INC. 2023
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 7 (-2) 10 (+0) 7 (-2)
SPECIAL TRAITS
Fleet of Foot. The dragon can use a bonus action on each of its turns to take the Dash action.
Poisonous Petals. A creature that touches the dragon or hits it with a melee attack while
within 5 feet of it takes 7 (2d6) poison damage.
ACTIONS
Multiattack. The dragon makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing
damage plus 5 (1d10) poison damage.
Talons. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing
damage.
SPECIAL TRAITS
Fey Ancestry. The dragon has advantage on saving throws against being charmed, and magic
can’t put the dragon to sleep.
Regeneration. The dragon regains 10 hit points at the start of its turn. If the dragon takes
cold or necrotic damage, this trait doesn’t function at the start of the dragon’s next turn. The
dragon dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spellcasting. The dragon is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell
save DC 21). It requires no material components to cast its spells. The dragon knows the
following bard spells:
ACTIONS
Multiattack. The dragon can use its Floral Presence. It then casts a spell or makes three
attacks: one with its bite and two with its stomp.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing
damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7)
bludgeoning damage.
Grasping Vines (Recharge 5–6). Vines entangle each creature of the dragon’s choice within
90 feet of it. Each target must make a DC 21 Dexterity saving throw, taking 18 (4d8)
piercing damage on a failed save, or half as much on a success. On a failure, a target is
grappled and restrained (escape DC 19). While restrained, a target takes 18 (4d8) piercing
damage at the start of each of its turns.
Soporific Floral Presence. Each creature of the dragon’s choice within 120 feet of it must
succeed on a DC 19 Constitution saving throw or fall unconscious for 1 minute. This
effect ends for a creature if the creature takes damage or someone uses an action to wake it.
If a target’s saving throw is successful or the effect ends for it, the target is immune to this
dragon’s Floral Presence for the next 24 hours.
LEGENDARY ACTIONS
The 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 dragon regains spent legendary actions at the start of its turn.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of
the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning
damage and be knocked prone. The dragon can then fly up to half its flying speed.