Young Spirit Dragon
Large 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. |
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.