Young Spirit Dragon

Large Dragon, Neutral
FRA

Draconic 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

1d6The Spirit Dragon Traces Its Origins To ...
1Evermeet, a mythical realm of the elves.
2Imaskar, a southern empire of artificers.
3Jhaamdath, a prehistoric psiocracy.
4Myth Drannor, a legendary city of magic.
5Netheril, an empire of arcane secrets.
6Ostoria, the first kingdom of the giants.

Curious and self-confident, young spirit dragons can cause trouble for a region's other denizens, by either unleashing long-buried evils or misusing scarcely understood ancient magic.

AC 17

Initiative +4 (14)

HP 152 (16d10 + 64)

Speed 40 ft., Burrow 30 ft., Fly 80 ft.

STR

19 (+4)

Save +4

DEX

13 (+1)

Save +1

CON

19 (+4)

Save +4

INT

17 (+3)

Save +3

WIS

14 (+2)

Save +2

CHA

16 (+3)

Save +3

Skills Insight +5, Perception +5, Stealth +4

Resistances Necrotic

Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 15

Languages Common, Draconic; telepathy 120 ft.

CR 8

Actions

Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Time-Warping Breath.

Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 14 (3d6 + 4) Slashing damage plus 7 (2d6) Necrotic damage.

Ruinous Breath (Recharge 5+). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 36 (8d8) Necrotic damage. Success: Half damage.

Time-Warping Breath. Wisdom Saving Throw: DC 15, each creature that isn't currently affected by this breath in a 30-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.