7-bestiary
Bestiary
Source: Fizban's Treasury of Dragons, p. 159
Across the worlds of the Material Plane and beyond, draconic creatures appear in myriad varieties. This chapter introduces the family of gem dragons, cousins to the chromatic and metallic dragons presented in the "Monster Manual". It also includes additional creatures of the Dragon type and creatures often associated with dragons or found in their lairs.
These monsters are arranged in alphabetical order. For guidance on how to use a creature's stat block, consult the "introduction" of the "Monster Manual".

Amethyst Dragons
Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.
Ancient Amethyst Dragon
Ancient Amethyst Dragon
Source: Fizban's Treasury of Dragons p. 160
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.
An Amethyst Dragon's Lair
Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair.
Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.
"name": "Ancient Amethyst Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "444"
"hit_dice": "24d20 + 192"
"modifier": !!int "2"
"stats":
- !!int "26"
- !!int "14"
- !!int "27"
- !!int "26"
- !!int "19"
- !!int "23"
"speed": "40 ft., fly 80 ft. (hover), swim 40 ft."
"saves":
- "dexterity": !!int "9"
- "constitution": !!int "15"
- "wisdom": !!int "11"
- "charisma": !!int "13"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+22"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+18"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+13"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+9"
"damage_resistances": "force, psychic"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 28"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "23"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19\
\ (2d10 + 8) piercing damage plus 13 (3d8) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15\
\ (2d6 + 8) slashing damage."
"name": "Claw"
- "desc": "The dragon creates a shining bead of gravitational force in its mouth,\
\ then releases the energy in a 90-foot cone. Each creature in that area must\
\ make a DC 23 Strength saving throw. On a failed save, the creature takes 63\
\ (14d8) force damage, and its speed becomes 0 until the start of the dragon's\
\ next turn. On a successful save, the creature takes half as much damage, and\
\ its speed isn't reduced."
"name": "Singularity Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 23, +15\
\ to hit with spell attacks):\n\n**1/day each:** [blink](/Rules/Source/spells/blink-xphb.md),\
\ [control water](/Rules/Source/spells/control-water-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [freedom of movement](/Rules/Source/spells/freedom-of-movement-xphb.md), [globe\
\ of invulnerability](/Rules/Source/spells/globe-of-invulnerability-xphb.md),\
\ [plane shift](/Rules/Source/spells/plane-shift-xphb.md), [protection from\
\ evil and good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md),\
\ [sending](/Rules/Source/spells/sending-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Imprisoning Force.** The\
\ dragon casts the [forcecage](/Rules/Source/spells/forcecage-xphb.md) spell,\
\ using its spell save DC and requiring no spell components. The spell ends\
\ early if the dragon uses this lair action again or dies. \n- **Spatial Projection.**\
\ The dragon chooses a space it can fit into within the lair. It exists in its\
\ own space and the chosen space simultaneously until initiative count 20 on\
\ the next round. Whenever it moves or takes an action, it chooses which version\
\ of itself is moving or acting. If an effect or attack can target both of the\
\ dragon's spaces at the same time, the dragon is affected only once. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary amethyst dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Background Check.** Once per day, the dragon can cast the [legend lore](/Rules/Source/spells/legend-lore-xphb.md)\
\ spell, requiring no spell components, naming any person, place, or object\
\ within 1 mile of the lair as the spell's subject. \n- **Crystal Profusion.**\
\ Amethyst crystals and geodes form along muddy shores and lake beds within\
\ 6 miles of the lair. \n- **Thriving Wildlife.** Fish and other aquatic Beasts\
\ reproduce rapidly and thrive in bodies of water within 6 miles of the lair.\
\ Foraging in these waters yields twice the usual amount of food. \n- **Watery\
\ Sight.** Water within 6 miles of the lair is a conduit for the dragon's psionic\
\ presence. As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any body of water in that\
\ region. \n\nIf the dragon dies, the populations of aquatic life near the\
\ lair return to normal levels over the course of 1d10 days. The existing abundance\
\ of amethysts remains, but new crystals and geodes form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon spits an amethyst that explodes at a point it can see within\
\ 60 feet of it. Each creature within a 20-foot-radius sphere centered on that\
\ point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8) force\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Explosive Crystal (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-amethyst-dragon-ftd.webp"
^statblock
Adult Amethyst Dragon
Adult Amethyst Dragon
Source: Fizban's Treasury of Dragons p. 161
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.
An Amethyst Dragon's Lair
Amethyst dragons make their lairs in caves next to or under secluded pools and lakes, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and magical mobility, using flight and teleportation to navigate obstacles in their lairs.
The challenge rating of a legendary amethyst dragon increases by 1 when it's encountered in its lair.
Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes.
"name": "Adult Amethyst Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "229"
"hit_dice": "17d12 + 119"
"modifier": !!int "2"
"stats":
- !!int "25"
- !!int "14"
- !!int "25"
- !!int "20"
- !!int "17"
- !!int "21"
"speed": "40 ft., fly 80 ft. (hover), swim 40 ft."
"saves":
- "dexterity": !!int "7"
- "constitution": !!int "12"
- "wisdom": !!int "8"
- "charisma": !!int "10"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+15"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+10"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_resistances": "force, psychic"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 23"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "16"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d10 + 7) piercing damage plus 9 (2d8) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 11\
\ (1d8 + 7) slashing damage."
"name": "Claw"
- "desc": "The dragon creates a shining bead of gravitational force in its mouth,\
\ then releases the energy in a 90-foot cone. Each creature in that area must\
\ make a DC 20 Strength saving throw. On a failed save, the creature takes 45\
\ (10d8) force damage, and its speed becomes 0 until the start of the dragon's\
\ next turn. On a successful save, the creature takes half as much damage, and\
\ its speed isn't reduced."
"name": "Singularity Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 18):\n\n\
**1/day each:** [blink](/Rules/Source/spells/blink-xphb.md), [control water](/Rules/Source/spells/control-water-xphb.md),\
\ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [protection from\
\ evil and good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md),\
\ [sending](/Rules/Source/spells/sending-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Imprisoning Force.** The\
\ dragon casts the [forcecage](/Rules/Source/spells/forcecage-xphb.md) spell,\
\ using its spell save DC and requiring no spell components. The spell ends\
\ early if the dragon uses this lair action again or dies. \n- **Spatial Projection.**\
\ The dragon chooses a space it can fit into within the lair. It exists in its\
\ own space and the chosen space simultaneously until initiative count 20 on\
\ the next round. Whenever it moves or takes an action, it chooses which version\
\ of itself is moving or acting. If an effect or attack can target both of the\
\ dragon's spaces at the same time, the dragon is affected only once. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary amethyst dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Background Check.** Once per day, the dragon can cast the [legend lore](/Rules/Source/spells/legend-lore-xphb.md)\
\ spell, requiring no spell components, naming any person, place, or object\
\ within 1 mile of the lair as the spell's subject. \n- **Crystal Profusion.**\
\ Amethyst crystals and geodes form along muddy shores and lake beds within\
\ 6 miles of the lair. \n- **Thriving Wildlife.** Fish and other aquatic Beasts\
\ reproduce rapidly and thrive in bodies of water within 6 miles of the lair.\
\ Foraging in these waters yields twice the usual amount of food. \n- **Watery\
\ Sight.** Water within 6 miles of the lair is a conduit for the dragon's psionic\
\ presence. As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any body of water in that\
\ region. \n\nIf the dragon dies, the populations of aquatic life near the\
\ lair return to normal levels over the course of 1d10 days. The existing abundance\
\ of amethysts remains, but new crystals and geodes form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon spits an amethyst that explodes at a point it can see within\
\ 60 feet of it. Each creature within a 20-foot-radius sphere centered on that\
\ point must succeed on a DC 20 Dexterity saving throw or take 13 (3d8) force\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Explosive Crystal (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-amethyst-dragon-ftd.webp"
^statblock
Young Amethyst Dragon
Young Amethyst Dragon
Source: Fizban's Treasury of Dragons p. 161
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I am never so content as when contemplating the beauty and wonders of the multiverse. |
| 2 | I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise. |
| 3 | What use is vast knowledge or insight if it is not shared with those who can appreciate it? |
| 4 | Although some are fascinated by words, I think numbers are the true foundations of creation. |
| 5 | To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge. |
| 6 | I see a far more kaleidoscopic reality than you do... or than any of your selves do, really. |
| 7 | It is not my place to interfere. I merely seek to observe, learn, and understand. |
| 8 | With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one. |
Amethyst Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral) |
| 2 | Knowledge. We are the whole of creation, seeking to understand itself. (Any) |
| 3 | Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any) |
| 4 | Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful) |
| 5 | Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good) |
| 6 | Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil) |
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.
Amethyst Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan. |
| 2 | A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard. |
| 3 | An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction. |
| 4 | An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back. |
| 5 | A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon. |
| 6 | An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line. |
| 7 | An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment. |
| 8 | An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior. |
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds.
Young Amethyst Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A myconid community dwells in tunnels near a young amethyst dragon's lair, and its members telepathically commune with the dragon and any visitors in the lair from time to time. |
| 2 | A young amethyst dragon and a githzerai zerth travel together, learning about the multiverse. |
| 3 | A young amethyst dragon wants to take over the cavern lair of a hydra. |
| 4 | A deep pool in a young amethyst dragon's lair leads to the underground domain of an aboleth the dragon has been seeking to eliminate. |
| 5 | A young amethyst dragon and a cloud giant regularly host each other to play strategy games. |
| 6 | Pegasi nesting in the mountain heights are under the protection of a young amethyst dragon. |
| Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. |
"name": "Young Amethyst Dragon (FTD)"
"size": "Large"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "168"
"hit_dice": "16d10 + 80"
"modifier": !!int "1"
"stats":
- !!int "21"
- !!int "12"
- !!int "21"
- !!int "18"
- !!int "15"
- !!int "19"
"speed": "40 ft., fly 80 ft. (hover), swim 40 ft."
"saves":
- "dexterity": !!int "5"
- "constitution": !!int "9"
- "wisdom": !!int "6"
- "charisma": !!int "8"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+12"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+10"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+5"
"damage_resistances": "force, psychic"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 20"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "9"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 4 (1d8) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "The dragon creates a shining bead of gravitational force in its mouth,\
\ then releases the energy in a 30-foot cone. Each creature in that area must\
\ make a DC 17 Strength saving throw. On a failed save, the creature takes 36\
\ (8d8) force damage, and its speed becomes 0 until the start of the dragon's\
\ next turn. On a successful save, the creature takes half as much damage, and\
\ its speed isn't reduced."
"name": "Singularity Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\
**1/day each:** [blink](/Rules/Source/spells/blink-xphb.md), [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [protection from evil and good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md),\
\ [sending](/Rules/Source/spells/sending-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-amethyst-dragon-ftd.webp"
^statblock
Amethyst Dragon Wyrmling
Amethyst Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 162
Royal Purple
When first hatched, an amethyst dragon has scales of dull, opaque purple. As the dragon grows, their scales, horns, and wing membranes become more vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns reminiscent of amethyst chunks hover behind their heads, held there by telekinetic force and shifting with their moods.
Cosmological Study
Many amethyst dragons are fascinated by the existence of other worlds in the Material Plane, and especially the way individual dragons manifest unique echoes across those worlds. They also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the Far Realm into the Material Plane. They loathe the corruption that accompanies such intrusions into the world, making them fierce opponents of the Far Realm and any creatures warped by its touch. Strangely, though, they are intrigued by and fond of flumphs. These Aberrations, which oppose the depredations of mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds. Magic items that allow teleportation or travel between planes, spellbooks filled with similar magic, and treatises examining the nature of the multiverse form the centerpiece of an amethyst dragon's hoard.
Creating an Amethyst Dragon
Use the Amethyst Dragon Personality Traits and Amethyst Dragon Ideals tables to inspire your portrayal of distinctive amethyst dragon characters.
Amethyst Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I am never so content as when contemplating the beauty and wonders of the multiverse. |
| 2 | I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise. |
| 3 | What use is vast knowledge or insight if it is not shared with those who can appreciate it? |
| 4 | Although some are fascinated by words, I think numbers are the true foundations of creation. |
| 5 | To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge. |
| 6 | I see a far more kaleidoscopic reality than you do... or than any of your selves do, really. |
| 7 | It is not my place to interfere. I merely seek to observe, learn, and understand. |
| 8 | With a true understanding of metaphysics, anything is possible—including the creation of a more orderly and perfect cosmos than this one. |
Amethyst Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Balance. Everything is a complex interaction of forces that must be kept in a delicate and carefully maintained balance. (Neutral) |
| 2 | Knowledge. We are the whole of creation, seeking to understand itself. (Any) |
| 3 | Self-Improvement. I am a complex gem, and I constantly polish and refine my many facets to make the whole that much more perfect. (Any) |
| 4 | Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful) |
| 5 | Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good) |
| 6 | Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil) |
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst dragons.
Amethyst Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | An amethyst dragon seeks a rare type of crystal found in the domain of a territorial stone giant clan. |
| 2 | A coven of hags seeks to reclaim its hag eye, which rests within an amethyst dragon's hoard. |
| 3 | An amethyst dragon magically disables all teleportation within a thousand miles of their lair. Governments within that area seek emissaries who can negotiate an end to the restriction. |
| 4 | An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back. |
| 5 | A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon. |
| 6 | An amethyst dragon wyrmling is actually the temporally displaced form of an ancient amethyst dragon who already exists in the same time line. |
| 7 | An amethyst dragon seeks the means to plant special crystals that will allow the dragon to magically coexist in multiple places at once across the world during a rare celestial alignment. |
| 8 | An amethyst dragon is fusing with their echoes on other worlds. They all hope to ascend to godhood, perhaps recreating or replacing Sardior. |
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons' echoes across the worlds.
Amethyst Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | An amethyst dragon wyrmling is in the care of a cloistered religious order of scribes. |
| 2 | A half-amethyst dragon cares for an amethyst dragon wyrmling sibling after the disappearance of their dragon parent. |
| 3 | A violet faerie dragon is the playmate and guardian of an amethyst dragon wyrmling. |
| 4 | An amethyst dragon wyrmling lives alone in a lair, cared for by a cadre of animated objects. |
| 5 | A cloister of flumphs protects an amethyst dragon wyrmling while feeding on the wyrmling's excess psionic energy. |
| 6 | A circle of druids looks after an amethyst dragon wyrmling lairing in the circle's mountain tarn. |
| Amethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn't rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their foes. |
"name": "Amethyst Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "0"
"stats":
- !!int "19"
- !!int "10"
- !!int "17"
- !!int "16"
- !!int "13"
- !!int "17"
"speed": "30 ft., fly 60 ft. (hover), swim 30 ft."
"saves":
- "dexterity": !!int "2"
- "constitution": !!int "5"
- "wisdom": !!int "3"
- "charisma": !!int "5"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+7"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+5"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+2"
"damage_resistances": "force, psychic"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 15"
"languages": "Draconic, telepathy 120 ft."
"cr": "4"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
"actions":
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10\
\ + 4) piercing damage plus 4 (1d8) force damage."
"name": "Bite"
- "desc": "The dragon creates a shining bead of gravitational force in its mouth,\
\ then releases the energy in a 15-foot cone. Each creature in that area must\
\ make a DC 13 Strength saving throw. On a failed save, the creature takes 22\
\ (5d8) force damage, and its speed becomes 0 until the start of the dragon's\
\ next turn. On a successful save, the creature takes half as much damage, and\
\ its speed isn't reduced."
"name": "Singularity Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 13):\n\n\
**1/day each:** [protection from evil and good](/Rules/Source/spells/protection-from-evil-and-good-xphb.md),\
\ [Tenser's floating disk](/Rules/Source/spells/tensers-floating-disk-xphb.md),\
\ [unseen servant](/Rules/Source/spells/unseen-servant-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/amethyst-dragon-wyrmling-ftd.webp"
^statblock
Animated Breath
A chromatic dragon's breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon's creation strongly resembles a fire elemental, while a black dragon's is similar to a water elemental, but viscous and foul-looking. A green dragon's animated poison breath looks like billowing clouds of green gas, while a white dragon's animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon's animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.
Animated Breath
Animated Breath
Source: Fizban's Treasury of Dragons p. 163
A chromatic dragon's breath weapon is a manifestation of the energy that suffuses the dragon. With sufficient practice, dragons can learn to draw on magic from the Elemental Planes to shape their breath weapons into bipedal form, creating Elemental creatures called animated breaths. Chromatic dragons often use these creatures as guardians for their hoards or send them out to gather treasure from the territory around their lairs.
An animated breath is a bipedal creature formed from the same energy as the breath weapon of the dragon that created it. A red dragon's creation strongly resembles a fire elemental, while a black dragon's is similar to a water elemental, but viscous and foul-looking. A green dragon's animated poison breath looks like billowing clouds of green gas, while a white dragon's animated cold breath looks like a walking ice sculpture with frigid air whirling around it. A blue dragon's animated lightning breath is a constantly shifting form of crackling lightning, and it can suddenly vanish from one place to reappear in another, striking like a bolt from the blue.
"name": "Animated Breath (FTD)"
"size": "Large"
"type": "elemental"
"alignment": "typically Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor; 17 cold form only"
"hp": !!int "95"
"hit_dice": "10d10 + 40"
"modifier": !!int "0"
"stats":
- !!int "19"
- !!int "11"
- !!int "18"
- !!int "6"
- !!int "10"
- !!int "5"
"speed": "30 ft., fly 30 ft. (hover)"
"damage_resistances": "damage of the type matching the animated breath's form (acid,\
\ cold, fire, lightning, or poison)"
"condition_immunities": "[exhaustion](/Rules/Source/conditions.md#Exhaustion), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned),\
\ [restrained](/Rules/Source/conditions.md#Restrained), [unconscious](/Rules/Source/conditions.md#Unconscious)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "understands Draconic but can't speak"
"cr": "6"
"traits":
- "desc": "When created, the animated breath takes one of five forms, matching its\
\ creator's breath weapon: Acid, Cold, Fire, Lightning, or Poison. This form\
\ determines the creature's AC, damage resistance, traits, and attacks."
"name": "Chromatic Form"
- "desc": "At the start of each of the animated breath's turns, each creature within\
\ 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the aura\
\ that aren't being worn or carried ignite. A creature that touches the animated\
\ breath or hits it with a melee attack takes 3 (1d6) fire damage."
"name": "Fire Aura (Fire Form Only)"
- "desc": "A creature that starts its turn within 5 feet of the animated breath\
\ must succeed on a DC 15 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ until the start of its next turn. A creature that touches the animated breath\
\ or hits it with a melee attack takes 3 (1d6) acid damage."
"name": "Putrid Aura (Acid and Poison Forms Only)"
"actions":
- "desc": "The animated breath makes two Slam attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13\
\ (2d8 + 4) bludgeoning damage plus 11 (2d10) damage of a type determined by\
\ the animated breath's form: acid, cold, fire, lightning, or poison."
"name": "Slam"
"bonus_actions":
- "desc": "The animated breath magically teleports to an unoccupied space it can\
\ see within 30 feet of it. Each creature within 5 feet of the animated breath\
\ after it teleports takes 3 (1d6) lightning damage."
"name": "Lightning Burst (Lightning Form Only)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/elemental/token/animated-breath-ftd.webp"
^statblock
Aspect of Bahamut
Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike pray to Bahamut to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower of Bahamut who makes a tremendous sacrifice—a vast hoard or even the follower's own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon, carrying his memories and will—and a significant portion of his formidable strength.
Bahamut's aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut's aspect is often accompanied by seven ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamut's enemies experience the full force of his justice, while his allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm.
Aspect of Bahamut
Aspect of Bahamut
Source: Fizban's Treasury of Dragons p. 165
Known as the Platinum Dragon, Bahamut is the patron and progenitor of metallic dragons. Since fleeing the First World, he has made his home in the Seven Heavens of Mount Celestia and is often numbered among the gods of that plane. Adventurers and dragons alike pray to Bahamut to uphold honor and justice, or when they need courage to face a great threat. In the most dire situations, a powerful follower of Bahamut who makes a tremendous sacrifice—a vast hoard or even the follower's own life—might convince the god to send aid to the world in the form of a divine aspect. This aspect is a physical manifestation of the Platinum Dragon, carrying his memories and will—and a significant portion of his formidable strength.
Bahamut's aspect displays the full glory of the Platinum Dragon, towering over even ancient dragons. Covered in platinum scales, his physical features combine various elements of the five kinds of metallic dragons—according to some scholars, combining them in different ways with each manifestation of the aspect. But Bahamut is also fond of traveling the Material Plane in disguise, so his aspect might appear as a wizened old sage, a young monk, or a songbird. In any form, Bahamut's aspect is often accompanied by seven ancient gold dragons who favor disguising themselves as canaries.
In combat, Bahamut's enemies experience the full force of his justice, while his allies enjoy the full benefit of his mercy. His breath can wreak monumental destruction and work miraculous healing, and few things in the mortal world can cause him lasting harm.
"name": "Aspect of Bahamut (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "Lawful Good"
"ac": !!int "23"
"ac_class": "natural armor"
"hp": !!int "585"
"hit_dice": "30d20 + 270"
"modifier": !!int "4"
"stats":
- !!int "30"
- !!int "18"
- !!int "29"
- !!int "25"
- !!int "28"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "constitution": !!int "18"
- "intelligence": !!int "16"
- "wisdom": !!int "18"
- "charisma": !!int "19"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+18"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+19"
"damage_immunities": "acid; cold; fire; lightning; radiant; bludgeoning, piercing,\
\ slashing from nonmagical attacks"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 28"
"languages": "Common, Draconic"
"cr": "30"
"traits":
- "desc": "If the aspect would be reduced to 0 hit points, his current hit point\
\ total instead resets to 500 hit points, he recharges his Breath Weapon, and\
\ he regains any expended uses of Legendary Resistance. Additionally, the aspect\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 155,000 XP (310,000 XP total) for defeating the aspect\
\ of Bahamut after his Platinum Brilliance activates."
"name": "Platinum Brilliance (Recharges after a Short or Long Rest)"
- "desc": "If the aspect fails a saving throw, he can choose to succeed instead."
"name": "Legendary Resistance (5/Day)"
"actions":
- "desc": "The aspect makes one Bite attack, one Claw attack, and one Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 23\
\ (2d12 + 10) piercing damage plus 22 (4d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) slashing damage. If the target is a Huge or smaller creature,\
\ it is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and\
\ is [restrained](/Rules/Source/conditions.md#Restrained) until this grapple\
\ ends. The aspect can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 23\
\ (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 27 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The aspect uses one of the following breath weapons:\n\n- **Exalting\
\ Breath.** The aspect exhales the restoring winds of Mount Celestia in a 300-foot\
\ cone. Each creature in that area of the aspect's choice regains 71 (13d10)\
\ hit points, and each creature in that area of the aspect's choice that has\
\ been dead for no longer than 1 hour is restored to life with all its hit points.\
\ \n- **Platinum Breath.** The aspect exhales radiant platinum flames in a\
\ 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving\
\ throw, taking 66 (12d10) radiant damage on a failed save, or half as much\
\ damage on a successful one. "
"name": "Breath Weapon (Recharge 5-6)"
"bonus_actions":
- "desc": "The aspect magically transforms into any Humanoid or Beast, while retaining\
\ his game statistics (other than his size). This transformation ends if the\
\ aspect is reduced to 0 hit points or if he uses a bonus action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the aspect of bahamut can expend a use to take one of the following actions.\
\ The aspect of bahamut regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The aspect makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The aspect makes one Bite attack. If the attack hits a creature, the\
\ target must succeed on a DC 27 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the aspect until the end of the target's next turn."
"name": "Furious Bite (Costs 2 Actions)"
"mythic_description": "If the aspect's Platinum Brilliance trait has activated in\
\ the last hour, he can use the options below as legendary actions."
"mythic_actions":
- "desc": "The aspect manifests seven spectral [ancient gold dragons](/Rules/Source/bestiary/dragon/ancient-gold-dragon-xmm.md)\
\ around himself that protect him; he gains 77 temporary hit points until the\
\ start of his next turn."
"name": "Celestial Shield (Costs 2 Actions)"
- "desc": "The aspect conjures four enormous lances of magical force that plummet\
\ to the ground at four different points he can see within 150 feet of him and\
\ then disappear. Each creature in a 20-foot-radius, 100-foot-high cylinder\
\ centered on each point must succeed on a DC 27 Dexterity saving throw or take\
\ 24 (7d6) force damage. A creature in the area of more than one lance is affected\
\ only once."
"name": "Celestial Lances (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/aspect-of-bahamut-ftd.webp"
^statblock
Aspect of Tiamat
The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.
The aspect of Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path.
Aspect of Tiamat
Aspect of Tiamat
Source: Fizban's Treasury of Dragons p. 166
The five-headed progenitor of chromatic dragons, Tiamat embodies the vices of evil dragons. Since the destruction of the First World, she has dwelled in the Nine Hells—some say by choice. But others claim that she is imprisoned there to punish her for the evils she perpetrated when the gods sought to colonize the First World with their followers.
Mortals who hunger for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the Nine Hells, Tiamat can send her aspect to manifest in the Material Plane. A follower with enough power and anger, and with a hoard worthy of ancient dragons, can sacrifice it all to unleash the wrath of the dragon queen on a world.
The aspect of Tiamat has the body of a titanic dragon with five heads, each the shape and hue of a different chromatic dragon. Each head might speak separately and have different mannerisms, but they are all Tiamat. Once unleashed, the aspect of Tiamat rampages across the world, acquiring any treasure she can find and destroying any creature that dares to cross her path.
"name": "Aspect of Tiamat (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "Chaotic Evil"
"ac": !!int "23"
"ac_class": "natural armor"
"hp": !!int "574"
"hit_dice": "28d20 + 280"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "19"
- "wisdom": !!int "14"
- "charisma": !!int "17"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+26"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+23"
"damage_immunities": "acid; cold; fire; lightning; poison; bludgeoning, piercing,\
\ slashing from nonmagical attacks"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
\ [deafened](/Rules/Source/conditions.md#Deafened), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 33"
"languages": "Common, Draconic, Infernal"
"cr": "30"
"traits":
- "desc": "If the aspect would be reduced to 0 hit points, her current hit point\
\ total instead resets to 500 hit points, she recharges her Chromatic Flames,\
\ and she regains any expended uses of Legendary Resistance. Additionally, the\
\ aspect can now use the options in the \"Mythic Actions\" section for 1 hour.\
\ Award a party an additional 155,000 XP (310,000 XP total) for defeating the\
\ aspect of Tiamat after her Chromatic Wrath activates."
"name": "Chromatic Wrath (Recharges after a Short or Long Rest)"
- "desc": "If the aspect fails a saving throw, she can choose to succeed instead."
"name": "Legendary Resistance (5/Day)"
"actions":
- "desc": "The aspect makes one Bite attack, one Claw attack, and one Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 20 ft., one target. *Hit:* 23\
\ (2d12 + 10) piercing damage plus 19 (3d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) slashing damage. If the target is a Huge or smaller creature,\
\ it is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and\
\ is [restrained](/Rules/Source/conditions.md#Restrained) until this grapple\
\ ends. The aspect can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +19 to hit, reach 15 ft., one target. *Hit:* 23\
\ (2d12 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 27 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The aspect exhales multicolored flames in a 300-foot cone. Each creature\
\ in that area must make a DC 27 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) damage of a type of the aspect's choosing: acid,\
\ cold, fire, lightning, or poison. On a successful save, the creature takes\
\ half as much damage."
"name": "Chromatic Flames (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the aspect of tiamat can expend a use to take one of the following actions.\
\ The aspect of tiamat regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The aspect makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The aspect makes one Bite attack. If the attack hits a creature, the\
\ target must succeed on a DC 27 Wisdom saving throw or become [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the aspect until the end of its next turn."
"name": "Furious Bite (Costs 2 Actions)"
"mythic_description": "If the aspect's Chromatic Wrath trait has activated in the\
\ last hour, she can use the options below as legendary actions."
"mythic_actions":
- "desc": "The aspect targets a creature she is grappling. The creature must succeed\
\ on a DC 25 Charisma saving throw or take 44 (8d10) psychic damage and be banished\
\ to Avernus (the first layer of the Nine Hells). At the start of the aspect's\
\ next turn, the creature reappears in an unoccupied space within 10 feet of\
\ the aspect."
"name": "Hurl Through Avernus (Costs 2 Actions)"
- "desc": "The aspect flares with elemental energy. Each creature of the aspect's\
\ choice in a 60-foot-radius sphere centered on her must make a DC 27 Dexterity\
\ saving throw. On a failed save, the creature takes 39 (6d12) damage of a type\
\ chosen by the aspect: acid, cold, fire, lightning, or poison. On a successful\
\ save, the creature takes half as much damage."
"name": "Chromatic Flare (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/aspect-of-tiamat-ftd.webp"
^statblock
Chromatic Greatwyrm
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
Black Greatwyrm
Black Greatwyrm
Source: Fizban's Treasury of Dragons p. 168
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
"name": "Black Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "typically Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "533"
"hit_dice": "26d20 + 260"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "18"
- "wisdom": !!int "13"
- "charisma": !!int "16"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+16"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+21"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_immunities": "acid"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 31"
"languages": "Common, Draconic"
"cr": "27"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 425 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm\
\ after its Chromatic Awakening activates."
"name": "Chromatic Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 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](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature\
\ in that area must make a DC 26 Dexterity saving throw. On a failed save, the\
\ creature takes 78 (12d12) acid damage. On a successful save, the creature\
\ takes half as much damage."
"name": "Breath Weapon (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the black greatwyrm can expend a use to take one of the following actions.\
\ The black greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
- "desc": "The greatwyrm creates four spears of magical force. Each spear hits a\
\ creature of the greatwyrm's choice it can see within 120 feet of it, dealing\
\ 12 (1d8 + 8) force damage to its target, then disappears."
"name": "Arcane Spear (Costs 3 Actions)"
"mythic_description": "If the greatwyrm's Chromatic Awakening trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving\
\ throw or take 22 (5d8) acid damage."
"name": "Chromatic Flare (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/black-greatwyrm-ftd.webp"
^statblock
Blue Greatwyrm
Blue Greatwyrm
Source: Fizban's Treasury of Dragons p. 168
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
"name": "Blue Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "typically Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "533"
"hit_dice": "26d20 + 260"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "18"
- "wisdom": !!int "13"
- "charisma": !!int "16"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+16"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+21"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_immunities": "lightning"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 31"
"languages": "Common, Draconic"
"cr": "27"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 425 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm\
\ after its Chromatic Awakening activates."
"name": "Chromatic Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 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](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature\
\ in that area must make a DC 26 Dexterity saving throw. On a failed save, the\
\ creature takes 78 (12d12) lightning damage. On a successful save, the creature\
\ takes half as much damage."
"name": "Breath Weapon (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the blue greatwyrm can expend a use to take one of the following actions.\
\ The blue greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
- "desc": "The greatwyrm creates four spears of magical force. Each spear hits a\
\ creature of the greatwyrm's choice it can see within 120 feet of it, dealing\
\ 12 (1d8 + 8) force damage to its target, then disappears."
"name": "Arcane Spear (Costs 3 Actions)"
"mythic_description": "If the greatwyrm's Chromatic Awakening trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving\
\ throw or take 22 (5d8) lightning damage."
"name": "Chromatic Flare (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/blue-greatwyrm-ftd.webp"
^statblock
Green Greatwyrm
Green Greatwyrm
Source: Fizban's Treasury of Dragons p. 168
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
"name": "Green Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "typically Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "533"
"hit_dice": "26d20 + 260"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "18"
- "wisdom": !!int "13"
- "charisma": !!int "16"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+16"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+21"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 31"
"languages": "Common, Draconic"
"cr": "27"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 425 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm\
\ after its Chromatic Awakening activates."
"name": "Chromatic Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 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](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature\
\ in that area must make a DC 26 Dexterity saving throw. On a failed save, the\
\ creature takes 78 (12d12) poison damage. On a successful save, the creature\
\ takes half as much damage."
"name": "Breath Weapon (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the green greatwyrm can expend a use to take one of the following actions.\
\ The green greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
- "desc": "The greatwyrm creates four spears of magical force. Each spear hits a\
\ creature of the greatwyrm's choice it can see within 120 feet of it, dealing\
\ 12 (1d8 + 8) force damage to its target, then disappears."
"name": "Arcane Spear (Costs 3 Actions)"
"mythic_description": "If the greatwyrm's Chromatic Awakening trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving\
\ throw or take 22 (5d8) poison damage."
"name": "Chromatic Flare (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/green-greatwyrm-ftd.webp"
^statblock
Red Greatwyrm
Red Greatwyrm
Source: Fizban's Treasury of Dragons p. 168
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
"name": "Red Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "typically Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "533"
"hit_dice": "26d20 + 260"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "18"
- "wisdom": !!int "13"
- "charisma": !!int "16"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+16"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+21"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_immunities": "fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 31"
"languages": "Common, Draconic"
"cr": "27"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 425 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm\
\ after its Chromatic Awakening activates."
"name": "Chromatic Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 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](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature\
\ in that area must make a DC 26 Dexterity saving throw. On a failed save, the\
\ creature takes 78 (12d12) fire damage. On a successful save, the creature\
\ takes half as much damage."
"name": "Breath Weapon (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the red greatwyrm can expend a use to take one of the following actions.\
\ The red greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
- "desc": "The greatwyrm creates four spears of magical force. Each spear hits a\
\ creature of the greatwyrm's choice it can see within 120 feet of it, dealing\
\ 12 (1d8 + 8) force damage to its target, then disappears."
"name": "Arcane Spear (Costs 3 Actions)"
"mythic_description": "If the greatwyrm's Chromatic Awakening trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving\
\ throw or take 22 (5d8) fire damage."
"name": "Chromatic Flare (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/red-greatwyrm-ftd.webp"
^statblock
White Greatwyrm
White Greatwyrm
Source: Fizban's Treasury of Dragons p. 168
The most ancient chromatic dragons, who have survived over twelve hundred years of mortal life and acquired vast hoards worth millions of gold pieces, can achieve a form of apotheosis, reaching a level of power approaching that of Tiamat's mighty aspect. The competitive avarice of dragonkind and the interference of adventurers prevent most dragons from attaining this level of power. But a chromatic dragon who can outwit all rivals and overcome all potential thieves can rise to become one of the mightiest of dragons.
Often a chromatic greatwyrm's ascension involves fusing the power of a single dragon's echoes across different worlds of the Material Plane. The black greatwyrm Chronepsis, for example, is said to have stalked multiple worlds and devoured many of his echoes before withdrawing to a planar lair in the Outlands. The red greatwyrm Ashardalon worked with a balor to ritually drain the power of his echoes, then infused their power into himself by implanting the balor where his heart had been.
In both size and power, chromatic greatwyrms exceed even ancient dragons. The energy of their breath weapons courses over their bodies and glows under their scales, and elemental forces rage around them when they exert their wrath. They no longer need to eat or drink, as their vast hoards magically sustain them. And their power can raze a city to the ground, destroying buildings and defenders alike.
"name": "White Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "chromatic"
"alignment": "typically Chaotic Evil"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "533"
"hit_dice": "26d20 + 260"
"modifier": !!int "2"
"stats":
- !!int "30"
- !!int "14"
- !!int "30"
- !!int "21"
- !!int "20"
- !!int "26"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "18"
- "wisdom": !!int "13"
- "charisma": !!int "16"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+16"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+21"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_immunities": "cold"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 31"
"languages": "Common, Draconic"
"cr": "27"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 425 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 105,000 XP (210,000 XP total) for defeating the greatwyrm\
\ after its Chromatic Awakening activates."
"name": "Chromatic Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 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](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm exhales a blast of energy in a 300-foot cone. Each creature\
\ in that area must make a DC 26 Dexterity saving throw. On a failed save, the\
\ creature takes 78 (12d12) cold damage. On a successful save, the creature\
\ takes half as much damage."
"name": "Breath Weapon (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the white greatwyrm can expend a use to take one of the following actions.\
\ The white greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
- "desc": "The greatwyrm creates four spears of magical force. Each spear hits a\
\ creature of the greatwyrm's choice it can see within 120 feet of it, dealing\
\ 12 (1d8 + 8) force damage to its target, then disappears."
"name": "Arcane Spear (Costs 3 Actions)"
"mythic_description": "If the greatwyrm's Chromatic Awakening trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving\
\ throw or take 22 (5d8) cold damage."
"name": "Chromatic Flare (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/white-greatwyrm-ftd.webp"
^statblock
Crystal Dragons
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Ancient Crystal Dragon
Ancient Crystal Dragon
Source: Fizban's Treasury of Dragons p. 170
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
A Crystal Dragon's Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
"name": "Ancient Crystal Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "222"
"hit_dice": "12d20 + 96"
"modifier": !!int "1"
"stats":
- !!int "25"
- !!int "12"
- !!int "26"
- !!int "20"
- !!int "16"
- !!int "21"
"speed": "40 ft., burrow 40 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "7"
- "constitution": !!int "14"
- "wisdom": !!int "9"
- "charisma": !!int "11"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+13"
- "name": "[Survival](/Rules/Source/skills.md#Survival)"
"desc": "+9"
"damage_resistances": "cold, radiant"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 25"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "19"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 18\
\ (2d10 + 7) piercing damage plus 9 (2d8) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 14\
\ (2d6 + 7) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each\
\ creature in that area must make a DC 22 Constitution saving throw, taking\
\ 49 (11d8) radiant damage on a failed save, or half as much damage on a successful\
\ one. The dragon then gains 25 temporary hit points by absorbing a portion\
\ of the radiant energy."
"name": "Scintillating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 19):\n\n\
**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
\ [guidance](/Rules/Source/spells/guidance-xphb.md)\n\n**1/day each:** [command](/Rules/Source/spells/command-xphb.md),\
\ [divination](/Rules/Source/spells/divination-xphb.md), [greater restoration](/Rules/Source/spells/greater-restoration-xphb.md),\
\ [hypnotic pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Ice Passage.** The dragon\
\ can open a passage through a wall of ice or snow that is up to 5 feet thick,\
\ creating an opening up to 30 feet wide and high. \n- **Starlight's Gleam.**\
\ The dragon chooses a point it can see in the lair. Gleaming starlight radiates\
\ from that point to fill a 10-foot-radius sphere with dim light. Each creature\
\ other than the dragon in that area when the light appears must succeed on\
\ a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined\
\ in the glow. [Attack](/Rules/Source/actions.md#Attack) rolls made against\
\ an outlined creature have advantage, and the creature can't hide or benefit\
\ from being [invisible](/Rules/Source/conditions.md#Invisible). The starlight\
\ and the glow around any creature fades on initiative count 20 on the next\
\ round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary crystal dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Clear\
\ Skies.** The skies above a crystal dragon's lair remain clear and free of\
\ precipitation unless magically altered. Winds blow lightly, posing little\
\ threat to those approaching the lair, and visibility is the best possible\
\ for the time of day. \n- **Crystal Profusion.** Plentiful quartz crystals\
\ form in natural stone within 6 miles of the lair, particularly in places where\
\ natural light can shine on the crystals. \n- **Icy Sight.** Ice and quartz\
\ within 6 miles of the lair become conduits for the dragon's psionic presence.\
\ As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any ice or quartz crystals\
\ in that region. \n- **Positive Energy.** Any creature that finishes a long\
\ rest within 6 miles of the lair regains two additional spent Hit Dice. \n\
- **Thriving Wildlife.** Animal populations flourish within 6 miles of the lair.\
\ Ability checks made to forage for food by hunting, fishing, or trapping in\
\ that area are made with advantage. \n\nIf the dragon dies, the animal population\
\ near the lair returns to normal levels over the course of 1d10 days. The increased\
\ Hit Die recovery ends immediately. The existing abundance of quartz crystals\
\ remains, but new crystals form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon releases a searing beam of starlight at a creature that it\
\ can see within 60 feet of it. The target must succeed on a DC 19 Dexterity\
\ saving throw or take 38 (11d6) radiant damage."
"name": "Starlight Strike (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-crystal-dragon-ftd.webp"
^statblock
Adult Crystal Dragon
Adult Crystal Dragon
Source: Fizban's Treasury of Dragons p. 171
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
A Crystal Dragon's Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
"name": "Adult Crystal Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "172"
"hit_dice": "15d12 + 75"
"modifier": !!int "1"
"stats":
- !!int "21"
- !!int "12"
- !!int "21"
- !!int "18"
- !!int "15"
- !!int "19"
"speed": "40 ft., burrow 40 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "5"
- "constitution": !!int "9"
- "wisdom": !!int "6"
- "charisma": !!int "8"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+10"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+9"
- "name": "[Survival](/Rules/Source/skills.md#Survival)"
"desc": "+6"
"damage_resistances": "cold, radiant"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 20"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "12"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 4 (1d8) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each\
\ creature in that area must make a DC 17 Constitution saving throw, taking\
\ 40 (9d8) radiant damage on a failed save, or half as much damage on a successful\
\ one. The dragon then gains 15 temporary hit points by absorbing a portion\
\ of the radiant energy."
"name": "Scintillating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\
**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
\ [guidance](/Rules/Source/spells/guidance-xphb.md)\n\n**1/day each:** [command](/Rules/Source/spells/command-xphb.md),\
\ [divination](/Rules/Source/spells/divination-xphb.md), [hypnotic pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md),\
\ [lesser restoration](/Rules/Source/spells/lesser-restoration-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Ice Passage.** The dragon\
\ can open a passage through a wall of ice or snow that is up to 5 feet thick,\
\ creating an opening up to 30 feet wide and high. \n- **Starlight's Gleam.**\
\ The dragon chooses a point it can see in the lair. Gleaming starlight radiates\
\ from that point to fill a 10-foot-radius sphere with dim light. Each creature\
\ other than the dragon in that area when the light appears must succeed on\
\ a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be outlined\
\ in the glow. [Attack](/Rules/Source/actions.md#Attack) rolls made against\
\ an outlined creature have advantage, and the creature can't hide or benefit\
\ from being [invisible](/Rules/Source/conditions.md#Invisible). The starlight\
\ and the glow around any creature fades on initiative count 20 on the next\
\ round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary crystal dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Clear\
\ Skies.** The skies above a crystal dragon's lair remain clear and free of\
\ precipitation unless magically altered. Winds blow lightly, posing little\
\ threat to those approaching the lair, and visibility is the best possible\
\ for the time of day. \n- **Crystal Profusion.** Plentiful quartz crystals\
\ form in natural stone within 6 miles of the lair, particularly in places where\
\ natural light can shine on the crystals. \n- **Icy Sight.** Ice and quartz\
\ within 6 miles of the lair become conduits for the dragon's psionic presence.\
\ As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any ice or quartz crystals\
\ in that region. \n- **Positive Energy.** Any creature that finishes a long\
\ rest within 6 miles of the lair regains two additional spent Hit Dice. \n\
- **Thriving Wildlife.** Animal populations flourish within 6 miles of the lair.\
\ Ability checks made to forage for food by hunting, fishing, or trapping in\
\ that area are made with advantage. \n\nIf the dragon dies, the animal population\
\ near the lair returns to normal levels over the course of 1d10 days. The increased\
\ Hit Die recovery ends immediately. The existing abundance of quartz crystals\
\ remains, but new crystals form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon releases a searing beam of starlight at a creature that it\
\ can see within 60 feet of it. The target must succeed on a DC 17 Dexterity\
\ saving throw or take 31 (9d6) radiant damage."
"name": "Starlight Strike (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-crystal-dragon-ftd.webp"
^statblock
Young Crystal Dragon
Young Crystal Dragon
Source: Fizban's Treasury of Dragons p. 172
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.
Crystal Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | If you're not a thief or a frost giant, let's talk! |
| 2 | Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay? |
| 3 | Jokes are as valuable as any gemstone and more fun to share. |
| 4 | My empathy is a bottomless well. I can't help but lose myself in the emotions of others. |
| 5 | The stars have much to tell us, and folk need me to interpret what the stars say. |
| 6 | All play and no work—those are the words I live by. |
| 7 | I am always the first to offer a compliment. |
| 8 | Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders! |
Crystal Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Exploration. Yesterday is already known. Today is for something new. (Chaotic) |
| 2 | Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good) |
| 3 | Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral) |
| 4 | Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any) |
| 5 | Fun and Games. Play is learning, but without the boredom. (Chaotic) |
| 6 | Control. Everyone is welcome, as long as they follow my rules. (Lawful) |
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.
Crystal Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it. |
| 2 | Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible. |
| 3 | A crystal dragon invites the greatest bards and philosophers to partake in "the Great Dialogue" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun. |
| 4 | A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew. |
| 5 | A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return. |
| 6 | A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others. |
| 7 | A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness. |
| 8 | A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands. |
Connected Creatures
Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.
Young Crystal Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young crystal dragon tries to protect a local population of rare snowy owlbears from poachers and hunters. |
| 2 | A young crystal dragon has adopted a group of kobolds and is trying to teach them the value of a good practical joke. |
| 3 | A young crystal dragon has captured a pack of winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways. |
| 4 | A lonely werebear enjoys long conversations with a young crystal dragon but doesn't always appreciate the dragon's sense of humor. |
| 5 | A young crystal dragon finds some manticores' bluster hilarious and befriends them despite their fear. But the dragon is having trouble overcoming the manticores' predatory nature. |
| 6 | A young crystal dragon uses dancing lights and hypnotic pattern to give an air of authenticity to a charlatan fortuneteller's act, in exchange for a portion of the take from the charlatan's clients. |
| Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. |
"name": "Young Crystal Dragon (FTD)"
"size": "Large"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "95"
"hit_dice": "10d10 + 40"
"modifier": !!int "1"
"stats":
- !!int "17"
- !!int "12"
- !!int "18"
- !!int "16"
- !!int "14"
- !!int "17"
"speed": "40 ft., burrow 20 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "7"
- "wisdom": !!int "5"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
- "name": "[Survival](/Rules/Source/skills.md#Survival)"
"desc": "+5"
"damage_resistances": "cold, radiant"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 18"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "5"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14\
\ (2d10 + 3) piercing damage plus 4 (1d8) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
\ + 3) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each\
\ creature in that area must make a DC 15 Constitution saving throw, taking\
\ 27 (6d8) radiant damage on a failed save, or half as much damage on a successful\
\ one. The dragon then gains 10 temporary hit points by absorbing a portion\
\ of the radiant energy."
"name": "Scintillating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 16):\n\n\
**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md),\
\ [guidance](/Rules/Source/spells/guidance-xphb.md)\n\n**1/day each:** [hypnotic\
\ pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md), [lesser restoration](/Rules/Source/spells/lesser-restoration-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-crystal-dragon-ftd.webp"
^statblock
Crystal Dragon Wyrmling
Crystal Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 172
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.
Crystal Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | If you're not a thief or a frost giant, let's talk! |
| 2 | Are you comfortable? Can I tell your future for you? Just let me know what I can do for you, okay? |
| 3 | Jokes are as valuable as any gemstone and more fun to share. |
| 4 | My empathy is a bottomless well. I can't help but lose myself in the emotions of others. |
| 5 | The stars have much to tell us, and folk need me to interpret what the stars say. |
| 6 | All play and no work—those are the words I live by. |
| 7 | I am always the first to offer a compliment. |
| 8 | Get off my snowfield, you immature bipeds! When I was a wyrmling, people respected their elders! |
Crystal Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Exploration. Yesterday is already known. Today is for something new. (Chaotic) |
| 2 | Empathy. It's a gift to share in another's joy, even if sometimes you must bear their pain, too. (Good) |
| 3 | Hospitality. We all live beautiful lives—it would be a shame not to share our lives with others. (Neutral) |
| 4 | Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any) |
| 5 | Fun and Games. Play is learning, but without the boredom. (Chaotic) |
| 6 | Control. Everyone is welcome, as long as they follow my rules. (Lawful) |
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.
Crystal Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A towering palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it. |
| 2 | Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible. |
| 3 | A crystal dragon invites the greatest bards and philosophers to partake in "the Great Dialogue" in the dragon's mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair once it has begun. |
| 4 | A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew. |
| 5 | A crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon can be convinced to return. |
| 6 | A royal heir goes missing while secretly visiting a crystal dragon. The heir's family, the heir's friends, and the dragon all want to find the heir, but no faction trusts the others. |
| 7 | A crystal dragon seeks bold adventurers to steal an egg from an ancient white dragon who is infamous for abject cruelty and utter remorselessness. |
| 8 | A crystal dragon has ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands. |
Connected Creatures
Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.
Crystal Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A crystal dragon wyrmling rides a sled pulled by a trained pack of wolves and frets about outgrowing this favorite pastime. |
| 2 | A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling's lair and follows the bandits to keep them safe. |
| 3 | A crystal dragon wyrmling has befriended a white dragon wyrmling. The wyrmlings' parents, who are ancient rivals, regard the relationship with concern. |
| 4 | A crystal dragon wyrmling encourages nearby farmers to go on dangerous excursions so they'll return with interesting stories to tell the dragon. |
| 5 | A crystal dragon wyrmling finds ice mephits to be the perfect household servants—if only they would stop trying to kill the dragon's guests. |
| 6 | A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don't appreciate the wyrmling's pranks. |
| Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic. |
"name": "Crystal Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "32"
"hit_dice": "5d8 + 10"
"modifier": !!int "1"
"stats":
- !!int "14"
- !!int "12"
- !!int "14"
- !!int "14"
- !!int "13"
- !!int "15"
"speed": "30 ft., burrow 15 ft., climb 30 ft., fly 60 ft."
"saves":
- "dexterity": !!int "3"
- "constitution": !!int "4"
- "wisdom": !!int "3"
- "charisma": !!int "4"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+5"
- "name": "[Survival](/Rules/Source/skills.md#Survival)"
"desc": "+3"
"damage_resistances": "cold, radiant"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 60 ft., passive Perception 15"
"languages": "Draconic, telepathy 120 ft."
"cr": "2"
"actions":
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 7\
\ (1d10 + 2) piercing damage plus 2 (1d4) radiant damage."
"name": "Bite"
- "desc": "The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each\
\ creature in that area must make a DC 12 Constitution saving throw, taking\
\ 18 (4d8) radiant damage on a failed save, or half as much damage on a successful\
\ one. The dragon then gains 5 temporary hit points by absorbing a portion of\
\ the radiant energy."
"name": "Scintillating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability:\n\n**At will:** [dancing\
\ lights](/Rules/Source/spells/dancing-lights-xphb.md), [guidance](/Rules/Source/spells/guidance-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/crystal-dragon-wyrmling-ftd.webp"
^statblock
Deep Dragons
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.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
Ancient Deep Dragon
Ancient Deep Dragon
Source: Fizban's Treasury of Dragons p. 173
A Deep Dragon's Lair
Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.
The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.
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.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
"name": "Ancient Deep Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"alignment": "typically Neutral Evil"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "201"
"hit_dice": "13d20 + 65"
"modifier": !!int "3"
"stats":
- !!int "23"
- !!int "16"
- !!int "20"
- !!int "19"
- !!int "18"
- !!int "21"
"speed": "40 ft., burrow 40 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "9"
- "constitution": !!int "11"
- "wisdom": !!int "10"
- "charisma": !!int "11"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+10"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+17"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+15"
"damage_resistances": "poison, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 300 ft., passive Perception 20"
"languages": "Common, Draconic, Undercommon"
"cr": "18"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 11 (2d10) poison damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 13\
\ (2d6 + 6) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 10\
\ (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 20 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
- "desc": "The dragon exhales a cloud of spores in a 90-foot cone. Each creature\
\ in that area must make a DC 19 Wisdom saving throw. On a failed save, the\
\ creature takes 49 (9d10) psychic damage, and it is [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the dragon for 1 minute. On a successful save, the creature takes half\
\ as much damage with no additional effects. A [frightened](/Rules/Source/conditions.md#Frightened)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success."
"name": "Nightmare Breath (Recharge 5-6)"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Deep Torpor.** The dragon casts the [slow](/Rules/Source/spells/slow-xphb.md)\
\ spell, requiring no spell components and using Charisma as the spellcasting\
\ ability (spell save DC 16). The spell ends early if the dragon uses this lair\
\ action again or if the dragon dies. \n- **Mossy Sludge.** The dragon conjures\
\ sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor,\
\ and walls of the lair become difficult terrain until initiative count 20 on\
\ the next round. \n- **Toxic Spores.** The dragon fills a 20-foot cube it\
\ can see within 120 feet of itself with toxic spores. Each creature in that\
\ area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison\
\ damage and be [poisoned](/Rules/Source/conditions.md#Poisoned) until the end\
\ of its next turn. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary deep dragon's lair is altered by the\
\ dragon's magic, creating one or more of the following effects:\n\n- **Preservation\
\ of Knowledge.** Books, letters, and any other physical forms of writing within\
\ 6 miles of the dragon's lair become magically charged and can't be damaged\
\ by nonmagical means. \n- **Restless Sleep.** When a creature finishes a long\
\ rest within 6 miles of the lair, the creature must first succeed on a DC 10\
\ Constitution saving throw or be unable to reduce its level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
\ Creatures immune to the [poisoned](/Rules/Source/conditions.md#Poisoned) condition\
\ are immune to this effect. \n- **Verdant Growth.** Vegetation and fungi within\
\ 6 miles of the dragon's lair grow faster and cover a greater area than they\
\ normally would. Foraging in this area yields twice the usual amount of food.\
\ \n\nIf the dragon dies, these effects fade over the course of 1d10 days."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon releases spores around a creature within 30 feet of it that\
\ it can see. The target must succeed on a DC 19 Wisdom saving throw or use\
\ its reaction to make a melee weapon attack against a random creature within\
\ reach. If no creatures are within reach, or the target can't take a reaction,\
\ it takes 11 (2d10) psychic damage."
"name": "Commanding Spores"
- "desc": "The dragon makes one Tail attack."
"name": "Tail"
- "desc": "The dragon releases poisonous spores around a creature within 30 feet\
\ of it that it can see. The target must succeed on a DC 19 Constitution saving\
\ throw or take 28 (8d6) poison damage and become [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ for 1 minute. The [poisoned](/Rules/Source/conditions.md#Poisoned) creature\
\ can repeat the saving throw at the end of each of its turns, ending the effect\
\ on itself on a success."
"name": "Spore Salvo (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-deep-dragon-ftd.webp"
^statblock
Adult Deep Dragon
Adult Deep Dragon
Source: Fizban's Treasury of Dragons p. 174
A Deep Dragon's Lair
Deep dragons make their lairs in well-hidden caves or sunless beaches in the Underdark, and these sites are often inaccessible without the ability to fly or dive underwater. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger mushrooms and plants in neatly organized displays.
The challenge rating of a legendary deep dragon increases by 1 when it's encountered in its lair.
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.
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
"name": "Adult Deep Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"alignment": "typically Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "147"
"hit_dice": "14d12 + 56"
"modifier": !!int "2"
"stats":
- !!int "20"
- !!int "14"
- !!int "18"
- !!int "16"
- !!int "16"
- !!int "18"
"speed": "40 ft., burrow 30 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "6"
- "constitution": !!int "8"
- "wisdom": !!int "7"
- "charisma": !!int "8"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+7"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+12"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+10"
"damage_resistances": "poison, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 150 ft., passive Perception 17"
"languages": "Common, Draconic, Undercommon"
"cr": "11"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 5 (1d10) poison damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d6\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 15 ft., one target. *Hit:* 9\
\ (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 17 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
- "desc": "The dragon exhales a cloud of spores in a 60-foot cone. Each creature\
\ in that area must make a DC 16 Wisdom saving throw. On a failed save, the\
\ creature takes 33 (6d10) psychic damage, and it is [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the dragon for 1 minute. On a successful save, the creature takes half\
\ as much damage with no additional effects. A [frightened](/Rules/Source/conditions.md#Frightened)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success."
"name": "Nightmare Breath (Recharge 5-6)"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Deep Torpor.** The dragon casts the [slow](/Rules/Source/spells/slow-xphb.md)\
\ spell, requiring no spell components and using Charisma as the spellcasting\
\ ability (spell save DC 16). The spell ends early if the dragon uses this lair\
\ action again or if the dragon dies. \n- **Mossy Sludge.** The dragon conjures\
\ sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor,\
\ and walls of the lair become difficult terrain until initiative count 20 on\
\ the next round. \n- **Toxic Spores.** The dragon fills a 20-foot cube it\
\ can see within 120 feet of itself with toxic spores. Each creature in that\
\ area must succeed on a DC 15 Constitution saving throw or take 14 (4d6) poison\
\ damage and be [poisoned](/Rules/Source/conditions.md#Poisoned) until the end\
\ of its next turn. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary deep dragon's lair is altered by the\
\ dragon's magic, creating one or more of the following effects:\n\n- **Preservation\
\ of Knowledge.** Books, letters, and any other physical forms of writing within\
\ 6 miles of the dragon's lair become magically charged and can't be damaged\
\ by nonmagical means. \n- **Restless Sleep.** When a creature finishes a long\
\ rest within 6 miles of the lair, the creature must first succeed on a DC 10\
\ Constitution saving throw or be unable to reduce its level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
\ Creatures immune to the [poisoned](/Rules/Source/conditions.md#Poisoned) condition\
\ are immune to this effect. \n- **Verdant Growth.** Vegetation and fungi within\
\ 6 miles of the dragon's lair grow faster and cover a greater area than they\
\ normally would. Foraging in this area yields twice the usual amount of food.\
\ \n\nIf the dragon dies, these effects fade over the course of 1d10 days."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon releases spores around a creature within 30 feet of it that\
\ it can see. The target must succeed on a DC 16 Wisdom saving throw or use\
\ its reaction to make a melee weapon attack against a random creature within\
\ reach. If no creatures are within reach, or the target can't take a reaction,\
\ it takes 5 (1d10) psychic damage."
"name": "Commanding Spores"
- "desc": "The dragon makes one Tail attack."
"name": "Tail"
- "desc": "The dragon releases poisonous spores around a creature within 30 feet\
\ of it that it can see. The target must succeed on a DC 16 Constitution saving\
\ throw or take 17 (5d6) poison damage and become [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ for 1 minute. The [poisoned](/Rules/Source/conditions.md#Poisoned) creature\
\ can repeat the saving throw at the end of each of its turns, ending the effect\
\ on itself on a success."
"name": "Spore Salvo (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-deep-dragon-ftd.webp"
^statblock
Young Deep Dragon
Young Deep Dragon
Source: Fizban's Treasury of Dragons p. 175
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead. |
| 2 | It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts. |
| 3 | I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict. |
| 4 | I have no interest in going to the surface world. It's where one sends one's servants. |
| 5 | While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh. |
| 6 | I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped. |
| 7 | I dream of seeing the deepest places in the ocean. |
| 8 | I find I rather enjoy the company of people—as long as they remain unaware of my true nature. |
Deep Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any) |
| 2 | Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any) |
| 3 | Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any) |
| 4 | Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic) |
| 5 | Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil) |
| 6 | Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good) |
Deep Dragon Spellcasting
| Age | Spell Save Dc | Spells Known |
|---|---|---|
| Young | 14 | command, dissonant whispers, faerie fire |
Deep Dragon Adventures
The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Deep Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve. |
| 2 | Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor. |
| 3 | A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business. |
| 4 | A talented young ranger is kidnapped by a deep dragon who wants a hunting partner. |
| 5 | A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust. |
| 6 | A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate. |
| 7 | Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility. |
| 8 | A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city. |
Connected Creatures
Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.
Young Deep Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young deep dragon has captured a number of kuo-toa and has decided to try them out as servants instead of eating them. |
| 2 | A young deep dragon maintains the guise of a handsome Humanoid artist so as to maintain an adoring cult of drow and duergar admirers. |
| 3 | A rather snooty bone naga serves as a young deep dragon's loyal butler, as it did for the dragon's parent. |
| 4 | A young deep dragon has organized a society of hobgoblin explorers, whose members seek out new places in the Underdark for the dragon to visit. |
| 5 | A doppelganger mimics a young deep dragon's Humanoid form while committing a string of murders, hoping to turn local Underdark settlements against the dragon. |
| 6 | Despite repeated mind flayer attacks, a young deep dragon refuses to leave the cave where the dragon's best friend—an adventurer who won the dragon's respect and affection—lingers as a ghost. |
| 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. |
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
"name": "Young Deep Dragon (FTD)"
"size": "Large"
"type": "dragon"
"alignment": "typically Neutral Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "93"
"hit_dice": "11d10 + 33"
"modifier": !!int "1"
"stats":
- !!int "18"
- !!int "13"
- !!int "16"
- !!int "12"
- !!int "14"
- !!int "16"
"speed": "40 ft., burrow 20 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "6"
- "wisdom": !!int "5"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+6"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_resistances": "poison, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 150 ft., passive Perception 15"
"languages": "Common, Draconic, Undercommon"
"cr": "5"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9\
\ (1d10 + 4) piercing damage plus 3 (1d6) poison damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
\ + 4) slashing damage."
"name": "Claw"
- "desc": "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](/Rules/Source/conditions.md#Frightened)\
\ of the dragon for 1 minute. On a successful save, the creature takes half\
\ as much damage with no additional effects. A [frightened](/Rules/Source/conditions.md#Frightened)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success."
"name": "Nightmare Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-deep-dragon-ftd.webp"
^statblock
Deep Dragon Wyrmling
Deep Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 175
Creating a Deep Dragon
Use the Deep Dragon Personality Traits and Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I will not risk injury at the hands of weaker creatures—especially while I can turn them against one another and have them fight in my stead. |
| 2 | It is difficult for anyone not of dragonkind to penetrate the twisting labyrinth of my thoughts. |
| 3 | I might disagree with other dragons, but we are superior beings and should not lower ourselves to direct conflict. |
| 4 | I have no interest in going to the surface world. It's where one sends one's servants. |
| 5 | While the petty squabbles of other creatures bore and irritate me, I might hear out those who demonstrate an appreciation for the finer things in life by bringing me delicacies like clams or aboleth flesh. |
| 6 | I might be willing to exert myself to take out a mind flayer. Those disgusting creatures must be stopped. |
| 7 | I dream of seeing the deepest places in the ocean. |
| 8 | I find I rather enjoy the company of people—as long as they remain unaware of my true nature. |
Deep Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Understanding. True power comes from the ability to discern other creatures' motivations better than they can discern yours. (Any) |
| 2 | Kindred. All dragons are kin to one another, and we would all do well to prioritize that kinship. (Any) |
| 3 | Mystery. I appreciate a question I cannot answer, so I strive to be an enigma for other creatures. (Any) |
| 4 | Adaptability. Whether taking on a new form, making new allies, or trying a new strategy, flexibility keeps one youthful. (Chaotic) |
| 5 | Superiority. Weaker creatures cannot be trusted, so I constantly remind my servants of my power. (Evil) |
| 6 | Patience. All creatures might teach me something, and I'm willing to wait and find out what that might be rather than acting in haste. (Good) |
Deep Dragon Adventures
The Deep Dragon Adventure Hooks table offers suggestions for stories and adventures involving deep dragons.
Deep Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | Unfamiliar drow adventurers have been prowling a city's streets at night and have been overheard talking about the dragon they serve. |
| 2 | Svirfneblin hire the characters to deliver tribute to their deep dragon neighbor. |
| 3 | A disguised deep dragon offers access to rare artifacts—to a party who is willing to partner up on a seafood shipping business. |
| 4 | A talented young ranger is kidnapped by a deep dragon who wants a hunting partner. |
| 5 | A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the copper dragon's inheritance in trust. |
| 6 | A deep dragon wants to know if rumors of a sea monster in an Underdark lake are true, so the dragon hires adventurers to investigate. |
| 7 | Two Underdark settlements are about to go to war, having been carefully manipulated by a deep dragon. A desperate ruler offers a reward to anyone who can uncover the true cause of the hostility. |
| 8 | A deep dragon wants someone to manufacture a scenario that will get the dragon out of an old commitment to protect a city. |
Connected Creatures
Deep dragons appreciate the company of other dragons. Although they view most other species as inferior to dragonkind, having worth only as servants or tools, the rare individuals who impress them can sometimes earn respect as partners—albeit junior ones.
Deep Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | An ogre has acquired a deep dragon wyrmling as a pet, ignoring the fact that the dragon is an intelligent creature who will grow extremely large. |
| 2 | An inquisitive deep dragon wyrmling has made it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers. |
| 3 | A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending them to the surface to fetch delicacies the wyrmling craves. |
| 4 | An exclusive auction in an enclave of Lolth-worshipers features a deep dragon egg just about to hatch. |
| 5 | A deep dragon wyrmling with an experimental bent has created a "garden" of gray oozes. |
| 6 | An orphaned deep dragon wyrmling is cared for by a giant constrictor snake that is the recipient of a druid's awaken spell. |
| 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. |
Deep dragons' black-and-gray hide is smooth like a salamander's, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn't useful to them, though they are willing to bargain for knowledge they lack.
"name": "Deep Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"alignment": "typically Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "27"
"hit_dice": "5d8 + 5"
"modifier": !!int "0"
"stats":
- !!int "14"
- !!int "11"
- !!int "12"
- !!int "11"
- !!int "12"
- !!int "13"
"speed": "30 ft., burrow 15 ft., fly 60 ft., swim 30 ft."
"saves":
- "dexterity": !!int "2"
- "constitution": !!int "3"
- "wisdom": !!int "3"
- "charisma": !!int "3"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+3"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_resistances": "poison, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 90 ft., passive Perception 13"
"languages": "Draconic"
"cr": "1"
"actions":
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10\
\ + 2) piercing damage."
"name": "Bite"
- "desc": "The dragon exhales a cloud of spores in a 15-foot cone. Each creature\
\ in that area must make a DC 11 Wisdom saving throw. On a failed save, the\
\ creature takes 5 (1d10) psychic damage, and it is [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the dragon for 1 minute. On a successful save, the creature takes half\
\ as much damage with no additional effects. A [frightened](/Rules/Source/conditions.md#Frightened)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success."
"name": "Nightmare Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/deep-dragon-wyrmling-ftd.webp"
^statblock
Dracohydra
The dracohydra is the result of arcane experimentation dedicated to recreating Tiamat's power. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra's breath weapon is a multicolored mass of energy that contains the essence of a chromatic dragon's elemental power.
These gluttonous creatures' appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements.
A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation.
Dracohydra
Dracohydra
Source: Fizban's Treasury of Dragons p. 176
The dracohydra is the result of arcane experimentation dedicated to recreating Tiamat's power. Amalgamating the magic of chromatic dragons with the blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra's breath weapon is a multicolored mass of energy that contains the essence of a chromatic dragon's elemental power.
These gluttonous creatures' appearance heralds disaster for any region they settle in, as they feed relentlessly—with each head demanding a feast of its own. If left alone, they hunt the local fauna almost to extinction, then move on to threatening the folk of nearby settlements.
A dracohydra can sometimes be found in the service of the spellcaster who created it, kept obedient by the rituals of their creation.
"name": "Dracohydra (FTD)"
"size": "Huge"
"type": "monstrosity"
"alignment": "typically Chaotic Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "218"
"hit_dice": "19d12 + 95"
"modifier": !!int "1"
"stats":
- !!int "20"
- !!int "12"
- !!int "20"
- !!int "6"
- !!int "12"
- !!int "12"
"speed": "30 ft., fly 30 ft., swim 30 ft."
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+9"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 19"
"languages": "understands Draconic but can't speak"
"cr": "11"
"traits":
- "desc": "The dracohydra has five heads. While it has more than one head, the dracohydra\
\ has advantage on saving throws against being [blinded](/Rules/Source/conditions.md#Blinded),\
\ [charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [stunned](/Rules/Source/conditions.md#Stunned),\
\ and knocked [unconscious](/Rules/Source/conditions.md#Unconscious).\n\nWhenever\
\ the dracohydra takes 30 or more damage in a single turn, one of its heads\
\ dies. If all its heads die, the dracohydra dies.\n\nAt the end of its turn,\
\ the dracohydra grows two heads for each of its heads that died since its last\
\ turn, unless it has taken radiant damage since its last turn. The dracohydra\
\ regains 10 hit points for each head regrown this way."
"name": "Multiple Heads"
- "desc": "For each head the dracohydra has beyond one, it gets an extra reaction\
\ that can be used only for opportunity attacks."
"name": "Reactive Heads"
- "desc": "While the dracohydra sleeps, at least one of its heads is awake."
"name": "Wakeful"
"actions":
- "desc": "The dracohydra makes as many Bite attacks as it has heads."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 10\
\ (1d10 + 5) damage of a type chosen by the dracohydra: acid, cold, fire, lightning,\
\ or poison."
"name": "Bite"
- "desc": "The dracohydra's heads exhale a single breath of multicolored energy\
\ in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity\
\ saving throw. On a failed save, the creature takes 33 (6d10) damage of a type\
\ chosen by the dracohydra: acid, cold, fire, lightning, or poison. On a successful\
\ save, the creature takes half as much damage."
"name": "Prismatic Breath (Recharge 4-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/dracohydra-ftd.webp"
^statblock
Draconians
Draconians. Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
Draconian Dreadnought
Draconian Dreadnought
Source: Fizban's Treasury of Dragons p. 177
The largest of the draconians are the dreadnoughts, who are born from the eggs of silver, blue, or sapphire dragons. They fly on mighty wings over the battlefield to wherever the fighting is the thickest. Their magical ability to change their appearance to mimic those they've slain allows them to sow confusion and despair among their enemies. When dreadnoughts are killed, their bodies burst into flames, scorching everything around them.
On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
"name": "Draconian Dreadnought (FTD)"
"size": "Large"
"type": "monstrosity"
"alignment": "Any alignment"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "57"
"hit_dice": "6d10 + 24"
"modifier": !!int "0"
"stats":
- !!int "18"
- !!int "10"
- !!int "18"
- !!int "10"
- !!int "10"
- !!int "10"
"speed": "30 ft., fly 60 ft."
"saves":
- "strength": !!int "6"
- "wisdom": !!int "2"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "Common, Draconic"
"cr": "4"
"traits":
- "desc": "When the draconian is reduced to 0 hit points, it bursts into flames\
\ and is reduced to ashes. Each creature in a 10-foot-radius sphere centered\
\ on the draconian must succeed on a DC 13 Dexterity saving throw or take 10\
\ (3d6) fire damage."
"name": "Death Throes"
"actions":
- "desc": "The draconian makes two Serrated Sword attacks and one Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13\
\ (2d8 + 4) slashing damage."
"name": "Serrated Sword"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
\ + 4) bludgeoning damage. If the target is a Large or smaller creature, it\
\ must succeed on a DC 14 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
"reactions":
- "desc": "After the draconian kills a Medium or smaller Humanoid, the draconian\
\ can magically transform itself to look and feel like that creature while retaining\
\ its game statistics (other than its size). This transformation lasts until\
\ the draconian dies or uses an action to end it."
"name": "Shape Theft"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/draconian-dreadnought-ftd.webp"
^statblock
Draconian Foot Soldier
Draconian Foot Soldier
Source: Fizban's Treasury of Dragons p. 178
The most numerous draconians are the foot soldiers, who are born from brass, white, or crystal dragon eggs. They are the smallest of their kind, and their slight wings are incapable of flight—though they do afford the draconians some control when falling. These wings are small enough to be hidden beneath a cloak or robe, so foot soldiers sometimes disguise themselves to get close to enemies before springing an ambush. When draconian foot soldiers die, they unleash clouds of petrifying gas, turning their corpses—and any creatures within the clouds—to stone.
On the world of Krynn, draconian foot soldiers formed from brass dragon eggs are called baaz draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
"name": "Draconian Foot Soldier (FTD)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Any alignment"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "22"
"hit_dice": "4d8 + 4"
"modifier": !!int "0"
"stats":
- !!int "13"
- !!int "11"
- !!int "13"
- !!int "8"
- !!int "8"
- !!int "10"
"speed": "30 ft."
"gear":
- "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 9"
"languages": "Common, Draconic"
"cr": "1/2"
"traits":
- "desc": "When the draconian falls and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
\ it subtracts up to 100 feet from the fall when calculating the fall's damage."
"name": "Controlled Fall"
- "desc": "When the draconian is reduced to 0 hit points, its body turns to stone\
\ and releases a petrifying gas. Each creature within 5 feet of the draconian\
\ must succeed on a DC 11 Constitution saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ as it begins to turn to stone. The [restrained](/Rules/Source/conditions.md#Restrained)\
\ creature must repeat the saving throw at the end of its next turn. On a success,\
\ the effect ends; otherwise the creature is [petrified](/Rules/Source/conditions.md#Petrified)\
\ for 1 minute. After 1 minute, the body of the draconian crumbles to dust."
"name": "Death Throes"
"actions":
- "desc": "The draconian makes two Shortsword attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6\
\ + 1) piercing damage."
"name": "Shortsword"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/draconian-foot-soldier-ftd.webp"
^statblock
Draconian Infiltrator
Draconian Infiltrator
Source: Fizban's Treasury of Dragons p. 178
Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the paralytic venom of their saliva to coat their weapons, making them formidable assassins as well. Their wings allow them to turn a fall into a rough glide. When draconian infiltrators die, their bodies dissolve into pools of acid.
On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
"name": "Draconian Infiltrator (FTD)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "3"
"stats":
- !!int "11"
- !!int "17"
- !!int "14"
- !!int "9"
- !!int "13"
- !!int "11"
"speed": "40 ft., climb 30 ft."
"saves":
- "dexterity": !!int "5"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_immunities": "poison"
"condition_immunities": "[poisoned](/Rules/Source/conditions.md#Poisoned)"
"gear":
- "[dagger](/Rules/Source/items/dagger-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 13"
"languages": "Common, Draconic"
"cr": "3"
"traits":
- "desc": "When the draconian is reduced to 0 hit points, it turns into a puddle\
\ of acid and splashes acid on those around it. Each creature within 5 feet\
\ of the draconian must succeed on a DC 12 Dexterity saving throw or be covered\
\ in acid for 1 minute. A creature can use its action to scrape or wash the\
\ acid off itself or another creature. A creature covered in the acid takes\
\ 7 (2d6) acid damage at the start of each of its turns."
"name": "Death Throes"
- "desc": "When the draconian falls and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
\ it subtracts up to 100 feet from the fall when calculating the fall's damage,\
\ and it can move up to 2 feet horizontally for every 1 foot it descends."
"name": "Glide"
"actions":
- "desc": "The draconian makes two Dagger attacks. If both attacks hit the same\
\ creature, the target must succeed on a DC 12 Constitution saving throw or\
\ become [poisoned](/Rules/Source/conditions.md#Poisoned) until the end of the\
\ target's next turn. While [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ in this way, the target is also [paralyzed](/Rules/Source/conditions.md#Paralyzed)."
"name": "Multiattack"
- "desc": "*Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60\
\ ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage."
"name": "Dagger"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/draconian-infiltrator-ftd.webp"
^statblock
Draconian Mage
Draconian Mage
Source: Fizban's Treasury of Dragons p. 179
Draconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe across the battlefield or aid their allies' incursions and attacks. They have wings that allow them to glide during a fall.
When draconian mages die, their flesh shrivels away before their bones explode, sending a shower of magical splinters in all directions.
On the world of Krynn, draconian mages formed from bronze dragon eggs are called bozak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
"name": "Draconian Mage (FTD)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Any alignment"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "40"
"hit_dice": "9d8"
"modifier": !!int "0"
"stats":
- !!int "14"
- !!int "10"
- !!int "11"
- !!int "11"
- !!int "10"
- !!int "14"
"speed": "30 ft."
"saves":
- "intelligence": !!int "2"
- "wisdom": !!int "2"
- "charisma": !!int "4"
"gear":
- "[trident](/Rules/Source/items/trident-xphb.md)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "Common, Draconic"
"cr": "2"
"traits":
- "desc": "When the draconian is reduced to 0 hit points, its scales and flesh immediately\
\ shrivel away and its bones explode. Each creature within 10 feet of it must\
\ succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage."
"name": "Death Throes"
- "desc": "When the draconian falls and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
\ it subtracts up to 100 feet from the fall when calculating the fall's damage,\
\ and it can move up to 2 feet horizontally for every 1 foot it descends."
"name": "Glide"
"actions":
- "desc": "The draconian makes two Trident or Necrotic Ray attacks."
"name": "Multiattack"
- "desc": "*Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60\
\ ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing\
\ damage if used with two hands to make a melee attack."
"name": "Trident"
- "desc": "*Ranged Spell Attack:* +4 to hit, range 60 ft., one target. *Hit:* 10\
\ (3d6) necrotic damage."
"name": "Necrotic Ray"
- "desc": "The draconian casts one of the following spells, requiring no material\
\ components and using Charisma as the spellcasting ability (spell save DC 12):\n\
\n**1/day each:** [enlarge/reduce](/Rules/Source/spells/enlarge-reduce-xphb.md),\
\ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [stinking cloud](/Rules/Source/spells/stinking-cloud-xphb.md)"
"name": "Spellcasting"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/draconian-mage-ftd.webp"
^statblock
Draconian Mastermind
Draconian Mastermind
Source: Fizban's Treasury of Dragons p. 180
The rarest and most powerful of the draconians are the masterminds—spellcasters and strategists who most often serve as military commanders or as advisors to those who created them. They emerge from gold, red, or amethyst dragon eggs, wingless but possessed of an arsenal of eldritch power. Like their dragon progenitors, masterminds have a breath weapon—a billowing cloud of poisonous gas. They also have formidable claws and teeth they use to rend foes in close combat.
Dying draconian masterminds are a sight to behold, as their magical essence coalesces as a ball of lightning that arcs out at those nearby.
On the world of Krynn, draconian masterminds formed from gold dragon eggs are called aurak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single corrupted egg yields several draconians of the same kind. A draconian might be taken for a dragonborn at first glance, though most kinds of draconians have wings.
When draconians die, they do not go quietly. Instead, their lifeless bodies unleash a last act of magical violence.
"name": "Draconian Mastermind (FTD)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "67"
"hit_dice": "9d8 + 27"
"modifier": !!int "2"
"stats":
- !!int "13"
- !!int "14"
- !!int "16"
- !!int "15"
- !!int "11"
- !!int "17"
"speed": "35 ft."
"saves":
- "intelligence": !!int "5"
- "wisdom": !!int "3"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 60 ft., passive Perception\
\ 13"
"languages": "Common, Draconic"
"cr": "6"
"traits":
- "desc": "When the draconian is reduced to 0 hit points, its magical essence lashes\
\ out as a ball of lightning at the closest creature within 30 feet of it before\
\ arcing out to up to two other creatures within 15 feet of the first. Each\
\ creature must make a DC 14 Dexterity saving throw. On a failed save, the creature\
\ takes 9 (2d8) lightning damage and is [stunned](/Rules/Source/conditions.md#Stunned)\
\ until the end of its next turn. On a successful save, the creature takes half\
\ as much damage and isn't [stunned](/Rules/Source/conditions.md#Stunned)."
"name": "Death Throes"
"actions":
- "desc": "The draconian makes three Rend or Energy Ray attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6\
\ + 2) slashing damage."
"name": "Rend"
- "desc": "*Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit:* 8\
\ (1d10 + 3) force damage."
"name": "Energy Ray"
- "desc": "The draconian exhales a 15-foot cone of noxious gas. Each creature in\
\ that area must make a DC 14 Constitution saving throw. On a failed save, the\
\ creature takes 21 (6d6) poison damage and gains 1 level of [exhaustion](/Rules/Source/conditions.md#Exhaustion).\
\ On a successful save, the creature takes half as much damage, doesn't gain\
\ [exhaustion](/Rules/Source/conditions.md#Exhaustion), and is immune to all\
\ draconians' Noxious Breath for 24 hours."
"name": "Noxious Breath (Recharge 5-6)"
- "desc": "The draconian casts one of the following spells, requiring no material\
\ components and using Charisma as the spellcasting ability (spell save DC 14):\n\
\n**At will:** [invisibility](/Rules/Source/spells/invisibility-xphb.md), [mage\
\ hand](/Rules/Source/spells/mage-hand-xphb.md)\n\n**2/day each:** [dimension\
\ door](/Rules/Source/spells/dimension-door-xphb.md), [disguise self](/Rules/Source/spells/disguise-self-xphb.md),\
\ [sending](/Rules/Source/spells/sending-xphb.md)"
"name": "Spellcasting"
"reactions":
- "desc": "When the draconian is hit by an attack roll, it can create an [invisible](/Rules/Source/conditions.md#Invisible)\
\ barrier of magical force around itself, granting it a +5 bonus to its AC against\
\ that attack and potentially causing the attack to miss."
"name": "Magic Shield (3/Day)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/draconian-mastermind-ftd.webp"
^statblock
Draconic Shard
Gem dragons wield psionic power, and when a powerful gem dragon perishes, the force of the dragon's will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard.
A draconic shard in its true form resembles a shimmering, spectral image of the dragon. More often, though, a shard inhabits an object the gem dragon poured psionic power into—typically a weapon or other item from the dragon's hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering them to fulfill the dragon's designs.
A draconic shard is difficult to destroy. Destroying the shard's spectral form or an object the shard inhabits forces the spirit into the form of a cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest.
Draconic Shard
Draconic Shard
Source: Fizban's Treasury of Dragons p. 181
Gem dragons wield psionic power, and when a powerful gem dragon perishes, the force of the dragon's will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard.
A draconic shard in its true form resembles a shimmering, spectral image of the dragon. More often, though, a shard inhabits an object the gem dragon poured psionic power into—typically a weapon or other item from the dragon's hoard. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering them to fulfill the dragon's designs.
A draconic shard is difficult to destroy. Destroying the shard's spectral form or an object the shard inhabits forces the spirit into the form of a cracked gemstone while the spirit slowly regains strength. Only if that stone is destroyed can the shard be put to rest.
"name": "Draconic Shard (FTD)"
"size": "Huge"
"type": "undead"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "deflection"
"hp": !!int "168"
"hit_dice": "16d12 + 64"
"modifier": !!int "1"
"stats":
- !!int "1"
- !!int "12"
- !!int "18"
- !!int "22"
- !!int "18"
- !!int "22"
"speed": "0 ft., fly 80 ft. (hover)"
"saves":
- "dexterity": !!int "7"
- "intelligence": !!int "12"
- "wisdom": !!int "10"
- "charisma": !!int "12"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+12"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+12"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+16"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_resistances": "acid; fire; bludgeoning, piercing, slashing from nonmagical\
\ attacks"
"damage_immunities": "cold, necrotic, poison, psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
\ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 26"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "17"
"traits":
- "desc": "The shard's AC includes its Intelligence modifier."
"name": "Deflection"
- "desc": "The shard can move through creatures and objects as if they were difficult\
\ terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage."
"name": "Incorporeal Movement"
- "desc": "If the shard fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "When it drops to 0 hit points, the shard disappears and leaves a Tiny\
\ cracked gemstone in its space. The gemstone matches the kind of gem dragon\
\ it was in life and has AC 20, 15 hit points, and immunity to all damage except\
\ force. Unless the gemstone is destroyed, after 1d20 days, the gemstone dissipates\
\ and the shard re-forms, regaining all its hit points and appearing in the\
\ place the gemstone once occupied or in the nearest unoccupied space."
"name": "Rejuvenation"
- "desc": "The shard doesn't require air, food, drink, or sleep."
"name": "Unusual Nature"
"actions":
- "desc": "The shard makes two Telekinetic Rend attacks."
"name": "Multiattack"
- "desc": "*Melee or Ranged Spell Attack:* +12 to hit, reach 10 ft. or range 120\
\ ft., one target. *Hit:* 15 (2d8 + 6) force damage."
"name": "Telekinetic Rend"
- "desc": "The shard disappears as it pours its psychic essence into a Medium or\
\ smaller nonsentient object it can see within 30 feet of it, magically possessing\
\ it. The object uses the shard's AC, and any damage dealt to the object applies\
\ to the shard's hit points. The shard inhabits the object until it uses an\
\ action to leave; until it is turned; until it is reduced to 0 hit points;\
\ or until an effect that ends possession, such as a [dispel evil and good](/Rules/Source/spells/dispel-evil-and-good-xphb.md)\
\ spell, is used on it. When it leaves the object, it reappears in the nearest\
\ unoccupied space.\n\nWhile inhabited, the object becomes a magic item if it\
\ wasn't already, and a Tiny cracked gemstone matching the kind of gem dragon\
\ the shard was in life appears somewhere on the object. The shard can cause\
\ the object to fly using the shard's own flying speed, use its senses, speak\
\ verbally or telepathically, cast spells, and use its legendary actions.\n\n\
If a creature wears or carries the inhabited object, the shard can grant the\
\ creature the following benefits:\n\nEach of the creature's attacks deals an\
\ extra 1d8 force damage on a hit.\n\nThe creature gains resistance to psychic\
\ damage."
"name": "Inhabit Object"
- "desc": "The shard unleashes a pulse of psychic power. Each creature of the shard's\
\ choice in a 60-foot-radius sphere centered on it must make a DC 20 Intelligence\
\ saving throw. On a failed save, the creature takes 55 (10d10) psychic damage\
\ and is [stunned](/Rules/Source/conditions.md#Stunned) until the end of its\
\ next turn. On a successful save, the creature takes half as much damage and\
\ isn't [stunned](/Rules/Source/conditions.md#Stunned)."
"name": "Psychic Crush (Recharge 5-6)"
- "desc": "The shard casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 20):\n\n\
**At will:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
\ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
"name": "Spellcasting (Psionics)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the draconic shard can expend a use to take one of the following actions.\
\ The draconic shard regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The shard makes one Telekinetic Rend attack."
"name": "Rend"
- "desc": "The shard uses Spellcasting."
"name": "Cast a Spell (Costs 2 Actions)"
- "desc": "The shard targets a creature it can see within 30 feet of it. The target\
\ must succeed on a DC 20 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ until the end of its next turn. While [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way, the target becomes the shard's puppet, acting and moving in accordance\
\ with its telepathic commands. While under the shard's control, the target\
\ can take only the Attack (shard chooses the target) or [Dash](/Rules/Source/actions.md#Dash)\
\ action on its turn."
"name": "Commanding Thought (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/undead/token/draconic-shard-ftd.webp"
^statblock
Dragonblood Ooze
Magic-minded artisans have long incorporated parts of dragons' bodies into magic items, crafting dragon hide into armor and forging weapons from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes.
The congealed blood of a dragon given mobility and hunger, the ooze tries to shape itself into a draconic form. It cannot hold a coherent shape for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in.
Dragonblood Ooze
Dragonblood Ooze
Source: Fizban's Treasury of Dragons p. 182
Magic-minded artisans have long incorporated parts of dragons' bodies into magic items, crafting dragon hide into armor and forging weapons from claws and teeth. Alchemists have found beneficial uses for dragon blood, but ill-advised experiments have also given rise to dragonblood oozes.
The congealed blood of a dragon given mobility and hunger, the ooze tries to shape itself into a draconic form. It cannot hold a coherent shape for long and soon collapses into an amorphous heap. Similarly, it tries to manifest a breath weapon but manages only to spew forth part of its own body that it then reels back in.
"name": "Dragonblood Ooze (FTD)"
"size": "Large"
"type": "ooze"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "68"
"hit_dice": "8d10 + 24"
"modifier": !!int "-2"
"stats":
- !!int "18"
- !!int "6"
- !!int "17"
- !!int "2"
- !!int "12"
- !!int "10"
"speed": "20 ft., climb 20 ft."
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+4"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_resistances": "acid, cold, fire, lightning, poison"
"condition_immunities": "[blinded](/Rules/Source/conditions.md#Blinded), [charmed](/Rules/Source/conditions.md#Charmed),\
\ [deafened](/Rules/Source/conditions.md#Deafened), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
\ [prone](/Rules/Source/conditions.md#Prone), [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft. (blind beyond\
\ this radius), passive Perception 14"
"languages": "understands Draconic and the languages of its creator but can't speak"
"cr": "5"
"traits":
- "desc": "The ooze can move through a space as narrow as 1 inch wide without squeezing."
"name": "Amorphous"
- "desc": "The ooze can climb difficult surfaces, including upside down on ceilings,\
\ without needing to make an ability check."
"name": "Spider Climb"
"actions":
- "desc": "The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod\
\ attack with its Slime Breath, if available."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 9\
\ (1d10 + 4) bludgeoning damage plus 14 (4d6) acid damage. If the target is\
\ a Large or smaller creature, it is [grappled](/Rules/Source/conditions.md#Grappled)\
\ (escape DC 15). Until this grapple ends, the target takes 7 (2d6) acid damage\
\ at the start of each of its turns."
"name": "Pseudopod"
- "desc": "The ooze expels a spray of its gelatinous mass in a 30-foot cone. Each\
\ creature in that area must make a DC 14 Dexterity saving throw. On a failed\
\ save, the creature takes 22 (4d10) acid damage and is pulled up to 30 feet\
\ straight toward the ooze. On a successful save, the creature takes half as\
\ much damage and isn't pulled."
"name": "Slime Breath (Recharge 6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/ooze/token/dragonblood-ooze-ftd.webp"
^statblock
Dragonbone Golem
A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones' inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem's form.
Dragonbone golems' resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion.
Dragonbone Golem
Dragonbone Golem
Source: Fizban's Treasury of Dragons p. 183
A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones' inherent magic. Most dragon bone golems are created by powerful dragons from the bones of vanquished rivals. Each bone is etched with intricate glyphs that allow animating power to flow through the golem's form.
Dragonbone golems' resilience and obedience make them excellent lair guardians for their dragon creators, and their supernaturally fearsome presence is a strong deterrent against intrusion.
"name": "Dragonbone Golem (FTD)"
"size": "Large"
"type": "construct"
"alignment": "Unaligned"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "161"
"hit_dice": "19d10 + 57"
"modifier": !!int "0"
"stats":
- !!int "20"
- !!int "10"
- !!int "17"
- !!int "3"
- !!int "11"
- !!int "10"
"speed": "40 ft."
"damage_immunities": "poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "understands Draconic and the languages of its creator but can't speak"
"cr": "11"
"traits":
- "desc": "Each creature of the golem's choice that starts its turn within 20 feet\
\ of the golem must make a DC 15 Wisdom saving throw unless the golem is [incapacitated](/Rules/Source/conditions.md#Incapacitated).\
\ On a failed save, the creature is [frightened](/Rules/Source/conditions.md#Frightened)\
\ until the start of its next turn. On a successful save, the creature is immune\
\ to this golem's Fear Aura for the next 24 hours."
"name": "Fear Aura"
- "desc": "The golem has advantage on saving throws against spells and other magical\
\ effects."
"name": "Magic Resistance"
- "desc": "The golem doesn't require air, food, drink, or sleep."
"name": "Unusual Nature"
"actions":
- "desc": "The golem makes one Pinion attack and two Rend attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12\
\ (2d6 + 5) piercing damage. If the target is a Medium or smaller creature,\
\ it is pinned beneath the bony pinion and [restrained](/Rules/Source/conditions.md#Restrained).\
\ The golem has two pinions, each of which can restrain one target. If a creature\
\ is [restrained](/Rules/Source/conditions.md#Restrained) by one of the pinions,\
\ the golem can't attack with it. Any creature [restrained](/Rules/Source/conditions.md#Restrained)\
\ by a pinion can free itself at the start of its turn with a successful DC\
\ 17 Strength ([Athletics](/Rules/Source/skills.md#Athletics)) check."
"name": "Pinion"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12\
\ (2d6 + 5) piercing damage plus 5 (1d10) necrotic damage."
"name": "Rend"
- "desc": "The golem emits a 60-foot cone of petrifying gas from its mouth. Each\
\ creature in that area must succeed on a DC 15 Constitution saving throw or\
\ take 35 (10d6) poison damage and be [restrained](/Rules/Source/conditions.md#Restrained)\
\ as it begins to turn to stone. The [restrained](/Rules/Source/conditions.md#Restrained)\
\ target must repeat the saving throw at the end of its next turn. On a successful\
\ save, the effect ends on the target. On a failed save, the target is [petrified](/Rules/Source/conditions.md#Petrified)."
"name": "Petrifying Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/construct/token/dragonbone-golem-ftd.webp"
^statblock
Dragonborn Champions
Dragonborn Champions. The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.
Dragonborn of Bahamut
Dragonborn of Bahamut
Source: Fizban's Treasury of Dragons p. 184
Often called platinum knights, dragonborn champions of Bahamut might belong to an order that exists to protect the world from evil—and especially from evil dragons. A champion of Bahamut has a distinctive pair of platinum wings and a breath weapon suffused with radiant energy.
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.
"name": "Dragonborn of Bahamut (FTD)"
"size": "Medium"
"type": "humanoid"
"alignment": "typically Lawful Good"
"ac": !!int "18"
"ac_class": "[half plate](/Rules/Source/items/half-plate-armor-xphb.md), [shield](/Rules/Source/items/shield-xphb.md)"
"hp": !!int "93"
"hit_dice": "11d8 + 44"
"modifier": !!int "1"
"stats":
- !!int "19"
- !!int "13"
- !!int "18"
- !!int "12"
- !!int "14"
- !!int "17"
"speed": "30 ft., fly 30 ft."
"saves":
- "constitution": !!int "7"
- "intelligence": !!int "4"
- "wisdom": !!int "5"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
"desc": "+7"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+6"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
- "[longsword](/Rules/Source/items/longsword-xphb.md)"
"senses": "passive Perception 15"
"languages": "Common, Draconic"
"cr": "8"
"traits":
- "desc": "If the dragonborn fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (1/Day)"
"actions":
- "desc": "The dragonborn makes three Longsword attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
\ + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands,\
\ plus 13 (3d8) radiant damage. The dragonborn can cause the sword to flare\
\ with bright light, and the target must succeed on a DC 14 Constitution saving\
\ throw or be [blinded](/Rules/Source/conditions.md#Blinded) until the start\
\ of the dragonborn's next turn. The sword can flare in this way only once per\
\ turn."
"name": "Longsword"
- "desc": "The dragonborn touches another creature within 5 feet of it. The target\
\ magically regains 40 hit points. In addition, all diseases and poisons affecting\
\ the target are removed."
"name": "Healing Touch (1/Day)"
- "desc": "The dragonborn exhales fiery radiance in a 30-foot cone. Each creature\
\ in that area must make a DC 15 Dexterity saving throw, taking 44 (8d10) radiant\
\ damage on a failed save, or half as much damage on a successful one. When\
\ the dragonborn uses this action, it can choose up to three creatures in the\
\ cone. These creatures take no damage from the radiance and instead regain\
\ 22 (4d10) hit points each."
"name": "Radiant Breath (Recharge 6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragonborn-of-bahamut-ftd.webp"
^statblock
Dragonborn of Sardior
Dragonborn of Sardior
Source: Fizban's Treasury of Dragons p. 185
Sardior is said to have died in the destruction of the First World. But many believe that Sardior's divine essence survives within every gem dragon. This philosophy is central to the teachings of Sardior's dragonborn champions, who wield psionic power in the service of their mysterious cause. Many of these champions are associated with the Inheritors of the First World (see chapter 3).
Sardior's champions use telekinetic power to move their foes and even carry themselves through the air. Their breath weapon, a blast of heat, is believed to be an echo of long-lost Sardior's breath.
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.
"name": "Dragonborn of Sardior (FTD)"
"size": "Medium"
"type": "humanoid"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "mental defense"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "3"
"stats":
- !!int "14"
- !!int "16"
- !!int "17"
- !!int "18"
- !!int "14"
- !!int "12"
"speed": "30 ft., fly 30 ft. (hover)"
"saves":
- "constitution": !!int "6"
- "intelligence": !!int "7"
- "wisdom": !!int "5"
- "charisma": !!int "4"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+7"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+7"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
"damage_resistances": "psychic"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "passive Perception 15"
"languages": "Common, Draconic"
"cr": "6"
"traits":
- "desc": "If the dragonborn fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (1/Day)"
- "desc": "While the dragonborn is wearing no armor, its AC includes its Intelligence\
\ modifier."
"name": "Mental Defense"
"actions":
- "desc": "The dragonborn makes three Mind Blade attacks."
"name": "Multiattack"
- "desc": "*Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60\
\ ft., one target. *Hit:* 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic\
\ damage."
"name": "Mind Blade"
- "desc": "The dragonborn exhales a wave of intense heat in a 30-foot cone. Each\
\ creature in that area must make a DC 14 Constitution saving throw, taking\
\ 27 (6d8) fire damage on a failed save, or half as much damage on a successful\
\ one. Metal objects in that area glow red-hot until the end of the dragonborn's\
\ next turn. Any creature in physical contact with a heated object at the start\
\ of its turn must make a DC 14 Constitution saving throw. On a failed save,\
\ the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls\
\ until the start of its next turn."
"name": "Heat Breath (Recharge 6)"
- "desc": "The dragonborn casts one of the following spells, requiring no spell\
\ components and using Intelligence as the spellcasting ability (spell save\
\ DC 15, +7 to hit with spell attacks):\n\n**1/day each:** [Bigby's hand](/Rules/Source/spells/bigbys-hand-xphb.md),\
\ [hypnotic pattern](/Rules/Source/spells/hypnotic-pattern-xphb.md), [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragonborn-of-sardior-ftd.webp"
^statblock
Dragonborn of Tiamat
Dragonborn of Tiamat
Source: Fizban's Treasury of Dragons p. 185
Champions of the dragon queen are often called Talons of Tiamat. They work tirelessly to free their master from her imprisonment in Avernus, and Tiamat grants these pawns immense strength and a devastating breath weapon. Champions of Tiamat are sometimes associated with the Cult of the Dragon (described in chapter 3).
Dragonborn Champions
The connection between dragonborn and their draconic ancestors manifests in a variety of ways. Some dragonborn identify with a particular kind of dragon and attempt to emulate such dragons' attitudes and behavior. Others consider their draconic heritage—chromatic, metallic, or gem—something like a large extended family. But for dragonborn champions, this bond is spiritual as much as biological, and they devote themselves to their divine ancestor. Dragonborn champions advance the cause of their dragon god among draconic creatures and other folk alike.
"name": "Dragonborn of Tiamat (FTD)"
"size": "Medium"
"type": "humanoid"
"alignment": "typically Chaotic Evil"
"ac": !!int "18"
"ac_class": "[plate](/Rules/Source/items/plate-armor-xphb.md)"
"hp": !!int "85"
"hit_dice": "10d8 + 40"
"modifier": !!int "0"
"stats":
- !!int "20"
- !!int "11"
- !!int "18"
- !!int "10"
- !!int "12"
- !!int "16"
"speed": "30 ft."
"saves":
- "strength": !!int "8"
- "constitution": !!int "7"
- "wisdom": !!int "4"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
"desc": "+8"
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+6"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+4"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
- "[greataxe](/Rules/Source/items/greataxe-xphb.md)"
"senses": "passive Perception 14"
"languages": "Common, Draconic"
"cr": "7"
"traits":
- "desc": "If the dragonborn fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (1/Day)"
"actions":
- "desc": "The dragonborn makes two Greataxe attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11\
\ (1d12 + 5) slashing damage plus 13 (3d8) necrotic damage."
"name": "Greataxe"
- "desc": "The dragonborn exhales shadowy fire in a 30-foot cone. Each creature\
\ in that area must make a DC 15 Wisdom saving throw. On a failed save, the\
\ creature takes 36 (8d8) necrotic damage and is [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the dragonborn for 1 minute. On a successful save, the creature takes half\
\ as much damage and isn't [frightened](/Rules/Source/conditions.md#Frightened).\
\ A [frightened](/Rules/Source/conditions.md#Frightened) creature can repeat\
\ the saving throw at the end of each of its turns, ending the effect on itself\
\ on a success."
"name": "Necrotic Breath (Recharge 6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragonborn-of-tiamat-ftd.webp"
^statblock
Dragonflesh Grafters
Dragonflesh Grafters. Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.
While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.
Dragonflesh Grafter
Dragonflesh Grafter
Source: Fizban's Treasury of Dragons p. 186
An ordinary dragonflesh grafter is a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.
As a universal effect of their experimentation, grafters become obsessed with treasure. Their greed compels them to gather any gold or gems they can. After taking this treasure back to their lairs, they gaze for hours on end at their glittering trinkets and golden baubles.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.
While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.
"name": "Dragonflesh Grafter (FTD)"
"size": "Large"
"type": "monstrosity"
"alignment": "typically Neutral Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "7d10 + 14"
"modifier": !!int "0"
"stats":
- !!int "16"
- !!int "11"
- !!int "14"
- !!int "10"
- !!int "10"
- !!int "6"
"speed": "30 ft."
"saves":
- "strength": !!int "5"
- "constitution": !!int "4"
"gear":
- "[greatclub](/Rules/Source/items/greatclub-xphb.md)"
"senses": "passive Perception 10"
"languages": "Common, Draconic"
"cr": "3"
"actions":
- "desc": "The grafter makes one Claw attack and one Greatclub attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 7\
\ (1d8 + 3) slashing damage plus 5 (1d10) poison damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 12\
\ (2d8 + 3) bludgeoning damage."
"name": "Greatclub"
- "desc": "The grafter retches forth a spray of acidic bile in a 30-foot cone. Each\
\ creature in that area must make a DC 12 Dexterity saving throw, taking 14\
\ (4d6) acid damage on a failed save, or half as much damage on a successful\
\ one."
"name": "Acid Retch (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/dragonflesh-grafter-ftd.webp"
^statblock
Dragonflesh Abomination
Dragonflesh Abomination
Source: Fizban's Treasury of Dragons p. 187
A dragonflesh abomination is the final stage of a grafter's transformation—a hulking monster whose corrupted brain is ablaze with desire for treasure. Its abhorrent transformation erases the last vestiges of its previous life. It sprouts a tail and clumsy wings and grows to enormous size, barely retaining a bipedal shape. Its stomach churns with acid, causing noxious fumes to waft from its mouth and providing it with a caustic breath weapon. Its body is in a constant state of growth and change, allowing it to quickly heal from its wounds.
These creatures are most often found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They collect dragon parts—scales, teeth, skin, flesh, wings, and bones—that they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on, implant, or ingest these dragon parts, attempting to incorporate them into their own bodies and absorb the latent magic that lingers in a draconic corpse.
While most would-be grafters wind up hideously scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting abomination holds no remnant of the person it once was and is utterly ruled by a dragon's lust for treasure.
"name": "Dragonflesh Abomination (FTD)"
"size": "Huge"
"type": "monstrosity"
"alignment": "typically Neutral Evil"
"ac": !!int "15"
"ac_class": "natural armor"
"hp": !!int "66"
"hit_dice": "7d12 + 21"
"modifier": !!int "2"
"stats":
- !!int "18"
- !!int "14"
- !!int "17"
- !!int "5"
- !!int "12"
- !!int "6"
"speed": "30 ft., fly 40 ft."
"saves":
- "strength": !!int "7"
- "constitution": !!int "6"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "passive Perception 11"
"languages": "understands Common and Draconic but can't speak"
"cr": "6"
"traits":
- "desc": "The abomination is surrounded by a noxious stench. At the start of the\
\ abomination's turn, any creature within 5 feet of it must succeed on a DC\
\ 14 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ until the start of the abomination's next turn."
"name": "Cloying Miasma"
- "desc": "The abomination regains 10 hit points at the start of its turns if it\
\ has at least 1 hit point."
"name": "Regeneration"
"actions":
- "desc": "The abomination makes three attacks using Claw, Acidic Spit, or a combination\
\ of them. It can replace one of the attacks with a Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 8\
\ (1d8 + 4) slashing damage plus 5 (1d10) poison damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. *Hit:* 10\
\ (1d12 + 4) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 15 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "*Ranged Weapon Attack:* +5 to hit, range 60 ft., one target. *Hit:* 10\
\ (3d6) acid damage."
"name": "Acidic Spit"
- "desc": "The abomination belches forth a cloud of acidic gas in a 30-foot cone.\
\ Each creature in that area must make a DC 14 Constitution saving throw, taking\
\ 28 (8d6) acid damage on a failed save, or half as much damage on a successful\
\ one."
"name": "Acid Belch (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/dragonflesh-abomination-ftd.webp"
^statblock
Dragon Followers
Dragon Followers. Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.
Dragon Blessed
Dragon Blessed
Source: Fizban's Treasury of Dragons p. 188
Dragon blessed are the acolytes of dragons, whom they revere as gods. They wield magic to heal and support those who have earned their dragon masters' favor—and scourge those who incur the dragons' wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters' work.
Dragon Followers
Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.
"name": "Dragon Blessed (FTD)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "14"
"ac_class": "[scale mail](/Rules/Source/items/scale-mail-xphb.md)"
"hp": !!int "75"
"hit_dice": "10d8 + 30"
"modifier": !!int "0"
"stats":
- !!int "12"
- !!int "10"
- !!int "16"
- !!int "14"
- !!int "17"
- !!int "10"
"speed": "30 ft."
"saves":
- "constitution": !!int "6"
- "wisdom": !!int "6"
"skillsaves":
- "name": "[Medicine](/Rules/Source/skills.md#Medicine)"
"desc": "+6"
- "name": "[Religion](/Rules/Source/skills.md#Religion)"
"desc": "+5"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
- "[mace](/Rules/Source/items/mace-xphb.md)"
"senses": "passive Perception 13"
"languages": "Common, Draconic, and any two languages"
"cr": "5"
"actions":
- "desc": "The blessed makes two Mace or Radiant Bolt attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6\
\ + 1) bludgeoning damage plus 18 (4d8) radiant damage."
"name": "Mace"
- "desc": "*Ranged Spell Attack:* +6 to hit, range 120 ft., one target. *Hit:* 22\
\ (5d8) radiant damage, and the blessed regains 5 (1d10) hit points."
"name": "Radiant Bolt"
- "desc": "The blessed casts one of the following spells, using Wisdom as the spellcasting\
\ ability (spell save DC 14):\n\n**At will:** [light](/Rules/Source/spells/light-xphb.md),\
\ [thaumaturgy](/Rules/Source/spells/thaumaturgy-xphb.md)\n\n**1/day each:**\
\ [enhance ability](/Rules/Source/spells/enhance-ability-xphb.md), [flame strike](/Rules/Source/spells/flame-strike-xphb.md),\
\ [mass cure wounds](/Rules/Source/spells/mass-cure-wounds-xphb.md), [revivify](/Rules/Source/spells/revivify-xphb.md),\
\ [tongues](/Rules/Source/spells/tongues-xphb.md)"
"name": "Spellcasting"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragon-blessed-ftd.webp"
^statblock
Dragon Chosen
Dragon Chosen
Source: Fizban's Treasury of Dragons p. 189
Dragon chosen are mighty warriors who offer their bodies as vessels for a dragon's might. They serve as enforcers of their masters' will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are skilled in close combat, using two weapons to tear at their foes.
Dragon Followers
Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.
"name": "Dragon Chosen (FTD)"
"size": "Medium"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "45"
"hit_dice": "7d8 + 14"
"modifier": !!int "4"
"stats":
- !!int "18"
- !!int "18"
- !!int "14"
- !!int "10"
- !!int "13"
- !!int "14"
"speed": "30 ft."
"saves":
- "strength": !!int "6"
- "dexterity": !!int "6"
- "constitution": !!int "4"
"skillsaves":
- "name": "[Athletics](/Rules/Source/skills.md#Athletics)"
"desc": "+6"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"gear":
- "[handaxe](/Rules/Source/items/handaxe-xphb.md)"
- "[shortsword](/Rules/Source/items/shortsword-xphb.md)"
"senses": "passive Perception 13"
"languages": "Common, Draconic"
"cr": "3"
"actions":
- "desc": "The chosen makes one Handaxe attack and two Shortsword attacks."
"name": "Multiattack"
- "desc": "*Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60\
\ ft., one target. *Hit:* 7 (1d6 + 4) slashing damage. *Hit or Miss:* The handaxe\
\ magically returns to the chosen's hand immediately after a ranged attack."
"name": "Handaxe"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6\
\ + 4) piercing damage."
"name": "Shortsword"
"reactions":
- "desc": "Immediately after the chosen takes damage from a creature within 5 feet\
\ of it, it can make a Shortsword attack with advantage against that creature."
"name": "Biting Rebuke"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragon-chosen-ftd.webp"
^statblock
Dragon Speaker
Dragon Speaker
Source: Fizban's Treasury of Dragons p. 189
Dragon speakers are charismatic and persuasive orators who serve as a dragon's ambassadors among other folk. Dragon speakers have loud and authoritative voices, which they use to gain valuable resources, diplomatic connections, and donations of treasure and magic for their dragons—as well as to weave magic both subtle and thundering. They use their commanding presence to instill awe and fear into the hearts of friends and foes alike.
Dragon Followers
Dragons boast many minions, students, employees, acolytes, and thralls. Dragon followers are those servitors whose devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some foolhardy adventure. Other followers seek to uncover the mysteries of draconic nature and live a life worthy of their dragon's reward, and they dream of a world where dragons can live among them as their rulers.
"name": "Dragon Speaker (FTD)"
"size": "Small"
"type": "humanoid"
"alignment": "Any alignment"
"ac": !!int "13"
"ac_class": "[leather armor](/Rules/Source/items/leather-armor-xphb.md)"
"hp": !!int "36"
"hit_dice": "8d6 + 8"
"modifier": !!int "2"
"stats":
- !!int "10"
- !!int "14"
- !!int "12"
- !!int "13"
- !!int "11"
- !!int "17"
"speed": "30 ft."
"saves":
- "dexterity": !!int "4"
- "charisma": !!int "5"
"skillsaves":
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+5"
- "name": "[Religion](/Rules/Source/skills.md#Religion)"
"desc": "+3"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "Common, Draconic, and any two languages"
"cr": "2"
"actions":
- "desc": "The speaker makes two Thunder Bolt attacks."
"name": "Multiattack"
- "desc": "*Melee or Ranged Spell Attack:* +5 to hit, reach 5 ft. or range 60 ft.,\
\ one target. *Hit:* 13 (3d8) thunder damage, and the target is pushed horizontally\
\ up to 10 feet away from the speaker."
"name": "Thunder Bolt"
- "desc": "The speaker casts one of the following spells, using Charisma as the\
\ spellcasting ability (spell save DC 13):\n\n**At will:** [dancing lights](/Rules/Source/spells/dancing-lights-xphb.md)\n\
\n**1/day each:** [calm emotions](/Rules/Source/spells/calm-emotions-xphb.md),\
\ [charm person](/Rules/Source/spells/charm-person-xphb.md), [command](/Rules/Source/spells/command-xphb.md),\
\ [comprehend languages](/Rules/Source/spells/comprehend-languages-xphb.md)"
"name": "Spellcasting"
"reactions":
- "desc": "When a creature the speaker can see within 60 feet of it makes a damage\
\ roll, the speaker can roll a d6 and subtract the number rolled from that damage\
\ roll."
"name": "Disarming Words (3/Day)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/humanoid/token/dragon-speaker-ftd.webp"
^statblock
Dragonnel
Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.
A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.
With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in "Xanathar's Guide to Everything".
Dragonnel
Dragonnel
Source: Fizban's Treasury of Dragons p. 190
Dragonnels are distantly related to chromatic, gem, and metallic dragons and resemble them in basic form. Intelligent enough to understand speech but incapable of speaking themselves, they are willful creatures motivated by the desire for food and entertainment. In the wild, they are picky eaters with mercurial moods, inclined to toy with their prey before going in for the kill.
In some regions, dragonnels are raised from eggs to be used as aerial mounts. These domesticated dragonnels are loyal to the point of being overly protective of their riders. However, efforts to break wild dragonnels to the saddle are perilous, as these creatures often feign compliance before throwing their would-be riders from great heights.
A dragonnel is an agile mount and naturally inclined to flyby tactics, swooping in to make attacks with its beak and claws before flying out of reach.
With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in "Xanathar's Guide to Everything".
"name": "Dragonnel (FTD)"
"size": "Large"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "13"
"ac_class": "natural armor"
"hp": !!int "58"
"hit_dice": "9d10 + 9"
"modifier": !!int "2"
"stats":
- !!int "16"
- !!int "15"
- !!int "12"
- !!int "8"
- !!int "13"
- !!int "10"
"speed": "30 ft., fly 60 ft."
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 13"
"languages": "understands Draconic and Common but can't speak"
"cr": "2"
"traits":
- "desc": "The dragonnel doesn't provoke an opportunity attack when it flies out\
\ of an enemy's reach."
"name": "Flyby"
"actions":
- "desc": "The dragonnel makes two Rend attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
\ (2d6 + 3) slashing damage."
"name": "Rend"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/dragonnel-ftd.webp"
^statblock
Dragon Turtles
Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.
Ancient Dragon Turtle
Ancient Dragon Turtle
Source: Fizban's Treasury of Dragons p. 191
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manualdoesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance. |
| 2 | I am more interested in the shiny baubles people carry than in anything they have to say. |
| 3 | I think of ships as kindred spirits and like to rub affectionately against their keels. |
| 4 | I like to show visitors the vastness of my domain, so they appreciate how insignificant they are. |
| 5 | I attack anyone I notice taking from the sea's bounty without offering something in return. |
| 6 | I think of sailors' songs as their "water speech" and try to converse with them by humming snippets of tunes I have overheard. |
| 7 | I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching. |
| 8 | I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land. |
Dragon Turtle Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Endurance. We who dwell beneath the waves can weather all storms. (Any) |
| 2 | Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any) |
| 3 | Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any) |
| 4 | Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil) |
| 5 | Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful) |
| 6 | Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil) |
Dragon Turtle Spellcasting
| Age | Spell Save Dc | Spells Known |
|---|---|---|
| Ancient | 17 | control water, control weather,* fog cloud |
| *This spell's casting time is longer than 1 action. |
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business. |
| 2 | A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers. |
| 3 | After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave. |
| 4 | The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across. |
| 5 | A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace. |
| 6 | A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is. |
| 7 | A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface. |
| 8 | A sea god has sent a dragon turtle to unleash devastation along a populated coast. |
Connected Creatures
Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Ancient Dragon Turtle Connections
| dice: d4 | Connected Creatures |
|---|---|
| 1 | An ancient dragon turtle and an ancient gold dragon meet once a year to trade moves in a game of dragonchess that has been going on for centuries. |
| 2 | An ancient dragon turtle serves as counsel to an empyrean court, tempering the Celestials' passions with the dragon turtle's endless patience. |
| 3 | A geas spell forces an ancient dragon turtle to carry a lich's tower. |
| 4 | An ancient dragon turtle is responsible for ensuring that a kraken is never woken from its slumber. |
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean's floor, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales, including deep-sea trenches or underwater volcanoes.
Dragon turtles are largely unconcerned with the design of their lairs and seldom work to improve them. A dragon turtle's primary concern when selecting a lair is ensuring that the site is large enough to accommodate the creature's prodigious size as the centuries wear on. After that, proximity to shipping lanes and freedom from irksome neighbors take precedence.
Dragon Turtle Lair Features
The underwater caves inhabited by dragon turtles are structurally similar to the seaside caverns where bronze and topaz dragons lair. When constructing a dragon turtle's lair, you can simply take a coastal map and translate it to an underwater environment or use the map as-is if the dragon turtle is content to lair near the surface.
As an example, map 5.14 depicts a topaz dragon's lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the following features:
- Shelf Floor. The sandy beaches represent the ocean floor at a depth of 100 feet, which is coated in a soft layer of fine sediment. The water around the lair is clear but dimly lit. The water's edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below.
- Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
- Reef Hollow. The dragon turtle's lair lies in a hollow in the reef's interior that was bored out by a giant sea worm the dragon turtle killed. The original entrance at the level of the shelf floor ascends through a weed-choked tube that opens into the main chamber. Here, the dragon turtle nests in a recessed shelf along the back wall, where the creature can gaze down at the hoard scattered across the chamber floor. Although the lair is mostly flooded with seawater, a layer of breathable air is trapped in the top 3 feet of the main chamber.
- Coral Shelf. A secondary entrance grants access to a coral shelf 40 feet above the shelf floor and illuminates the lair for a few hours each day with a shaft of dim sunlight.
Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.
"name": "Ancient Dragon Turtle (FTD)"
"size": "Gargantuan"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "409"
"hit_dice": "21d20 + 189"
"modifier": !!int "1"
"stats":
- !!int "28"
- !!int "12"
- !!int "29"
- !!int "14"
- !!int "19"
- !!int "15"
"speed": "30 ft., swim 60 ft."
"saves":
- "dexterity": !!int "8"
- "constitution": !!int "16"
- "wisdom": !!int "11"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+11"
"damage_immunities": "cold, fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 21"
"languages": "Aquan, Draconic"
"cr": "24"
"traits":
- "desc": "The dragon turtle can breathe air and water."
"name": "Amphibious"
- "desc": "If the dragon turtle would be reduced to 0 hit points, its current hit\
\ point total instead resets to 350 hit points, and it recharges its Steam Breath.\
\ Additionally, the dragon turtle can now use the options in the \"Mythic Actions\"\
\ section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total)\
\ for defeating the dragon turtle after its Blessing of the Sea activates."
"name": "Blessing of the Sea (Recharges after a Short or Long Rest)"
- "desc": "If the dragon turtle fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The dragon turtle doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The dragon turtle makes one Bite or Tail attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 15\
\ (1d12 + 9) piercing damage plus 13 (2d12) lightning damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +16 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 24 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The dragon turtle exhales steam in a 90-foot cone. Each creature in that\
\ area must make a DC 24 Constitution saving throw, taking 67 (15d8) fire damage\
\ on a failed save, or half as much damage on a successful one. Being underwater\
\ doesn't grant resistance against this damage."
"name": "Steam Breath (Recharge 5-6)"
"lair_actions":
- "desc": "As they are presented in the *Monster Manual*, dragon turtles don't have\
\ access to lair actions while in their lairs. At your discretion, you can give\
\ an adult or ancient dragon turtle access to lair actions, increasing its challenge\
\ rating by 1. On initiative count 20 (losing initiative ties), the dragon turtle\
\ can take one of the following lair actions; the dragon turtle can't take the\
\ same lair action two rounds in a row:\n\n- **Blasting Current.** A strong\
\ water current moves through the dragon turtle's lair. Each creature within\
\ 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw\
\ or be moved 30 feet in a direction of the dragon turtle's choice. On a success,\
\ the creature is moved 10 feet instead. \n- **Entangling Kelp.** Strands of\
\ spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered\
\ on a point in the lair that the dragon turtle can see. Each creature in that\
\ area must succeed on a DC 15 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ until the end of its next turn. \n- **Steam Eruption.** Steam erupts in a\
\ 15-foot cone from a point on the ground the dragon turtle can see within 120\
\ feet of it. Each creature in that area must make a DC 15 Constitution saving\
\ throw, taking 21 (6d6) fire damage on a failed save, or half as much damage\
\ on a successful one. Being underwater doesn't grant creatures resistance to\
\ this damage. "
"name": ""
"regional_effects":
- "desc": "The region containing a dragon turtle's lair can be transformed by its\
\ presence, creating one or more of the following effects:\n\n- **Diverting\
\ Currents.** Underwater currents push unwanted visitors away from the lair.\
\ While swimming in these currents, each foot of movement costs 1 extra foot\
\ (2 extra feet in difficult terrain), even if a creature has a swimming speed.\
\ \n- **Elemental Portals.** Crevasses on the ocean floor within 1 mile of\
\ the dragon turtle's lair form two-way portals to the Elemental Plane of Water,\
\ allowing creatures of elemental water into the world to dwell nearby. \n\
- **Hot Water.** Geothermal vents heat the water within 6 miles of the dragon\
\ turtle's lair to 100 degrees Fahrenheit. \n\nIf the dragon turtle dies, these\
\ effects fade over the course of 1d10 days."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the ancient dragon turtle can expend a use to take one of the following\
\ actions. The ancient dragon turtle regains all expended uses at the start of each\
\ of its turns."
"legendary_actions":
- "desc": "The dragon turtle makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The dragon turtle moves up to its speed. If the dragon turtle is swimming,\
\ this movement doesn't provoke opportunity attacks."
"name": "Move"
- "desc": "The dragon turtle radiates intense heat. Until the start of the dragon\
\ turtle's next turn, whenever a creature starts its turn within 20 feet of\
\ the dragon turtle, that creature must succeed on a DC 24 Constitution saving\
\ throw or take 40 (9d8) fire damage. Being underwater doesn't grant resistance\
\ against this damage."
"name": "Boiling Aura (Costs 3 Actions)"
"mythic_description": "If the dragon turtle's Blessing of the Sea trait has activated\
\ in the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The dragon turtle makes one Bite attack."
"name": "Bite"
- "desc": "Lightning temporarily surrounds the dragon turtle, and it gains 40 temporary\
\ hit points until the start of its next turn. Until all these temporary hit\
\ points are gone, any creature that touches the dragon turtle or hits it with\
\ a melee attack takes 26 (4d12) lightning damage."
"name": "Armor of Storms (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-dragon-turtle-ftd.webp"
^statblock
Young Dragon Turtle
Young Dragon Turtle
Source: Fizban's Treasury of Dragons p. 192
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manualdoesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance. |
| 2 | I am more interested in the shiny baubles people carry than in anything they have to say. |
| 3 | I think of ships as kindred spirits and like to rub affectionately against their keels. |
| 4 | I like to show visitors the vastness of my domain, so they appreciate how insignificant they are. |
| 5 | I attack anyone I notice taking from the sea's bounty without offering something in return. |
| 6 | I think of sailors' songs as their "water speech" and try to converse with them by humming snippets of tunes I have overheard. |
| 7 | I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching. |
| 8 | I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land. |
Dragon Turtle Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Endurance. We who dwell beneath the waves can weather all storms. (Any) |
| 2 | Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any) |
| 3 | Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any) |
| 4 | Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil) |
| 5 | Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful) |
| 6 | Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil) |
Dragon Turtle Spellcasting
| Age | Spell Save Dc | Spells Known |
|---|---|---|
| Young | 13 | fog cloud |
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business. |
| 2 | A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers. |
| 3 | After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave. |
| 4 | The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across. |
| 5 | A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace. |
| 6 | A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is. |
| 7 | A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface. |
| 8 | A sea god has sent a dragon turtle to unleash devastation along a populated coast. |
Connected Creatures
Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Young Dragon Turtle Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young dragon turtle serves as a mount for a sahuagin baron in exchange for plunder. |
| 2 | A young blue dragon is teaching a young dragon turtle to terrorize nearby settlements so the inhabitants will propitiate the dragon turtle with gold. |
| 3 | A young dragon turtle serves as a mobile rookery for a flock of pteranodons and eats fish they drop. |
| 4 | A young dragon turtle has been enslaved by an aboleth and forced to guard the creature's lair. |
| 5 | A clan of gnomes pays a young dragon turtle to serve as a mobile refueling platform for their fleet of steamboats. |
| 6 | A young dragon turtle likes to feast on giant crocodiles' eggs. |
| Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. |
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.
"name": "Young Dragon Turtle (FTD)"
"size": "Huge"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "178"
"hit_dice": "17d12 + 68"
"modifier": !!int "0"
"stats":
- !!int "21"
- !!int "10"
- !!int "19"
- !!int "10"
- !!int "12"
- !!int "12"
"speed": "20 ft., swim 40 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "8"
- "wisdom": !!int "5"
"damage_resistances": "fire"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 11"
"languages": "Aquan, Draconic"
"cr": "10"
"traits":
- "desc": "The dragon turtle can breathe air and water."
"name": "Amphibious"
"actions":
- "desc": "The dragon turtle makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 11\
\ (1d12 + 5) piercing damage plus 6 (1d12) lightning damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "The dragon turtle exhales steam in a 30-foot cone. Each creature in that\
\ area must make a DC 16 Constitution saving throw, taking 42 (12d6) fire damage\
\ on a failed save, or half as much damage on a successful one. Being underwater\
\ doesn't grant resistance against this damage."
"name": "Steam Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-dragon-turtle-ftd.webp"
^statblock
Dragon Turtle Wyrmling
Dragon Turtle Wyrmling
Source: Fizban's Treasury of Dragons p. 192
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables to inspire your portrayal of distinctive dragon turtle characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manualdoesn't explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance. |
| 2 | I am more interested in the shiny baubles people carry than in anything they have to say. |
| 3 | I think of ships as kindred spirits and like to rub affectionately against their keels. |
| 4 | I like to show visitors the vastness of my domain, so they appreciate how insignificant they are. |
| 5 | I attack anyone I notice taking from the sea's bounty without offering something in return. |
| 6 | I think of sailors' songs as their "water speech" and try to converse with them by humming snippets of tunes I have overheard. |
| 7 | I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching. |
| 8 | I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land. |
Dragon Turtle Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Endurance. We who dwell beneath the waves can weather all storms. (Any) |
| 2 | Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any) |
| 3 | Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any) |
| 4 | Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil) |
| 5 | Preservation. I am the ocean's steward, tending reefs and waters to ensure that they remain unspoiled. (Lawful) |
| 6 | Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil) |
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions for stories and adventures involving dragon turtles.
Dragon Turtle Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A ruthless shipping magnate has bribed a dragon turtle to attack competitors' vessels and drive them out of business. |
| 2 | A curious dragon turtle swam upriver from the sea and is now stuck beneath a bridge on a major trade road, terrifying travelers. |
| 3 | After an unwise attack from a whaling ship, a dragon turtle pursued the ship back to harbor and now attacks any ship that tries to leave. |
| 4 | The sea around a wizard's tower is too stormy for ships to sail through, but a resident dragon turtle might be convinced to ferry the characters across. |
| 5 | A royal bathhouse was renowned for its sauna, until the dragon turtle supplying the steam escaped and started rampaging through the palace. |
| 6 | A millennium ago, a fabled sword was buried at sea with its wielder. Now the sword must be found, and only a dragon turtle remembers where it is. |
| 7 | A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of their tunnels toward the surface. |
| 8 | A sea god has sent a dragon turtle to unleash devastation along a populated coast. |
Connected Creatures
Dragon turtles are stolid and slow to anger. This temperament, combined with their disinterest in moral quandaries, allows them to get along with—or at least abide—most creatures they encounter. They frequently enter symbiotic relationships with other sea creatures that can bring them food or treasure, and they sometimes agree to work for creatures who ply them with generous sums of wealth.
Dragon Turtle Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A sea hag has promised treasure to a dragon turtle wyrmling if the wyrmling brings the hag "visitors" by capsizing fishing boats. |
| 2 | A school of hunter sharks try to drive a dragon turtle wyrmling out of their waters. |
| 3 | A dragon turtle wyrmling shares food with a giant octopus in exchange for the octopus pilfering baubles from passing ships. |
| 4 | A dragon turtle wyrmling lairs in a geyser inhabited by steam mephits, believing the creatures to be dragon turtle spirits. |
| 5 | A dragon turtle wyrmling is blamed for attacks on sea traffic being made by a plesiosaurus. |
| 6 | A dragon turtle wyrmling plays with a pod of killer whales, leaping into the air and blowing clouds of steam each time the whales breach. |
| Dragon turtles are mighty creatures whose inherent magic is intimately linked with the oceans of the Material Plane. The dragon turtle presented in the Monster Manual is a typical adult, at least a century old and boasting a valuable hoard. You can use the stat blocks in this section for older or younger dragon turtles. In addition, chapter 5 includes lair actions and regional effects that can be used for adult or ancient dragon turtles. An ancient dragon turtle is a mythic creature akin to a greatwyrm, combining the power of multiple echoes from across the worlds of the Material Plane. Such a creature can be as large as an island—and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground. |
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on their shells. An angry ancient dragon turtle is terrible to behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle's defenses, magical storms manifest to shield the dragon turtle and strike at foes.
"name": "Dragon Turtle Wyrmling (FTD)"
"size": "Large"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "90"
"hit_dice": "12d10 + 24"
"modifier": !!int "0"
"stats":
- !!int "17"
- !!int "10"
- !!int "15"
- !!int "8"
- !!int "10"
- !!int "10"
"speed": "20 ft., swim 30 ft."
"saves":
- "dexterity": !!int "2"
- "constitution": !!int "4"
- "wisdom": !!int "2"
"damage_resistances": "fire"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 10"
"languages": "Draconic"
"cr": "4"
"traits":
- "desc": "The dragon turtle can breathe air and water."
"name": "Amphibious"
"actions":
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 11\
\ (1d12 + 3) piercing damage."
"name": "Bite"
- "desc": "The dragon turtle exhales steam in a 15-foot cone. Each creature in that\
\ area must make a DC 12 Constitution saving throw, taking 17 (5d6) fire damage\
\ on a failed save, or half as much damage on a successful one. Being underwater\
\ doesn't grant resistance against this damage."
"name": "Steam Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/dragon-turtle-wyrmling-ftd.webp"
^statblock
Egg Hunters
Egg Hunters. Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.
Egg Hunter Hatchling
Egg Hunter Hatchling
Source: Fizban's Treasury of Dragons p. 193
A dragon egg drained by an egg hunter is filled with 1d6 new eggs, which hatch inside the dragon egg's shell in 1d6 days. The egg hunter hatchlings burst forth 1d4 days later, using the needlelike egg tooth that extends from their heads. They are voracious, consuming any other dragon eggs in the vicinity if they can. A hatchling matures into an adult about twenty days after breaking free from its dragon egg.
Egg Hunters
Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.
"name": "Egg Hunter Hatchling (FTD)"
"size": "Tiny"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "28"
"hit_dice": "8d4 + 8"
"modifier": !!int "3"
"stats":
- !!int "8"
- !!int "17"
- !!int "13"
- !!int "1"
- !!int "10"
- !!int "5"
"speed": "30 ft., burrow 10 ft., climb 30 ft."
"saves":
- "dexterity": !!int "5"
- "wisdom": !!int "2"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+2"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 12"
"languages": ""
"cr": "2"
"traits":
- "desc": "The egg hunter can breathe air and water."
"name": "Amphibious"
"actions":
- "desc": "The egg hunter makes two Egg Tooth attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
\ (2d6 + 3) piercing damage, or 17 (4d6 + 3) piercing damage if the target is\
\ an object."
"name": "Egg Tooth"
"bonus_actions":
- "desc": "The egg hunter takes the [Dash](/Rules/Source/actions.md#Dash) or [Disengage](/Rules/Source/actions.md#Disengage)\
\ action."
"name": "Rapid Movement"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/egg-hunter-hatchling-ftd.webp"
^statblock
Egg Hunter Adult
Egg Hunter Adult
Source: Fizban's Treasury of Dragons p. 193
The salamander-like adult of the species can inflate its bulbous tail so that it takes on the shape and texture of a dragon egg. It uses this mimicry to establish itself in a nest tended by a dragon or other creatures. If an egg hunter is discovered, it releases spores that make other creatures lethargic, allowing it to scurry to safety. If things turn dire, the egg hunter's physical form can magically harden, reducing the harm it suffers from even a dragon's wrath.
Egg Hunters
Egg hunters are parasites that seek out dragon eggs and feed on the contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.
"name": "Egg Hunter Adult (FTD)"
"size": "Small"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "8d6 + 24"
"modifier": !!int "5"
"stats":
- !!int "14"
- !!int "20"
- !!int "16"
- !!int "3"
- !!int "13"
- !!int "5"
"speed": "40 ft., climb 40 ft."
"saves":
- "dexterity": !!int "8"
- "wisdom": !!int "4"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+4"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+11"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 14"
"languages": ""
"cr": "5"
"traits":
- "desc": "The egg hunter can breathe air and water."
"name": "Amphibious"
- "desc": "If the egg hunter is motionless at the start of combat, it has advantage\
\ on its initiative roll. Moreover, if a creature hasn't observed the egg hunter\
\ move or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
\ check to discern that the egg hunter is animate. Dragons have disadvantage\
\ on this check."
"name": "False Appearance"
"actions":
- "desc": "The egg hunter makes two Barbed Proboscis attacks, and it can use Torpor\
\ Spores if it's available."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d6\
\ + 5) piercing damage plus 9 (2d8) necrotic damage, and the egg hunter regains\
\ hit points equal to the necrotic damage dealt."
"name": "Barbed Proboscis"
- "desc": "The egg hunter releases a billow of sparkling blue spores. Each creature\
\ in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC\
\ 14 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ for 1 minute. While [poisoned](/Rules/Source/conditions.md#Poisoned) in this\
\ way, the creature can take either an action or a bonus action on its turn\
\ but not both, and it can't take reactions. 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 this egg hunter's Torpor Spores for the next 24 hours."
"name": "Torpor Spores (Recharge 5-6)"
"reactions":
- "desc": "When the egg hunter takes damage, it gives itself resistance to that\
\ damage."
"name": "Rapid Adaptation"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/egg-hunter-adult-ftd.webp"
^statblock
Elder Brain Dragon
One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony's elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain. An elder brain dragon is the nightmarish result.
Using the mobility of the dragon's body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon's breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony.
Elder Brain
Elder Brain
Source: Mordenkainen Presents: Monsters of the Multiverse p. 120
The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and far. It scrawls upon the canvas of the creatures' minds, rewriting their thoughts and authoring their dreams.
An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don't bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them.
When a mind flayer perishes, the elder brain's servants feed its brain to their master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.
An elder brain considers itself and its desires the most important things in the multiverse, and the mind flayers in its colony nothing more than extensions of its will. Each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.
An Elder Brain's Lair
The lair of an elder brain lies deep in the heart of a mind flayer colony. The brain dwells in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.
An elder brain's ambitions are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.
"name": "Elder Brain (MPMM)"
"size": "Large"
"type": "aberration"
"subtype": "mind flayer"
"alignment": "Typically Lawful Evil"
"ac": !!int "10"
"hp": !!int "210"
"hit_dice": "20d10 + 100"
"modifier": !!int "0"
"stats":
- !!int "15"
- !!int "10"
- !!int "20"
- !!int "21"
- !!int "19"
- !!int "24"
"speed": "5 ft., swim 10 ft."
"saves":
- "intelligence": !!int "10"
- "wisdom": !!int "9"
- "charisma": !!int "12"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+10"
- "name": "[Deception](/Rules/Source/skills.md#Deception)"
"desc": "+12"
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+12"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+12"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft., passive Perception\
\ 14"
"languages": "understands Common, Deep Speech, and Undercommon but can't speak, telepathy\
\ 5 miles"
"cr": "14"
"traits":
- "desc": "The elder brain is aware of creatures within 5 miles of it that have\
\ an Intelligence score of 4 or higher. It knows the distance and direction\
\ to each creature, as well as each one's Intelligence score, but can't sense\
\ anything else about it. A creature protected by a [mind blank](/Rules/Source/spells/mind-blank-xphb.md)\
\ spell, a [nondetection](/Rules/Source/spells/nondetection-xphb.md) spell,\
\ or similar magic can't be perceived in this manner."
"name": "Creature Sense"
- "desc": "If the elder brain fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The elder brain has advantage on saving throws against spells and other\
\ magical effects."
"name": "Magic Resistance"
- "desc": "The elder brain can use its telepathy to initiate and maintain telepathic\
\ conversations with up to ten creatures at a time. The elder brain can let\
\ those creatures telepathically hear each other while connected in this way."
"name": "Telepathic Hub"
"actions":
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 30 ft., one target. *Hit:* 20\
\ (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature,\
\ it is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 15) and\
\ takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the\
\ grapple ends. The elder brain can have up to four targets [grappled](/Rules/Source/conditions.md#Grappled)\
\ at a time."
"name": "Tentacle"
- "desc": "Creatures of the elder brain's choice within 60 feet of it must succeed\
\ on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage\
\ and be [stunned](/Rules/Source/conditions.md#Stunned) for 1 minute. A target\
\ can repeat the saving throw at the end of each of its turns, ending the effect\
\ on itself on a success."
"name": "Mind Blast (Recharge 5-6)"
- "desc": "The elder brain casts one of the following spells, requiring no spell\
\ components and using Intelligence as the spellcasting ability (spell save\
\ DC 18):\n\n**At will:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
\ [levitate](/Rules/Source/spells/levitate-xphb.md)\n\n**3/day:** [modify memory](/Rules/Source/spells/modify-memory-xphb.md)\n\
\n**1/day each:** [dominate monster](/Rules/Source/spells/dominate-monster-xphb.md),\
\ [plane shift](/Rules/Source/spells/plane-shift-xphb.md) (self only)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The elder brain targets one [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ creature it senses with its Creature Sense trait and establishes a psychic\
\ link with the target. Until the link ends, the elder brain can perceive everything\
\ the target senses. The target becomes aware that something is linked to its\
\ mind once it is no longer [incapacitated](/Rules/Source/conditions.md#Incapacitated),\
\ and the elder brain can terminate the link at any time (no action required).\
\ The target can use an action on its turn to attempt to break the link, doing\
\ so with a successful DC 18 Charisma saving throw. On a successful save, the\
\ target takes 10 (3d6) psychic damage. The link also ends if the target and\
\ the elder brain are more than 5 miles apart. The elder brain can form psychic\
\ links with up to ten creatures at a time."
"name": "Psychic Link"
- "desc": "The elder brain targets a creature with which it has a psychic link.\
\ The elder brain gains insight into the target's emotional state and foremost\
\ thoughts (including worries, loves, and hates)."
"name": "Sense Thoughts"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), an elder brain can take\
\ one of the following lair actions; the elder brain can't take the same lair\
\ action two rounds in a row:\n\n- **Force Wall.** The elder brain casts [wall\
\ of force](/Rules/Source/spells/wall-of-force-xphb.md). \n- **Psionic Anchor.**\
\ The elder brain targets one creature it can sense within 120 feet of it and\
\ anchors it by sheer force of will. The target must make a DC 18 Charisma saving\
\ throw. On a failed save, its speed is reduced to 0, and it can't teleport.\
\ It can repeat the saving throw at the end of each of its turns, ending the\
\ effect on itself on a success. \n- **Psychic Inspiration.** The elder brain\
\ targets one friendly creature it can sense within 120 feet of it. The target\
\ has a flash of inspiration and gains advantage on one attack roll, ability\
\ check, or saving throw it makes before the end of its next turn. "
"name": ""
"regional_effects":
- "desc": "The territory within 5 miles of an elder brain is altered by the creature's\
\ psionic presence, which creates one or more of the following effects:\n\n\
- **Paranoia.** Creatures within 5 miles of an elder brain feel as if they are\
\ being followed, even when they're not. \n- **Psychic Whispers.** Any creature\
\ with which the elder brain has formed a psychic link hears faint, incomprehensible\
\ whispers in the deepest recesses of its mind. This psychic detritus consists\
\ of the elder brain's stray thoughts commingled with those of other creatures\
\ to which it is linked. \n- **Telepathic Eavesdropping.** The elder brain\
\ can overhear any telepathic conversation within 5 miles of it. The creature\
\ that initiated the telepathic conversation makes a DC 18 Wisdom saving throw\
\ when telepathic contact is first established. If the save is successful, the\
\ creature is aware that something is eavesdropping. The nature of the eavesdropper\
\ isn't revealed. \n\nIf the elder brain dies, these effects immediately end."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the elder brain can expend a use to take one of the following actions. The\
\ elder brain regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The elder brain targets one creature within 120 feet of it with which\
\ it has a psychic link. The elder brain breaks the creature's [concentration](/Rules/Source/conditions.md#Concentration)\
\ on a spell it has cast. The creature also takes 2 (1d4) psychic damage per\
\ level of the spell."
"name": "Break Concentration"
- "desc": "The elder brain targets one creature within 120 feet of it with which\
\ it has a psychic link. The target and enemies of the elder brain within 30\
\ feet of target take 10 (3d6) psychic damage."
"name": "Psychic Pulse"
- "desc": "The elder brain targets one creature within 120 feet of it with which\
\ it has a psychic link. The elder brain ends the link, causing the creature\
\ to have disadvantage on all ability checks, attack rolls, and saving throws\
\ until the end of the creature's next turn."
"name": "Sever Psychic Link"
- "desc": "The elder brain makes one Tentacle attack."
"name": "Tentacle (Costs 2 Actions)"
"source":
- "MPMM"
"image": "/Rules/Source/bestiary/aberration/token/elder-brain-mpmm.webp"
Environment
underdark
Elder Brain Dragon
Elder Brain Dragon
Source: Fizban's Treasury of Dragons p. 194
One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony's elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches onto the dragon's back and digs its tentacles into the dragon's brain. An elder brain dragon is the nightmarish result.
Using the mobility of the dragon's body, the elder brain can now serve as a powerful general to illithid armies, free from the confines of its brine pool. The elder brain dragon becomes a psychic threat in addition to a physical one, its body rife with aberrant influence and pulsing with psionic power. Even the elder brain dragon's breath weapon mutates during its transformation, becoming a stream of briny liquid roiling with illithid tadpoles. These tadpoles can swiftly slay victims and transform them into mind flayers, allowing the elder brain dragon to grow its own roving colony.
"name": "Elder Brain Dragon (FTD)"
"size": "Gargantuan"
"type": "aberration"
"alignment": "typically Lawful Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "350"
"hit_dice": "20d20 + 140"
"modifier": !!int "1"
"stats":
- !!int "27"
- !!int "13"
- !!int "25"
- !!int "21"
- !!int "19"
- !!int "24"
"speed": "40 ft., fly 80 ft. (hover)"
"saves":
- "constitution": !!int "14"
- "intelligence": !!int "12"
- "wisdom": !!int "11"
- "charisma": !!int "14"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+12"
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+18"
"damage_immunities": "psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 120 ft., passive Perception\
\ 28"
"languages": "Deep Speech, Draconic, telepathy 5 miles"
"cr": "22"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The dragon deals double damage to objects and structures."
"name": "Siege Monster"
- "desc": "The dragon doesn't require air or sleep."
"name": "Unusual Nature"
"actions":
- "desc": "The dragon makes one Bite attack, two Claw attacks, and one Tentacle\
\ attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19\
\ (2d10 + 8) piercing damage plus 11 (2d10) psychic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 11\
\ (1d6 + 8) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 15 ft., one creature. *Hit:*\
\ 12 (1d8 + 8) psychic damage. If the target is Huge or smaller, it is [grappled](/Rules/Source/conditions.md#Grappled)\
\ (escape DC 18). The dragon can have up to four targets [grappled](/Rules/Source/conditions.md#Grappled)\
\ at a time."
"name": "Tentacle"
- "desc": "The dragon exhales brine in a 120-foot line that is 15 feet wide. Each\
\ creature in that area must make a DC 22 Constitution saving throw, taking\
\ 55 (10d10) psychic damage on a failed save, or half as much damage on a successful\
\ one. On a success or failure, if the creature isn't a Construct or an Undead,\
\ it becomes infested with illithid tadpoles.\n\nWhile infested, the creature\
\ takes 16 (3d10) psychic damage at the start of each of its turns. The creature\
\ can repeat the saving throw at the end of each of its turns, ending the effect\
\ on itself after it succeeds on three of these saves. If the creature is targeted\
\ by magic that ends a curse or restores 40 hit points or more, the tadpoles\
\ infesting the creature are killed instantly, ending the effect on the creature.\n\
\nIf a Humanoid is reduced to 0 hit points while infested, the creature is stable\
\ but remains [unconscious](/Rules/Source/conditions.md#Unconscious) for 6d12\
\ hours. When the period of unconsciousness ends, the creature transforms into\
\ a [mind flayer](/Rules/Source/bestiary/aberration/mind-flayer-xmm.md) (see\
\ the Monster Manual) with all its hit points. Casting a [wish](/Rules/Source/spells/wish-xphb.md)\
\ spell on the [unconscious](/Rules/Source/conditions.md#Unconscious) creature\
\ rids it of the infestation and prevents it from turning into a mind flayer."
"name": "Tadpole Brine Breath (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the elder brain dragon can expend a use to take one of the following actions.\
\ The elder brain dragon regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Tentacle attack."
"name": "Tentacle"
- "desc": "The dragon targets a creature it is grappling. The target's [concentration](/Rules/Source/conditions.md#Concentration)\
\ on a spell it has cast or an ability it is maintaining ends, and the target\
\ takes 19 (3d12) psychic damage."
"name": "Shatter Concentration (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/aberration/token/elder-brain-dragon-ftd.webp"
^statblock
Emerald Dragons
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
Ancient Emerald Dragon
Ancient Emerald Dragon
Source: Fizban's Treasury of Dragons p. 195
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
An Emerald Dragon's Lair
Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
"name": "Ancient Emerald Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "332"
"hit_dice": "19d20 + 133"
"modifier": !!int "1"
"stats":
- !!int "25"
- !!int "12"
- !!int "25"
- !!int "20"
- !!int "18"
- !!int "20"
"speed": "40 ft., burrow 30 ft., fly 80 ft."
"saves":
- "dexterity": !!int "8"
- "constitution": !!int "14"
- "wisdom": !!int "11"
- "charisma": !!int "12"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+12"
- "name": "[Deception](/Rules/Source/skills.md#Deception)"
"desc": "+12"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+18"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+8"
"damage_resistances": "fire, psychic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 28"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "21"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 20-foot-diameter tunnel in its wake."
"name": "Tunneler"
- "desc": "The dragon can cast [mirage arcane](/Rules/Source/spells/mirage-arcane-xphb.md),\
\ requiring no spell components and using Intelligence as the spellcasting ability."
"name": "Warp Perception (1/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 18\
\ (2d10 + 7) piercing damage plus 10 (3d6) psychic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 14\
\ (2d6 + 7) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each\
\ creature in that area must make a DC 22 Intelligence saving throw. On a failed\
\ save, the creature takes 56 (16d6) psychic damage, and until the end of its\
\ next turn, when the creature makes an attack roll or an ability check, it\
\ must roll a d8 and reduce the total by the number rolled. On a successful\
\ save, the creature takes half as much damage with no additional effects."
"name": "Disorienting Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 20):\n\n\
**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
\ invisible), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
\n**1/day each:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
\ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [etherealness](/Rules/Source/spells/etherealness-xphb.md),\
\ [major image](/Rules/Source/spells/major-image-xphb.md), [mislead](/Rules/Source/spells/mislead-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Distort Perceptions.**\
\ The dragon attempts to alter the perceptions of one creature it can see within\
\ its lair. That creature must succeed on a DC 15 Intelligence saving throw\
\ or take 22 (4d10) psychic damage and have disadvantage on saving throws until\
\ the start of its next turn. \n- **Vanish.** The dragon becomes [invisible](/Rules/Source/conditions.md#Invisible)\
\ until initiative count 20 on the next round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary emerald dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Crystal\
\ Profusion.** Natural stone within 6 miles of the lair grows plentiful crystal\
\ formations and veins of emerald gemstones. \n- **Fiery Sight.** Fire and\
\ lava within 6 miles of the lair become conduits for the dragon's psionic presence.\
\ As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any area of fire or lava\
\ in that region. \n- **Subtle Obstruction.** Rocks within 6 miles of the dragon's\
\ lair sometimes move of their own accord, usually when no one is watching.\
\ Often the rocks obstruct the approach to the emerald dragon's lair, with boulders\
\ moving to block narrow defiles, way-markers tumbling off the path, or smaller\
\ stones shifting beneath travelers' feet to send them tumbling down slopes\
\ or into rivers. \n- **Thriving Wildlife.** [Giant lizards](/Rules/Source/bestiary/beast/giant-lizard-xmm.md)\
\ are attracted to the area within 6 miles of the lair and settle there in large\
\ numbers. \n\nIf the dragon dies, the population of giant lizards near the\
\ lair returns to normal levels over the course of 1d10 days. Rocks immediately\
\ stop moving of their own accord. The existing abundance of crystals and emeralds\
\ remains, but new ones form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon creates a dancing mote of green flame around a creature it\
\ can see within 60 feet of it. The target must succeed on a DC 20 Dexterity\
\ saving throw or take 42 (12d6) fire damage."
"name": "Emerald Embers (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-emerald-dragon-ftd.webp"
^statblock
Adult Emerald Dragon
Adult Emerald Dragon
Source: Fizban's Treasury of Dragons p. 196
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
An Emerald Dragon's Lair
Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces, particularly in volcanic regions. Over time, their psychic presence seeps into the land surrounding their lairs, expanding their awareness and subconsciously luring their favorite food—giant lizards—to settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.
The challenge rating of a legendary emerald dragon increases by 1 when it's encountered in its lair.
Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences.
"name": "Adult Emerald Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "207"
"hit_dice": "18d12 + 90"
"modifier": !!int "1"
"stats":
- !!int "23"
- !!int "12"
- !!int "21"
- !!int "18"
- !!int "16"
- !!int "18"
"speed": "40 ft., burrow 30 ft., fly 80 ft."
"saves":
- "dexterity": !!int "6"
- "constitution": !!int "10"
- "wisdom": !!int "8"
- "charisma": !!int "9"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+9"
- "name": "[Deception](/Rules/Source/skills.md#Deception)"
"desc": "+9"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"damage_resistances": "fire, psychic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 23"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "14"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The dragon can cast [hallucinatory terrain](/Rules/Source/spells/hallucinatory-terrain-xphb.md),\
\ requiring no spell components and using Intelligence as the spellcasting ability\
\ (spell save DC 17)."
"name": "Shift Perception (1/Day)"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 15-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 7 (2d6) psychic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 10\
\ (1d8 + 6) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each\
\ creature in that area must make a DC 18 Intelligence saving throw. On a failed\
\ save, the creature takes 42 (12d6) psychic damage, and until the end of its\
\ next turn, when the creature makes an attack roll or an ability check, it\
\ must roll a d6 and reduce the total by the number rolled. On a successful\
\ save, the creature takes half as much damage with no additional effects."
"name": "Disorienting Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 17):\n\n\
**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
\ invisible), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
\n**1/day each:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
\ [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
\ [major image](/Rules/Source/spells/major-image-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Distort Perceptions.**\
\ The dragon attempts to alter the perceptions of one creature it can see within\
\ its lair. That creature must succeed on a DC 15 Intelligence saving throw\
\ or take 22 (4d10) psychic damage and have disadvantage on saving throws until\
\ the start of its next turn. \n- **Vanish.** The dragon becomes [invisible](/Rules/Source/conditions.md#Invisible)\
\ until initiative count 20 on the next round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary emerald dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Crystal\
\ Profusion.** Natural stone within 6 miles of the lair grows plentiful crystal\
\ formations and veins of emerald gemstones. \n- **Fiery Sight.** Fire and\
\ lava within 6 miles of the lair become conduits for the dragon's psionic presence.\
\ As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any area of fire or lava\
\ in that region. \n- **Subtle Obstruction.** Rocks within 6 miles of the dragon's\
\ lair sometimes move of their own accord, usually when no one is watching.\
\ Often the rocks obstruct the approach to the emerald dragon's lair, with boulders\
\ moving to block narrow defiles, way-markers tumbling off the path, or smaller\
\ stones shifting beneath travelers' feet to send them tumbling down slopes\
\ or into rivers. \n- **Thriving Wildlife.** [Giant lizards](/Rules/Source/bestiary/beast/giant-lizard-xmm.md)\
\ are attracted to the area within 6 miles of the lair and settle there in large\
\ numbers. \n\nIf the dragon dies, the population of giant lizards near the\
\ lair returns to normal levels over the course of 1d10 days. Rocks immediately\
\ stop moving of their own accord. The existing abundance of crystals and emeralds\
\ remains, but new ones form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon creates a dancing mote of green flame around a creature it\
\ can see within 60 feet of it. The target must succeed on a DC 17 Dexterity\
\ saving throw or take 31 (9d6) fire damage."
"name": "Emerald Embers (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-emerald-dragon-ftd.webp"
^statblock
Young Emerald Dragon
Young Emerald Dragon
Source: Fizban's Treasury of Dragons p. 197
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I repeat what others have said back to them to make sure I have remembered it correctly. |
| 2 | I might not like you, but I will endeavor to treat you with respect, if not kindness. |
| 3 | I like to impress visitors by reciting epic poetry. |
| 4 | The only people I'm interested in are those who know history and those who make history. |
| 5 | I like to adopt the personas of characters from legend. |
| 6 | I studiously mimic the mannerisms of my guests. |
| 7 | I prefer to get others talking, then fade into the background. Sometimes literally. |
| 8 | I seek out audiences and like to be the center of attention. |
Emerald Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any) |
| 2 | Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful) |
| 3 | Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any) |
| 4 | Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any) |
| 5 | Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any) |
| 6 | Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil) |
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.
Emerald Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | An emerald dragon is the only witness to a murder but doesn't want to be found or identified. |
| 2 | An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders. |
| 3 | An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid. |
| 4 | Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair. |
| 5 | Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon. |
| 6 | An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college. |
| 7 | An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond. |
| 8 | An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers. |
Connected Creatures
Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.
Young Emerald Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young emerald dragon has befriended a stone giant, who is teaching the dragon giant folklore. |
| 2 | A young emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon's hoard. |
| 3 | A galeb duhr acts as a door guard to a young emerald dragon's lair. |
| 4 | A young emerald dragon invites repeated visits from a drow mage who corrects what the dragon has learned about the history of the elven schism. |
| 5 | A young emerald dragon attempts to drive off a clan of cyclopes who have taken up residence in a nearby cave, attacking the clan's herd of giant goats. |
| 6 | An assassin and a young emerald dragon train together to master the art of stealth. |
| Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. |
"name": "Young Emerald Dragon (FTD)"
"size": "Large"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "142"
"hit_dice": "15d10 + 60"
"modifier": !!int "1"
"stats":
- !!int "21"
- !!int "12"
- !!int "19"
- !!int "16"
- !!int "14"
- !!int "16"
"speed": "40 ft., burrow 30 ft., fly 60 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "7"
- "wisdom": !!int "5"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+6"
- "name": "[Deception](/Rules/Source/skills.md#Deception)"
"desc": "+6"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_resistances": "fire, psychic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 18"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "8"
"traits":
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 10-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 3 (1d6) psychic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d6\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a wave of psychic dissonance in a 30-foot cone. Each\
\ creature in that area must make a DC 15 Intelligence saving throw. On a failed\
\ save, the creature takes 31 (9d6) psychic damage, and until the end of its\
\ next turn, when the creature makes an attack roll or an ability check, it\
\ must roll a d6 and reduce the total by the number rolled. On a successful\
\ save, the creature takes half as much damage with no additional effects."
"name": "Disorienting Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 14):\n\n\
**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
\ invisible), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)\n\
\n**1/day each:** [detect thoughts](/Rules/Source/spells/detect-thoughts-xphb.md),\
\ [invisibility](/Rules/Source/spells/invisibility-xphb.md), [silent image](/Rules/Source/spells/silent-image-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-emerald-dragon-ftd.webp"
^statblock
Emerald Dragon Wyrmling
Emerald Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 197
Shimmering Green
A wyrmling emerald dragon's scales are a dull, pale green, but they develop into richer and more varied shades of green as the dragon ages. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon's horns and spines hover above the body, moving and shifting along the back and tail to mirror the dragon's mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons' attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work together, with emerald dragons tracking the source of an incursion while sapphire dragons plan and execute a decisive purge—or recruit agents to do it for them.
Emerald dragons' preference for volcanic lairs often puts them in conflict with fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your portrayal of distinctive emerald dragon characters.
Emerald Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I repeat what others have said back to them to make sure I have remembered it correctly. |
| 2 | I might not like you, but I will endeavor to treat you with respect, if not kindness. |
| 3 | I like to impress visitors by reciting epic poetry. |
| 4 | The only people I'm interested in are those who know history and those who make history. |
| 5 | I like to adopt the personas of characters from legend. |
| 6 | I studiously mimic the mannerisms of my guests. |
| 7 | I prefer to get others talking, then fade into the background. Sometimes literally. |
| 8 | I seek out audiences and like to be the center of attention. |
Emerald Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Seclusion. It's safer if others don't know I'm here—safer for me and safer for them. (Any) |
| 2 | Observation. People lie. Histories lie. Even dragons lie. But actions always ring true. (Lawful) |
| 3 | Storytelling. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any) |
| 4 | Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any) |
| 5 | Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any) |
| 6 | Espionage. Once I get paid for the information I glean, I don't care what others do with it. (Evil) |
Emerald Dragon Adventures
The Emerald Dragon Adventure Hooks table offers suggestions for stories and adventures involving emerald dragons.
Emerald Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | An emerald dragon is the only witness to a murder but doesn't want to be found or identified. |
| 2 | An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders. |
| 3 | An emerald dragon's assault on a fire giant has attracted the attention of the giant's clan, and now the dragon seeks aid. |
| 4 | Villagers have been going missing, and then are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon's lair. |
| 5 | Giant lizards drawn to the lair of a legendary emerald dragon are terrorizing a nearby halfling settlement. One solution is to get rid of the dragon. |
| 6 | An emerald dragon is the headmaster in absentia of a bardic college and must be convinced to defend the school in a contest against a rival college. |
| 7 | An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond. |
| 8 | An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers. |
Connected Creatures
Emerald dragons generally go out of their way to avoid interacting with other intelligent creatures. However, their interest in history and culture occasionally gets the better of them, prompting them to seek some engagement with the folk of the world.
Emerald Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | Blood hawks routinely accost an emerald dragon wyrmling who lairs near the hawks' nest. |
| 2 | An emerald dragon wyrmling is being hunted by a fire giant's pet hell hound. |
| 3 | An emerald dragon wyrmling follows a berserker to observe the berserker's life. The berserker believes the dragon is a spirit companion. |
| 4 | A flattering orog plies an emerald dragon wyrmling with gems in exchange for information about a settlement the wyrmling has been observing. |
| 5 | An emerald dragon wyrmling keeps trying to play with a pair of newly hatched fire snakes. |
| 6 | An emerald dragon wyrmling has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling's parents out of their lair. |
| Emerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to weave illusions to deceive and disorient. They cloak their own presence so they can observe other creatures without being discovered as they collect information on everything from local cultural practices to supernatural occurrences. |
"name": "Emerald Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "1"
"stats":
- !!int "15"
- !!int "12"
- !!int "15"
- !!int "14"
- !!int "12"
- !!int "14"
"speed": "30 ft., burrow 20 ft., fly 60 ft."
"saves":
- "dexterity": !!int "3"
- "constitution": !!int "4"
- "wisdom": !!int "3"
- "charisma": !!int "4"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+4"
- "name": "[Deception](/Rules/Source/skills.md#Deception)"
"desc": "+4"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+3"
"damage_resistances": "fire, psychic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 60 ft., passive Perception 15"
"languages": "Draconic, telepathy 120 ft."
"cr": "2"
"traits":
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 10-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 7\
\ (1d10 + 2) piercing damage plus 3 (1d6) psychic damage."
"name": "Bite"
- "desc": "The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each\
\ creature in that area must make a DC 12 Intelligence saving throw. On a failed\
\ save, the creature takes 17 (5d6) psychic damage, and until the end of its\
\ next turn, when the creature makes an attack roll or an ability check, it\
\ must roll a d4 and reduce the total by the number rolled. On a successful\
\ save, the creature takes half as much damage with no additional effects."
"name": "Disorienting Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 12):\n\n\
**At will:** [mage hand](/Rules/Source/spells/mage-hand-xphb.md) (the hand is\
\ invisible), [minor illusion](/Rules/Source/spells/minor-illusion-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/emerald-dragon-wyrmling-ftd.webp"
^statblock
Eyedrake
When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features.
An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon's breath weapon attacks and a beholder's eye rays.
An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
Eyedrake
Eyedrake
Source: Fizban's Treasury of Dragons p. 199
When a beholder contends with a dragon for power and wealth, its thoughts of its dragon rival can become deeply obsessive, eventually pervading the beholder's dreams. If the rivalry lasts long enough, these fevered dreams can manifest as an eyedrake—a beholder-like creature with draconic features.
An eyedrake resembles a winged draconic creature with no true limbs and a perpetually open mouth. Inside that mouth is a large eye that emits a breath-like wave of antimagic energy. The creature's wings are formed from multiple eyestalks, each of which can fire magical rays that combine aspects of a dragon's breath weapon attacks and a beholder's eye rays.
An eyedrake left to its own devices exhibits much of the stereotypical behavior of a young dragon, attempting to establish a lair and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
"name": "Eyedrake (FTD)"
"size": "Large"
"type": "aberration"
"alignment": "typically Lawful Evil"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "119"
"hit_dice": "14d10 + 42"
"modifier": !!int "0"
"stats":
- !!int "16"
- !!int "10"
- !!int "16"
- !!int "14"
- !!int "14"
- !!int "16"
"speed": "0 ft., fly 30 ft. (hover)"
"saves":
- "constitution": !!int "6"
- "wisdom": !!int "5"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 18"
"languages": "Deep Speech, Draconic"
"cr": "8"
"traits":
- "desc": "The eyedrake doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 13\
\ (3d6 + 3) piercing damage."
"name": "Bite"
- "desc": "The eyedrake emits a magic wave in a 30-foot cone. Each creature in that\
\ area must make a DC 14 Constitution saving throw, taking 39 (6d12) force damage\
\ on a failed save, or half as much damage on a successful one. Every spell\
\ of 3rd level or lower ends on creatures and objects of the eyedrake's choice\
\ in that area."
"name": "Antimagic Breath (Recharge 6)"
- "desc": "The eyedrake shoots three of the following magical eye rays at random\
\ (reroll duplicates), each ray targeting one creature it can see within 60\
\ feet of it:\n\n- **1 Freezing Ray.** The target must make a DC 14 Constitution\
\ saving throw. On a failed save, the target takes 17 (5d6) cold damage, and\
\ its speed is halved until the end of its next turn. On a successful save,\
\ the target takes half as much damage with no additional effects. \n- **2\
\ Debilitating Ray.** The target must succeed on a DC 14 Constitution saving\
\ throw or take 7 (2d6) thunder damage and become [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn. \n- **3 Repulsion Ray.** The target must\
\ succeed on a DC 14 Strength saving throw or take 14 (4d6) force damage and\
\ be pushed up to 60 feet away from the eyedrake. \n- **4 Fire Ray.** The target\
\ must make a DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a\
\ failed save, or half as much damage on a successful one. \n- **5 Paralyzing\
\ Ray.** The target must succeed on a DC 14 Constitution saving throw or be\
\ [paralyzed](/Rules/Source/conditions.md#Paralyzed) for 1 minute. The target\
\ can repeat the saving throw at the end of each of its turns, ending the effect\
\ on itself on a success. \n- **6 Death Ray.** The target must make a DC 14\
\ Dexterity saving throw, taking 28 (8d6) necrotic damage on a failed save,\
\ or half as much damage on a successful one. The target dies if the ray reduces\
\ it to 0 hit points. "
"name": "Eye Rays"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/aberration/token/eyedrake-ftd.webp"
^statblock
Gem Greatwyrm
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
Amethyst Greatwyrm
Amethyst Greatwyrm
Source: Fizban's Treasury of Dragons p. 201
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
[!quote] A quote from Fizban
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
"name": "Amethyst Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "507"
"hit_dice": "26d20 + 234"
"modifier": !!int "2"
"stats":
- !!int "28"
- !!int "14"
- !!int "29"
- !!int "30"
- !!int "24"
- !!int "25"
"speed": "60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "17"
- "wisdom": !!int "15"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+26"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
"damage_immunities": "force"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 25"
"languages": "Common, Draconic"
"cr": "26"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 400 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use its Mass Telekinesis action during the next hour. Award a party\
\ an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after\
\ its Gem Awakening activates."
"name": "Gem Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) piercing damage plus 16 (3d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 19) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "The greatwyrm exhales crushing force in a 300-foot cone. Each creature\
\ in that area must make a DC 25 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) force damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a successful save, it takes half as much damage and isn't knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a success or failure, the creature's speed becomes 0 until the end of its\
\ next turn."
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm targets any number of creatures and objects it can see\
\ within 120 feet of it. No one target can weigh more than 4,000 pounds, and\
\ objects can't be targeted if they're being worn or carried. Each targeted\
\ creature must succeed on a DC 26 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can\
\ repeat the saving throw, ending the effect on itself on a success.\n\nAt the\
\ end of the greatwyrm's turn, it can move each creature or object it has in\
\ its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet\
\ of itself. In addition, it can choose any number of creatures [restrained](/Rules/Source/conditions.md#Restrained)\
\ in this way and deal 45 (7d12) force damage to each of them."
"name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long\
\ Rest)"
- "desc": "The greatwyrm casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 26, +18\
\ to hit with spell attack):\n\n**1/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [forcecage](/Rules/Source/spells/forcecage-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
\ [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md), [time stop](/Rules/Source/spells/time-stop-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to\
\ end it."
"name": "Change Shape"
- "desc": "The greatwyrm magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the amethyst greatwyrm can expend a use to take one of the following actions.\
\ The amethyst greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw attack."
"name": "Claw"
- "desc": "The greatwyrm uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The greatwyrm emits a beam of psychic energy in a 90-foot line that is\
\ 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving\
\ throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage\
\ on a successful one."
"name": "Psychic Beam (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/amethyst-greatwyrm-ftd.webp"
^statblock
Crystal Greatwyrm
Crystal Greatwyrm
Source: Fizban's Treasury of Dragons p. 201
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
[!quote] A quote from Fizban
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
"name": "Crystal Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "507"
"hit_dice": "26d20 + 234"
"modifier": !!int "2"
"stats":
- !!int "28"
- !!int "14"
- !!int "29"
- !!int "30"
- !!int "24"
- !!int "25"
"speed": "60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "17"
- "wisdom": !!int "15"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+26"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
"damage_immunities": "radiant"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 25"
"languages": "Common, Draconic"
"cr": "26"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 400 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use its Mass Telekinesis action during the next hour. Award a party\
\ an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after\
\ its Gem Awakening activates."
"name": "Gem Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) piercing damage plus 16 (3d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 19) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "The greatwyrm exhales crushing force in a 300-foot cone. Each creature\
\ in that area must make a DC 25 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) force damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a successful save, it takes half as much damage and isn't knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a success or failure, the creature's speed becomes 0 until the end of its\
\ next turn."
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm targets any number of creatures and objects it can see\
\ within 120 feet of it. No one target can weigh more than 4,000 pounds, and\
\ objects can't be targeted if they're being worn or carried. Each targeted\
\ creature must succeed on a DC 26 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can\
\ repeat the saving throw, ending the effect on itself on a success.\n\nAt the\
\ end of the greatwyrm's turn, it can move each creature or object it has in\
\ its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet\
\ of itself. In addition, it can choose any number of creatures [restrained](/Rules/Source/conditions.md#Restrained)\
\ in this way and deal 45 (7d12) force damage to each of them."
"name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long\
\ Rest)"
- "desc": "The greatwyrm casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 26, +18\
\ to hit with spell attack):\n\n**1/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [forcecage](/Rules/Source/spells/forcecage-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
\ [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md), [time stop](/Rules/Source/spells/time-stop-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to\
\ end it."
"name": "Change Shape"
- "desc": "The greatwyrm magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the crystal greatwyrm can expend a use to take one of the following actions.\
\ The crystal greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw attack."
"name": "Claw"
- "desc": "The greatwyrm uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The greatwyrm emits a beam of psychic energy in a 90-foot line that is\
\ 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving\
\ throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage\
\ on a successful one."
"name": "Psychic Beam (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/crystal-greatwyrm-ftd.webp"
^statblock
Emerald Greatwyrm
Emerald Greatwyrm
Source: Fizban's Treasury of Dragons p. 201
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
[!quote] A quote from Fizban
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
"name": "Emerald Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "507"
"hit_dice": "26d20 + 234"
"modifier": !!int "2"
"stats":
- !!int "28"
- !!int "14"
- !!int "29"
- !!int "30"
- !!int "24"
- !!int "25"
"speed": "60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "17"
- "wisdom": !!int "15"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+26"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
"damage_immunities": "psychic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 25"
"languages": "Common, Draconic"
"cr": "26"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 400 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use its Mass Telekinesis action during the next hour. Award a party\
\ an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after\
\ its Gem Awakening activates."
"name": "Gem Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) piercing damage plus 16 (3d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 19) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "The greatwyrm exhales crushing force in a 300-foot cone. Each creature\
\ in that area must make a DC 25 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) force damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a successful save, it takes half as much damage and isn't knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a success or failure, the creature's speed becomes 0 until the end of its\
\ next turn."
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm targets any number of creatures and objects it can see\
\ within 120 feet of it. No one target can weigh more than 4,000 pounds, and\
\ objects can't be targeted if they're being worn or carried. Each targeted\
\ creature must succeed on a DC 26 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can\
\ repeat the saving throw, ending the effect on itself on a success.\n\nAt the\
\ end of the greatwyrm's turn, it can move each creature or object it has in\
\ its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet\
\ of itself. In addition, it can choose any number of creatures [restrained](/Rules/Source/conditions.md#Restrained)\
\ in this way and deal 45 (7d12) force damage to each of them."
"name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long\
\ Rest)"
- "desc": "The greatwyrm casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 26, +18\
\ to hit with spell attack):\n\n**1/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [forcecage](/Rules/Source/spells/forcecage-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
\ [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md), [time stop](/Rules/Source/spells/time-stop-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to\
\ end it."
"name": "Change Shape"
- "desc": "The greatwyrm magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the emerald greatwyrm can expend a use to take one of the following actions.\
\ The emerald greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw attack."
"name": "Claw"
- "desc": "The greatwyrm uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The greatwyrm emits a beam of psychic energy in a 90-foot line that is\
\ 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving\
\ throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage\
\ on a successful one."
"name": "Psychic Beam (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/emerald-greatwyrm-ftd.webp"
^statblock
Sapphire Greatwyrm
Sapphire Greatwyrm
Source: Fizban's Treasury of Dragons p. 201
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
[!quote] A quote from Fizban
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
"name": "Sapphire Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "507"
"hit_dice": "26d20 + 234"
"modifier": !!int "2"
"stats":
- !!int "28"
- !!int "14"
- !!int "29"
- !!int "30"
- !!int "24"
- !!int "25"
"speed": "60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "17"
- "wisdom": !!int "15"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+26"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
"damage_immunities": "thunder"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 25"
"languages": "Common, Draconic"
"cr": "26"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 400 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use its Mass Telekinesis action during the next hour. Award a party\
\ an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after\
\ its Gem Awakening activates."
"name": "Gem Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) piercing damage plus 16 (3d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 19) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "The greatwyrm exhales crushing force in a 300-foot cone. Each creature\
\ in that area must make a DC 25 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) force damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a successful save, it takes half as much damage and isn't knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a success or failure, the creature's speed becomes 0 until the end of its\
\ next turn."
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm targets any number of creatures and objects it can see\
\ within 120 feet of it. No one target can weigh more than 4,000 pounds, and\
\ objects can't be targeted if they're being worn or carried. Each targeted\
\ creature must succeed on a DC 26 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can\
\ repeat the saving throw, ending the effect on itself on a success.\n\nAt the\
\ end of the greatwyrm's turn, it can move each creature or object it has in\
\ its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet\
\ of itself. In addition, it can choose any number of creatures [restrained](/Rules/Source/conditions.md#Restrained)\
\ in this way and deal 45 (7d12) force damage to each of them."
"name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long\
\ Rest)"
- "desc": "The greatwyrm casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 26, +18\
\ to hit with spell attack):\n\n**1/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [forcecage](/Rules/Source/spells/forcecage-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
\ [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md), [time stop](/Rules/Source/spells/time-stop-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to\
\ end it."
"name": "Change Shape"
- "desc": "The greatwyrm magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the sapphire greatwyrm can expend a use to take one of the following actions.\
\ The sapphire greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw attack."
"name": "Claw"
- "desc": "The greatwyrm uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The greatwyrm emits a beam of psychic energy in a 90-foot line that is\
\ 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving\
\ throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage\
\ on a successful one."
"name": "Psychic Beam (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/sapphire-greatwyrm-ftd.webp"
^statblock
Topaz Greatwyrm
Topaz Greatwyrm
Source: Fizban's Treasury of Dragons p. 201
More so even than their chromatic and metallic kin, gem dragons are fascinated with cultivating their dragonsight and fusing the awareness of their echoes across the Material Plane. Some of them believe that, by doing so, they are taking steps toward reuniting the shattered consciousness of Sardior the Ruby Dragon, and they pursue this awakening as an act of near-religious devotion. Others seek to exploit their knowledge of the many worlds of the Material Plane as a source of power—and indeed, a gem dragon who becomes a greatwyrm has access to almost unimaginable power.
Gem greatwyrms' ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But the greatwyrms' most powerful ability is telekinesis on an unparalleled scale—a gem greatwyrm can telekinetically seize an entire crowd, then carry those helpless folk off to the dragon's lair.
Five gem greatwyrms call themselves the thanes of Sardior and believe themselves responsible for preserving the memory of their long-lost progenitor. These greatwyrms are named Aleithilithos (an amethyst greatwyrm), Hrodel (a crystal greatwyrm), Smargad (an emerald greatwyrm), Charsima (a sapphire greatwyrm), and Tithonnas (a topaz greatwyrm). Each thane is actively seeking out their echoes across the worlds of the Material Plane, hoping to merge with these other dragons, with the goal of eventually uniting themselves to re-form the great Ruby Dragon.
[!quote] A quote from Fizban
The thing I miss most about Sardior is the thing no gem greatwyrm will ever reproduce: the witty anecdotes. Which were, I grant you, mostly about me.
"name": "Topaz Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Neutral"
"ac": !!int "21"
"ac_class": "natural armor"
"hp": !!int "507"
"hit_dice": "26d20 + 234"
"modifier": !!int "2"
"stats":
- !!int "28"
- !!int "14"
- !!int "29"
- !!int "30"
- !!int "24"
- !!int "25"
"speed": "60 ft., burrow 60 ft., fly 120 ft. (hover), swim 60 ft."
"saves":
- "dexterity": !!int "10"
- "constitution": !!int "17"
- "wisdom": !!int "15"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+26"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+18"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+15"
"damage_immunities": "necrotic"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 25"
"languages": "Common, Draconic"
"cr": "26"
"traits":
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 400 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use its Mass Telekinesis action during the next hour. Award a party\
\ an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after\
\ its Gem Awakening activates."
"name": "Gem Awakening (Recharges after a Short or Long Rest)"
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d10 + 9) piercing damage plus 16 (3d10) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 18\
\ (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 19) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "The greatwyrm exhales crushing force in a 300-foot cone. Each creature\
\ in that area must make a DC 25 Dexterity saving throw. On a failed save, the\
\ creature takes 71 (11d12) force damage and is knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a successful save, it takes half as much damage and isn't knocked [prone](/Rules/Source/conditions.md#Prone).\
\ On a success or failure, the creature's speed becomes 0 until the end of its\
\ next turn."
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm targets any number of creatures and objects it can see\
\ within 120 feet of it. No one target can weigh more than 4,000 pounds, and\
\ objects can't be targeted if they're being worn or carried. Each targeted\
\ creature must succeed on a DC 26 Strength saving throw or be [restrained](/Rules/Source/conditions.md#Restrained)\
\ in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can\
\ repeat the saving throw, ending the effect on itself on a success.\n\nAt the\
\ end of the greatwyrm's turn, it can move each creature or object it has in\
\ its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet\
\ of itself. In addition, it can choose any number of creatures [restrained](/Rules/Source/conditions.md#Restrained)\
\ in this way and deal 45 (7d12) force damage to each of them."
"name": "Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long\
\ Rest)"
- "desc": "The greatwyrm casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 26, +18\
\ to hit with spell attack):\n\n**1/day each:** [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md),\
\ [forcecage](/Rules/Source/spells/forcecage-xphb.md), [plane shift](/Rules/Source/spells/plane-shift-xphb.md),\
\ [reverse gravity](/Rules/Source/spells/reverse-gravity-xphb.md), [time stop](/Rules/Source/spells/time-stop-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to\
\ end it."
"name": "Change Shape"
- "desc": "The greatwyrm magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the topaz greatwyrm can expend a use to take one of the following actions.\
\ The topaz greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw attack."
"name": "Claw"
- "desc": "The greatwyrm uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The greatwyrm emits a beam of psychic energy in a 90-foot line that is\
\ 10 feet wide. Each creature in that area must make a DC 26 Intelligence saving\
\ throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage\
\ on a successful one."
"name": "Psychic Beam (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/topaz-greatwyrm-ftd.webp"
^statblock
Gem Stalker
When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the Underdark, hunting Aberrations, and guarding its creator's lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon's breath, and it is dedicated to its mission.
A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely humanlike torso, head, and arms in place of the dragon's head. Its eyes are milk white, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link that can ward other creatures against harm.
Gem Stalker
Gem Stalker
Source: Fizban's Treasury of Dragons p. 202
When a gem dragon kills an aberrant creature from the Far Realm, the dragon sometimes reshapes the alien corpse into a gem stalker—a cunning predator capable of traversing the Underdark, hunting Aberrations, and guarding its creator's lair. A gem stalker is imbued with life, sapience, and purpose by the mystical energy of the gem dragon's breath, and it is dedicated to its mission.
A gem stalker has a four-legged body resembling that of a wingless dragon, but with a vaguely humanlike torso, head, and arms in place of the dragon's head. Its eyes are milk white, it has no mouth, and its skin is studded with bright crystals that pulse with psychic energy. These crystals give the gem stalker its telepathy, as well as its ability to fling crystal darts and create a protective link that can ward other creatures against harm.
"name": "Gem Stalker (FTD)"
"size": "Large"
"type": "monstrosity"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "67"
"hit_dice": "9d10 + 18"
"modifier": !!int "2"
"stats":
- !!int "17"
- !!int "15"
- !!int "14"
- !!int "15"
- !!int "10"
- !!int "6"
"speed": "40 ft., climb 40 ft."
"saves":
- "dexterity": !!int "5"
- "intelligence": !!int "5"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+3"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+5"
"damage_resistances": "psychic"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 13"
"languages": "telepathy 60 ft. understands Draconic but can't speak"
"cr": "5"
"traits":
- "desc": "The gem stalker can climb difficult surfaces, including upside down on\
\ ceilings, without needing to make an ability check."
"name": "Spider Climb"
- "desc": "The gem stalker doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The gem stalker makes four Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10\
\ (2d6 + 3) slashing damage."
"name": "Claw"
"bonus_actions":
- "desc": "*Ranged Spell Attack:* +5 to hit, range 30 ft., one target. *Hit:* 7\
\ (1d10 + 2) force damage, and one of the following effects occurs, determined\
\ by the kind of dragon that created the gem stalker:"
"name": "Crystal Dart"
- "desc": "The gem stalker can teleport to an unoccupied space it can see within\
\ 30 feet of it."
"name": "Amethyst"
- "desc": "The gem stalker gains a number of temporary hit points equal to the damage\
\ dealt."
"name": "Crystal"
- "desc": "The target must roll a d4 and subtract the number rolled from the next\
\ attack roll it makes before the start of the gem stalker's next turn."
"name": "Emerald"
- "desc": "The target must succeed on a DC 13 Strength saving throw or be pushed\
\ horizontally up to 10 feet away from the gem stalker and be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Sapphire"
- "desc": "The target must succeed on a DC 13 Constitution saving throw or be [poisoned](/Rules/Source/conditions.md#Poisoned)\
\ until the start of the gem stalker's next turn."
"name": "Topaz"
"reactions":
- "desc": "When another creature the gem stalker can see within 30 feet of it is\
\ about to take damage, the gem stalker reduces that damage by 10 (3d6). The\
\ gem stalker then takes damage equal to that amount."
"name": "Protective Link"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/gem-stalker-ftd.webp"
^statblock
Ghost Dragon
A dragon's attachment to a hoard can be strong enough to bind the dragon's spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon's Undead existence.
A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath's shadowy mist can induce waking nightmares.
Ghost Dragon
Ghost Dragon
Source: Fizban's Treasury of Dragons p. 203
A dragon's attachment to a hoard can be strong enough to bind the dragon's spirit to existence after death. Such a ghost dragon haunts the hoard, often forming an attachment to a single priceless object that becomes the focus of the ghost dragon's Undead existence.
A ghost dragon is a translucent and incorporeal version of the original dragon. Though its breath weapon resembles ghostly flames, lightning, or acid, it carries an otherworldly curse. The breath's shadowy mist can induce waking nightmares.
"name": "Ghost Dragon (FTD)"
"size": "Huge"
"type": "undead"
"alignment": "Any alignment"
"ac": !!int "10"
"hp": !!int "324"
"hit_dice": "24d12 + 168"
"modifier": !!int "0"
"stats":
- !!int "20"
- !!int "10"
- !!int "25"
- !!int "16"
- !!int "15"
- !!int "19"
"speed": "40 ft., fly 80 ft. (hover)"
"saves":
- "constitution": !!int "13"
- "wisdom": !!int "8"
- "charisma": !!int "10"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+14"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+12"
"damage_resistances": "bludgeoning, piercing, slashing"
"damage_immunities": "acid, cold, necrotic, poison"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [grappled](/Rules/Source/conditions.md#Grappled),\
\ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [petrified](/Rules/Source/conditions.md#Petrified),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned), [prone](/Rules/Source/conditions.md#Prone),\
\ [restrained](/Rules/Source/conditions.md#Restrained)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 24"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "17"
"traits":
- "desc": "The ghost dragon can move through other creatures and objects as if they\
\ were difficult terrain. It takes 5 (1d10) force damage if it ends its turn\
\ inside an object."
"name": "Incorporeal Movement"
- "desc": "If the ghost dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The ghost dragon doesn't require air, food, drink, or sleep."
"name": "Unusual Nature"
"actions":
- "desc": "The ghost dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 32\
\ (6d8 + 5) cold damage, and the target's speed is halved until the start of\
\ the dragon's next turn."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 14\
\ (2d8 + 5) necrotic damage."
"name": "Claw"
- "desc": "The ghost dragon exhales shadowy mist in a 90-foot cone. Each creature\
\ in that area must make a DC 21 Constitution saving throw. On a failed save,\
\ the creature takes 40 (9d8) cold damage and is [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the ghost dragon for 1 minute. On a successful save, the creature takes\
\ half as much damage and isn't [frightened](/Rules/Source/conditions.md#Frightened).\n\
\nWhile [frightened](/Rules/Source/conditions.md#Frightened) of the ghost dragon,\
\ a creature is [paralyzed](/Rules/Source/conditions.md#Paralyzed). The [frightened](/Rules/Source/conditions.md#Frightened)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success.\n\nIf a creature's saving throw is successful\
\ or the effect ends for it, the creature is immune to this ghost dragon's Terrifying\
\ Breath for the next 24 hours."
"name": "Terrifying Breath (Recharge 6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/undead/token/ghost-dragon-ftd.webp"
^statblock
Hoard Mimic
Kin to the common mimic described in the Monster Manual, hoard mimics are among the oldest and most cunning of their kind. A hoard mimic's massive, amorphous form and shape-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist from their pores that burns and blinds creatures caught in it.
Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a dragon's lair to draw unwitting intruders away from the real riches—and into the mimic's maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life.
Hoard Mimic
Hoard Mimic
Source: Fizban's Treasury of Dragons p. 204
Kin to the common mimic described in the Monster Manual, hoard mimics are among the oldest and most cunning of their kind. A hoard mimic's massive, amorphous form and shape-shifting prowess allow it to take on the semblance of a vast trove of treasures, not just a single object. Like smaller mimics, hoard mimics exude adhesive goo to trap prey. They can also vent a fine, caustic mist from their pores that burns and blinds creatures caught in it.
Hoard mimics are so named because many enter into partnerships with dragons, each one serving as a false hoard in a dragon's lair to draw unwitting intruders away from the real riches—and into the mimic's maw. If faced with unexpectedly fierce opposition, though, a hoard mimic might offer information about the true hoard in exchange for its life.
"name": "Hoard Mimic (FTD)"
"size": "Huge"
"type": "monstrosity"
"alignment": "typically Neutral"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "123"
"hit_dice": "13d12 + 39"
"modifier": !!int "1"
"stats":
- !!int "21"
- !!int "12"
- !!int "17"
- !!int "10"
- !!int "16"
- !!int "10"
"speed": "30 ft."
"saves":
- "constitution": !!int "6"
- "wisdom": !!int "6"
"skillsaves":
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+3"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"condition_immunities": "[prone](/Rules/Source/conditions.md#Prone)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 13"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "8"
"traits":
- "desc": "If the mimic is motionless at the start of combat, it has advantage on\
\ its initiative roll. Moreover, if a creature hasn't observed the mimic move\
\ or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
\ check to discern that the mimic is animate."
"name": "False Appearance (Hoard Form Only)"
"actions":
- "desc": "The mimic makes one Bite attack and two Pseudopod attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 7 (2d6) acid damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 12\
\ (2d6 + 5) bludgeoning damage, and the mimic adheres to the target. A creature\
\ adhered to the mimic is also [grappled](/Rules/Source/conditions.md#Grappled)\
\ by it (escape DC 16). Until this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained).\
\ Ability checks made to escape this grapple have disadvantage."
"name": "Pseudopod"
- "desc": "The mimic sprays a fine mist of acid in a 30-foot cone. Each creature\
\ in that area must make a DC 14 Dexterity saving throw. On a failed save, the\
\ creature takes 27 (6d8) acid damage and is [blinded](/Rules/Source/conditions.md#Blinded)\
\ until the end of its next turn. On a successful save, the creature takes half\
\ as much damage and isn't [blinded](/Rules/Source/conditions.md#Blinded)."
"name": "Caustic Mist (Recharge 5-6)"
- "desc": "The mimic transforms into a hoard or back into its true, amorphous form.\
\ Its statistics are the same in each form. Any equipment it is wearing or carrying\
\ isn't transformed. It reverts to its true form if it dies."
"name": "Shapechanger"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/hoard-mimic-ftd.webp"
^statblock
Hoard Scarabs
Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair.
Hoard Scarab
Hoard Scarab
Source: Fizban's Treasury of Dragons p. 205
Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair.
"name": "Hoard Scarab (FTD)"
"size": "Tiny"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "7"
"hit_dice": "3d4"
"modifier": !!int "3"
"stats":
- !!int "4"
- !!int "16"
- !!int "11"
- !!int "3"
- !!int "8"
- !!int "6"
"speed": "20 ft., burrow 20 ft., fly 20 ft."
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
\ ft., passive Perception 9"
"languages": ""
"cr": "1/8"
"traits":
- "desc": "If the scarab is motionless at the start of combat, it has advantage\
\ on its initiative roll. Moreover, if a creature hasn't observed the scarab\
\ move or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
\ check to discern that the scarab is animate."
"name": "False Appearance"
"actions":
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4\
\ + 3) piercing damage. If the target is a creature, it has disadvantage on\
\ attack rolls until the start of its next turn."
"name": "Bite"
"bonus_actions":
- "desc": "The scarab releases magical glittering dust from its wings. Each creature\
\ within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw\
\ or be outlined in blue light for 10 minutes. While outlined in this way, a\
\ creature sheds dim light in a 10-foot radius and can't benefit from being\
\ [invisible](/Rules/Source/conditions.md#Invisible). In addition, every Dragon\
\ within 1 mile of the creature becomes aware of it and can unerringly track\
\ the creature. Casting [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md)\
\ on the creature ends the effect on it."
"name": "Scale Dust (1/Day)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/hoard-scarab-ftd.webp"
^statblock
Swarm of Hoard Scarabs
Swarm of Hoard Scarabs
Source: Fizban's Treasury of Dragons p. 205
Hoard scarabs are beetle-like creatures that, through some feat of natural adaptation or alchemical ingenuity, blend in perfectly among piles of gold coins. They feed on tiny mites that infest a dragon's scales and lair, and their painful bite can be a strong deterrent to would-be treasure thieves.
Hoard scarabs also produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair's draconic owner to sense intruders' location as they move about the lair.
"name": "Swarm of Hoard Scarabs (FTD)"
"size": "Medium"
"type": "monstrosity"
"alignment": "Unaligned"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "31"
"hit_dice": "7d8"
"modifier": !!int "3"
"stats":
- !!int "6"
- !!int "16"
- !!int "11"
- !!int "3"
- !!int "8"
- !!int "6"
"speed": "20 ft., burrow 20 ft., fly 20 ft."
"damage_resistances": "bludgeoning, piercing, slashing"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [grappled](/Rules/Source/conditions.md#Grappled), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [petrified](/Rules/Source/conditions.md#Petrified), [prone](/Rules/Source/conditions.md#Prone),\
\ [restrained](/Rules/Source/conditions.md#Restrained), [stunned](/Rules/Source/conditions.md#Stunned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., tremorsense 60\
\ ft., passive Perception 9"
"languages": ""
"cr": "2"
"traits":
- "desc": "If the swarm is motionless at the start of combat, it has advantage on\
\ its initiative roll. Moreover, if a creature hasn't observed the swarm move\
\ or act, that creature must succeed on a DC 18 Intelligence ([Investigation](/Rules/Source/skills.md#Investigation))\
\ check to discern that the swarm is animate."
"name": "False Appearance"
- "desc": "The swarm can occupy another creature's space and vice versa, and the\
\ swarm can move through any opening large enough for a Tiny scarab. The swarm\
\ can't regain hit points or gain temporary hit points."
"name": "Swarm"
"actions":
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 0 ft., one creature in the swarm's\
\ space. *Hit:* 13 (3d6 + 3) piercing damage, or 6 (1d6 + 3) piercing damage\
\ if the swarm is at half of its hit points or fewer, and the target has disadvantage\
\ on attack rolls until the start of its next turn."
"name": "Swarm of Bites"
"bonus_actions":
- "desc": "The swarm releases magical glittering dust from its wings. Each creature\
\ within 10 feet of the swarm must succeed on a DC 13 Dexterity saving throw\
\ or be outlined in blue light for 10 minutes. While outlined in this way, a\
\ creature sheds dim light in a 10-foot radius and can't benefit from being\
\ [invisible](/Rules/Source/conditions.md#Invisible). In addition, every Dragon\
\ within 1 mile of the creature becomes aware of it and can unerringly track\
\ the creature. Casting [dispel magic](/Rules/Source/spells/dispel-magic-xphb.md)\
\ on the creature ends the effect on it."
"name": "Scale Dust (1/Day)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/swarm-of-hoard-scarabs-ftd.webp"
^statblock
Hollow Dragon
Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled.
As the name suggests, a hollow dragon is the husk of a metallic dragon's hide, filled with radiant energy. Depending on the dragon's original kind, that energy might take the appearance of flames, lightning, or misty vapors.
Hollow dragons don't suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed.
When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit.
Hollow Dragon
Hollow Dragon
Source: Fizban's Treasury of Dragons p. 206
Unlike dragons who explore the magic of undeath for power, some metallic dragons see undeath as a means to pursue a noble purpose. For the sake of protecting an artifact or fulfilling an oath, a dragon might transform into a hollow dragon, accepting undeath until that purpose is fulfilled.
As the name suggests, a hollow dragon is the husk of a metallic dragon's hide, filled with radiant energy. Depending on the dragon's original kind, that energy might take the appearance of flames, lightning, or misty vapors.
Hollow dragons don't suffer distractions from their undying purpose. So powerful is their drive that their bodies reconstitute if destroyed.
When they fulfill their purpose, most hollow dragons embrace the death they have staved off for so long. But others seek new tasks to sustain themselves—or cling to undeath out of sheer stubbornness or habit.
"name": "Hollow Dragon (FTD)"
"size": "Huge"
"type": "undead"
"alignment": "Any alignment"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "241"
"hit_dice": "21d12 + 105"
"modifier": !!int "1"
"stats":
- !!int "23"
- !!int "12"
- !!int "21"
- !!int "16"
- !!int "13"
- !!int "21"
"speed": "40 ft., fly 80 ft."
"saves":
- "constitution": !!int "11"
- "intelligence": !!int "9"
- "wisdom": !!int "7"
- "charisma": !!int "11"
"skillsaves":
- "name": "[Arcana](/Rules/Source/skills.md#Arcana)"
"desc": "+9"
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+15"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
"damage_resistances": "necrotic"
"damage_immunities": "poison, radiant"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [deafened](/Rules/Source/conditions.md#Deafened),\
\ [exhaustion](/Rules/Source/conditions.md#Exhaustion), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [paralyzed](/Rules/Source/conditions.md#Paralyzed), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 23"
"languages": "Common, Draconic"
"cr": "18"
"traits":
- "desc": "If the hollow dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "When the hollow dragon is reduced to 0 hit points, its body breaks into\
\ nine pieces: two arms, two legs, two wings, a tail, a torso, and a head. Each\
\ piece is a Large object with AC 19, 27 hit points, and immunity to psychic\
\ and poison damage. After 1d6 days, if all pieces are still within 6 miles\
\ of each other, they all teleport to the location of the head piece and merge\
\ with it, whereupon the hollow dragon regains all its hit points and becomes\
\ active again."
"name": "Reconstruction"
"actions":
- "desc": "The hollow dragon makes one Bite attack and two Claw attacks, and it\
\ can use Sapping Presence."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 9 (2d8) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 13\
\ (2d6 + 6) slashing damage."
"name": "Claw"
- "desc": "Each creature of the hollow dragon's choice within 60 feet of it must\
\ make a DC 19 Wisdom saving throw. On a failed save, the creature's speed is\
\ halved and it has disadvantage on attack rolls until the end of its next turn.\
\ On a successful save, the creature is immune to this hollow dragon's Sapping\
\ Presence for 24 hours."
"name": "Sapping Presence"
- "desc": "The hollow dragon exhales radiant flames in a 60-foot cone. Each creature\
\ in that area must make a DC 19 Dexterity saving throw, taking 54 (12d8) radiant\
\ damage on a failed save, or half as much damage on a successful one."
"name": "Radiant Breath (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the hollow dragon can expend a use to take one of the following actions.\
\ The hollow dragon regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The hollow dragon makes one Claw attack."
"name": "Claw"
- "desc": "The hollow dragon creates ethereal bindings around a creature it can\
\ see within 60 feet of it. The target must succeed on a DC 19 Strength saving\
\ throw or be [restrained](/Rules/Source/conditions.md#Restrained) until the\
\ end of the dragon's next turn."
"name": "Ghostly Binding (Costs 2 Actions)"
- "desc": "A sudden loud ringing noise, painfully intense, erupts from the hollow\
\ dragon's frame. Each creature within 10 feet of the hollow dragon must make\
\ a DC 19 Constitution saving throw, taking 24 (7d6) thunder damage on a failed\
\ save, or half as much damage on a successful one."
"name": "Booming Scales (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/undead/token/hollow-dragon-ftd.webp"
^statblock
Liondrake
A liondrake is a solitary and territorial predator with the long neck and wings of a brass dragon and the head and body of a lion (including a luxurious mane on males). Sometimes known as dragonnes, liondrakes rely on their ferocity and their frightful roar to overcome prey and drive off rivals.
Liondrakes are voracious hunters that range across well-established territories. They don't typically seek out people as prey, but those folk who encroach into liondrake territory are fair game—which feeds the creature's reputation as hungering for Humanoid flesh.
Liondrake
Liondrake
Source: Fizban's Treasury of Dragons p. 207
A liondrake is a solitary and territorial predator with the long neck and wings of a brass dragon and the head and body of a lion (including a luxurious mane on males). Sometimes known as dragonnes, liondrakes rely on their ferocity and their frightful roar to overcome prey and drive off rivals.
Liondrakes are voracious hunters that range across well-established territories. They don't typically seek out people as prey, but those folk who encroach into liondrake territory are fair game—which feeds the creature's reputation as hungering for Humanoid flesh.
"name": "Liondrake (FTD)"
"size": "Large"
"type": "monstrosity"
"alignment": "typically Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "119"
"hit_dice": "14d10 + 42"
"modifier": !!int "2"
"stats":
- !!int "19"
- !!int "15"
- !!int "17"
- !!int "6"
- !!int "12"
- !!int "12"
"speed": "40 ft., fly 60 ft."
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+7"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 17"
"languages": "Draconic"
"cr": "7"
"actions":
- "desc": "The liondrake makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 15\
\ (2d10 + 4) piercing damage. If the target is a Medium or smaller creature,\
\ it must succeed on a DC 15 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
\ (2d6 + 4) slashing damage."
"name": "Claw"
- "desc": "The liondrake lets out a terrifying roar audible out to 300 feet. Any\
\ creature within 30 feet of the liondrake that can hear its roar must succeed\
\ on a DC 14 Wisdom saving throw or be [frightened](/Rules/Source/conditions.md#Frightened)\
\ of the liondrake for 1 minute. A creature that fails the save by 5 or more\
\ is also [paralyzed](/Rules/Source/conditions.md#Paralyzed) for the same duration.\
\ 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 target's saving throw is successful\
\ or the effect ends for it, the target is immune to this liondrake's Blood-Chilling\
\ Roar for the next 24 hours."
"name": "Blood-Chilling Roar (Recharge 4-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/monstrosity/token/liondrake-ftd.webp"
^statblock
Metallic Greatwyrm
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
Brass Greatwyrm
Brass Greatwyrm
Source: Fizban's Treasury of Dragons p. 208
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
[!quote] A quote from Fizban
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
"name": "Brass Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "typically Lawful Good"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "565"
"hit_dice": "29d20 + 261"
"modifier": !!int "3"
"stats":
- !!int "30"
- !!int "16"
- !!int "29"
- !!int "21"
- !!int "22"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "17"
- "intelligence": !!int "13"
- "wisdom": !!int "14"
- "charisma": !!int "18"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+22"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+18"
"damage_immunities": "fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 32"
"languages": "Common, Draconic"
"cr": "28"
"traits":
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 450 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm\
\ after its Metallic Awakening activates."
"name": "Metallic Awakening (Recharges after a Short or Long Rest)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 21\
\ (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 26 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm uses one of the following breath weapons:\n\n- **Elemental\
\ Breath.** The greatwyrm exhales elemental energy in a 300-foot cone. Each\
\ creature in that area must make a DC 25 Dexterity saving throw, taking 84\
\ (13d12) fire damage on a failed save, or half as much damage on a successful\
\ one. \n- **Sapping Breath.** The greatwyrm exhales gas in a 300-foot cone.\
\ Each creature in that area must make a DC 25 Constitution saving throw. On\
\ a failed save, the creature falls [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 1 minute. On a successful save, the creature has disadvantage on attack\
\ rolls and saving throws until the end of the greatwyrm's next turn. An [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the brass greatwyrm can expend a use to take one of the following actions.\
\ The brass greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
"mythic_description": "If the greatwyrm's Metallic Awakening trait has activated in\
\ the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving\
\ throw or take 19 (3d12) thunder damage and be [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn."
"name": "Shattering Roar (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/brass-greatwyrm-ftd.webp"
^statblock
Bronze Greatwyrm
Bronze Greatwyrm
Source: Fizban's Treasury of Dragons p. 208
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
[!quote] A quote from Fizban
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
"name": "Bronze Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "typically Lawful Good"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "565"
"hit_dice": "29d20 + 261"
"modifier": !!int "3"
"stats":
- !!int "30"
- !!int "16"
- !!int "29"
- !!int "21"
- !!int "22"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "17"
- "intelligence": !!int "13"
- "wisdom": !!int "14"
- "charisma": !!int "18"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+22"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+18"
"damage_immunities": "lightning"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 32"
"languages": "Common, Draconic"
"cr": "28"
"traits":
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 450 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm\
\ after its Metallic Awakening activates."
"name": "Metallic Awakening (Recharges after a Short or Long Rest)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 21\
\ (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 26 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm uses one of the following breath weapons:\n\n- **Elemental\
\ Breath.** The greatwyrm exhales elemental energy in a 300-foot cone. Each\
\ creature in that area must make a DC 25 Dexterity saving throw, taking 84\
\ (13d12) lightning damage on a failed save, or half as much damage on a successful\
\ one. \n- **Sapping Breath.** The greatwyrm exhales gas in a 300-foot cone.\
\ Each creature in that area must make a DC 25 Constitution saving throw. On\
\ a failed save, the creature falls [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 1 minute. On a successful save, the creature has disadvantage on attack\
\ rolls and saving throws until the end of the greatwyrm's next turn. An [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the bronze greatwyrm can expend a use to take one of the following actions.\
\ The bronze greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
"mythic_description": "If the greatwyrm's Metallic Awakening trait has activated in\
\ the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving\
\ throw or take 19 (3d12) thunder damage and be [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn."
"name": "Shattering Roar (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/bronze-greatwyrm-ftd.webp"
^statblock
Copper Greatwyrm
Copper Greatwyrm
Source: Fizban's Treasury of Dragons p. 208
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
[!quote] A quote from Fizban
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
"name": "Copper Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "typically Lawful Good"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "565"
"hit_dice": "29d20 + 261"
"modifier": !!int "3"
"stats":
- !!int "30"
- !!int "16"
- !!int "29"
- !!int "21"
- !!int "22"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "17"
- "intelligence": !!int "13"
- "wisdom": !!int "14"
- "charisma": !!int "18"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+22"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+18"
"damage_immunities": "acid"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 32"
"languages": "Common, Draconic"
"cr": "28"
"traits":
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 450 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm\
\ after its Metallic Awakening activates."
"name": "Metallic Awakening (Recharges after a Short or Long Rest)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 21\
\ (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 26 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm uses one of the following breath weapons:\n\n- **Elemental\
\ Breath.** The greatwyrm exhales elemental energy in a 300-foot cone. Each\
\ creature in that area must make a DC 25 Dexterity saving throw, taking 84\
\ (13d12) acid damage on a failed save, or half as much damage on a successful\
\ one. \n- **Sapping Breath.** The greatwyrm exhales gas in a 300-foot cone.\
\ Each creature in that area must make a DC 25 Constitution saving throw. On\
\ a failed save, the creature falls [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 1 minute. On a successful save, the creature has disadvantage on attack\
\ rolls and saving throws until the end of the greatwyrm's next turn. An [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the copper greatwyrm can expend a use to take one of the following actions.\
\ The copper greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
"mythic_description": "If the greatwyrm's Metallic Awakening trait has activated in\
\ the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving\
\ throw or take 19 (3d12) thunder damage and be [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn."
"name": "Shattering Roar (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/copper-greatwyrm-ftd.webp"
^statblock
Gold Greatwyrm
Gold Greatwyrm
Source: Fizban's Treasury of Dragons p. 208
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
[!quote] A quote from Fizban
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
"name": "Gold Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "typically Lawful Good"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "565"
"hit_dice": "29d20 + 261"
"modifier": !!int "3"
"stats":
- !!int "30"
- !!int "16"
- !!int "29"
- !!int "21"
- !!int "22"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "17"
- "intelligence": !!int "13"
- "wisdom": !!int "14"
- "charisma": !!int "18"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+22"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+18"
"damage_immunities": "fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 32"
"languages": "Common, Draconic"
"cr": "28"
"traits":
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 450 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm\
\ after its Metallic Awakening activates."
"name": "Metallic Awakening (Recharges after a Short or Long Rest)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 21\
\ (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 26 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm uses one of the following breath weapons:\n\n- **Elemental\
\ Breath.** The greatwyrm exhales elemental energy in a 300-foot cone. Each\
\ creature in that area must make a DC 25 Dexterity saving throw, taking 84\
\ (13d12) fire damage on a failed save, or half as much damage on a successful\
\ one. \n- **Sapping Breath.** The greatwyrm exhales gas in a 300-foot cone.\
\ Each creature in that area must make a DC 25 Constitution saving throw. On\
\ a failed save, the creature falls [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 1 minute. On a successful save, the creature has disadvantage on attack\
\ rolls and saving throws until the end of the greatwyrm's next turn. An [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the gold greatwyrm can expend a use to take one of the following actions.\
\ The gold greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
"mythic_description": "If the greatwyrm's Metallic Awakening trait has activated in\
\ the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving\
\ throw or take 19 (3d12) thunder damage and be [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn."
"name": "Shattering Roar (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/gold-greatwyrm-ftd.webp"
^statblock
Silver Greatwyrm
Silver Greatwyrm
Source: Fizban's Treasury of Dragons p. 208
Some of the oldest and wisest metallic dragons undergo a miraculous metamorphosis to become greatwyrms. This transformation is often wrought by Bahamut, who takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm's transformation often involves fusing the consciousness, the magic, and sometimes even the physical forms of multiple echoes of the same dragon across the worlds of the Material Plane. Several of the dragons identified as dragon gods—including Aasterinian (described in the "Brass Dragons" section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are among the largest creatures in the multiverse, overshadowing most other dragons. Mighty elemental forces swirl around them in response to their wishes, and their breath weapons can sap the strength from armies—or lay waste to whole regions.
Lendys and Tamara are both silver greatwyrms, but they could not be more different from each other.
Lendys is renowned as an impartial judge who is equally ready to serve as jury and executioner when dragons commit grave injustices against dragonkind. He is lawful neutral, and he is said to be incapable of mercy or forgiveness.
Tamara, by contrast, embodies the ideal of mercy. She heals the sick, tends the injured, and delivers a peaceful departure to dragons nearing the end of their natural lives. She has a particular loathing for dracoliches and other draconic Undead.
[!quote] A quote from Fizban
Call me biased, but the "great" part of "metallic greatwyrm" feels a little redundant. It goes without saying.
"name": "Silver Greatwyrm (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "metallic"
"alignment": "typically Lawful Good"
"ac": !!int "22"
"ac_class": "natural armor"
"hp": !!int "565"
"hit_dice": "29d20 + 261"
"modifier": !!int "3"
"stats":
- !!int "30"
- !!int "16"
- !!int "29"
- !!int "21"
- !!int "22"
- !!int "30"
"speed": "60 ft., burrow 60 ft., fly 120 ft., swim 60 ft."
"saves":
- "dexterity": !!int "11"
- "constitution": !!int "17"
- "intelligence": !!int "13"
- "wisdom": !!int "14"
- "charisma": !!int "18"
"skillsaves":
- "name": "[Insight](/Rules/Source/skills.md#Insight)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+22"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+18"
"damage_immunities": "cold"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [frightened](/Rules/Source/conditions.md#Frightened),\
\ [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 32"
"languages": "Common, Draconic"
"cr": "28"
"traits":
- "desc": "If the greatwyrm fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (4/Day)"
- "desc": "If the greatwyrm would be reduced to 0 hit points, its current hit point\
\ total instead resets to 450 hit points, it recharges its Breath Weapon, and\
\ it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm\
\ can now use the options in the \"Mythic Actions\" section for 1 hour. Award\
\ a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm\
\ after its Metallic Awakening activates."
"name": "Metallic Awakening (Recharges after a Short or Long Rest)"
- "desc": "The greatwyrm doesn't require food or drink."
"name": "Unusual Nature"
"actions":
- "desc": "The greatwyrm makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 15 ft., one target. *Hit:* 21\
\ (2d10 + 10) piercing damage plus 13 (2d12) force damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 10 ft., one target. *Hit:* 19\
\ (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it\
\ is [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 20) and is\
\ [restrained](/Rules/Source/conditions.md#Restrained) until this grapple ends.\
\ The greatwyrm can have only one creature [grappled](/Rules/Source/conditions.md#Grappled)\
\ in this way at a time."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +18 to hit, reach 20 ft., one target. *Hit:* 21\
\ (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 26 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The greatwyrm uses one of the following breath weapons:\n\n- **Elemental\
\ Breath.** The greatwyrm exhales elemental energy in a 300-foot cone. Each\
\ creature in that area must make a DC 25 Dexterity saving throw, taking 84\
\ (13d12) cold damage on a failed save, or half as much damage on a successful\
\ one. \n- **Sapping Breath.** The greatwyrm exhales gas in a 300-foot cone.\
\ Each creature in that area must make a DC 25 Constitution saving throw. On\
\ a failed save, the creature falls [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 1 minute. On a successful save, the creature has disadvantage on attack\
\ rolls and saving throws until the end of the greatwyrm's next turn. An [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ creature can repeat the saving throw at the end of each of its turns, ending\
\ the effect on itself on a success. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The greatwyrm magically transforms into any creature that is Medium or\
\ Small, while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses its action to end it."
"name": "Change Shape"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the silver greatwyrm can expend a use to take one of the following actions.\
\ The silver greatwyrm regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The greatwyrm makes one Claw or Tail attack."
"name": "Attack"
- "desc": "The greatwyrm beats its wings. Each creature within 30 feet of it must\
\ succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning\
\ damage and be knocked [prone](/Rules/Source/conditions.md#Prone). The greatwyrm\
\ can then fly up to half its flying speed."
"name": "Wing Attack (Costs 2 Actions)"
"mythic_description": "If the greatwyrm's Metallic Awakening trait has activated in\
\ the last hour, it can use the options below as legendary actions."
"mythic_actions":
- "desc": "The greatwyrm makes one Bite attack."
"name": "Bite"
- "desc": "The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius\
\ sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving\
\ throw or take 19 (3d12) thunder damage and be [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ until the end of its next turn."
"name": "Shattering Roar (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/silver-greatwyrm-ftd.webp"
^statblock
Metallic Sentinels
Metallic Sentinels. A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
Metallic Peacekeeper
Metallic Peacekeeper
Source: Fizban's Treasury of Dragons p. 210
When a metallic dragon grows attached to a settlement of smaller folk—often after dwelling there for a time in Humanoid form—the dragon might decide to create a metallic peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order.
Metallic Sentinels
A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
"name": "Metallic Peacekeeper (FTD)"
"size": "Medium"
"type": "construct"
"alignment": "typically Neutral Good"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "68"
"hit_dice": "8d8 + 32"
"modifier": !!int "0"
"stats":
- !!int "17"
- !!int "10"
- !!int "18"
- !!int "14"
- !!int "12"
- !!int "11"
"speed": "30 ft."
"damage_immunities": "fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 11"
"languages": "Common, Draconic, telepathy 30 ft."
"cr": "4"
"traits":
- "desc": "The peacekeeper is immune to any spell or effect that would alter its\
\ form."
"name": "Immutable Form"
- "desc": "While the peacekeeper is on the same plane of existence as its master,\
\ it can magically convey what it senses to its master, and the two can communicate\
\ telepathically with each other."
"name": "Telepathic Bond"
"actions":
- "desc": "The peacekeeper makes two Slam attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 16\
\ (3d8 + 3) bludgeoning damage."
"name": "Slam"
- "desc": "The peacekeeper releases a calming gas in a 30-foot-radius sphere centered\
\ on itself. Each creature in that area must succeed on a DC 14 Charisma saving\
\ throw or become [charmed](/Rules/Source/conditions.md#Charmed) by the peacekeeper\
\ for 1 minute. While [charmed](/Rules/Source/conditions.md#Charmed) in this\
\ way, the creature is [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ and has a speed of 0."
"name": "Calming Mist (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/construct/token/metallic-peacekeeper-ftd.webp"
^statblock
Metallic Warbler
Metallic Warbler
Source: Fizban's Treasury of Dragons p. 210
Metallic warblers resemble songbirds and serve as clandestine agents of their creators, keeping watch over communities without directly intervening. Their telepathic bond lets them summon their dragon creators in case of dire need.
Metallic Sentinels
A metallic sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon's breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.
"name": "Metallic Warbler (FTD)"
"size": "Tiny"
"type": "construct"
"alignment": "typically Neutral Good"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "14"
"hit_dice": "4d4 + 4"
"modifier": !!int "2"
"stats":
- !!int "4"
- !!int "15"
- !!int "12"
- !!int "9"
- !!int "10"
- !!int "12"
"speed": "40 ft., fly 60 ft."
"saves":
- "dexterity": !!int "4"
"damage_immunities": "fire"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed), [exhaustion](/Rules/Source/conditions.md#Exhaustion),\
\ [frightened](/Rules/Source/conditions.md#Frightened), [paralyzed](/Rules/Source/conditions.md#Paralyzed),\
\ [petrified](/Rules/Source/conditions.md#Petrified), [poisoned](/Rules/Source/conditions.md#Poisoned)"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 60 ft., passive Perception\
\ 10"
"languages": "understands Common and Draconic but can't speak"
"cr": "1/4"
"traits":
- "desc": "The warbler is immune to any spell or effect that would alter its form."
"name": "Immutable Form"
- "desc": "While the warbler is on the same plane of existence as its master, it\
\ can magically convey what it senses to its master, and the two can communicate\
\ telepathically with each other."
"name": "Telepathic Bond"
"actions":
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4\
\ + 2) slashing damage."
"name": "Claw"
- "desc": "The warbler releases a calming gas in a 5-foot-radius sphere centered\
\ on itself. Each creature in that area must succeed on a DC 11 Charisma saving\
\ throw or become [charmed](/Rules/Source/conditions.md#Charmed) by the warbler\
\ for 1 minute. While [charmed](/Rules/Source/conditions.md#Charmed) in this\
\ way, the creature is [incapacitated](/Rules/Source/conditions.md#Incapacitated)\
\ and has a speed of 0."
"name": "Calming Mist (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/construct/token/metallic-warbler-ftd.webp"
^statblock
Moonstone Dragons
Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
Ancient Moonstone Dragon
Ancient Moonstone Dragon
Source: Fizban's Treasury of Dragons p. 211
A Moonstone Dragon's Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair.
Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
"name": "Ancient Moonstone Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "330"
"hit_dice": "20d20 + 120"
"modifier": !!int "4"
"stats":
- !!int "22"
- !!int "18"
- !!int "23"
- !!int "20"
- !!int "22"
- !!int "26"
"speed": "40 ft., fly 80 ft."
"saves":
- "intelligence": !!int "12"
- "wisdom": !!int "13"
- "charisma": !!int "15"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+15"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+11"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"senses": "[truesight](/Rules/Source/senses.md#Truesight) 120 ft., passive Perception\
\ 23"
"languages": "all, telepathy 120 ft."
"cr": "21"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +13 to hit, reach 15 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 11 (2d10) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 13\
\ (2d6 + 6) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +13 to hit, reach 20 ft., one target. *Hit:* 10\
\ (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 21 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The dragon uses one of the following breath weapons:\n\n- **Dream Breath.**\
\ The dragon exhales mist in a 90-foot cone. Each creature in that area must\
\ succeed on a DC 21 Constitution saving throw or fall [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 10 minutes. This effect ends for a creature if the creature takes damage\
\ or someone uses an action to wake it. \n- **Moonlight Breath.** The dragon\
\ exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each\
\ creature in that area must make a DC 21 Dexterity saving throw, taking 60\
\ (11d10) radiant damage on a failed save, or half as much damage on a successful\
\ one. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no material components\
\ and using Charisma as the spellcasting ability (spell save DC 23):\n\n**At\
\ will:** [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md)\n\n**2/day\
\ each:** [calm emotions](/Rules/Source/spells/calm-emotions-xphb.md), [dispel\
\ magic](/Rules/Source/spells/dispel-magic-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
\ [revivify](/Rules/Source/spells/revivify-xphb.md)"
"name": "Spellcasting"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Banish into Dream.** The dragon targets a creature\
\ it can see within 120 feet of it and attempts to send that creature to a dream\
\ plane. The target must succeed on a DC 15 Charisma saving throw or be banished\
\ to a harmless demiplane until initiative count 20 on the next round. While\
\ there, the target is [stunned](/Rules/Source/conditions.md#Stunned). When\
\ the effect ends, the target reappears in the space it left or in the nearest\
\ unoccupied space. \n- **Compulsive Dance.** The dragon targets a creature\
\ it can see in its lair, and a merry waltz begins to play that only the target\
\ can hear. The target must succeed on a DC 15 Intelligence saving throw or\
\ dance until initiative count 20 on the following round. The dancing creature\
\ is [incapacitated](/Rules/Source/conditions.md#Incapacitated) and must use\
\ all its movement to dance. \n- **Disorienting Visions.** Disorienting illusory\
\ images flit through the dragon's lair. Each creature in the lair must succeed\
\ on a DC 20 Wisdom saving throw or have disadvantage on ability checks until\
\ initiative count 20 on the following round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary moonstone dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Dream Communication.** Whenever a creature that can understand a language\
\ sleeps or enters a state of trance or reverie within 6 miles of the dragon's\
\ lair, the dragon can establish telepathic contact with that creature and converse\
\ with it in its dreams. The creature remembers its conversation with the dragon\
\ upon waking. \n- **Planar Transition.** The veil between planes is thinned\
\ near a moonstone dragon's lair. Various portals link the Material Plane, the\
\ Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can\
\ pass through a portal in either direction by spending 5 feet of movement.\
\ \n\nIf the dragon dies, any portals near the lair close immediately."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Tail attack."
"name": "Tail"
- "desc": "The dragon uses Spellcasting."
"name": "Cast a Spell (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-moonstone-dragon-ftd.webp"
^statblock
Adult Moonstone Dragon
Adult Moonstone Dragon
Source: Fizban's Treasury of Dragons p. 212
A Moonstone Dragon's Lair
For their lairs, moonstone dragons look for places kissed by the moon; lonely peaks, forest clearings, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary moonstone dragon increases by 1 when it's encountered in its lair.
Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild.
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
"name": "Adult Moonstone Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "19"
"ac_class": "natural armor"
"hp": !!int "195"
"hit_dice": "17d12 + 85"
"modifier": !!int "4"
"stats":
- !!int "20"
- !!int "18"
- !!int "20"
- !!int "22"
- !!int "20"
- !!int "23"
"speed": "40 ft., fly 80 ft."
"saves":
- "intelligence": !!int "11"
- "wisdom": !!int "10"
- "charisma": !!int "11"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+10"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+11"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+9"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 20"
"languages": "Common, Draconic, Elvish, Gnomish, Sylvan"
"cr": "15"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 7 (2d6) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12\
\ (2d6 + 5) slashing damage."
"name": "Claw"
- "desc": "*Melee Weapon Attack:* +10 to hit, reach 15 ft., one target. *Hit:* 9\
\ (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 18 Strength saving throw or be knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The dragon uses one of the following breath weapons:\n\n- **Dream Breath.**\
\ The dragon exhales mist in a 90-foot cone. Each creature in that area must\
\ succeed on a DC 18 Constitution saving throw or fall [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 10 minutes. This effect ends for a creature if the creature takes damage\
\ or someone uses an action to wake it. \n- **Moonlight Breath.** The dragon\
\ exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature\
\ in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant\
\ damage on a failed save, or half as much damage on a successful one. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no material components\
\ and using Charisma as the spellcasting ability (spell save DC 19):\n\n**At\
\ will:** [faerie fire](/Rules/Source/spells/faerie-fire-xphb.md)\n\n**1/day\
\ each:** [calm emotions](/Rules/Source/spells/calm-emotions-xphb.md), [invisibility](/Rules/Source/spells/invisibility-xphb.md),\
\ [revivify](/Rules/Source/spells/revivify-xphb.md)"
"name": "Spellcasting"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Banish into Dream.** The dragon targets a creature\
\ it can see within 120 feet of it and attempts to send that creature to a dream\
\ plane. The target must succeed on a DC 15 Charisma saving throw or be banished\
\ to a harmless demiplane until initiative count 20 on the next round. While\
\ there, the target is [stunned](/Rules/Source/conditions.md#Stunned). When\
\ the effect ends, the target reappears in the space it left or in the nearest\
\ unoccupied space. \n- **Compulsive Dance.** The dragon targets a creature\
\ it can see in its lair, and a merry waltz begins to play that only the target\
\ can hear. The target must succeed on a DC 15 Intelligence saving throw or\
\ dance until initiative count 20 on the following round. The dancing creature\
\ is [incapacitated](/Rules/Source/conditions.md#Incapacitated) and must use\
\ all its movement to dance. \n- **Disorienting Visions.** Disorienting illusory\
\ images flit through the dragon's lair. Each creature in the lair must succeed\
\ on a DC 20 Wisdom saving throw or have disadvantage on ability checks until\
\ initiative count 20 on the following round. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary moonstone dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Dream Communication.** Whenever a creature that can understand a language\
\ sleeps or enters a state of trance or reverie within 6 miles of the dragon's\
\ lair, the dragon can establish telepathic contact with that creature and converse\
\ with it in its dreams. The creature remembers its conversation with the dragon\
\ upon waking. \n- **Planar Transition.** The veil between planes is thinned\
\ near a moonstone dragon's lair. Various portals link the Material Plane, the\
\ Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can\
\ pass through a portal in either direction by spending 5 feet of movement.\
\ \n\nIf the dragon dies, any portals near the lair close immediately."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Tail attack."
"name": "Tail"
- "desc": "The dragon uses Spellcasting."
"name": "Cast a Spell (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-moonstone-dragon-ftd.webp"
^statblock
Young Moonstone Dragon
Young Moonstone Dragon
Source: Fizban's Treasury of Dragons p. 213
Creating a Moonstone Dragon
Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.
Moonstone Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I often lose track of whether I'm in the Feywild or on the Material Plane. |
| 2 | I have been known to throw caution to the wind when in pursuit of new items for my hoard. |
| 3 | No matter how old I get, I always delight in harmless pranks and tricks. |
| 4 | I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey. |
| 5 | I look down upon any being who resorts to violence to solve a problem. |
| 6 | Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver? |
| 7 | I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams. |
| 8 | I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting. |
Moonstone Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any) |
| 2 | Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral) |
| 3 | Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic) |
| 4 | Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good) |
| 5 | Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any) |
| 6 | Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil) |
Moonstone Dragon Adventures
The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.
Moonstone Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon. |
| 2 | A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own. |
| 3 | A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it. |
| 4 | A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry. |
| 5 | A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair. |
| 6 | A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility. |
| 7 | A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes. |
| 8 | A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild. |
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams.
Young Moonstone Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young moonstone dragon on the cusp of adulthood refuses to settle down and build a lair. To protect the local populace from the dragon's chaotic activities, a minor deity sends a deva to temper the dragon's mischievous spirit. |
| 2 | A young moonstone dragon fell victim to a fomorian's curse and has elected to stay with the Giant rather than reveal this magical affliction. |
| 3 | A treant and a young moonstone dragon love to meet and share stories. While the dragon speaks of travels and adventures, the treant tells tales of the tiny moments that make up a forest's life. |
| 4 | A young moonstone dragon has acquired a powerful magic item belonging to one of the fey courts and is leading the assassin sent to retrieve the item on a chase through the Feywild. |
| 5 | A young moonstone dragon has joined a pack of blink dogs for a year and a day. The dragon pretends to be a blink dog and refuses to admit otherwise until this time with the pack expires. |
| 6 | A young moonstone dragon and a night hag repeatedly encounter each other in the dream realm, but they have never met in the flesh. |
| Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. |
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
"name": "Young Moonstone Dragon (FTD)"
"size": "Large"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "144"
"hit_dice": "17d10 + 51"
"modifier": !!int "3"
"stats":
- !!int "18"
- !!int "16"
- !!int "17"
- !!int "18"
- !!int "17"
- !!int "19"
"speed": "40 ft., fly 80 ft."
"saves":
- "constitution": !!int "6"
- "intelligence": !!int "7"
- "wisdom": !!int "6"
- "charisma": !!int "7"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+6"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+7"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 16"
"languages": "Common, Draconic, Sylvan"
"cr": "8"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15\
\ (2d10 + 4) piercing damage plus 5 (1d10) radiant damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11\
\ (2d6 + 4) slashing damage."
"name": "Claw"
- "desc": "The dragon uses one of the following breath weapons:\n\n- **Dream Breath.**\
\ The dragon exhales mist in a 90-foot cone. Each creature in that area must\
\ succeed on a DC 14 Constitution saving throw or fall [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 10 minutes. This effect ends for a creature if the creature takes damage\
\ or someone uses an action to wake it. \n- **Moonlight Breath.** The dragon\
\ exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature\
\ in that area must make a DC 14 Dexterity saving throw, taking 38 (7d10) radiant\
\ damage on a failed save, or half as much damage on a successful one. "
"name": "Breath Weapon (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no material components\
\ and using Charisma as the spellcasting ability (spell save DC 15):\n\n**1/day\
\ each:** [calm emotions](/Rules/Source/spells/calm-emotions-xphb.md), [faerie\
\ fire](/Rules/Source/spells/faerie-fire-xphb.md)"
"name": "Spellcasting"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-moonstone-dragon-ftd.webp"
^statblock
Moonstone Dragon Wyrmling
Moonstone Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 213
Creating a Moonstone Dragon
Use the Moonstone Dragon Personality Traits and Moonstone Dragon Ideals tables to inspire your portrayal of distinctive moonstone dragon characters.
Moonstone Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I often lose track of whether I'm in the Feywild or on the Material Plane. |
| 2 | I have been known to throw caution to the wind when in pursuit of new items for my hoard. |
| 3 | No matter how old I get, I always delight in harmless pranks and tricks. |
| 4 | I've always been mature for my age, and I can't wait for the day I can retire to my lair to be taken care of by doting fey. |
| 5 | I look down upon any being who resorts to violence to solve a problem. |
| 6 | Conversing with others is often difficult because I'm so easily distr... oh my goodness, is that circlet made of silver? |
| 7 | I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams. |
| 8 | I find the whimsy of fey, and whimsy in general, to be exasperating and exhausting. |
Moonstone Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Curiosity. I might never be able to experience everything in the multiverse—but it doesn't hurt to try. (Any) |
| 2 | Nonviolence. Violence need never be the answer in a multiverse of infinite possibilities. (Neutral) |
| 3 | Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic) |
| 4 | Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good) |
| 5 | Inspiration. Great are history's artists and creators. But greater still are those who inspire them. (Any) |
| 6 | Power. Creatures are at their most vulnerable in their dreams, and I am the master of dreams. (Evil) |
Moonstone Dragon Adventures
The Moonstone Dragon Adventure Hooks table offers suggestions for stories and adventures involving moonstone dragons.
Moonstone Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A wealthy and well-known artist's muse—a moonstone dragon—has stopped appearing in their dreams. The artist is desperate to hire adventurers to find the dragon. |
| 2 | A clutch of moonstone dragons has discovered a portal to the Material Plane and is wreaking havoc on nearby villages, pilfering every bit of silver the locals own. |
| 3 | A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it. |
| 4 | A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry. |
| 5 | A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon's lair. |
| 6 | A moonstone dragon, offended by gifts of gold, is causing nightmares among the local nobility. |
| 7 | A powerful spellcaster is forcing a captive moonstone dragon to invade the dreams of adventurers, sending parties on quests to assist the spellcaster's nefarious schemes. |
| 8 | A moonstone dragon that accidentally stumbled through a portal to the Material Plane can't find a way back home to the Feywild. |
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixies, sprites, and other Fey creatures who revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams.
Moonstone Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | An abandoned moonstone dragon wyrmling is being raised by a family of faerie dragons, who eagerly encourage the wyrmling's mischievous habits. |
| 2 | A moonstone dragon wyrmling searches for whoever made the dragon's friend—a suit of animated armor able to make witty, if limited, conversation. |
| 3 | A moonstone dragon wyrmling has convinced a lost white dragon wyrmling that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting the "curse." |
| 4 | Ettercaps captured a moonstone dragon wyrmling, who has so far avoided becoming dinner by teaching the ettercaps to create wild, impossible sculptures with their webs. |
| 5 | A moonstone dragon wyrmling torments a group of lost modrons by tricking them into performing chaotic acts. |
| 6 | A moonstone dragon wyrmling has volunteered to be a spy in a conflict between a group of pixies and a group of quicklings. Both sides believe the wyrmling is working exclusively for them. |
| Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm suffused the eggs, which hatched into the first moonstone dragons. Their descendants are now found throughout the Feywild. |
Moonstone dragons are graceful and elegant creatures with opalescent scales and ruffs of emerald-green fur running down their chins, chests, backs, and tails. One horn arcs from the back of a moonstone dragon's skull and another at the tip of the nose; the two horns together form a shape that's reminiscent of a slender crescent moon. Moonstone dragons are playful and impetuous forces of mischief in their early years, but the best of them mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule, moonstone dragons are not particularly interested in gold or copper, but they love silver, platinum, and mithral. They also cherish treasures whose value can't be easily quantified—a song sung from the heart, a lock of a loved one's hair, or a painting of a favorite place. A story of happy times fondly remembered is more precious to a moonstone dragon than a sack of gold.
"name": "Moonstone Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "39"
"hit_dice": "6d8 + 12"
"modifier": !!int "2"
"stats":
- !!int "16"
- !!int "14"
- !!int "14"
- !!int "16"
- !!int "14"
- !!int "17"
"speed": "30 ft., fly 60 ft."
"saves":
- "intelligence": !!int "5"
- "wisdom": !!int "4"
- "charisma": !!int "5"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+4"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+5"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"condition_immunities": "[charmed](/Rules/Source/conditions.md#Charmed)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 60 ft., passive Perception 14"
"languages": "Draconic"
"cr": "2"
"actions":
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 12\
\ (2d8 + 3) piercing damage plus 3 (1d6) radiant damage."
"name": "Bite"
- "desc": "The dragon uses one of the following breath weapons:\n\n- **Dream Breath.**\
\ The dragon exhales mist in a 90-foot cone. Each creature in that area must\
\ succeed on a DC 12 Constitution saving throw or fall [unconscious](/Rules/Source/conditions.md#Unconscious)\
\ for 10 minutes. This effect ends for a creature if the creature takes damage\
\ or someone uses an action to wake it. \n- **Moonlight Breath.** The dragon\
\ exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature\
\ in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6) radiant\
\ damage on a failed save, or half as much damage on a successful one. "
"name": "Breath Weapon (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/moonstone-dragon-wyrmling-ftd.webp"
^statblock
Sapphire Dragons
The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Ancient Sapphire Dragon
Ancient Sapphire Dragon
Source: Fizban's Treasury of Dragons p. 214
Luminous Blue
Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
A Sapphire Dragon's Lair
Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.
The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair.
The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
"name": "Ancient Sapphire Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "370"
"hit_dice": "20d20 + 160"
"modifier": !!int "2"
"stats":
- !!int "27"
- !!int "14"
- !!int "27"
- !!int "21"
- !!int "19"
- !!int "20"
"speed": "40 ft., burrow 40 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "9"
- "constitution": !!int "15"
- "wisdom": !!int "11"
- "charisma": !!int "12"
"skillsaves":
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+12"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+18"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+19"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+9"
"damage_resistances": "lightning, thunder"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 28"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "22"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The dragon can climb difficult surfaces, including upside down on ceilings,\
\ without needing to make an ability check."
"name": "Spider Climb"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 20-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 15 ft., one target. *Hit:* 19\
\ (2d10 + 8) piercing damage plus 11 (2d10) thunder damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +15 to hit, reach 10 ft., one target. *Hit:* 15\
\ (2d6 + 8) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a pulse of high-pitched, nearly inaudible sound in\
\ a 90-foot cone. Each creature in that area must make a DC 23 Constitution\
\ saving throw. On a failed save, the creature takes 55 (10d10) thunder damage\
\ and is [incapacitated](/Rules/Source/conditions.md#Incapacitated) until the\
\ end of its next turn. On a successful save, the creature takes half as much\
\ damage and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
"name": "Debilitating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 20):\n\n\
**1/day each:** [dissonant whispers](/Rules/Source/spells/dissonant-whispers-xphb.md),\
\ [hold monster](/Rules/Source/spells/hold-monster-xphb.md), [meld into stone](/Rules/Source/spells/meld-into-stone-xphb.md),\
\ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md), [teleport](/Rules/Source/spells/teleport-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Awesome Thunder.** A thunderous detonation of\
\ sound that can be heard up to 300 feet away surrounds one creature in the\
\ lair that the dragon can see. That creature must succeed on a DC 15 Constitution\
\ saving throw or take 13 (3d8) thunder damage and be [stunned](/Rules/Source/conditions.md#Stunned)\
\ until the end of its next turn. \n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Stone Passage.** The dragon\
\ touches a section of stone up to 30 feet in any dimension. The dragon can\
\ shape the stone to open or close a passage through a wall, as long as the\
\ wall is less than 10 feet thick. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary sapphire dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Crystal Profusion.** Natural stone within 6 miles of the lair grows plentiful\
\ crystal formations and veins of sapphire gemstones, particularly underground.\
\ \n- **Stony Sight.** Natural stone within 6 miles of the lair is a conduit\
\ for the dragon's psionic presence. As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any natural stone formation\
\ in that region. \n- **Telepathic Enhancement.** The dragon's psionic energy\
\ enhances the mental powers of other creatures. Any creature capable of telepathic\
\ communication has its telepathy range doubled while within 1 mile of the lair.\
\ This includes creatures with innate telepathy and magical telepathy such as\
\ the [Rary's telepathic bond](/Rules/Source/spells/rarys-telepathic-bond-xphb.md)\
\ spell. \n- **Thriving Wildlife.** [Giant spiders](/Rules/Source/bestiary/beast/giant-spider-xmm.md)\
\ (a sapphire dragon's favorite prey) are attracted to the area within 6 miles\
\ of the lair and settle there in large numbers. \n\nIf the dragon dies, the\
\ population of giant spiders in the region returns to normal levels over the\
\ course of 1d10 days. The enhancement of telepathic abilities ends immediately.\
\ The existing abundance of crystals and sapphires remains, but new ones form\
\ at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon chooses one Medium or smaller object that isn't being worn\
\ or carried that it can see within 60 feet of it, and it magically hurls the\
\ object at a creature it can see within 60 feet of the object. The target must\
\ succeed on a DC 20 Dexterity saving throw or take 42 (12d6) bludgeoning damage."
"name": "Telekinetic Fling (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-sapphire-dragon-ftd.webp"
^statblock
Adult Sapphire Dragon
Adult Sapphire Dragon
Source: Fizban's Treasury of Dragons p. 215
Luminous Blue
Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.
Sapphire Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts. |
| 2 | I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor. |
| 3 | I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses? |
| 4 | Give me a storied helmet or scimitar over a pile of gold any day. |
| 5 | No creature can outsmart my defenses—if they do, they obviously cheated. |
| 6 | Any creature that can hold their own against me must teach me how—whether they want to or not. |
| 7 | I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented. |
| 8 | The sight of blood makes me queasy. |
Sapphire Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral) |
| 2 | Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful) |
| 3 | Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any) |
| 4 | Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful) |
| 5 | Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful) |
| 6 | Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good) |
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.
Sapphire Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories. |
| 2 | A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures. |
| 3 | A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair. |
| 4 | Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard. |
| 5 | A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon. |
| 6 | A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply. |
| 7 | A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win. |
| 8 | A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test. |
Connected Creatures
Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.
Adult Sapphire Dragon Connections
| dice: d8 | Connected Creatures |
|---|---|
| 1 | An adult sapphire dragon lives adjacent to active purple worm tunnels, hoping the threat of the worm will deter treasure hunters. |
| 2 | An adult sapphire dragon employs a dao to help shape and defend the dragon's lair, and the dao maintains a portal to the Elemental Plane of Earth there. |
| 3 | An adult sapphire dragon regularly confers with a plane-hopping archmage regarding the dragon's ongoing dreams of other worlds and other lives. |
| 4 | A drow priestess of Lolth and several yochlol demons have been ordered by their goddess to deal with the adult sapphire dragon who has been hunting her holy spiders. |
| 5 | A forgetful and nearsighted adult sapphire dragon believes a blue dragon wyrmling is actually the sapphire wyrmling who left home months before. |
| 6 | An adult sapphire dragon and a squadron of githyanki have joined forces to locate and destroy a mind flayer colony. |
| 7 | A group of stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience who will listen to lectures on military history without complaint. |
| 8 | An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment of psychic forces has begun to affect the local fauna in strange ways. |
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The sapphire dragon lair shown in map 5.12 is a series of natural tunnels and chambers the dragon has adapted to serve as a lair. The lair has few natural entrances, so whole sections are inaccessible without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
- Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
- Cobweb-Choked Tunnels. Adventurers who manage to access the other side of the cave's crystal walls discover a network of dark, cobweb-choked tunnels extending deep into the earth, set with natural steps and shelves throughout. The dragon spends little time in this part of the lair, visiting only when the spiders there need tending—or when the dragon needs a snack.
- Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark.
- Hoard Caverns. The bulk of the lair, filling most of the lower half of the map, comprises chambers the dragon uses to host guests and visitors. These caverns hold the bulk of the dragon's hoard, particularly art objects that are impressive but not irreplaceable.
- Sleeping Chamber. At the heart of the lair, protected behind more thin crystal walls, the largest cavern serves as the dragon's sleeping chamber. A raised section studded with sapphire crystals offers a vantage from which the dragon can keep an eye on the chamber's access points. The dragon's most valuable treasures are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the dragon took part in.
A Sapphire Dragon's Lair
Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and natural tunneling abilities to great effect. Eventually, a sapphire dragon's lair is a dizzying honeycomb of hidden passages, deceptively thin walls, and secret chambers that allow the dragon to travel from one end to the other unseen by intruders. The most secure lairs might feature no accessible entrances or exits at all, with the dragon relying on tunneling or shaping stone to come and go.
The challenge rating of a legendary sapphire dragon increases by 1 when it's encountered in its lair.
The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
"name": "Adult Sapphire Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "225"
"hit_dice": "18d12 + 108"
"modifier": !!int "2"
"stats":
- !!int "23"
- !!int "14"
- !!int "22"
- !!int "18"
- !!int "17"
- !!int "18"
"speed": "40 ft., burrow 30 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "7"
- "constitution": !!int "11"
- "wisdom": !!int "8"
- "charisma": !!int "9"
"skillsaves":
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+9"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+14"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_resistances": "lightning, thunder"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 23"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "15"
"traits":
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
- "desc": "The dragon can climb difficult surfaces, including upside down on ceilings,\
\ without needing to make an ability check."
"name": "Spider Climb"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 10-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 5 (1d10) thunder damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 10\
\ (1d8 + 6) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a pulse of high-pitched, nearly inaudible sound in\
\ a 60-foot cone. Each creature in that area must make a DC 19 Constitution\
\ saving throw. On a failed save, the creature takes 44 (8d10) thunder damage\
\ and is [incapacitated](/Rules/Source/conditions.md#Incapacitated) until the\
\ end of its next turn. On a successful save, the creature takes half as much\
\ damage and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
"name": "Debilitating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 17):\n\n\
**1/day each:** [dissonant whispers](/Rules/Source/spells/dissonant-whispers-xphb.md),\
\ [hold monster](/Rules/Source/spells/hold-monster-xphb.md), [meld into stone](/Rules/Source/spells/meld-into-stone-xphb.md),\
\ [telekinesis](/Rules/Source/spells/telekinesis-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Awesome Thunder.** A thunderous detonation of\
\ sound that can be heard up to 300 feet away surrounds one creature in the\
\ lair that the dragon can see. That creature must succeed on a DC 15 Constitution\
\ saving throw or take 13 (3d8) thunder damage and be [stunned](/Rules/Source/conditions.md#Stunned)\
\ until the end of its next turn. \n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Stone Passage.** The dragon\
\ touches a section of stone up to 30 feet in any dimension. The dragon can\
\ shape the stone to open or close a passage through a wall, as long as the\
\ wall is less than 10 feet thick. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary sapphire dragon's lair is altered\
\ by the dragon's magic, creating one or more of the following effects:\n\n\
- **Crystal Profusion.** Natural stone within 6 miles of the lair grows plentiful\
\ crystal formations and veins of sapphire gemstones, particularly underground.\
\ \n- **Stony Sight.** Natural stone within 6 miles of the lair is a conduit\
\ for the dragon's psionic presence. As an action, the dragon can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md)\
\ spell, requiring no spell components and targeting any natural stone formation\
\ in that region. \n- **Telepathic Enhancement.** The dragon's psionic energy\
\ enhances the mental powers of other creatures. Any creature capable of telepathic\
\ communication has its telepathy range doubled while within 1 mile of the lair.\
\ This includes creatures with innate telepathy and magical telepathy such as\
\ the [Rary's telepathic bond](/Rules/Source/spells/rarys-telepathic-bond-xphb.md)\
\ spell. \n- **Thriving Wildlife.** [Giant spiders](/Rules/Source/bestiary/beast/giant-spider-xmm.md)\
\ (a sapphire dragon's favorite prey) are attracted to the area within 6 miles\
\ of the lair and settle there in large numbers. \n\nIf the dragon dies, the\
\ population of giant spiders in the region returns to normal levels over the\
\ course of 1d10 days. The enhancement of telepathic abilities ends immediately.\
\ The existing abundance of crystals and sapphires remains, but new ones form\
\ at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon chooses one Small or smaller object that isn't being worn\
\ or carried that it can see within 60 feet of it, and it magically hurls the\
\ object at a creature it can see within 60 feet of the object. The target must\
\ succeed on a DC 17 Dexterity saving throw or take 31 (9d6) bludgeoning damage."
"name": "Telekinetic Fling (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-sapphire-dragon-ftd.webp"
^statblock
Young Sapphire Dragon
Young Sapphire Dragon
Source: Fizban's Treasury of Dragons p. 216
Luminous Blue
Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.
Sapphire Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts. |
| 2 | I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor. |
| 3 | I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses? |
| 4 | Give me a storied helmet or scimitar over a pile of gold any day. |
| 5 | No creature can outsmart my defenses—if they do, they obviously cheated. |
| 6 | Any creature that can hold their own against me must teach me how—whether they want to or not. |
| 7 | I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented. |
| 8 | The sight of blood makes me queasy. |
Sapphire Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral) |
| 2 | Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful) |
| 3 | Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any) |
| 4 | Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful) |
| 5 | Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful) |
| 6 | Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good) |
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.
Sapphire Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories. |
| 2 | A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures. |
| 3 | A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair. |
| 4 | Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard. |
| 5 | A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon. |
| 6 | A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply. |
| 7 | A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win. |
| 8 | A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test. |
Connected Creatures
Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.
Young Sapphire Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young sapphire dragon practices martial skills by regularly using a horn of Valhalla to summon berserker spirits to fight. |
| 2 | A young sapphire dragon has found a collection of long-forgotten clay golems and is trying to teach them military tactics. |
| 3 | A druid summoned galeb duhr to guard a young sapphire dragon's hoard in exchange for the dragon controlling the giant spider population, but the galeb duhr are causing trouble for local miners. |
| 4 | Two Lolth cultists seek a magical relic that attracts giant spiders, but the relic's resting place has become a young sapphire dragon's feeding ground. |
| 5 | A young sapphire dragon and a hobgoblin warlord have become friends. The hobgoblin visits regularly to trade war stories and tactics with the dragon. |
| 6 | A kuo-toa archpriest believes a young sapphire dragon is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon. |
| The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. |
"name": "Young Sapphire Dragon (FTD)"
"size": "Large"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "157"
"hit_dice": "15d10 + 75"
"modifier": !!int "2"
"stats":
- !!int "21"
- !!int "14"
- !!int "20"
- !!int "16"
- !!int "15"
- !!int "16"
"speed": "40 ft., burrow 20 ft., climb 40 ft., fly 80 ft."
"saves":
- "dexterity": !!int "6"
- "constitution": !!int "9"
- "wisdom": !!int "6"
- "charisma": !!int "7"
"skillsaves":
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+7"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+10"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+11"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"damage_resistances": "lightning, thunder"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 20"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "9"
"traits":
- "desc": "The dragon can climb difficult surfaces, including upside down on ceilings,\
\ without needing to make an ability check."
"name": "Spider Climb"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 10-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16\
\ (2d10 + 5) piercing damage plus 4 (1d8) thunder damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d6\
\ + 5) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales a pulse of high-pitched, nearly inaudible sound in\
\ a 30-foot cone. Each creature in that area must make a DC 17 Constitution\
\ saving throw. On a failed save, the creature takes 33 (6d10) thunder damage\
\ and is [incapacitated](/Rules/Source/conditions.md#Incapacitated) until the\
\ end of its next turn. On a successful save, the creature takes half as much\
\ damage and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
"name": "Debilitating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 15):\n\n\
**1/day each:** [dissonant whispers](/Rules/Source/spells/dissonant-whispers-xphb.md),\
\ [hold person](/Rules/Source/spells/hold-person-xphb.md), [meld into stone](/Rules/Source/spells/meld-into-stone-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-sapphire-dragon-ftd.webp"
^statblock
Sapphire Dragon Wyrmling
Sapphire Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 216
Luminous Blue
Sapphire dragons' scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The dragons' psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons' moods, bobbing in amusement or flaring with anger.
Art of War
The warlike sapphire dragons devise strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin's knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find themselves at odds with a sapphire dragon if they cross into the dragon's territory. But sapphire dragons sometimes forge peaceful relationships with rock gnomes or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons' favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragon's hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use the Sapphire Dragon Personality Traits and Sapphire Dragon Ideals tables to inspire your portrayal of distinctive sapphire dragon characters.
Sapphire Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I often fixate on specific historical battles or wars and won't rest until my hoard contains that conflict's most significant artifacts. |
| 2 | I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor. |
| 3 | I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses? |
| 4 | Give me a storied helmet or scimitar over a pile of gold any day. |
| 5 | No creature can outsmart my defenses—if they do, they obviously cheated. |
| 6 | Any creature that can hold their own against me must teach me how—whether they want to or not. |
| 7 | I cannot resist a game of dragonchess—which, I will have you know, my ancestors probably invented. |
| 8 | The sight of blood makes me queasy. |
Sapphire Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Solitude. A stranger is just an intruder I haven't dealt with yet. (Neutral) |
| 2 | Preservation. Most creatures cannot be trusted to properly safeguard historically significant artifacts. I can. (Lawful) |
| 3 | Knowledge. The stories surrounding every piece in my collection are as important as the treasures themselves. (Any) |
| 4 | Order. An organized hoard makes me happy—and you don't want to see me unhappy. (Lawful) |
| 5 | Preparation. Justice and righteousness do not guarantee victory. Planning and tactics do. (Lawful) |
| 6 | Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good) |
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons.
Sapphire Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | Posing as an avatar of an evil earth elemental-god, a sapphire dragon serves as general to a fanatical cult—and claims the spoils of the cult's victories. |
| 2 | A sapphire dragon is bound by an ancient pact to advise a monarchy on matters of defense—until someone bests the dragon's security measures. |
| 3 | A sapphire dragon seeks adventurers to lead into battle against the mind flayers that usurped the dragon's lair. |
| 4 | Powerful infernal creatures have opened a portal in the middle of a city square. The key to closing the portal is a mythical holy weapon that happens to be the pride and joy of a sapphire dragon's hoard. |
| 5 | A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon. |
| 6 | A village is beset by swarms of giant spiders drawn to the area when a sapphire dragon took up residence nearby. Ridding the village of the spiders means tampering with the dragon's food supply. |
| 7 | A sapphire dragon invites warriors to vie for the honor of studying military tactics under the dragon. The front-runner is an infamous bandit leader who will undoubtedly terrorize the area if they win. |
| 8 | A sapphire dragon's lair is so well protected that its inner defenses have never been tested. The dragon spreads rumors of the treasures within to attract adventurers who can put the traps to the test. |
Connected Creatures
Sapphire dragons are generally solitary creatures. On the rare occasion that one forms nonhostile relationships with other beings, it is almost always to bolster the defenses of the dragon's lair and hoard.
Sapphire Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | After being robbed by gnomes who had pledged to protect the hoard, a sapphire dragon wyrmling installs new guardians that have no interest in material riches: gelatinous cubes and ochre jellies. |
| 2 | A band of minotaurs in service to Baphomet has captured a sapphire dragon wyrmling to learn from the wyrmling's strategies. |
| 3 | Two sapphire dragon wyrmlings vie for the same territory. Their primary battle tactic involves luring grells into each other's lairs. |
| 4 | A group of Lolth-worshiping drow warriors were sent to kill a sapphire dragon wyrmling who has been making meals of their goddess's holy spiders. |
| 5 | A sapphire dragon wyrmling is on the verge of starvation after incorrectly identifying a nearby phase spider nest as an easy food source. |
| 6 | A sapphire dragon wyrmling's hoard contains a cursed item, which has attracted specters and wraiths to the area around the dragon's lair. |
| The thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back. |
"name": "Sapphire Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Lawful Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "45"
"hit_dice": "6d8 + 18"
"modifier": !!int "2"
"stats":
- !!int "17"
- !!int "14"
- !!int "16"
- !!int "14"
- !!int "13"
- !!int "14"
"speed": "30 ft., burrow 15 ft., climb 30 ft., fly 60 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "5"
- "wisdom": !!int "3"
- "charisma": !!int "4"
"skillsaves":
- "name": "[History](/Rules/Source/skills.md#History)"
"desc": "+4"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Persuasion](/Rules/Source/skills.md#Persuasion)"
"desc": "+6"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_resistances": "lightning, thunder"
"condition_immunities": "[frightened](/Rules/Source/conditions.md#Frightened)"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 15"
"languages": "Draconic, telepathy 120 ft."
"cr": "3"
"traits":
- "desc": "The dragon can climb difficult surfaces, including upside down on ceilings,\
\ without needing to make an ability check."
"name": "Spider Climb"
- "desc": "The dragon can burrow through solid rock at half its burrowing speed\
\ and can leave a 5-foot-diameter tunnel in its wake."
"name": "Tunneler"
"actions":
- "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10\
\ + 3) piercing damage plus 3 (1d6) thunder damage."
"name": "Bite"
- "desc": "The dragon exhales a pulse of high-pitched, nearly inaudible sound in\
\ a 15-foot cone. Each creature in that area must make a DC 13 Constitution\
\ saving throw. On a failed save, the creature takes 22 (4d10) thunder damage\
\ and is [incapacitated](/Rules/Source/conditions.md#Incapacitated) until the\
\ end of its next turn. On a successful save, the creature takes half as much\
\ damage and isn't [incapacitated](/Rules/Source/conditions.md#Incapacitated)."
"name": "Debilitating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability:\n\n**1/day each:** [alarm](/Rules/Source/spells/alarm-xphb.md),\
\ [Tenser's floating disk](/Rules/Source/spells/tensers-floating-disk-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/sapphire-dragon-wyrmling-ftd.webp"
^statblock
Sea Serpents
Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.
Ancient Sea Serpent
Ancient Sea Serpent
Source: Fizban's Treasury of Dragons p. 219
Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.
"name": "Ancient Sea Serpent (FTD)"
"size": "Gargantuan"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "170"
"hit_dice": "11d20 + 55"
"modifier": !!int "2"
"stats":
- !!int "24"
- !!int "15"
- !!int "20"
- !!int "13"
- !!int "16"
- !!int "12"
"speed": "20 ft., swim 60 ft."
"saves":
- "strength": !!int "12"
- "constitution": !!int "10"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_immunities": "cold"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 18"
"languages": "Common, Draconic"
"cr": "14"
"traits":
- "desc": "The sea serpent can breathe air and water."
"name": "Amphibious"
- "desc": "If the sea serpent fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (2/Day)"
- "desc": "The sea serpent deals double damage to objects and structures."
"name": "Siege Monster"
"actions":
- "desc": "The sea serpent makes one Bite attack and one Constrict or Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 20\
\ (2d12 + 7) piercing damage plus 6 (1d12) cold damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 20 ft., one creature. *Hit:*\
\ 29 (4d10 + 7) bludgeoning damage, and the target is [grappled](/Rules/Source/conditions.md#Grappled)\
\ (escape DC 20). Until this grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
\ and the sea serpent can't constrict another target."
"name": "Constrict"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 20 ft., one target. *Hit:* 13\
\ (1d12 + 7) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 20 Strength saving throw or be pushed up to 30 feet away from the\
\ sea serpent and knocked [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The sea serpent exhales a 60-foot cone of cold. Each creature in that\
\ area must make a DC 18 Constitution saving throw, taking 49 (9d10) cold damage\
\ on a failed save, or half as much damage on a successful one."
"name": "Rime Breath (Recharge 5-6)"
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the ancient sea serpent can expend a use to take one of the following actions.\
\ The ancient sea serpent regains all expended uses at the start of each of its\
\ turns."
"legendary_actions":
- "desc": "The sea serpent makes one Tail attack."
"name": "Tail"
- "desc": "The sea serpent makes one Bite attack"
"name": "Bite (Costs 2 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-sea-serpent-ftd.webp"
^statblock
Young Sea Serpent
Young Sea Serpent
Source: Fizban's Treasury of Dragons p. 219
Sea serpents rank alongside dragon turtles as some of the most feared predators of the deep and inspire many sailors' worst nightmares. Their strong fins propel them through the water at great speed.
Young sea serpents are agile hunters. They use reefs and natural camouflage to hide before they strike, picking off members of a ship's crew one by one. Ancient sea serpents grow large enough to demolish whole ships, then feed at leisure on helpless sailors in the water. At any age, a sea serpent attacks with terrible bites, a lashing tail, a constricting grip, and a frigid breath weapon that can leave sailors' corpses floating frozen amid the wreckage of their ships.
Sea serpents are as fiercely territorial as any other dragons, and they do not take kindly to ships passing over their domains without permission. Some can be appeased by offerings of treasure, but most demand that a ship's crew sacrifice one or more of their own.
Living amid the wreckage of sunken ships or in deep sea caves, sea serpents collect the cargo of the craft they sink, amassing great hoards of trade goods, sailors' trinkets, and pirates' booty.
"name": "Young Sea Serpent (FTD)"
"size": "Huge"
"type": "dragon"
"alignment": "typically Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "123"
"hit_dice": "13d12 + 39"
"modifier": !!int "1"
"stats":
- !!int "19"
- !!int "12"
- !!int "17"
- !!int "11"
- !!int "13"
- !!int "10"
"speed": "10 ft., swim 40 ft."
"saves":
- "strength": !!int "7"
- "constitution": !!int "6"
"skillsaves":
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+4"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_immunities": "cold"
"senses": "[darkvision](/Rules/Source/senses.md#Darkvision) 120 ft., passive Perception\
\ 14"
"languages": "Common, Draconic"
"cr": "8"
"traits":
- "desc": "The sea serpent can breathe air and water."
"name": "Amphibious"
- "desc": "The sea serpent deals double damage to objects and structures."
"name": "Siege Monster"
"actions":
- "desc": "The sea serpent makes one Bite attack and one Constrict or Tail attack."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15\
\ (2d10 + 4) piercing damage plus 5 (1d10) cold damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 20 ft., one creature. *Hit:*\
\ 22 (4d8 + 4) bludgeoning damage. If the target is Large or smaller, it is\
\ [grappled](/Rules/Source/conditions.md#Grappled) (escape DC 15). Until this\
\ grapple ends, the target is [restrained](/Rules/Source/conditions.md#Restrained),\
\ and the sea serpent can't constrict another target."
"name": "Constrict"
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 15 ft., one target. *Hit:* 9\
\ (1d10 + 4) bludgeoning damage. If the target is a creature, it must succeed\
\ on a DC 15 Strength saving throw or be pushed up to 20 feet away and knocked\
\ [prone](/Rules/Source/conditions.md#Prone)."
"name": "Tail"
- "desc": "The sea serpent exhales a 30-foot cone of cold. Each creature in that\
\ area must make a DC 14 Constitution saving throw, taking 38 (7d10) cold damage\
\ on a failed save, or half as much damage on a successful one."
"name": "Rime Breath (Recharge 5-6)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-sea-serpent-ftd.webp"
^statblock
Topaz Dragons
Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.
Ancient Topaz Dragon
Ancient Topaz Dragon
Source: Fizban's Treasury of Dragons p. 220
Gleaming Gold
Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.
Embodiment of Decay
While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.
A Topaz Dragon's Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair.
Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.
"name": "Ancient Topaz Dragon (FTD)"
"size": "Gargantuan"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "20"
"ac_class": "natural armor"
"hp": !!int "280"
"hit_dice": "17d20 + 102"
"modifier": !!int "1"
"stats":
- !!int "23"
- !!int "12"
- !!int "23"
- !!int "20"
- !!int "19"
- !!int "20"
"speed": "40 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "7"
- "constitution": !!int "12"
- "wisdom": !!int "10"
- "charisma": !!int "11"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+17"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+16"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+7"
"damage_resistances": "cold, necrotic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 26"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "20"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
- "desc": "The dragon can cast [fabricate](/Rules/Source/spells/fabricate-xphb.md),\
\ requiring no spell components and using Intelligence as the spellcasting ability."
"name": "Fabricate (1/Day)"
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 17\
\ (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 13\
\ (2d6 + 6) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales yellowish necrotic energy in a 90-foot cone. Each\
\ creature in that area must make a DC 20 Constitution saving throw. On a failed\
\ save, the creature takes 49 (14d6) necrotic damage and is weakened until the\
\ end of its next turn. A weakened creature has disadvantage on Strength-based\
\ ability checks and Strength saving throws, and the creature's weapon attacks\
\ that rely on Strength deal half damage. On a successful save, the creature\
\ takes half as much damage and isn't weakened."
"name": "Desiccating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 19):\n\n\
**1/day each:** [antilife shell](/Rules/Source/spells/antilife-shell-xphb.md),\
\ [bane](/Rules/Source/spells/bane-xphb.md), [control water](/Rules/Source/spells/control-water-xphb.md),\
\ [create or destroy water](/Rules/Source/spells/create-or-destroy-water-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Cancellation.** The dragon\
\ chooses an active spell of 5th level or lower that it's aware of in the lair\
\ and ends the spell. \n- **Negative Energy Infusion.** Up to two creatures\
\ the dragon can see within the lair must each succeed on a DC 15 Constitution\
\ saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses\
\ the lair until initiative count 20 on the next round. While the infusion lasts,\
\ creatures in the lair other than the dragon can't regain hit points. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary topaz dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Crystal\
\ Profusion.** Natural stone within 6 miles of the lair grows plentiful crystal\
\ formations and veins of topaz gemstones, particularly underground. \n- **Negative\
\ Energy.** When a creature finishes a long rest within 6 miles of the lair,\
\ the creature must first succeed on a DC 15 Constitution saving throw or be\
\ unable to reduce its levels of [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
\ or regain spent Hit Dice. Creatures resistant or immune to necrotic damage\
\ are immune to this regional effect. \n- **Thriving Wildlife.** Giant squid\
\ are attracted to the sea within 6 miles of the lair, migrating and hunting\
\ there in large numbers. \n- **Watery Sight.** Water within 6 miles of the\
\ lair is a conduit for the dragon's psionic presence. As an action, the dragon\
\ can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md) spell,\
\ requiring no spell components and targeting any body of water in that region.\
\ \n\nIf the dragon dies, the population of giant squid in the region returns\
\ to normal levels over the course of 1d10 days. The existing abundance of crystals\
\ and topazes remains, but new ones form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon targets a creature or an object not being worn or carried\
\ that it can see within 60 feet of it. The target must succeed on a DC 19 Constitution\
\ saving throw or take 40 (9d8) necrotic damage. If this damage reduces the\
\ target to 0 hit points, it crumbles to dust."
"name": "Essential Reduction (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/ancient-topaz-dragon-ftd.webp"
^statblock
Adult Topaz Dragon
Adult Topaz Dragon
Source: Fizban's Treasury of Dragons p. 221
Gleaming Gold
Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.
Embodiment of Decay
While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.
A Topaz Dragon's Lair
Topaz dragons dwell where the sea meets the land, favoring sites where the constant action of the waves and tides is slowly reducing the land to gravel. They make their lairs in caves set into sea cliffs, or beneath salt marshes where fresh water and sea water mingle, constantly grappling with their dislike of water to use flooded tunnels as secure entrances into their homes. They keep the interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it's encountered in its lair.
Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result.
"name": "Adult Topaz Dragon (FTD)"
"size": "Huge"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "18"
"ac_class": "natural armor"
"hp": !!int "210"
"hit_dice": "20d12 + 80"
"modifier": !!int "1"
"stats":
- !!int "19"
- !!int "12"
- !!int "19"
- !!int "18"
- !!int "17"
- !!int "18"
"speed": "40 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "6"
- "constitution": !!int "9"
- "wisdom": !!int "8"
- "charisma": !!int "9"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+14"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+13"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+6"
"damage_resistances": "cold, necrotic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 60 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 23"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "13"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
- "desc": "The dragon can cast [fabricate](/Rules/Source/spells/fabricate-xphb.md),\
\ requiring no spell components and using Intelligence as the spellcasting ability."
"name": "Fabricate (1/Day)"
- "desc": "If the dragon fails a saving throw, it can choose to succeed instead."
"name": "Legendary Resistance (3/Day)"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 15\
\ (2d10 + 4) piercing damage plus 3 (1d6) necrotic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d8\
\ + 4) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales yellowish necrotic energy in a 60-foot cone. Each\
\ creature in that area must make a DC 17 Constitution saving throw. On a failed\
\ save, the creature takes 35 (10d6) necrotic damage and is weakened until the\
\ end of its next turn. A weakened creature has disadvantage on Strength-based\
\ ability checks and Strength saving throws, and the creature's weapon attacks\
\ that rely on Strength deal half damage. On a successful save, the creature\
\ takes half as much damage and isn't weakened."
"name": "Desiccating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 17):\n\n\
**1/day each:** [bane](/Rules/Source/spells/bane-xphb.md), [control water](/Rules/Source/spells/control-water-xphb.md),\
\ [create or destroy water](/Rules/Source/spells/create-or-destroy-water-xphb.md)"
"name": "Spellcasting (Psionics)"
"bonus_actions":
- "desc": "The dragon magically transforms into any creature that is Medium or Small,\
\ while retaining its game statistics (other than its size). This transformation\
\ ends if the dragon is reduced to 0 hit points or uses a bonus action to end\
\ it."
"name": "Change Shape"
- "desc": "The dragon magically teleports to an unoccupied space it can see within\
\ 60 feet of it."
"name": "Psychic Step"
"lair_actions":
- "desc": "On initiative count 20 (losing initiative ties), the dragon can take\
\ one of the following lair actions; the dragon can't take the same lair action\
\ two rounds in a row:\n\n- **Beguiling Whisper.** The dragon telepathically\
\ whispers to one creature within range of the dragon's telepathy. The creature\
\ must succeed on a DC 15 Wisdom saving throw or be [charmed](/Rules/Source/conditions.md#Charmed)\
\ by the dragon until initiative count 20 on the next round. A creature [charmed](/Rules/Source/conditions.md#Charmed)\
\ in this way obeys to the best of its ability any command the dragon issues\
\ that isn't directly harmful to the creature. \n- **Cancellation.** The dragon\
\ chooses an active spell of 5th level or lower that it's aware of in the lair\
\ and ends the spell. \n- **Negative Energy Infusion.** Up to two creatures\
\ the dragon can see within the lair must each succeed on a DC 15 Constitution\
\ saving throw or take 14 (4d6) necrotic damage. Negative energy then infuses\
\ the lair until initiative count 20 on the next round. While the infusion lasts,\
\ creatures in the lair other than the dragon can't regain hit points. "
"name": ""
"regional_effects":
- "desc": "The region surrounding a legendary topaz dragon's lair is altered by\
\ the dragon's magic, creating one or more of the following effects:\n\n- **Crystal\
\ Profusion.** Natural stone within 6 miles of the lair grows plentiful crystal\
\ formations and veins of topaz gemstones, particularly underground. \n- **Negative\
\ Energy.** When a creature finishes a long rest within 6 miles of the lair,\
\ the creature must first succeed on a DC 15 Constitution saving throw or be\
\ unable to reduce its levels of [exhaustion](/Rules/Source/conditions.md#Exhaustion)\
\ or regain spent Hit Dice. Creatures resistant or immune to necrotic damage\
\ are immune to this regional effect. \n- **Thriving Wildlife.** Giant squid\
\ are attracted to the sea within 6 miles of the lair, migrating and hunting\
\ there in large numbers. \n- **Watery Sight.** Water within 6 miles of the\
\ lair is a conduit for the dragon's psionic presence. As an action, the dragon\
\ can cast the [clairvoyance](/Rules/Source/spells/clairvoyance-xphb.md) spell,\
\ requiring no spell components and targeting any body of water in that region.\
\ \n\nIf the dragon dies, the population of giant squid in the region returns\
\ to normal levels over the course of 1d10 days. The existing abundance of crystals\
\ and topazes remains, but new ones form at a normal rate."
"name": ""
"legendary_description": "Legendary Action Uses: 3. Immediately after another creature's\
\ turn, the dragon can expend a use to take one of the following actions. The dragon\
\ regains all expended uses at the start of each of its turns."
"legendary_actions":
- "desc": "The dragon makes one Claw attack."
"name": "Claw"
- "desc": "The dragon uses Psychic Step or Spellcasting."
"name": "Psionics (Costs 2 Actions)"
- "desc": "The dragon targets a creature or an object not being worn or carried\
\ that it can see within 60 feet of it. The target must succeed on a DC 17 Constitution\
\ saving throw or take 28 (8d6) necrotic damage. If this damage reduces the\
\ target to 0 hit points, it crumbles to dust."
"name": "Essential Reduction (Costs 3 Actions)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/adult-topaz-dragon-ftd.webp"
^statblock
Young Topaz Dragon
Young Topaz Dragon
Source: Fizban's Treasury of Dragons p. 223
Gleaming Gold
Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.
Embodiment of Decay
While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.
Creating a Topaz Dragon
Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.
Topaz Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I seek no company other than my own, for no one else can compete with me. |
| 2 | If my offspring can't care for themselves, I'm not sure they're worthy of my attention. |
| 3 | The sea is beautiful and I love gazing upon it, but I abhor being wet. |
| 4 | Why should I risk damaging my splendid physique when I can fight with the power of my mind? |
| 5 | I am predictable only in my unpredictability. |
| 6 | It takes true artistry to maintain a warm, desert-like dwelling under the water. |
| 7 | I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures. |
| 8 | I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses. |
Topaz Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any) |
| 2 | Change. Consistency is stagnation. (Chaotic) |
| 3 | Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil) |
| 4 | Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil) |
| 5 | Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good) |
| 6 | Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful) |
Topaz Dragon Adventures
The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck. |
| 2 | A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath. |
| 3 | A fishery that specializes in a type of eel favored by a local topaz dragon is "haunted," and shipments of the eel vanish every time the ghost appears. |
| 4 | Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon. |
| 5 | A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home. |
| 6 | A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches. |
| 7 | A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help. |
| 8 | A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath. |
Connected Creatures
Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred.
Young Topaz Dragon Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | A young topaz dragon engages in repeated aerial battles with a young gynosphinx to determine territory. Both of them are secretly starting to enjoy the bouts. |
| 2 | A young topaz dragon found and ate a dead sahuagin on the beach, unwittingly incurring the wrath of the sahuagin's community. |
| 3 | A flock of harpies enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain. |
| 4 | A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon. |
| 5 | A young topaz dragon continually attempts to steal eggs from a roc nest, despite having nearly been killed by the roc parents multiple times. |
| 6 | A clan of winged kobolds consider a young topaz dragon their monarch, despite the dragon's complete lack of interest and growing annoyance toward them. |
| Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. |
"name": "Young Topaz Dragon (FTD)"
"size": "Large"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "127"
"hit_dice": "17d10 + 34"
"modifier": !!int "1"
"stats":
- !!int "17"
- !!int "12"
- !!int "15"
- !!int "16"
- !!int "15"
- !!int "16"
"speed": "40 ft., fly 80 ft., swim 40 ft."
"saves":
- "dexterity": !!int "4"
- "constitution": !!int "5"
- "wisdom": !!int "5"
- "charisma": !!int "6"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+9"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+8"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+4"
"damage_resistances": "cold, necrotic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 30 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 18"
"languages": "Common, Draconic, telepathy 120 ft."
"cr": "7"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
"actions":
- "desc": "The dragon makes one Bite attack and two Claw attacks."
"name": "Multiattack"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14\
\ (2d10 + 3) piercing damage plus 3 (1d6) necrotic damage."
"name": "Bite"
- "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6\
\ + 3) slashing damage."
"name": "Claw"
- "desc": "The dragon exhales yellowish necrotic energy in a 30-foot cone. Each\
\ creature in that area must make a DC 13 Constitution saving throw. On a failed\
\ save, the creature takes 28 (8d6) necrotic damage and is weakened until the\
\ end of its next turn. A weakened creature has disadvantage on Strength-based\
\ ability checks and Strength saving throws, and the creature's weapon attacks\
\ that rely on Strength deal half damage. On a successful save, the creature\
\ takes half as much damage and isn't weakened."
"name": "Desiccating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 14):\n\n\
**1/day each:** [bane](/Rules/Source/spells/bane-xphb.md), [create or destroy\
\ water](/Rules/Source/spells/create-or-destroy-water-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/young-topaz-dragon-ftd.webp"
^statblock
Topaz Dragon Wyrmling
Topaz Dragon Wyrmling
Source: Fizban's Treasury of Dragons p. 223
Gleaming Gold
Upon hatching, topaz dragon wyrmlings' scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon's psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon's back, dancing and shifting with the dragon's mood.
Embodiment of Decay
While generally not malicious, topaz dragons embody decay. They view destruction as a natural means of clearing the way for new creation and growth, much as a forest fire clears dead wood, replenishes the soil, and allows the forest to regrow even healthier than before. To this end, topaz dragons use their power to reduce crumbling structures and diseased plants to dust, clearing the way for new growth and construction.
Despite being competent swimmers and making their lairs on seacoasts and in brackish marshes, topaz dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often come into conflict with bronze dragons when their coastal territories overlap, and they can nurture an inexplicably intense hatred of these metallic dragons. They can also draw the ire of druids and other nature protectors who don't understand the dragons' proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed. But anyone who can endure their abrasive demeanor, caustic observations, and morbid interests can form a lasting bond with a powerful ally.
Entropic Hoards
Topaz dragons prize information on destruction and creation, whether abstract or dedicated to practical applications. They are fascinated by magic that creates objects from nothing, animates Undead, destroys matter, or manipulates negative energy. And they are particularly intrigued by Undead, sometimes keeping them in their hoards as curios.
Creating a Topaz Dragon
Use the Topaz Dragon Personality Traits and Topaz Dragon Ideals tables to inspire your portrayal of distinctive topaz dragon characters.
Topaz Dragon Personality Traits
| dice: d8 | Trait |
|---|---|
| 1 | I seek no company other than my own, for no one else can compete with me. |
| 2 | If my offspring can't care for themselves, I'm not sure they're worthy of my attention. |
| 3 | The sea is beautiful and I love gazing upon it, but I abhor being wet. |
| 4 | Why should I risk damaging my splendid physique when I can fight with the power of my mind? |
| 5 | I am predictable only in my unpredictability. |
| 6 | It takes true artistry to maintain a warm, desert-like dwelling under the water. |
| 7 | I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other creatures. |
| 8 | I secretly enjoy conversing with lesser beings, although I usually do so only to find their weaknesses. |
Topaz Dragon Ideals
| dice: d6 | Ideal |
|---|---|
| 1 | Solitude. My own company obviates the need for others in my life, whether they are dragons or lesser creatures. (Any) |
| 2 | Change. Consistency is stagnation. (Chaotic) |
| 3 | Mental Superiority. I hone my mental powers so I can confuse, control, or kill any who annoy me. (Evil) |
| 4 | Territoriality. Any creature that comes into my territory has forfeited its right to be upset by anything I do to it. (Evil) |
| 5 | Wonder. Though I don't wish to spend time in it, my soul sings at the sight of the vast beauty of the ocean. (Good) |
| 6 | Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful) |
Topaz Dragon Adventures
The Topaz Dragon Adventure Hooks table offers suggestions for stories and adventures involving topaz dragons.
Topaz Dragon Adventure Hooks
| dice: d8 | Adventure Hook |
|---|---|
| 1 | A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck. |
| 2 | A topaz dragon has claimed a stretch of coastline and ordered the residents of a seaside town to vacate the area or suffer the dragon's wrath. |
| 3 | A fishery that specializes in a type of eel favored by a local topaz dragon is "haunted," and shipments of the eel vanish every time the ghost appears. |
| 4 | Legends claim that a gauntlet imbued with divine power rests in a temple beneath the waves. Unfortunately, that temple is now the lair of an especially tricky topaz dragon. |
| 5 | A topaz dragon is injured and stranded far from the sea, but the dragon is too proud to ask for help getting home. |
| 6 | A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon's clutches. |
| 7 | A topaz dragon has developed a taste for merfolk, and the merfolk community near the dragon's lair is desperate for help. |
| 8 | A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon's territory, and desperate locals seek to find out what's behind the dragon's wrath. |
Connected Creatures
Topaz dragons rarely tolerate any company but their own, and they are usually indifferent at best even toward their own kind. Moreover, their unpredictability means that even if a creature proves itself useful to a topaz dragon, it shouldn't count on being safe from the dragon the next time they meet. Topaz dragons rarely go out of their way to fight other creatures, however, with the exception of bronze dragons, for whom they bear an inexplicably intense hatred.
Topaz Dragon Wyrmling Connections
| dice: d6 | Connected Creatures |
|---|---|
| 1 | Moved by pity, a giant eagle continues bringing food to an abandoned topaz dragon wyrmling, despite the wyrmling's attempts to eat the eagle. |
| 2 | A pseudodragon who is fanatical about the kinship of all dragonkind is trying to win a topaz dragon wyrmling's friendship. |
| 3 | A topaz dragon wyrmling has developed a taste for crab meat and persistently hunts a giant crab that always manages to evade the wyrmling. (The crab might have been the recipient of a druid's awaken spell.) |
| 4 | A mated pair of griffons found a topaz dragon egg, and they care for it as if it were their own. |
| 5 | A sea hag is on the hunt for a topaz dragon wyrmling, to be used as a component in a fell ritual. |
| 6 | A pirate crew keeps a curmudgeonly topaz dragon wyrmling as a beloved mascot. |
| Decay and despair are bound up in the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and decomposition, and the dragons' demeanor is typically morbid and curmudgeonly as a result. |
"name": "Topaz Dragon Wyrmling (FTD)"
"size": "Medium"
"type": "dragon"
"subtype": "gem"
"alignment": "typically Chaotic Neutral"
"ac": !!int "16"
"ac_class": "natural armor"
"hp": !!int "33"
"hit_dice": "6d8 + 6"
"modifier": !!int "1"
"stats":
- !!int "15"
- !!int "12"
- !!int "13"
- !!int "14"
- !!int "13"
- !!int "14"
"speed": "30 ft., fly 60 ft., swim 30 ft."
"saves":
- "dexterity": !!int "3"
- "constitution": !!int "3"
- "wisdom": !!int "3"
- "charisma": !!int "4"
"skillsaves":
- "name": "[Intimidation](/Rules/Source/skills.md#Intimidation)"
"desc": "+6"
- "name": "[Perception](/Rules/Source/skills.md#Perception)"
"desc": "+5"
- "name": "[Stealth](/Rules/Source/skills.md#Stealth)"
"desc": "+3"
"damage_resistances": "cold, necrotic"
"senses": "[blindsight](/Rules/Source/senses.md#Blindsight) 10 ft., [darkvision](/Rules/Source/senses.md#Darkvision)\
\ 120 ft., passive Perception 15"
"languages": "Draconic"
"cr": "2"
"traits":
- "desc": "The dragon can breathe both air and water."
"name": "Amphibious"
"actions":
- "desc": "*Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10\
\ + 2) piercing damage plus 2 (1d4) necrotic damage."
"name": "Bite"
- "desc": "The dragon exhales yellowish necrotic energy in a 15-foot cone. Each\
\ creature in that area must make a DC 11 Constitution saving throw. On a failed\
\ save, the creature takes 21 (6d6) necrotic damage and is weakened until the\
\ end of its next turn. A weakened creature has disadvantage on Strength-based\
\ ability checks and Strength saving throws, and the creature's weapon attacks\
\ that rely on Strength deal half damage. On a successful save, the creature\
\ takes half as much damage and isn't weakened."
"name": "Desiccating Breath (Recharge 5-6)"
- "desc": "The dragon casts one of the following spells, requiring no spell components\
\ and using Intelligence as the spellcasting ability (spell save DC 12):\n\n\
**1/day each:** [bane](/Rules/Source/spells/bane-xphb.md)"
"name": "Spellcasting (Psionics)"
"source":
- "FTD"
"image": "/Rules/Source/bestiary/dragon/token/topaz-dragon-wyrmling-ftd.webp"
^statblock