Spirit Dragon Wyrmling
Medium Dragon, NeutralDraconic Scions of an Ancient Empire
Habitat Any — Treasure Any
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.
A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
| 1d6 | The Spirit Dragon Traces Its Origins To ... |
|---|---|
| 1 | Evermeet, a mythical realm of the elves. |
| 2 | Imaskar, a southern empire of artificers. |
| 3 | Jhaamdath, a prehistoric psiocracy. |
| 4 | Myth Drannor, a legendary city of magic. |
| 5 | Netheril, an empire of arcane secrets. |
| 6 | Ostoria, the first kingdom of the giants. |
When a dragon egg is found buried among ancient rubble and given the right conditions, a spirit dragon wyrmling might hatch from the egg. Left to its own devices, a wyrmling wanders the ruins that the dragon originated from.
AC 16
Initiative +3 (13)
HP 52 (8d8 + 16)
Speed 30 ft., Burrow 20 ft., Fly 60 ft.
STR
15 (+2)
Save +2
DEX
12 (+1)
Save +1
CON
15 (+2)
Save +2
INT
14 (+2)
Save +2
WIS
11 (+0)
Save +0
CHA
14 (+2)
Save +2
Skills Perception +2, Stealth +3
Resistances Necrotic
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 12
Languages Common, Draconic; telepathy 120 ft.
CR 2
Actions
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6 + 2) Slashing damage plus 3 (1d6) Necrotic damage.
Ruinous Breath (Recharge 5+). Constitution Saving Throw: DC 12, each creature in a 15-foot Cone. Failure: 13 (3d8) Necrotic damage. Success: Half damage.
Time-Warping Breath. Wisdom Saving Throw: DC 12, each creature that isn't currently affected by the breath in a 15-foot Cone. Failure: The target's Speed is halved, it can't take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.