Various books provide statblocks for dragons, but sometimes you may want a more unique dragon. These rules seek to provide an easy way to build custom dragons when the existing statblocks do not fit. Remember that these are guidelines only and you may adjust anything as you see fit.
First, choose the dragon's age and select the respective statblock from the list below:
Custom Dragon (Egg) These will be embeded links on 5eTools
Custom Dragon (Wyrmling)
Custom Dragon (Young)
Custom Dragon (Adult)
Custom Dragon (Ancient)
Custom Dragon (Greatwyrm)
Within each statblock you will need to choose a damage type for its draconic essence trait. You will also choose a dragon form; Breathmaster, Mauler or Relentless, which determines certain traits in its stat block.
You may then assign additional traits to the dragon to further distinguish them. You can take these traits from other creatures, use those found on page 34 in Fizban's Treasury of Dragons or use those listed under Additional Dragon Traits below. You may also adjust these traits as you wish or add your own entirely.
Add a line about how many traits are recommended?
Maybe just copy the fizbans traits to have them all in one place
You are encouraged to add your own flavor to each dragon you create, possibly even adding additional text to certain traits. For example, a dragon with the Immobilizing Breath could be exhaling frost to freeze creatures in place, slowing time in the area or filling the area with an incapacitating toxin.
Maybe make add these to the character options page rather than a static list.
distinguish minor and major traits (e.g. major traits alter CR, minor ones dont)?
Alternative Creature Type. Sometimes, just because it looks and acts like a dragon, doesn't mean it it actually is one. The dragon's creature type is one of your choice rather than dragon.
For example, a tree dragon's soul is bound to a specific tree and it is made of awakened wood. As such, its creature type is plant rather than dragon.
Alternative Abilities. Some dragons may find their power in the gathering of knowledge rather than the strength of their personality. You may swap the dragon's Intelligence, Wisdom or Charisma score for that of a different ability from the same list. If a trait provides a DC and is not spellcasting, such as Dragon Breath, the DC does not change as a result.
For example, a papyrus dragon's greatest strength is its vast knowledge. As such, its Intelligence and Charisma scores are swapped to better reflect its nature.
Bad Flier. The dragon may have damaged wings or be inexperienced with them. The dragon's flying speed is halved and it falls at the end of each of its turns if the only thing holding it aloft is its fly speed.
For example, a dragon that spends its life in underground caverns has almost never had the room to utilize its wings. As a result, the wings may have atrophied, or perhaps this species has evolved to no longer have wings at all.
Charming Presence. If the dragon has the Frightful Presence trait, it may wish to allure those around it rather than terrify them. Creatures who fail the saving throw against the dragon's Frightful Presence are charmed rather than frightened.
Construct Design. The dragon may have been constructed by magic or science, rather than born. Or perhaps it is composed primarily of inorganic matter, such as metal or stone. the dragon gains the following benefits:
The dragon's creature type is construct rather than dragon.
The dragon is immune to poison and psychic damage. It is also immune to disease and the poisoned condition.
The dragon does not need to eat, drink, breathe or sleep and magic cannot put it to sleep.
For example, a clockwork dragon is powered by magical mechanisms rather than any conscious mind or biological processes. As such, this dragon is a construct and has the benefits of this trait.
Draconic Mount. For a multitude of reasons, a dragon may serve as the mount of another creature. Whenever an attack targets the dragon or a creature mounted on it, the other can use a reaction to have the attack target them instead.
For example, a dragon may be fiercely protective of their rider. The dragon can use this trait to block an attack targeting the rider with their own body. Likewise, the rider can return the favor and use its reaction to take an attack that would otherwise have targeted the dragon.
Draconic Traversal. Walking and flying are not the only methods of traversal available to dragons. The dragon gains your choice of a burrowing, climbing or swimming speed equal to its walking speed. If the dragon has a swimming speed, it can also breathe in water.
For example, a sand dragon can can burrow through sand and dirt as easily as it can walk.
Energy Conduit. When the dragon would take damage of a type it is immune to, it can use a reaction to absorb part of the energy for a future attack. When the dragon next deals damage of the same type before the end of its next turn, it can deal an extra 2d6 damage of the same type.
For example, a magma dragon that has immunity to fire damage might channel the heat from touching magma into it's next Dragon Breath, dealing additional fire damage with it.
Fey Nature. Not all dragons have ties to the material plane, some may trace their origin, at least in part, to the feywild. The dragon is immune to the charmed condition and magic cannot put it to sleep. Additionally, you may decide that the dragon's creature type is fey rather than dragon.
For example, a fairy dragon originates from the feywild and is a fey rather than a dragon despite its appearance.
Grounded. Not all dragons can fly, perhaps they lost the wings or magic they would use to fly, perhaps they never had them no begin with. The dragon no longer has a base fly speed.
It is possible the dragon has learned to compensate. You may wish to also give the dragon the Draconic Traversal trait or even increase one or more of its other speeds by 20ft.
For example, a gladiator dragon might have had its wings removed when it was just a wyrmling, to prevent it escaping, and has never been able to regain them.
Hidecarved. The dragon has one or more hide carvings. See page 47 in Fizban's Treasury of Dragons for details.
Iron Will. The dragon is immune to the charmed and frightened conditions.
For example, a zombie dragon is no longer truly conscious and lacks the mental capacity to become enamored or terrified of anything.
Minion Master. Some dragon prefer to have others do their bidding. The dragon can use an action, legendary action or lair action (choose one or more when selecting this trait) to summon 1d4+1 creatures within 30ft of it. Once the dragon has summoned the creatures using this trait, it cannot do so again until the end of its next turn.
The creatures can be any that the DM deems appropriate, but they must each have a CR that is equal to or less than one third the dragon's proficiency bonus (rounded down). The summoned creatures act as a group immediately after the dragon's turn in initiative and will obey any commands given by the dragon (no action required).
For example, a chromatic dragon might command kobolds, a druidic dragon might command bears or wolves, a sea dragon might command sharks or squids, or a royal dragon might command dragonborn soldiers.
Poison Fangs. Some dragons can make their bite attacks even more dangerous. The dragon (or a friendly creature within 5ft) can use a bonus action to coat its teeth with a poison (as if the teeth were a melee weapon). The next time the dragon hits a target with its bite attack, the target is subject to the effects of the poison (in addition to the bite's normal effects). It is recommended, though not required, that this trait only be granted to dragons that are immune to poison damage.
For example, an underdark dragon may use a bonus action to pour drow poison into its mouth. The next time it hits a creature with its bite attack, that creature must make the saving throw as described in the item description.
Quick Caster. If the dragon has legendary actions and can cast spells, it can spend legendary actions to cast a spell it knows that has a casting time of one action or one bonus action. The number of legendary actions expended is equal to the spell's level (1 for a cantrip).
For example, an iron dragon may use a legendary action to harden its hide by casting blade ward on itself.
Secondary Essence. Some dragons possess affinity for multiple forms of destructive energy. Choose a second damage type for the dragon's Draconic Essence trait. The dragon also gains immunity to the second damage type. In addition, when the dragon uses it Dragon Breath or Destructive Maw trait, it can choose the damage type dealt from either of the ones associated with its Draconic Essence trait.
For example, a thermal dragon has mastery of heat, both producing and removing it. Both fire and cold damage are associated with its Draconic Essence trait.
Signature Spellcaster. The dragon is especially talented at particular spells. Choose up to 2 spells of 3rd-level or lower. The dragon can cast these spells at will, without providing material components.
For example, a spider dragon can cast the web spell at will.
Spellcasting. Some dragons posses magical talents. See Spellcasting below for details.
Spellcasting (Alt). Some dragons posses magical talents. The dragon knows a number of cantrips and spells equal to or fewer than its proficiency bonus. The maximum level of each spell known depends on the dragon's age; cantrips only for wyrmlings, 3rd-level or lower for young dragons, 5th-level or lower for adults, 7th-lower or lower for ancients and 9th-level or lower for greatwyrms.
For each spell of 1st-level or higher, the dragon can cast it once per day. The dragon does not need to provide material components for cantrips or spells that it casts. Intelligence, Wisdom or Charisma is the dragon's spellcasting ability (choose when you create the dragon).
For example, a black hole dragon may know spells such as magnify gravity and gravity sinkhole. Meanwhile, a divine dragon may know spells such as cure wounds and greater restoration.
Telepathy. The dragon can speak telepathically with any other creature within 120ft.
For example, a psionic dragon may use its affinity with psionics to telepathically communicate with those around it.
Unusual Size. The dragon is one size category larger or smaller than is typical for its age.
For example. a cave dragon may have adapted to narrow spaces by being smaller than other dragons.
Wild Magic Breath. Sometimes, chaos reigns. The dragon has an additional breath weapon that it can use with its Breath Weapons trait. The area and save DC of the weapon are the same as with the dragon's Dragon Breath, however, the type of saving throw and the effect on each creature that fails the saving throw are determined randomly by rolling on the table below.
dx | Saving Throw | Effect on a Fail1 | None | Nothing happens2 | Constitution | The creature's skin and hair turn a vibrant shade of pink or blue. |3 | Constitution | The creature's size category increases by one for 1 minute.4 | Constitution | The creature's size category decreases by one for 1 minute.Move this too its own trait?
Both the Monster Manual and Fizban's Treasury of Dragons provide example spell lists for certain dragon types. If you wish to add spellcasting to a custom dragon, here is a simple guide for doing so.
Consult the dragon spellcasting table below to determine the number of spells for a dragon of each age. For each spell of 1st-level or higher, the dragon can cast it once per day. The dragon does not need to provide material components for cantrips or spells that it casts. Intelligence, Wisdom or Charisma is the dragon's spellcasting ability (choose when you create the dragon).
Dragon Spellcasting Table
Dragon Age | Spells KnownWyrmling | Up to 1 cantripYoung | Up to 4 cantrips or spells of 3rd-level or lowerAdult | Up to 5 cantrips or spells of 5th-level or lowerAncient | Up to 6 cantrips or spells of 7th-level or lowerGreatwyrm | Up to 10 cantrips or spells of 9th-level or lowerSome example spell lists are given in Example Dragons.
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Damage Absorption. Whenever the egg is subjected to damage of the type associated with its Draconic Essence trait, it takes no damage and instead regains 1d6 hit points.
Unhatched. The egg is permanently unconscious and cannot be woken by any means before it hatches. The DM decides how the egg matures, including the conditions required and time until hatching (See page 38 in Fizban's Treasury of Dragons).
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Destructive Maw (Mauler Only). The dragon deals an extra 1d6 damage with its bite attack. The extra damage is of the type associated with the dragon's Draconic Essence trait.
Enhanced Attacks (Mauler Only). The dragon has a +1 bonus to attack and damage rolls made with bite attack.
Will include claw/tail in later ages
Enhanced Breath Weapons (Breathmaster Only). The dragon has +1 bonus to the DC for its breath weapons.
In addition, if the dragon can cast spells, it gains a +1 bonus to its spell save DC.
Enhanced Defence (Relentless Only). The dragon has a +1 bonus to its Armor Class and saving throws.
I should probably lower the base for these slightly (maybe increase each bonus to 2 as well).
Relentless Endurance (Relentless Only, Recharges after a Short or Long Rest). If damage would reduce the dragon to 0 hit points, it instead drops to 1 hit point.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Dragon Breath. The dragon exhales destructive energy in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) damage on a failed save, or half as much damage on a successful one. The damage is of the type associated with the dragon's Draconic Essence trait.
Secondary Breath (Breathmaster Only). The dragon has a second breath weapon (chosen when the dragon is created) from the Secondary Breath Weapons table below.
When the dragon uses its secondary breath, it makes an exhalation in a 15-foot cone. Each creature in that area must make a DC 13 saving throw, the type of which is determined by the type of breath weapon. On failed save, a creature is subject to the associated effect shown in the table.
Secondary Breath Weapons
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Destructive Maw (Mauler Only). The dragon deals an extra 1d10 damage with its bite attack. The extra damage is of the type associated with the dragon's Draconic Essence trait.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Dragon Breath. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 42 (12d16) damage on a failed save, or half as much damage on a successful one. The damage is of the type associated with the dragon's Draconic Essence trait.
Secondary Breath (TBD Only). Add once finalised above
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Destructive Maw (Mauler Only). The dragon deals an extra 2d6 damage with its bite attack. The extra damage is of the type associated with the dragon's Draconic Essence trait.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning 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 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Dragon Breath. The dragon exhales destructive energy in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) damage on a failed save, or half as much damage on a successful one. The damage is of the type associated with the dragon's Draconic Essence trait.
Secondary Breath (TBD Only). Add once finalised above
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
I'll figure out if/what lair actions, regional effects and mythic actions they get another time
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Destructive Maw (Mauler Only). The dragon deals an extra 2d10 damage with its bite attack. The extra damage is of the type associated with the dragon's Draconic Essence trait.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 9) bludgeoning 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 can repeat the saving throw at the end of each of its turns, 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Dragon Breath. The dragon exhales destructive energy in a 120-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 77 (22d6) damage on a failed save, or half as much damage on a successful one. The damage is of the type associated with the dragon's Draconic Essence trait.
Secondary Breath (TBD Only). Add once finalised above
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
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 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
I'll figure out if/what lair actions, regional effects and mythic actions they get another time
Draconic Awakening (Recharges after a Short or Long Rest). Add once I figure out mythic actions
Draconic Essence. Choose a damage type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. The chosen type determines the dragon's damage immunity and the damage type for several other traits.
If the dragon gains immunity to poison damage from this trait, it is recommended that it also gains immunity to the poisoned condition.
Destructive Maw (Mauler Only). The dragon deals an extra 2d12 damage with its bite attack. The extra damage is of the type associated with the dragon's Draconic Essence trait.
Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Unusual Nature. The greatwyrm doesn't require food or drink.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Dragon Breath. The dragon exhales destructive energy in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 78 (12d12) damage on a failed save, or half as much damage on a successful one. The damage is of the type associated with the dragon's Draconic Essence trait.
Secondary Breath (TBD Only). Add once finalised above
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes one claw or tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
I'll figure out if/what lair actions, regional effects and mythic actions they get another time
Clockwork Dragons are complex living traps, used as guards for extremely rich or pretentious beings. If you find a treasure guarded by a clockwork dragon, you know that stealing the treasure will be near impossible and likely fatal, however, you also know that the treasure may well be worth the risk.
Iron dragons are creatures of extrodinary resilience. WIP
Iron Dragon Spells
Dragon Age | Spells KnownWyrmling | Blade WardYoung | Aid, Resistance, ShieldAdult | Death WardAncient | Globe of InvulnerabilityGreatwyrm | InvulnerabilityNo one quite knows how these dragons came into being, frankly no one wants to know, just being aware of their existence is disturbing enough. Regardless, they do exist, and they seem to posses some of the psionic abilities of mind flayers.
Mind Flayer Dragon Spells
Dragon Age | Spells KnownWyrmling | Mind SliverYoung | Detect Magic, Detect Thoughts, Levitate, SleepAdult | TelekinisisAncient | Phantasmal KillerGreatwyrm | Dominate Monster, Feeblemind, Psychic ScreamThe existence of gingerbread dragons seems more like the joke of some mischievous god rather than any meaningful or natural occurrence. Regardless, they are still formidable threats. Their flesh appears to be made of gingerbread, icing and other confectionary. Likewise, their breath weapons appear to composed of foodstuff, such as sugar or molten gelatin. As part of their Minion Master trait, they can use a lair action to summon animated gingerbread men (using the kobold statblock).
Gingerbread Dragon Spells
Dragon Age | Spells KnownWyrmling | PrestidigitationYoung | Grease, Nathair's Mischief, Tasha's Caustic BrewAdult |Ancient |Greatwyrm |Where many dragons may greedily hoard treasure, papyrus dragons collect knowledge and are often willing to share. Their scales are removable and have the texture of papyrus, yet are as durable as adamantine and seemingly never fade, rot or corrode like other mediums may. These dragons are not aggressive and often rather helpful in finding and recording information, however, they are still incredibly dangerous beings to insult or cross.
Papyrus Dragon Spells
Dragon Age | Spells KnownWyrmling | Minor IllusionYoung | Borrowed Knowledge, Comprehend Languages, Illusory Script, Identify, Locate Object (Own scales only)Adult | Legend LoreAncient |Greatwyrm |Often guardians of forests, groves or even single trees, tree dragons have a long, serpent-like form and appear to be made mostly of living wood. Some have suggested that their very soul is bound to a particular tree, not unlike a dryad, and that if the tree dies so do they. This may explain why they are so fiercely protective of the tree, or trees, that they inhabit.
Wood Dragon Spells
Dragon Age | Spells KnownWyrmling | DruidcraftYoung | Conjure Animals, Entangle, Hunter's Mark, Speak with PlantsAdult | Wrath of NatureAncient | Transport via PlantsGreatwyrm |Aisling is the dragon granted to the MADNESS contestant, Thena. Aisling looks like a red dragon, but was born in MADNESS, rather than the material plane.
Like their rider, but perhaps unlike their namesake, Aisling has an affinity for fire, as well as radiant energy.
Aurora is the dragon granted to the MADNESS contestant, Oria. Aurora looks like a silver or white dragon, but was born in MADNESS, rather than the material plane.
Not unlike Oria, Aurora has a talent for eldritch spellcasting, choosing spells from the warlock and fathomless spell lists.
Perry is the dragon granted to the MADNESS contestant, Lamonix. Perry appears to be a green dragon but was born in MADNESS, rather than the material plane.
Perry has the remarkable ability to redirect ingested poisons into their bite attacks, making them more deadly.
Soup is the dragon granted to the MADNESS contestant, Broddah. Soup appears to be a small dragon turtle, or just a large turtle, but was born in MADNESS, rather than the material plane.
Soup is well suited for life underwater, being amphibious, a capable swimmer and impervious to cold, however, soup can also handle heat and is capable of exhaling scalding steam without injury. Soup do not posses wings, and is not a great flier but is still capable of limited flight...somehow.
Agrax the dragonborn has not yet visited MADNESS, though if they do, they are likely to receive a dragon of their own.
Not much is known about this dragon yet, however:
It is likely that acid will be its primary damage type for Draconic Essence (with radiant as secondary if applicable).
They may also have a more defensive focus to its abilities, perhaps taking the relentless form and/or the spellcasting trait (with a paladin or cleric focus).
Alternatively, they could focus on fear, taking the breathmaster (pheromonal breath) form and/or the spellcasting trait (with fear based focus).
It might also be unusually small, potentially making the young dragon a medium creature that is slightly smaller than Agrax himself, just because its funny. Perhaps even smaller and its just an oddly strong kobold.
A hydra is the symbol of Ormux, perhaps a stone hydra statue might work.
Using the guidelines described above, lets make a custom dragon. Say the party are trying to raid a vault under a wealthy artificer's house and we want to challenge them by having a fearsome dragon-like contraption guarding said vault. We are going to make a voltaic dragon.
First, we decide the dragon's age. While it might not make much sense for this dragon to age a natural manor, the ages can still be used to define different power levels. The party that will face the dragon is 6th level, so lets make a young dragon to challenge them. We will use the Custom Dragon (Young) statblock.
Second, we decide the damage type associated with the dragon's Draconic Essence trait. Since the dragon is both mechanical and electrical in nature, lets choose lightning.
Third, we choose the dragon's form. It could be a breathmaster, controlling and harming targets with breath weapons or spells. It could be a mauler, using powerful melee attack to main and slaughter its foes. Or it could be a relentless, defending itself from harm. Lets imagine the creator of this voltaic dragon wanted it to destroy intruders quickly and choose mauler.
Finally, we decide on any number of additional traits for the dragon. Since it is an inorganic being that was created rather than born, lets give it the Constructed Design trait. Also, since it is more of an unthinking machine than a conscious creature, lets give it the Iron Will trait as well. We could expand upon its lightning powers by using the Spellcasting trait, but for now, we shall stick with the two traits already mentioned.
Now we have a young voltaic dragon that should hopefully provide an interesting encounter for the party. But perhaps the party will be victorious and escape with the treasure after all. Later on, after much adventuring, they may find themselves looking to raid another of the artificer's vaults. However, the artificer has learned from the mistakes of the previous design and built something far stronger.
This time we take the Custom Dragon (Adult) statblock and we again choose lightning for Draconic Essence and Mauler for the form. We also take the Constructed Design and Iron Will traits again. Not content with simply making it stronger, the artificer has added some more features.
If we imagine it now has massive drills with which to burrow through the earth, we can give it the Draconic Traversal trait, giving it a burrow speed. If we also imagine the dragon can now channel lightning energy it receives directly into its attacks, we can give it the Energy Conduit trait, making the various lightning traps scattered in and around the vault even more dangerous to intruders.
Now we have a far more dangerous adult voltaic dragon that should deter or destroy all but the greatest adventurers.
"Voltain is a renowned tinkerer and enchanter with a vault of magic treasures that is frequently the target of adventurers and thieves. He decides to build a dragon-like contraption to guard the vault from intruders. He names this device, a Voltaic Dragon.",
"In order to create the statblock for the voltaic dragon, we first choose an age. While constructed beings don't tend to age by traditional means, the age also defines the power level. Since the party are 2nd-level, and this is the first incarnation of the dragon, we shall choose {@creature custom dragon (wyrmling)|JDragon}.",
"Voltain designs the dragon to be powered by stored lightning and to slaughter intruders quickly by biting and eletrocuting them. So we shall choose lightning damage for the dragon's Draconic Essence trait, and choose the Mauler form.",
"We can now assign a number of other traits to the dragon. Since it is an unthinking machine, we shall give it the {@optionalfeature constructed design|JDragon} and {@optionalfeature iron will|JDragon} traits. Now we have a voltaic dragon (wyrmling)that should provide an interesting challege to a low level party.",
"A few years later, Voltain's dragon has has mixed success and has been almost destroyed, so he decides to give it a major upgrade. This time we choose a {@creature Custom Dragon (Young)|JDragon|young dragon}, making the same choices for Draconic Essence, the Mauler form and the two additional traits, Constucted Design and Iron Will."