Sources
CR
Type
Size
Alignment
Movement

Young Deep Dragon

Large Dragon, Neutral Evil

Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 40 ft., fly 80 ft., swim 40 ft., burrow 20 ft.
STR
18
+4
DEX
13
+1
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
16
+3
Saving Throws DEX +4, CON +6, WIS +5, CHA +6
Skills Perception +5, Persuasion +6, Stealth +7
Damage Resistances poison, psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses blindsight 30 ft., darkvision 150 ft., passive Perception 15
Languages Common, Draconic, Undercommon
Challenge 5 (1,800 XP)

Actions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:9 (1d10 + 4) piercing damage plus 3 (1d6) poison damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:7 (1d6 + 4) slashing damage.

Nightmare Breath (Recharge 5–6). The dragon exhales a cloud of spores in a 30-foot cone. Each creature in that area must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 22 (4d10) psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional effects. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Lore

Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.