The Game Master's Book of Legendary Dragons - Epic New - Jeff Ashworth - The Game Master's Books, 1, 1, 2022 - Game Master Series - 9781956403053 - Anna's Archive
The Game Master's Book of Legendary Dragons - Epic New - Jeff Ashworth - The Game Master's Books, 1, 1, 2022 - Game Master Series - 9781956403053 - Anna's Archive
The Game Master's Book of Legendary Dragons - Epic New - Jeff Ashworth - The Game Master's Books, 1, 1, 2022 - Game Master Series - 9781956403053 - Anna's Archive
g am oo
e k of
t h LEGENDARY
DRAGONS
10
Karnaggonn, The Morning Star pg. 54
Legendary Dragons
Kiennavalyriss, pg. 58
Anoth-Zuul, Mummified pg. 12 The Keeper of Secrets
Dragon Queen
Balaur, Beast of War pg. 20 Kur, The Dragon of the Void pg. 66
Kut-Echinae, pg. 70
Balleg, The Ravaged Wyrm pg. 24 Mother of Monstrosities
Fury, Dragon Queen of Hell pg. 28 Naghi, The Stone Dragon pg. 74
182
One-Shot Adventures
Hold My Beer pg. 184
Dragon Hunt pg. 198
Hell Hath Fury pg. 222
232
Afterword
“If you’re a casual gamer, Game Master or full-time RPG enthusiast, this
book is for you. It presents an exciting, mythical and fantastical world of
dragons designed to enhance your gaming experience in ways you never
imagined.”
—Chris Seaman
dungeons & dragons and magic: the gathering artist
chrisseamanart.com
Foreword
D
RAGONS PERMEATE OUR MYTHOLOGY ON A GLOBAL SCALE.
All inhabited continents include some form of these beasts in their folklore, from Europe to the Far
East. The idea of massive reptilian creatures inhabiting the edge of civilization crosses cultures and
is one of the threads that binds us together as human beings. Our literary history is replete with
dragons serving as the archetypal foe that opposes the hero from the Argonautica in antiquity to
the tales of Beowulf and King Arthur. And dragons grew in popularity in the 20th century in the stories of authors
such as C.S. Lewis, Ursula K. Le Guin, Robert A. Heinlein and famously the evil red dragon Smaug from my favorite
childhood book, The Hobbit, by J.R.R. Tolkien.
Given all of these factors, it is no surprise that when my father, Gary Gygax, created the fantasy role-playing genre, he
chose to name that revolutionary new game Dungeons & Dragons. Dragons are the stuff of legends, so this tome could
not be more aptly named than it is: The Game Master’s Book of Legendary Dragons.
Let’s face it, if you love fantasy role-playing gaming like me (and since you’re reading this foreword the chances are that
you do share my passion for gaming), you are fascinated with dragons. And why shouldn’t you be? When I think of my
favorite fantasy artwork, it includes dragons. Larry Elmore’s rendering of the red dragon on the iconic Basic D&D red
box, Clyde Caldwell’s Tiamat, Erol Otus’s Basic D&D cover—or a personal favorite that I commissioned from Jeff Easley
for Gary Con VI, “An Aerial Duel,” depicting a flying wizard battling a dragon. Something about these mystical beings
touches our souls, ignites our sense of adventure and sends our imagination soaring on massive bat-like wings.
Some of my earliest memories around the gaming table are of listening to the likes of Rob Kuntz and my dad talking
about their adventures in the World of Greyhawk. Each one of them had gone searching through dangerous territory in
the wilderness to find and subdue a dragon. Rob played the evil hero, Lord Robilar, who overcame a green dragon and
forced it into his service. Mordenkainen, a powerful archmage played by my father, gained control of a pair of ancient red
dragons. It was a mark of prestige to be able to conquer and control a being of such raw power.
Don’t you want to have one of these magical beasts at your beck and call?
It’s clear that the people who put together this resource are fascinated with dragons too. It’s packed with information
and ideas that will bring dragons to the forefront of your favorite fantasy role-playing game. Inside, you’ll find a
selection of ancient wyrms with colorful stories that bring their personalities to life and make it easier for the Game
Master to understand and play them. From the fearsome Balaur and Balleg, both left twisted and filled with rage
at the wizards that cruelly subjected them to tortures to gain power, to the intriguing and compelling Fury, Dragon
Queen of Hell, and the wise Kiennavalris whom you can use to add layers of story to your campaign. In addition to
the more than two dozen of these Legendary Dragons, the book includes a new character class, spell enhancements,
the dräken race, information about hunting dragons, dragon cults, new magic items and even rules to manage aerial
combat.
Dragons have a special place in our folklore, mythology and fantasy gaming. I encourage you to have fun using
this book to reinvigorate the role that dragons play in your campaign and watch how much fun your players have
interacting with them.
Luke Gygax
Founder of Gary Con
Welcome to
The Game Master’s Book
of Legendary Dragons...
W
e’ve all been there. You pore over monster manuals, searching
for a compelling creature with which to test, taunt and otherwise
terrify your players. You gauge stat blocks and customize your
creation, even practicing your sinister snarl in the mirror so
you can bring it to life at your table. But as you look at your
reflection, embodying an ancient draconic menace with a subtle lip curl and a
Rasputin-like accent, it begins to dawn on you that you have no idea who this
dragon is. What he wants from your party. Why he would even exist in your world.
As a GM, you know what the dragon can do—but you’re plagued by the question
that hangs over any quality actor: “What’s my motivation?”
Now, thanks to The Game Master’s Book of Legendary Dragons, you’ll have the
answers to this and many other questions about dragons and the impact they have
on the world around them.
Anoth-Zuul,
Mummified Dragon Queen
I
n the lands of Graal, the name Anoth-Zuul strikes Nemoz was ultimately slain by his own daughter—
terror into souls both young and old. It is not the Revora—who granted herself the rank of high priestess
great dragon queen they fear so much, however, as of the cult of Anoth-Zuul and spread her message far
the zealous cultists who worship her mummified remains. and wide through the darker corners of the land. Those
With her dual heart in an unholy clay jar and her body who were powerless in their regular lives turned to
wrapped in clinging magical rags, the great dragon queen the cult for the strength to slay their husbands, jailers,
is a source of power that fuels the foul rituals of Anoth- lords, masters and anyone else who would exploit them.
Zuul’s deranged supplicants. This is, however, not a fate Rumors of the cult spread throughout Graal, and terror
the mighty dragon would have chosen for herself, and consumed those who refused to submit to it. The cult’s
should she ever rise again, she will be more powerful than servants were called harridans (regardless of gender)
any thought possible. and people feared the cultists could be living anywhere
As the story goes, Anoth-Zuul was betrayed by a rebellious behavior was present. Anoth-Zuul slept.
loyal retainer—Nemoz—who tended to her during Unbeknownst to the cult, Anoth-Zuul grew in power
her hibernation. As her two hearts still beat, Nemoz in her undeath. Nemoz had thought he was draining
tenderly carved them from her breast over the course the great dragon while channeling magic through her.
of several weeks and placed portions of each into a But her age and wisdom served her even in death. She
desecrated clay vessel. A ritual was performed to ensure stored some vile magic inside her form, granting her
she would remain in perpetual sleep for at least 101 powers beyond the reach of dragons or mummies. And
years. Only then would she fully regain consciousness, though she has not yet fully woken from her slumber,
an unholy specter of her powerful form. something stirs within. It is in this limbo-like state that
Only that’s not exactly what happened. Anoth-Zuul has become a weapon of the cult.
Nemoz’s original plans were to use the mummified As high priestess, Revora possesses the vessel. She
dragon as a sepulchre of magic and make himself has the power to wake Anoth-Zuul from time to time to
immortal, placing his faith in the ritual he had paid enact painful acts of violence against those who are too
so dearly for. But an unpredictable result of the ritual powerful for the cultists alone. And with this power, she
allowed Nemoz to use Anoth-Zuul’s body to channel keeps the dragon under her control.
unholy magic from the negative material plane and While under the cult’s power, Anoth-Zuul cannot rain
fuel his own diabolic machinations. Decades passed. death upon the cultists. At least not yet. She remains a
Nemoz grew in strength, and his body barely aged. tool of the cult, serving the high priestess and destroying
From his power, a cult celebrating the power of the her enemies wherever she demands. But this could
dragon as well as unlife was born. While Anoth-Zuul change. Once the clay vessel storing portions of her dual
slept, Nemoz extended his own life—and the lives of his heart is broken, she will be free of the prison Revora
servants—through the use of this vile magic. The great keeps her in. Perhaps then, the dragon queen will have
dragon queen lay in agony, trapped in lasting torpor as a her vengeance on Revora. And the cult. And every other
mummified tool of the cult, biding her time. living thing.
Hook enough. The wall ensures the party won’t bother her for a
while, as she flanks her enemies from another direction.
Revora and the cult use the myth of Anoth-Zuul to great
effect. Often they attack in the dead of night and slay Depending on the encounter the game master
someone of importance—a guild leader for instance—to creates for Anoth-Zuul, Revora and the cultists may be
send word to abusers that they will not tolerate the mis- present. They would certainly be a thorn in the party’s
use of power. But sometimes they get it wrong and kill collective sides during a fight, picking off anyone who is
someone who doesn’t deserve to die. Fear of their power undefended or distracting the most powerful warriors
spreads nonetheless, and inside the land of Graal, the using ad hoc weapons and commando tactics (developed
cult is a terrifying force. from years of their raids).
Any number of horrifying tales can drag the party into a
story about Anoth-Zuul and the cult. Such a story should Treasure
be a lengthy adventure involving numerous victims, Anoth-Zuul herself is unlikely to have any treasure, but the
witnesses and trails of blood. If the party gets too close, cult is wealthy enough for a thousand peasants. Over the
loyal cultists would be dispatched. And when that doesn’t years, they have collected countless small treasures from
work, Anoth-Zuul would be summoned to finish them off. their victims. Gems, coffers, coins, relics, heirlooms and
even the occasional magic item have all found their way
Encounter Conditions into the cult’s hoard. Journals of misdeeds are also kept, as
well as maps of dozens of people’s homes—targets for the
A confrontation with Anoth-Zuul is nearly always at night
and always against those the cult believes have it coming. cult’s unyielding vengeance.
Revora is power-hungry. While her aim is to balance the These treasures are secured across the city in makeshift
scales of power by harming abusers, she now has a taste for vaults and storage centers, all controlled or manipulated
it and takes up arms against whomever she pleases. Graal by the cult. The party might get a glimpse of these storage
has become a nightmare of a place where any person could centers, providing another opportunity for adventure and
be next. And while people do not know who is behind the investigation.
cult, they know the name and some have seen the great
dragon when it comes to dispense “justice.” Anoth-Zuul’s Dual Heart
The land has become bleak, and hope for a better The dual-heart vessel used to control Anoth-Zuul functions
tomorrow is gone. as a lair for her. It weighs 100 lbs, has an AC of 20, 100 hit
An entire campaign can be built around the party points and is enchanted to withstand area of effect damage
residing in Graal, living in constant fear and growing up from natural or arcane effects. If the vessel of hearts were
to vanquish the cult. Or they can stumble upon the story destroyed, the magic associated with controlling Anoth-
like any other traditional encounter. In many ways, the Zuul would dissipate and she would be free.
cult drives Anoth-Zuul’s actions, unless she shakes the When fighting within 120 feet of the dual-heart
shackles of the dual-heart vessel. vessel, provided it is intact, Anoth-Zuul can utilize its
The cult’s activities should draw the party into the ambient magic to take lair actions.
story and her appearance should shock and terrify them. Lair Actions
If Revora (use archmage stats with a lich spell list) On initiative count 20 (losing initiative ties), Anoth-
sends her to kill the party, she will present a formidable Zuul can take one lair action to cause one of the
challenge. If the party attempts to engage Anoth-Zuul following effects:
when she is within 120 feet of the dual-heart vessel, they
will understand the full breadth of the power wielded by • A mummy bursts through the ground and attacks
the cult. any enemy it can see. It acts on initiative 20.
• Until initiative count 20 on the next round, any non-
Tactics undead creature that tries to cast a spell of 6th level
When Revora sends Anoth-Zuul to enact her will, she or lower in Anoth-Zuul’s lair is wracked with pain.
does so without much consideration of tactics. Anoth- The creature can choose another action, but if it tries
Zuul is a giant, monstrous flamethrower of a weapon to to cast the spell, it must make a DC 16 Constitution
be hurled indiscriminately at her enemies. Revora has saving throw. On a failed save, it takes (1d6) necrotic
never seen resistance to her methods and has therefore damage per level of the spell, and the spell has no
never had to learn a better way. But while Anoth-Zuul is effect and is wasted.
nearly mindless, she is not foolish. Even though Revora • An invisible wall of force springs into existence at a
controls her, Anoth-Zuul does not behave in a way that point of Anoth-Zuul’s choice within range.
exposes her weaknesses (if this can be avoided).
Those who would do her the most harm are her first Anoth-Zuul can’t repeat an effect until they have all
targets. Trapping enemies behind a wall of force is a been used, and she can’t use the same effect two rounds
favorite tactic of Anoth-Zuul, if the clay vessel is close in a row.
Anoth-Zuul, cone must make a Constitution saving throw. On a failed save,
it takes 49 (14d6) necrotic damage or half as much damage on a
Mummified Dragon Queen success. The damage can’t reduce the target’s hit points below 1. If
Gargantuan dragon, lawful evil, undead the target fails the saving throw, its hit point maximum is reduced
for one hour by an amount equal to the necrotic damage it took.
Any effect that removes a disease allows a creature’s hit point
Armor Class 20 (natural armor)
maximum to return to normal before that time passes.
Hit Points 492 (24d20 + 240)
Rotten Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one
Speed 20 ft., fly 60 ft.
target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) necrotic
damage. If the target is a creature, it must succeed on a DC 16
STR DEX CON INT WIS CHA
Constitution saving throw or be cursed with mummy rot. The
28 (+9) 11 (+0) 30 (+10) 24 (+7) 24 (+7) 16 (+3) cursed target can’t regain hit points, and its hit point maximum
decreases by 10 (3d6) for every 24 hours that elapse. If the curse
Saving Throws Dex +7, Con +17, Wis +14, Cha +10 reduces the target’s hit point maximum to 0, the target dies, and
Skills Arcana +21 its body turns to dust. The curse lasts until removed by the spell or
Damage Resistances fire other magic.
Damage Immunities bludgeoning, piercing and slashing from Rotten Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
nonmagical attacks, necrotic, poison one target. Hit: 16 (2d6 + 9) necrotic damage. If the target is a
Condition Immunities charmed, exhaustion, frightened, creature, it must succeed on a DC 16 Constitution saving throw
paralyzed, poisoned or be cursed with mummy rot. The cursed target can’t regain hit
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 points, and its hit point maximum decreases by 10 (3d6) for every
Languages Common, Draconic 24 hours that elapse. If the curse reduces the target’s hit point
Challenge 24 (62,000 XP) maximum to 0, the target dies, and its body turns to dust. The
curse lasts until removed by the spell or other magic.
Frightful Presence. Any creature within 120 feet of Anoth-Zuul
Fire Resistance. Anoth-Zuul is protected from fire. All fire
and aware of her presence must succeed on a DC 19 Wisdom
damage she receives is reduced by half.
saving throw or become frightened for one minute. A creature
Innate Spellcasting. Anoth-Zuul can cast the following spells
can repeat the saving throw at the end of each of its turns, ending
without need for components. Her spellcasting modifier is
the effect on itself on a success. If a creature’s saving throw is
Wisdom (+13, DC 21).
successful or the effect ends, the creature is immune to Anoth-
At will: chill touch (17th level)
Zuul’s Frightful Presence for the next 24 hours.
1/Long rest: animate dead (5th level)
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
2/Long rest: finger of death, vampiric touch (8th level)
Hit: 17 (2d8 + 8) bludgeoning damage.
Aura of Exultation. The cultists and undead who worship Anoth-
Zuul are empowered by her presence. Any cultist or undead that
starts their turn within 60 feet of Anoth-Zuul gains 10 temporary
Legendary Actions
Anoth-Zuul can take three legendary actions, choosing from the
hit points at the start of their turn and while in this aura makes all
options below. Only one legendary action option can be used at a
attacks with advantage.
time and only at the end of another creature’s turn. Anoth-Zuul
Legendary Resistance (3/Long rest). If Anoth-Zuul fails a saving
regains spent legendary actions at the start of her turn.
throw, she can choose to succeed instead.
Detect. Anoth-Zuul makes a Wisdom (Perception) check.
Magic Resistance. Anoth-Zuul has advantage on saving throws
Glare of the Ancients. Anoth-Zuul targets one creature she can see
against spells and other magical effects.
within 60 feet. If the target can see Anoth-Zuul, it must succeed
Rejuvenation. If killed or destroyed, Anoth-Zuul gains a new body
on a DC 18 Wisdom saving throw against this magic or become
in 24 hours if her dual heart is intact, regaining all her hit points
stunned until the end of Anoth-Zuul’s next turn. If the target fails
and becoming active again. The new body appears within 5 feet of
the saving throw by 5 or more, it is also paralyzed for the same
her dual heart.
duration. A target that succeeds on the saving throw is immune
Vessel of Hearts. Anoth-Zuul’s dual heart is contained within a
to this glare as well as the Dreadful Glare of all mummies and
large urn. Those in possession of this urn can control Anoth-Zuul’s
mummy lords for the next 24 hours.
actions. If the urn and dual heart are destroyed, Anoth-Zuul’s hit
Tail Attack. Anoth-Zuul makes a tail attack.
points are reduced by half. The urn has an AC of 20 and 40 hp.
Wingstorm (Costs 2 Actions). Anoth-Zuul beats her massive
Actions wings as blinding dust and sand swirls magically around her.
Each creature within 15 feet of Anoth-Zuul must succeed on a DC
Multiattack. Anoth-Zuul can use her Frightful Presence. She then
16 Constitution saving throw or be blinded until the end of the
makes three attacks: one with her bite and two with her claws.
creature’s next turn. Anoth-Zuul can then move up to her fly speed
Breath of Harm (Recharge 5-6). Anoth-Zuul unleashes a torrent
without provoking opportunity attacks.
of plague-bringing breath in a 60-foot cone. Each creature in the
Aufgeben,
The Dark Cloud
A
ufgeben is a grotesque undead abomination. manifests into a terrifying physical form that longs to
Unlike other dragonkin, he is not a hunter, a feast on their bodies once they fall victim to an invading
predator or an apex beast but a scavenger who force. As he feeds, he grows stronger, spreading fear and
consumes rotten flesh, empowered by fear and death. disaster in equal measure.
Immune to all diseases, he smells of rot and is almost Few people have witnessed Aufgeben and stories of
always preceded by a hail of buzzing flies and vermin as him are rare. Those who have come in contact with the
well as rumors of defeat. beast rarely survive. Victims’ corpses are never found,
In many ways, Aufgeben is an omen. He is the their deaths attributed to fey, ghosts, swamp creatures,
manifestation of fear among a gathered army—he undead or the other horrors that stalk the battle-torn lands
grows stronger when its odds of victory are bleak. As between encamped forces. Aufgeben is a timeless beast
the individual fears of each soldier grow Aufgeben and his ruin has been felt around the world, whether or not
people know his name. Should anyone have a story about
the Dark Cloud—a bard or bartender, for instance—it is
tion of
Aufgeben is the manifesta ought forth
often told through parable and myth, as though the story
was born of a child’s fantasies and fears.
sorrow at the end of life, br y accursed Each time the tale is recounted, the details vary,
Hook cannot kill easily or that is not already dead. Fighting toe-
to-toe with the party is not his style and he keeps them
Aufgeben exists wherever there is death—battlefields,
graveyards, plague-riddled lands and the like. As such, at bay with numerous ranged attacks or by dispersing
the beast is likely to be spotted by peasants and travelers, into smaller forms and flying away. Since he is rarely—if
with rumors of his location quick to follow. Though ever—encountered underground, Aufgeben flees at the
heroes are unlikely to have encountered Aufgeben face to sight of a strong force and only attacks with his breath
face, anyone with a soldier’s background would at least weapon at a distance. He will never stand toe-to-toe with
have heard the rumors of a decaying dragon that moves fighter types.
like a murmuration, eating the dead like a carrion beast— Even while airborne, Aufgeben can use his lair actions
and it sounds like something similar is heading for the on the party on the ground. When the party approaches a
frontlines. If not, the great dragon can always eat the body pile that the dragon is near, Aufgeben immediately
dead from a sacred cemetery, which will certainly draw takes flight and targets the party from the air, leaving
the ire of any who fight to cleanse the world of evil. Other them to deal with the effect of his presence.
hooks could include: Given that there may be several body pile lairs within
a few miles of each other, some lairs may be empty or
• The party are messengers sent out to tell a general to inactive. This is a prime opportunity for some body piles
stand down his army, but they’ll need to get there to be decoys. Game masters can surprise the party with a
before Aufgeben does. lair action or two to spring as a trap.
• The party stumble upon the two-day-old remnants
of a battlefield. The stench is unbearable, but the Treasure
spoils of war have been left behind. Armor, swords Aufgeben has no use for treasure. His stomach
and the like lie in puddles of gore, free for the taking. consumes everything he eats, and only the strongest
The buzzing of flies that heralds a rotting dragon is of magic could survive his psuedo-intestines. The true
heard in the distance. prize of defeating Aufgeben is his decaying flesh, which
• The party are part of a large army that remains a could be studied by a powerful wizard, should they
little too long after the fight, only to witness Aufgeben reach the corpse in time.
land among the carnage and begin feasting on friend
and foe alike. In their weakened state, the party are Aufgeben’s Lair
not a threat to the dragon, who has already deemed Aufgeben is likely nesting somewhere near a recent
the dead its spoils of war… and cataclysmic battle, his lair a mound of corpses he
collected over several weeks. Aufgeben may have several
Encounter Conditions lairs spread out across the lands.
The smell of decay abounds. Aufgeben is most often Lair Actions
found in abattoirs, battlefields and graveyards. He has On initiative count 20 (losing initiative ties), Aufgeben can
no true lair. He nests wherever there are dead bodies, take one lair action to cause one of the following effects:
piles of bones and rotting carcasses.
• A pocket of rotten flesh gives way beneath one
Encounter creature of Aufgeben’s choosing. That creature must
Encounters with Aufgeben are bound to be lengthy. In the succeed on a DC 18 Dexterity saving throw or suffer
open—on a battlefield for instance—he will see the party 21 (6d6) acid damage as they slip into a pool of
coming a long way off. He will have time to prepare and to collected stomach acid and fetid blood.
fly away if necessary. Being undead, he does not sleep, so • The rotten corpses piled about in this lair shift in
attacking at him at night is unlikely. If possible, Aufgeben a 15-foot area of Aufgeben’s choice. Any creature in
would be found atop a pile of bones and corpses to give this area must succeed on a DC 18 Dexterity saving
himself a better view of the surrounding area. throw or become buried in corpses. Escaping requires
a successful DC 18 Strength (Athletics) saving throw.
Tactics • Maggots writhing in the corpses in this area surge
Aufgeben is a scavenger and knows the value of killing upward at Aufgeben’s command. The ground in a
the weakest thing first, like a vulture waiting for a lamb to 20-foot radius centered on a point of Aufgeben’s
die in the hot sun. Whenever possible, Aufgeben uses his choosing becomes difficult terrain for the next round.
Consume Corpse legendary action. Beyond that, he makes When a creature moves into or within the area, it
sure to use his lair actions in whatever manner will harm takes 5 (2d4) piercing damage for every 5 feet it
the (perceivably) weakest enemy. travels, as the maggots gnaw at the creature’s flesh.
Despite being impervious to many attacks, Aufgeben
does not think like a traditional dragon. He is a scavenger Aufgeben can’t repeat an effect until they have all been
and eater of the dead. He does not approach anything he used, and he can’t use the same effect two rounds in a row.
Aufgeben, The Dark Cloud Actions
Gargantuan dragon, chaotic evil, undead Multiattack. Aufgeben can use his Frightful Presence. He then
makes three attacks: one with his bite and two with his claws.
Armor Class 24 (natural armor) Bite (single form). Melee Weapon Attack: +15 to hit, reach 15 ft.,
Hit Points 471 (23d20 + 230) one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) poison
Speed 40 ft., fly 80 ft., burrow 40 ft. damage. The target must succeed on a DC 21 Constitution saving
throw or become poisoned.
STR DEX CON INT WIS CHA Claw (single form). Melee Weapon Attack: +15 to hit, reach
10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. If the
27 (+8) 18 (+4) 30 (+10) 14 (+2) 16 (+3) 8 (-1) target is a creature other than undead, it must succeed on a
DC 21 Constitution saving throw or be paralyzed for one minute.
Saving Throws Str +15, Dex +11, Con +17, Wis +10, Cha +6 The target can repeat the saving throw at the end of its turn,
Skills Investigation +16, Nature +16, Perception +17, Stealth +11 ending the effect on itself on a success.
Damage Resistances cold, fire, bludgeoning, piercing and Rotten Breath (Recharge 5–6). Aufgeben exhales acid and rotten
slashing from nonmagical attacks flesh in a 90-foot line that is 10 feet wide. Each creature in that
Damage Immunities necrotic, poison line must make a DC 22 Dexterity saving throw, taking 67 (15d8)
Condition Immunities blinded, charmed, exhaustion, acid damage on a failed save or half as much damage on a success.
frightened, grappled, paralyzed, petrified, poisoned, prone Additionally, each creature in the area of effect must succeed on a
Senses blindsight 120 ft., darkvision 120 ft., tremorsense 30 ft., DC 18 Constitution saving throw or be poisoned until the end of
passive Perception 27 their next turn.
Languages Common, Draconic Tail. Melee Weapon Attack: +15 to hit, reach 20 ft ., one target.
Challenge 23 (50,000 XP) Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Aufgeben’s choice within
Dark Cloud. Any defending army aware of the presence of 120 feet of Aufgeben and aware of it must succeed on a DC 19
Aufgeben within 100 miles of a battlefield, at GM discretion, is Wisdom saving throw or become frightened for one minute. A
demoralized. A DC 18 Charisma (Persuasion) check is required to creature can repeat the saving throw at the end of each of its turns,
convince 1d100 percent of the force from deserting. ending the effect on itself on a success. If a creature’s saving throw
Divide and Devour (1/day). Aufgeben can choose to exist as a is successful or the effect ends for it, the creature is immune to
fully formed dragon or as multiple smaller versions of himself on Aufgeben’s Frightful Presence for the next 24 hours.
a whim. As an action, Aufgeben can disperse into six individual
creatures for one minute. These creatures have the statistics of a Legendary Actions
young black dragon but divide Aufgeben’s hit points at the time Aufgeben can take three legendary actions, choosing from the
of dispersal equally among them. When the separated creatures options below. Only one legendary action option can be used at
lose half their hit points, they reform into one collective creature a time and only at the end of another creature’s turn. Aufgeben
and regenerate 22 (4d10) hit points. regains spent legendary actions at the start of his turn.
Flyby. Aufgeben doesn’t provoke opportunity attacks when he Detect. Aufgeben makes a Wisdom (Perception) check.
flies out of an enemy’s reach. Bite Attack. Aufgeben makes a bite attack.
Legendary Resistance (3/Day). If Aufgeben fails a saving throw, Consume corpse (Costs 3 Actions). Aufgeben devours a dead body,
he can choose to succeed instead. swallowing it whole. Aufgeben can roll hit dice as if taking a short
Turn Defiance (3/day). Aufgeben and any undead within 60 feet rest, and his breath weapon is automatically recharged.
of him are immune to the effects of turn undead. Wing Attack (Costs 2 Actions). Aufgeben beats his wings. Each
Stench of Death. Aufgeben reeks of the rotten corpses upon creature within 15 feet of Aufgeben must succeed on a DC 23
which he feeds. Any creature that starts its turn within 10 feet Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and
of Aufgeben must succeed on a DC 15 Constitution saving throw be knocked prone. Aufgeben can then fly up to half his flying speed.
or be poisoned until the start of the creature’s next turn. On a
successful saving throw, the creature is immune to Aufgeben’s
stench of death until the end of its next turn.
Balaur,
Beast of War
B
alaur was once a proud dragon. He soared over tower. As luck would have it, this tower had long been
a vast woodland territory filled with a multitude coveted by a band of duergar marauders. Without the
of creatures that cowered before him. Then came wizard’s magic to protect it, these duergar finally captured
the adventurers. For their wizard, it was not enough the fortification, only to discover a dragon kept within.
to just defeat a dragon. Balaur was captured alive and Balaur had been stripped of all his scales by the time
became the subject of this wizard’s dark fascination. the duergar found him. His hide was scarred beyond
Like many proud wizards before him, Balaur’s captor all comprehension; he hardly looked like a dragon.
became increasingly obsessed with expanding his The duergar could have killed him, but instead saw
knowledge. Eventually, this growing curiosity drove an opportunity—though it may have been Balaur that
the wizard to madness, and he began to vivisect Balaur, planted the seeds of this idea. The duergar offered to
prying arcane secrets from the dragon at the ends of rehabilitate him, forge a new set of scales for him and in
cruel implements. Finally, the dragon snapped. return, he would march with their army and bring down
Though the wizard was dead and Balaur’s belly full, the the walls of their enemies.
dragon was still imprisoned within the bowels of a remote An alliance was formed, towns were plundered and
thus the Sunless Horde were born. The dragon-backed
duergar march with a deliberate pace; the drums
e thrum—
Hear the drums and feel thee.
that herald their arrival beat in sync with the almost
mechanical steps of their weapon of war. The first
the dragon comes for th e sacked cities had enough time to send messages to allies
sens
And if you have a lick-a .
beyond their borders, but the warnings were of little use.
One by one, every settlement in the path of this growing
you’ll yield yer territree ate army and their seemingly unstoppable siege weapon fell
pl
His hide is formed of fineste. to its overwhelming might or surrendered before the
mighty dragon bellowed their buildings into cinders.
his breath a wicked flam r on!’” The march continues, ever onward, the Horde’s desire
au
“On Balaur, Balaur, Bal for more riches driving them to march a bit farther each
Lair Actions
Encounter On initiative count 20 (losing initiative ties), Balaur takes
Balaur is not permitted to move without the Sunless a lair action to cause one of the following effects. He can’t
Horde following. This force of duergar warriors also use the same effect two rounds in a row.
contains numerous arcanists and priests of dark gods.
They soften up targets before Balaur wades into battle. • Balaur chooses up to six allies or siege weapons that
It is his task to penetrate more fortified defenses, he can see within 100 feet of him. These targets can
namely city or castle walls. move up to their speed as a reaction.
Confronting Balaur directly often requires raising an • Balaur chooses one siege weapon he can see within
army to oppose the duergar that protect him. On the 60 feet. That siege weapon can make an attack against
battlefield, the lower-ranking duergar take orders from an object as a reaction. If this attack hits, it deals an
Balaur, and he uses them to keep enemies at bay. He will additional 20 points of damage.
eagerly send these troops against his foes, sometimes • Balaur’s presence grants advantage to any of its allies
to the detriment of the greater conflict. These lives are and siege weapons in the area for one round.
little more than currency to spend to ensure his survival.
Regional Effects
Tactics Balaur’s draconic presence amplifies the impact that the
Balaur does not fight without cause and never without duergar army has upon the world, which often creates one
a legion of duergar at his back. Before conflict has a or more of the following effects:
chance to deplete their numbers, they are his most
impressive attack. With a terrible roar, he can call down • Fires within 6 miles of the lair burn brighter and
a rain of javelins and crossbow bolts. While his armor hotter than usual and give off a thick, black smoke that
weighs him down enough to slow his flight, he remains has a vaguely metallic scent.
quite agile on the ground. Should he need to retreat, he • Creatures within 1 mile of the lair feel a lingering
often uses his fiery breath to ignite obstacles and feels unease. Birds remain silent, horses spook and most of
no remorse in allowing the duergar to stand in the way the common folk suffer from poor nights of sleep.
of his pursuers as well.
In extreme circumstances, Balaur might permit If Balaur dies, conditions of the area surrounding the
a duergar mage or warpriest to ride upon his back. lair return to normal over 1d10 days.
Balaur, Beast of War Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
Gargantuan dragon, lawful evil Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Armor Class 24 (adamantine plate armor) Battle Roar. Any allied creatures that can see and hear Balaur can
Hit Points 507 (26d20 + 234) use their reaction to make a weapon attack. Each creature within
Speed 40 ft., fly 40 ft. (fly 30 ft. with adamantine armor) 60 feet of Balaur must make a DC 20 Constitution saving throw or
become deafened until the end of their next turn.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of Balaur’s choice that is within
30 (+10) 10 (+0) 29 (+9) 15 (+2) 18 (+4) 22 (+6) 120 feet of him and aware of him must succeed on a DC 21 Wisdom
saving throw or become frightened for one minute. A creature can
Saving Throws Dex +7, Con +16, Wis +11, Cha +13 repeat the saving throw at the end of each of its turns, ending the
Skills Athletics +17, Perception +11, Stealth +7 effect on itself on a success. If a creature’s saving throw is successful
Damage Immunities none, special (see abilities) or the effect ends for it, the creature is immune to Balaur’s Frightful
Condition Immunities charmed Presence for the next 24 hours.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Burning Breath (Recharge 5–6). Balaur exhales fire in a 90-foot
Languages Abyssal, Common, Draconic, Infernal cone. Each creature in that area must make a DC 24 Dexterity
Challenge 21 (33,000 XP) saving throw, taking 91 (26d6) fire damage on a failed save or half as
much damage on a successful one. Objects in the area take the full
damage, and flammable objects that aren’t being worn or carried
Adamantine Armor. Balaur wears a suit of adamantine armor that
are ignited.
provides resistance to damage from any attack and grants advantage
on saving throws against spells. The armor has a Damage Threshold
of 15 and is immune to fire, poison and psychic damage.
Legendary Actions
Balaur can take three legendary actions, choosing from the options
While wearing this armor, Balaur’s flying speed is reduced to 30
below. Only one legendary action option can be used at a time and
feet, and he must end his movement on a solid surface, or he will fall.
only at the end of another creature’s turn. Balaur regains spent
Legendary Resistance (3/Day). If Balaur fails a saving throw, he
legendary actions at the start of his turn.
can choose to succeed instead.
Detect. Balaur makes a Wisdom (Perception) check.
Pounce. If Balaur moves at least 20 feet straight toward a target
Tail Attack. Balaur makes a tail attack.
and then hits it with a claw attack on the same turn, the target takes
Overrun (Costs 2 Actions). Balaur moves up to his speed. During
an extra 9 (2d8) slashing damage. If the target is a creature, it must
this movement, he can move through the spaces of any Large or
succeed on a DC 15 Dexterity saving throw or be knocked prone.
smaller creatures. When he moves through a space occupied by a
If the target is prone, Balaur can make a bite attack against it as a
creature, that creature must make a DC 22 Strength saving throw or
bonus action.
be knocked prone.
Siege Monster. Balaur deals double damage to objects and
Siege Support (Costs 2 Actions). Balaur chooses two siege weapons
structures.
that he can see and directs them to make attacks against his choice
Actions of target. The siege weapons have advantage on this attack.
Multiattack. Balaur can use his Frightful Presence. He then makes
three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit:
21 (2d10 + 10) piercing + 13 (3d8) fire damage.
Balleg,
The Ravaged Wyrm
N
o one utters Balleg’s name lightly. Children who And as unbelievable as it sounds, Balleg somehow
use it as a curse word are disciplined, quickly became even worse.
and severely. It is not a name used in jest or For two decades, Balleg was the subject of every cruel
spoken without some understanding of why you said it. experiment Gjorn could fathom. Using Balleg’s body as
Some believe simply whispering its name can a magical focus, Gjorn carved away at the dragon’s flesh,
summon Balleg. utilizing every piece he could to study the extremities of
There are many dragons in the world. No one knows magic. The experiments were excruciating, and Balleg’s
for sure how many. But those who live here understand body was ripped apart.
there’s a routine, a balance, and that reality carries with Gjorn realized Balleg would not survive at that rate of
it a few expectations. Red dragons are bad news, but experimentation pace. And since the magic expended
you know what you’re in for. Gold dragons are generally summoning Balleg was far too great to attempt again,
good, and they wear their heart on their scales. he knew this was the only living subject he’d ever have.
But Balleg…Balleg is another story entirely. Balleg Gjorn turned his attention to extending Balleg’s “life.”
redefined evil. Born with tattered wings and plucked His plan was simple: turn the dragon undead.
from the Void—where all magic is born—Balleg was Using a complicated ritual, Gjorn placed Balleg into
summoned by a powerful necromancer, Gjorn the a force cage and scorched its body with magic. Hours
Illborn. Looking to avoid detection from any and all turned to days, as the necromancer summoned every
powerful things, the wizard squeezed the newborn ounce of magic he knew to transform the dragon into
dragon through the tiniest pinhole in the Void. Upon this unliving flesh. But Gjorn failed to understand the Void. It
“birth,” Balleg was thrust into this world and imprisoned does not obey the laws of magic the way other elements
by Gjorn. do. Instead of weakening, Balleg grew in power. The
dragon became something otherworldly.
The necro-dragon’s flesh is half-missing. In its place
h continues to is a spectral image of what Balleg believes it should look
Impossibly, the beast’s fles ty in spite of like. In this form, Balleg is half-dragon and half-ethereal
Fury, Dragon
Queen of Hell
S
omewhere in hell’s great lake of fire is a hidden stuffed with false humility, she was flattered despite her
island made of pure gold. An ever-growing better judgment and accepted. She took the pleasing shape
mountain of gold coins, chalices, idols and other of one of hell’s greatest warriors, the mighty erinyes, and
glimmering finery rises from the flames and at its top wedded Asmodeus in his great citadel. She vowed silently
is a majestic golden throne. Atop that throne rests a to match her treacherous new husband scheme for scheme
dragon—but although Feth’razaal is known as Fury, and wrest power from him just as he sought to undo hers.
the Dragon Queen of Hell, she rarely assumes draconic But the game grew wearisome after centuries of
shape. Those who dare to gaze upon her majesty see a play. The artifice of love and loyalty wore thin for both
woman of unbelievable strength and beauty. Seven feet Asmodeus and his queen. Feth’razaal’s disgust for the
tall, she is draped in an ash-black dress that crackles selfish, arrogant and oft-distant King of Hell grew
with tiny flames like smoldering coals. Her skin is tanned boundless, and one day she confronted him on his iron
and patches of golden scales burst seemingly at random throne. She took his ring from her talon, popped it in her
across her face, arms and slender, powerful legs. An mouth like a sweet and spat the molten gold—melted by
unruly mane of crimson hair cascades down her back, her dragonflame—in Asmodeus’s face, then departed,
a pair of onyx horns curl from her brow and wings of vowing one day to claim hell as her own and rule it as its
smoke and flame emerge from her back. rightful queen. Asmodeus was stunned for only an instant
The King of Hell, Asmodeus, admired Feth’razaal’s vast before he rose in fury and demanded his wife’s head
bounty of souls and sought her hand in marriage, kneeling on a platter, but in that instant, Feth’razaal had already
and offering her a band of hell-forged gold. Although gathered her numerous allies within the courts of hell and
Feth’razaal knew that the King of Hell could not be trusted flown from her old palace.
and that his proposal was a selfish gesture prodigiously Feth’razaal discarded her old name—one that had been
tainted by centuries of false love—when she broke her
vow with the King of Hell and took on a new title that
e Ninth was
Her love for the Lord of thst for power.
encompassed her boundless ambition and wrath: Fury. In
the intervening eons, Fury carved out a mighty domain
almost as strong as her lu soon, after within the inferno and named herself an archdevil. Many
ultimate crown will sate he Fury knows she and her armies will grow powerful
enough to dethrone Asmodeus once and for all. Until
then, she is content to bide her time and live in luxury as
ils, ch. 9:
—An Accounting of Dev ueen” Fury, Dragon Queen of Hell.
Hook Tactics
The party may first learn of Fury’s plot to overthrow Fury’s arrogance may be her undoing. Even as a mortal
Asmodeus from a patron, possibly a celestial or even a dragon, she saw humanoid beings as little more than
deity seeking to capitalize on an infernal coup d’état. They insects. Now, as an archdevil, Fury’s hubris has only
are encouraged to investigate. Of course, by the time grown. She begins all combat in her fiendish form unless
the characters are strong enough to journey into hell on circumstances require her to fight into a dragon.
a whim, they may have already made allies or enemies At the beginning of combat, Fury spreads damage as
within the infernal hierarchy. The characters may be widely as she can, demonstrating her power to as many
approached by an emissary of an archdevil they have aided creatures as possible. If she is forced to assume draconic
or opposed in the past who then offers them a mighty form, Fury realizes that her opponents are not as weak as
bounty if they save their king from a potential usurper—or she suspected and focuses her fire on a single creature to
they may secretly wish to see the King of Hell deposed, kill it as fast as possible, then raise its soul as a devil using
and provide the characters an excellent reward if they aid her Lair Action. Even in this state, she fights without care,
Fury’s cause. for she knows she will soon be reborn in hell if she is killed
outside the inferno. If she finds herself in any danger of
Encounter Conditions defeat within hell’s borders, Fury plane shifts away to her
Fury may be encountered scheming within her lair in hell’s old lair on the Material Plane to recuperate. She seethes
deepest fiery circle or elsewhere in the Multiverse as she with anger at not just her wounded pride, but also the loss
hunts for allies in her battle against Asmodeus. of her mighty treasure and of such a critical disruption in
Outside of her lair, Fury rarely picks a fight herself. her war against Asmodeus. Any adventurers who force
Centuries of navigating the courts of hell have taught her Fury to retreat in such an undignified manner rise to the
that lies, subterfuge and charm are her greatest assets. She top of her list of nemeses.
maintains her attractive fiendish form at all times when Fury has sworn to dethrone Asmodeus and has chosen
outside of hell, except when she is forced to fight for her life weapons and developed a breath weapon specifically
or when she must assume draconic form to fly from plane designed to destroy fiends—and to slaughter celestials—
to plane. in case the gods of the upper planes decide that her quest
to kill the King of Hell is a threat to the cosmic balance.
Encounter Curiously, the magic Asmodeus used to transform
Fury plays the long game. She aims to make allies of all Feth’razaal into a devil still lingers in Fury’s draconic
beings that could aid her in her quest to destroy Asmodeus, form, and any creature that she bites may begin to turn
and even those who refuse to serve her are often simply into a devil itself. This suits Fury well enough, as it
cast aside unharmed. But Fury remembers every soul that lets her tear through mortal opponents as if they were
denied her, and when she decides to take vengeance, her Asmodeus’s servants.
retribution is swift. Whenever she needs souls to bolster
her army of devils, she appears from thin air—in fiendish Wealth
form if her targets are within civilization or in draconic Fury rests upon a treasure hoard befitting an archdevil.
form if they are not—and attacks without pretense. The vast bulk of the hoard is an island made entirely
If approached within her infernal lair, Fury heaps on of coins from across the millennia, including 10d10 ×
praise for the party’s resourcefulness and skill for reaching 100,000 pp, 20d10 × 200,000 gp, 30d10 × 300,000 sp
the hottest depths of hell. She aims to keep their aggression and 50d10 × 500,000 cp. Atop this island of coins are
at bay until she can ascertain their opinion toward chalices, statues and other objets d’art worth a total of 5d10
Asmodeus and their willingness to join her in her quest. If × 200 gp.
she thinks they could be worthy allies, she politely requests Also hidden amid the treasure are six wondrous
their allegiance. If they refuse, or if she determines they items, which a character can find by spending 10
are of no use to her, she attacks without warning, declaring minutes searching and then making a successful DC 18
that if they cannot serve her in life, their souls will serve Intelligence (Investigation) check. These magic items are:
her for eternity. When encountered in her lair, Fury is a mithral plate of fire resistance, a nine lives stealer,
joined by an honor guard of two pit fiends. a rod of rulership, a staff of striking, an Ioun stone of
mastery and a portable hole. The portable hole appears
to be a piece of heavy black fabric tied into a knot.
Untying it and shaking it out causes an additional 5d10 ×
1,000 gp to fall out.
Fury’s wealth is practically beyond measure, but
adventurers who defeat her must then figure out how to
return it safely to their home.
Fury, Dragon Queen of Hell Actions
Medium fiend (shapeshifter), lawful evil Multiattack. In her humanoid form, Fury makes three attacks. In
her draconic form, Fury can use her Damning Presence and then
Armor Class 18 fiendish form (natural armor), 22 draconic form makes one attack with her bite and two with her claws.
Hit Points 405 (30d8 + 270) Longsword of Planar Disruption (Fiendish Form only). Melee
Speed 30 ft., fly 60 ft. in fiendish form, fly 80 ft. in dragon form, Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10)
swim 40 ft. in draconic form slashing damage plus 33 (6d10) force damage if the target is on its
home plane.
STR DEX CON INT WIS CHA Cords of Hellish Restraint (Fiendish Form only). Melee Weapon
Attack: +18 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10) slashing
21 (+5) 28 (+9) 19 (+4) 16 (+3) 16 (+3) 30 (+10)
damage and the target is restrained. A creature restrained by the
cords is considered to be on its home plane and takes 11 (2d10) force
Saving Throws Dex +13, Con +17, Wis +11, Cha +17 damage at the start of each of its turns. A creature can make a DC
Skills Insight +11, Intimidation +17, Perception +19, 22 Dexterity saving throw at the end of each of its turns, breaking
Persuasion +17 free and ending the effect on a success. Fiends and celestials have
Damage Immunities acid, cold, lightning disadvantage on this saving throw.
Condition Immunities charmed, exhaustion, Longbow of Planar Recall (Fiendish Form only). Ranged Weapon
frightened, poisoned Attack: +13 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5)
Senses truesight 120 ft., passive Perception 29 piercing damage plus 33 (6d10) force damage if the target is not on
Languages all, telepathy 120 ft. its home plane. If this attack reduces a creature to 0 hit points, it is
Challenge 25 (75,000 XP) banished to its home plane.
Bite (Draconic Form only). Melee Weapon Attack: +18 to hit, reach
Change Form. Fury can use her action to magically polymorph into 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. If the target
her true draconic form. In this form, she is considered a dragon as is a living creature, it must succeed on a DC 22 Charisma saving
well as a fiend, and she can use her action to transform back into throw or take 22 (4d10) radiant damage and gain the fiend type in
her fiendish form. Her statistics are the same in each form, except addition to its original type.
as listed, and except for her size, which increases to Gargantuan in Claw (Draconic Form only). Melee Weapon Attack: +18 to hit,
draconic form. Any equipment she is wearing or carrying when she reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage plus 22
transforms is absorbed or borne by her new form. (4d10) necrotic damage if the target is a fiend or celestial.
If Fury transforms while grappled by another creature, she can Tail (Draconic Form only). Melee Weapon Attack: +18 to hit, reach
attempt to escape the grapple as a reaction. She has advantage on 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Strength (Athletics) and Dexterity (Acrobatics) checks made in Damning Presence (Draconic Form only). Each humanoid
this way. creature of Fury’s choice that is within 120 feet of her and is aware
While Fury is in her fiendish form and she is reduced to half her of her must succeed on a DC 22 Charisma saving throw or be
maximum hit points or takes damage while below her maximum charmed by her for one minute. All creatures charmed in this way
hit points, she can choose to instantly polymorph into her draconic gain the fiend type in addition to their original type. An affected
form and gain 150 temporary hit points. After doing so, she cannot creature must repeat this save at the end of each of its turns,
transform back into a fiend until she completes a long rest. ending the effect on itself on a success. If the creature is reduced
Cord of Hellish Restraint. Fury possesses a rope of entanglement to 0 hit points while charmed in this way, or if it fails this save
that gains additional power while she is attuned to it. Only Fury can three times before succeeding once, it is permanently transformed
attune to this magic item. The DC of the cord’s effects is increased into a lemure under Fury’s control. The creature can no longer be
to 22, its AC is increased to 25 and its hit points are increased to 50. resurrected until the devil it was transformed into is killed and its
If the cord is destroyed by an attack that is not silvered, it instantly soul is repaired by a wish. If a creature’s saving throw is successful
reforms in Fury’s hand with full hit points at the start of her next or the effect ends for it, the creature is immune to Fury’s Damning
turn. Fiends and celestials have disadvantage on ability checks and Presence for the next 24 hours.
saving throws against the cord’s power. Breath of Vengeance (Recharge 5–6; Draconic Form only). Fury
Legendary Resistance (3/Day). If Fury fails a saving throw, she exhales prismatic fire in a 90-foot cone. Each creature in that
can choose to succeed instead. area must make a DC 22 Dexterity saving throw, taking 44 (8d10)
Magic Resistance. Fury has advantage on saving throws against radiant damage and 44 (8d10) necrotic damage on a failed save
spells and other magical effects. or half as much damage on a success. Fiends and celestials have
Magic Weapons. Fury’s weapon attacks in both fiendish and disadvantage on this saving throw.
draconic forms are magical.
Plane Shift. If she flies 80 feet in a straight line in a single turn, Legendary Actions
Fury can cast plane shift as an action before the end of that turn. Fury can take three legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
and only at the end of another creature’s turn. Fury regains spent
legendary actions at the start of her turn.
Detect. Fury makes a Wisdom (Perception) check.
Attack. Fury makes an attack with her tail or her longsword of
planar disruption.
Wing Attack (Costs 2 Actions). Fury beats her wings. Each creature
within 15 feet of her must succeed on a DC 23 Dexterity saving
throw or take 17 (2d6 + 10) bludgeoning damage and be knocked
prone. Fury can then fly up to half her flying speed.
1d6 Devil
1 an imp
2 a spined devil
3 a bearded devil
4 a barbed devil
5 a chain devil
6 a bone devil
Dragons
Gallomarg,
Disease-Ridden
Serpent of the Maw
C
overed in sores and pox-riddled pustules that to have lived for centuries with this accursed affliction.
crack and ooze, Gallomarg is cursed by a great Other creatures, particularly humans, who are exposed
many diseases, none of which seem to affect it, to walking pestilence never gain the regenerative powers
but instead plague those around it. It lives in a state that Gallomarg possesses and instead wither into husks
of perpetual agony yet never dies from its own canvas of their former selves before rotting away, their bodies
of pain. If it could, it would die, but the great beast a sea of sores and seeping wounds that follow their vein
continues to lumber on in continual misery, restored by lines as if their blood is boiling.
the wasting disease that exponentially replicates within Gallomarg lives in solitude at the edge of a chasm
its host. where a hot sulfur spring disguises its putrid, decaying
Gallomarg’s unique disease, something the locals have scent and keeps it safe from those who would do it
started to call “walking pestilence,” works in concord harm. Gallomarg feeds on whatever it can find among
with the dragon while most likely controlling a small part the rubble and detritus of its lair, leaving only when
of its instincts. The virus cannot survive if the host dies, necessary for livestock and easy prey. Devoid of kinship
and Gallomarg seems the only creature hardy enough with other dragons, it has begun to devolve into an
almost feral state, though shades of the charismatic
creature that it was for so long occasionally pierce
through the feverish snarls. While Gallomarg wants
ur entire
Our children are dying. O Even as I an escape from its unending torment, dying at the
—Hatcher Halloway,
It may not need its host much longer.
T
he true origins of Glitz the Rapscallion, Purveyor the unknown reason for all this wonder.
of Ale, have been shrouded by time. The most Occasionally, Glitz would take on the form of different
recently recorded tale takes place outside a humanoid creatures to check in on the world above. He
small farming village several miles south of an extensive enjoyed mingling with the denizens of the community;
mountain range. On this hot summer day, a young elven they held a special place in his heart. These mortals
girl witnessed a massive bronze dragon land on a large provided centuries of personal fulfillment for Glitz and he
rock formation overlooking her farm. However menacing came to view them all as his children.
he was, the girl was not frightened. She moved toward At some point, Glitz became enamored with the various
this magnificent wonder, and as she did so, the bronze types of drinks created by these mortals, especially ale.
dragon bowed his head approvingly toward her. Then, His curiosity turned into an obsession, which finally
with a mighty beat of his wings, he flew off into the became his master craft.
sky, disappearing into the clouds above the mountains. Late one night during early winter, while enjoying an
Excited by the encounter, the young farm girl returned ale in one of his disguises at a local tavern, a beautiful
home to share her story. elven woman named Var’Alyn strolled into his life.
The tale of the bronze dragon became one of Enthralled by her beauty, Glitz found himself pulled into
prophecy and good omen. The young elven farm girl conversation with her for several hours. Var’Alyn told him
named him Glitz. of a tale from her childhood about a bronze dragon that
Over the next several decades, the village grew more had perched on a nearby rock formation overlooking her
prosperous, as people from all over the region flocked farm. From this moment on, their relationship developed
to this small village due to the rumors of its prosperity. into something more. For a long time, Glitz kept his true
The temperate climate and regular flooding of the nature secret, never allowing Var’Alyn to discover who he
nearby river created extremely fertile farmland and truly was.
provided an endless supply of fish. Business owners Finally, one day, overcome with a sense of guilt, Glitz
experienced increased profits. Inventors, scholars, showed her his brewery, using the opportunity to reveal
sages and arcane masters were able to learn and his true self. Like the little girl from all those years ago,
develop new and wondrous creations, adding wealth to Var’Alyn, unafraid, showed Glitz compassion, love and
the beautiful community. friendship. From this moment forward, they began their
The village transformed into a bustling metropolis. business and unique relationship.
Regional conditions remained the same while the general Glitz now had two loves in his life: Var’Alyn and
well-being and prosperity of the people never diminished. brewing ale.
The cause of this phenomenon perplexed scholars, In time, Var’Alyn became responsible for most of their
sages and arcanists alike. Their attempt at figuring out business transactions within the city. They began by
this strange regional occurrence became a driving factor purchasing land for crops to support ingredients for ales,
for the community’s growth, and their research also led to wines and liquors. Eventually, they decided to open an
increases in their magical abilities. inn and tavern. They named it The Dragon’s Inn. Here,
The investigators concluded that this region of the they could focus their energy and use it as the hub for all
world was at the apex of a randomly occurring conflux of their other business ventures.
arcane energy. With multiple businesses scattered through the city,
As time passed, the community enjoyed its seemingly Glitz and Var’Alyn decided to create a business council that
unending prosperity. All the while—beneath the city—a would properly watch over each aspect of their operation,
strange, exuberant and hardworking dragon remained which is currently running smoothly to this day.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target.
Glitz, The Rapscallion Hit: 16 (2d8 + 7) bludgeoning damage.
Large dragon, chaotic good Intoxicating Presence. Glitz unleashes a wave of alcoholic mist
filling the area around him within 60 feet. Each creature within
Armor Class 22 (natural armor) the affected area must succeed on a DC 21 Constitution saving
Hit Points 425 (34d10 + 238) throw. On a failure, the creature becomes poisoned and their vision
Speed 40 ft., burrow 40 ft., fly 80 ft. is obscured to a range of 15 feet. A creature can repeat the saving
throw at the end of each of their turns. If a creature’s saving throw is
STR DEX CON INT WIS CHA successful or the effect ends for it, the creature is immune to Glitz’s
25 (+7) 15 (+2) 25 (+7) 30 (+10) 27 (+8) 30 (+10) Intoxicating Presence for the next 24 hours.
Aura of Overwhelming Magnificence (Recharge 5–6). A wave
of prismatic energy erupts outward from Glitz and envelops every
Saving Throws Dex +10, Con +15, Cha +18, Wis +16 creature within 90 feet. Each creature within the affected area must
Skills Arcana +18, Deception +18, History +18, Insight +16, make a DC 22 Charisma saving throw. On a failure, the creature
Perception +16, Persuasion +18 falls under the influence of one of the following effects:
Damage Immunities fire
Condition Immunities poisoned 1: The creature falls unconscious.
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 2-5: The creature takes 42 (12d6) psychic damage and becomes
Languages Common, Draconic, Dwarvish, Elvish, Gnomish, paralyzed until the end of Glitz’s next turn.
Halfling 6-10: The creature takes 35 (10d6) psychic damage and becomes
Challenge 25 (75,000 XP) stunned until the end of Glitz’s next turn.
11-15: The creature takes 28 (8d6) psychic damage and becomes
Amphibious. Glitz can breathe air and water. incapacitated until the end of Glitz’s next turn.
Legendary Resistances (3/Day). If Glitz fails a saving throw, he can 16-21: The creature takes 21 (6d6) psychic damage and becomes
choose to succeed instead. deafened and blinded until the end of Glitz’s next turn.
Magic Resistance. Glitz has advantage on saving throws against
spells and other magical effects. Creatures that succeed on the saving throw take half damage and
Magic Weapons. Glitz’s weapon attacks in all forms are magical. suffer no additional effect.
Innate Spellcasting. Glitz is an 18th-level spellcaster. His
spellcasting ability is Charisma (spell save DC 25, +18 to hit with spell Change Shape. Glitz magically polymorphs into a humanoid
attacks). Glitz has the following spells prepared: or metallic dragon that has a challenge rating no higher than his
own. He reverts to his true form if he dies (a small colorful bird-like
Cantrips (at will): mage hand, mending, prestidigitation, dragon). Any equipment he is wearing or carrying is absorbed or
shocking grasp borne by the new form (Glitz’s choice). In a new form, Glitz retains
1st level (4 slots): charm person, magic missile, detect magic, his alignment, hit points, Hit Dice, ability to speak, proficiencies,
hideous laughter Legendary Resistance, lair actions and Intelligence, Wisdom and
2nd level (3 slots): detect thoughts, suggestion, arcane lock, Charisma scores, as well as his action. His statistics and capabilities
arcanist’s magic aura are otherwise replaced by those of the new form, except any class
3rd level (3 slots): dispel magic, counterspell, slow, hypnotic features or legendary actions of that form.
pattern, sending
4th level (3 slots): fire shield, greater invisibility, arcane eye
5th level (3 slots): dominate person, arcane hand, modify
Legendary Actions
Glitz can take three legendary actions, choosing from the options
memory below. Only one option can be used at a time and only at the end of
6th level (1 slot): mass suggestion, irresistible dance another creature’s turn. Glitz regains spent legendary actions at the
7th level (1 slot): prismatic spray, sequester start of his turn.
8th level (1 slot): maze, mind blank Detect. Glitz makes a Wisdom (Perception) check.
9th level (1 slot): weird Wand. Glitz can use his wand of fireballs or the rod of
Actions absorption.
Attack. Glitz can make a melee attack against one target within
Multiattack. Glitz can use his Intoxicating Presence. He then reach.
makes three attacks: one with his bite and two with his claws. Drunken Belch (Costs 2 Actions). Glitz belches an alcoholic
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. substance. Each creature within a 30-foot cone must succeed on a
Hit: +18 (2d10 + 7) piercing damage. DC 22 Dexterity saving throw or take 14 (4d6) poison damage and
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. become poisoned. On a successful saving throw, the creature
Hit: +14 (2d6 + 7) piercing damage. takes half damage and is not poisoned.
Var’Alyn, and the general well-being of the community. through gold-rimmed spectacles that rest comfortably
These attachments open up many opportunities for on his nose. A deep blue vest covers his silky long sleeve
adventure. Each of Glitz’s businesses details an NPC white shirt, which is tucked into dark blue pantaloons
that can be utilized as a quest giver to further a story pulled tightly around his soft black leather boots.
within your campaign setting. Glitz is a Legendary Dragon that may take the form
of any metallic type dragon. However, he has chosen the
Tactics Bronze Dragon form for centuries. He is very fond of it, in
If Glitz knows he is going to be attacked or raided, he part because it hides some of his noticeable girth.
begins combat polymorphed as a young dwarven child
who is cleaning the brewery, or he will act like a scared
elderly man and pretend to be hiding—yet visible to
Glitz’s Lair
Glitz can be encountered in his vast brew-making lair
those entering his lair. under The Dragon’s Tavern.
Once combat begins, Glitz will use his Aura of The lair can be mistaken for a massive alchemist’s
Overwhelming Magnificence followed up by a spell or hall, built with care and details that only a dwarf can
multiattack on the weakest-looking combatant. Glitz is appreciate. Upon closer examination, it becomes
no fool. He understands spellcasters and the differences clear that all the equipment and areas are filled with
between armored foes. dedicated brewing kettles, burners, large spoons, mash
containers, clamps, etc. Everything is meticulously
Wealth maintained and organized. The entire space is well lit,
Glitz’s lair is filled with many tools and objects used to
and the aromas of various brews fill the air.
create potions, ales, etc. An adventurer can find multiple
tool sets for brewers, blacksmiths and even thieves. Lair Actions
In addition to the tools, his lair has a vast wealth of On initiative count 20 (losing initiative ties), Glitz takes a
platinum, gold, silver and copper. There are also gems of lair action to cause one of the following effects. Glitz can’t
varying worth scattered throughout his chamber. use the same effect two rounds in a row.
Glitz has a ring of spell storing, rod of absorption,
and a wand of fireballs on him. His lair also has the • Thick steam fills the lair in a 60-foot radius around
following magical items: a suit of mithril armor, a pearl Glitz. Other than Glitz or his allies, each creature
of power, an immovable rod and a robe of useful items. starting their turn in the steam must succeed on a DC
15 Constitution saving throw or be blinded. Creatures
Role-Playing Glitz that succeed on their saving throw experience a mild
Glitz is a Legendary Dragon that may take the form of alcoholic buzz. The steam lasts for two rounds
any metallic type dragon. However, he has chosen the and then fades away. This action may not be used
Bronze Dragon form for centuries. He is very fond of it, in again until the steam dissipates.
part because it hides some of his noticeable girth. • Hot liquid begins to pour from kettles, filling the
Glitz has taken on many forms throughout his life. area with boiling hot water. Each creature within
However, he has cultivated several humanoid personas a 30-foot radius of Glitz must succeed on a DC 15
throughout that time. The characters below are his Dexterity check, taking 10 (3d6) of damage. Creatures
favorites. that succeed take half damage.
Belamont Softshoe A halfling male of average age
and height with floppy, disheveled brown hair, tan skin Regional Effects
and brown eyes. He generally wears dark brown or The region containing Glitz’s lair is blessed with good
black clothing. fortune, creating one or more of the following effects:
Dorn Stronghammer An elderly dwarven male
slightly shorter than average and rounder at the waist. • Farmers within 10 miles of the lair receive
His bald head gleams with sweat, and a long, braided double the average crop yields.
salt and pepper beard hangs over his plump belly. His • Vendors who sell locally grown fruits and vegetables
piercing blue eyes suggest a young, intelligent mind lurks receive 25 percent more revenue compared to
beneath his aging features. other towns.
Avalyn Mesiure A young elven female with an athletic • Citizens who reside within 10 miles of the lair for
build and long platinum hair with strands of black, which more than a week live 2d6 years longer than if living
hangs loosely over her shoulders. Her pale skin contrasts in comparable lands and also benefit from a +1 bonus
with her bright blue and yellow clothing. Various types of to their Charisma and Constitution stats, provided
jewelry adorn her neck, wrists and fingers. they stay within 10 miles of Glitz’s lair.
Marland Baertor A middle-aged half-elven male with
a muscular build. Short cropped dirty blonde hair is If Glitz dies, conditions of the area surrounding the
combed tightly against his head. Dark brown eyes peer lair return to normal after 1d10 days.
Ilizinnii,
The Heart Eater
I
f you ever find yourself traveling in the Jurgalanaan on, not allowing either to concede the tower and its
Desert, whether in Gruhili, Ortalr or anywhere in assortment of collected baubles to the other.
between, you might hear the colloquial greeting of Ultimately, Ilizinnii triumphed—but not without a
“Ba heash bru stasa!” from the native peoples. If you terrible cost—her sight. Nephalal blighted the wyrm’s
were to translate this to the common tongue, it means, eyes, and since that day, Ilizinnii has lived in pure
roughly, “Your stars are bright.” This, of course, would darkness, an unforgivable sin committed against her by
seem perfectly innocent to an outsider, but in truth, the necromancer. In a fit of literal blind rage, Ilizinnii
this saying could more accurately be translated to “Your demolished the tower, wiping out any remnants of
stars stay bright,” which has a much grimmer context Nephalal’s legacy before retreating underground to an
and meaning to the locals. enormous limestone cavern.
People in Jurgalanaan are taught to keep one eye Rage-induced wails reverberated across the dunes
on the sky at night for any stars that seem to ripple of the arid desert for weeks on end, echoing from deep
with darkness, blinking off and back on suddenly. This within the subterranean lair as the dragon mourned
is the first warning sign of their immediate danger, her loss. As time passed, her disdain for the treacherous
and in most cases is a death omen if they cannot hide magic that stole her sight consumed every passing
quickly enough. Next comes the “Veratinda ga dylosii” moment. With only her twisted desire to inflict pain
or “thunder of death,” as a wave of sound like a strange left to comfort her, the dragon sank into both real and
thunderous rain washes over the ground—and those metaphysical darkness.
who find themselves caught out in the open will learn Ever strong of will and forced to accept her lack
it’s already too late. of vision, she soon discovered that by bristling her
The Heart Eater has found her next meal. enormous scales and slamming them back down in
Ilizinnii is driven by pure, simple, overwhelming a constant wave of clacks, she could detect objects
greed. It was this greed that initially called her to the and movement near to her by listening to the
tower that Nephalal, an elven necromancer, erected reverberations. And eventually, Ilizinnii’s hearing
in the vast Jurgalanaan Desert to practice his dark became so acute that the sound of a beating heart
magic far from prying eyes. While not quite the grand would be enough to wake her from a deep slumber—
and imposing wyrm she is today, Ilizinnii was still a something more than a few foolish wanderers and
powerful and dangerous adversary for the wizard, with adventurers have discovered as they suffered their
spells and magics of her own. Their battle was a fierce unfortunate fates.
one, with each foe’s greed and hubris driving them As will any who underestimate her.
Roleplaying and Tactics darkness, which helps Ilizinnii turn her greatest
weakness into a prodigious strength.
Ilizinnii is a raging tyrant—quick tempered and
completely unchallenged by anything within her Perhaps the most magnificent artifact Ilizinnii has ever
territory. She lives primarily in solitude. However, she claimed for her own is a small obsidian antimagic stone.
allows certain tribes to approach very near to her home Realizing what it was upon returning to her lair with
with the intent of lowering human sacrifices down into it, she has since put it to use above the entrance to her
the enormous main entrance shaft of the cave. She will hoard room, embedded in one of the many stalactites.
usually wait for night to cover the entirety of the cave With the stone’s reach extending through much of the
in darkness before her hunt—though, in truth, it hardly room, it is the perfect defense against magic. A number of
gives Ilizinnii the pleasure of a real hunt—unless the unsuspecting wizards have entered her chamber only to
victims decide to wander into one of the many lightless have their magical lights snuffed out...and have protective
tunnels away from the scorching heat beating down enchantments dispelled at the worst possible time. With
on the pit’s entrance. Ilizinnii does this not for any a pool of water that must be crossed before reaching her
additional psychological torture to her victim—though hoard room, most threats will find themselves without a
that’s certainly a bonus—but to absolutely protect torch or magical means of sight when facing off with the
herself from any prying eyes from above that might pose completely blind yet-still-capable dragon. And for many,
a threat in the sunlight. the only light they will see is the fleeting soft red glow
Ilizinnii has faced a foe that almost killed her, from Ilizinnii’s maw before she unleashes a molten hot
something most dragons, in their arrogance, tucked spew of flame all over them.
away in their caves and lairs, wouldn’t even believe is
a possibility. But for Ilizinnii it was a harsh moment of Ilizinnii’s Lair
revelation: She is not as invincible as she thought. Now Ilizinnii’s Lair is within a vast cave system. Some areas
with the loss of her sight, she has spent much of her life appear to be bottomless, but the area she resides in is large
since that moment in preparation and paranoia. While enough for her to fly, taking advantage of different views
she is not afraid to leave her cave at night to prowl the from various cliff edges.
desert dunes with malicious intent, she is still a cautious Lair Actions
combatant. On initiative count 20 (losing initiative ties), Ilizinnii takes
No stranger to the use of magic and the devastating a lair action to cause one of the following effects. Ilizinnii
effects it can wreak, she will almost assuredly attempt to can’t use the same effect two rounds in a row.
utterly destroy anyone she perceives as using magic or
casting spells while engaged with her. If her opponent • 1d4 + 2 motionless ropers (disguised as stalactites
seems even remotely capable as a mage, her sense of and stalagmites) spring into action and attack. They
urgency to gravely wound or outright annihilate them is act immediately and on initiative count 20 in
only slightly outweighed by her sense of self-preservation. subsequent rounds and obey Ilizinnii’s commands.
She will likely retreat to her lair, where she has several They remain until Ilizinnii uses this action again. If
safeguards in place, before pressing her luck. Ilizinnii dies, the ropers become free-willed creatures.
• 1d4 + 2 water elementals attack from a large pool of
Encounter Conditions water located near Ilizinnii’s hoard. They act
Ilizinnii’s lair is one any dragon would be envious of, immediately and on initiative count 20 in subsequent
and it serves as a significant advantage to the great rounds and obey Ilizinnii’s commands. They remain
wyrm against any potential threat to her and her hoard. until Ilizinnii uses this action again. If Ilizinnii dies, the
When first discovering the cave, it appears more water elementals become free-willed creatures.
like a sinkhole than a true limestone cave, with a vast • A nonmagical wall of stone springs into existence
opening in the desert floor serving as its entrance. But within 120 feet of Ilizinnii. The effects are the same
beyond the previously worked, column-like entrance to as the wall of stone spell; however, the wall becomes
the 120-foot drop to the bottom, the cave expands into permanent and requires no concentration.
several large tunnels leading in different directions—
all of which are able to accommodate Ilizinnii’s girth
thanks to whomever originally expanded them in the
centuries before Ilizinnii made it her home.
For the dragon, it’s perfect. Both defensible and
comfortable, complete with its own source of water and
a few additional surprises for anyone foolhardy enough
to think they might claim her mountain of treasures for
themselves, the dragon is far more dangerous within
its walls. This is primarily due to its inconceivable
Ilizinnii, The Heart Eater Actions
Gargantuan dragon, neutral evil Multiattack. Ilizinnii can use her Frightful Presence. She then
makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Armor Class 19 (natural armor)
Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) fire damage.
Hit Points 444 (24d20 + 192)
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Speed 40 ft., climb 40 ft., fly 80 ft.
Hit: 14 (2d6 + 7) slashing damage.
STR DEX CON INT WIS CHA Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage.
25 (+7) 12 (+1) 27 (+8) 22 (+6) 17 (+3) 21 (+5) Frightful Presence. Each creature of Ilizinnii’s choice that is within
120 feet of her and aware of her must succeed on a DC 21 Wisdom
Saving Throws Dex +8, Con +15, Int +13, Wis +10, Cha +12 saving throw or become frightened for one minute. A creature can
Skills Insight +10, Intimidation +19, Perception +17, Stealth +3 repeat the saving throw at the end of each of its turns, ending the
Damage Immunities cold, fire effect on itself on a success. If a creature’s saving throw is successful
Condition Immunities blinded, charmed, exhaustion, or the effect ends for it, the creature is immune to Ilizinnii’s
frightened, paralyzed, stunned Frightful Presence for the next 24 hours.
Senses blindsight 200 ft., tremorsense 120 ft., passive Fire Breath (Recharge 5–6). Ilizinnii exhales fire in a 90-foot cone.
Perception 34 (sound) Each creature in that area must make a DC 22 Dexterity saving
Languages Common, Draconic, Dwarvish, Elvish throw, taking 91 (26d6) fire damage on a failed save or half as much
Challenge 24 (62,000 XP) damage on a successful one.
Echolocation. Ilizinnii can’t use her blindsight while deafened. Legendary Actions
Keen Hearing. Ilizinnii has advantage on Wisdom (Perception) Ilizinnii can take three legendary actions, choosing from the options
checks that rely on hearing. below. Only one legendary action option can be used at a time and
Legendary Resistance (3/Day). If Ilizinnii fails a saving throw, she only at the end of another creature’s turn. Ilizinnii regains spent
can choose to succeed instead. legendary actions at the start of her turn.
Innate Spellcasting. Ilizinnii’s spellcasting ability is Charisma Detect. Ilizinnii makes a Wisdom (Perception) check.
(spell save DC 20, +12 to hit with spell attacks). She can innately Tail Attack. Ilizinnii makes a tail attack.
cast the following spells, requiring no material components: Wing Attack (Costs 2 Actions). Ilizinnii beats her wings. Each
creature within 15 feet of Ilizinnii must succeed on a DC 25 Dexterity
At will: control flames (extinguish only, no sight required) saving throw or take 14 (2d6 + 7) bludgeoning damage and be
4/day each: alarm knocked prone. Ilizinnii can then fly up to half her flying speed.
3/day each: darkness (45-foot radius), create or destroy water Cacophonous Boom (Costs 2 Actions). Ilizinnii slams down her
2/day each: wind wall, counterspell scales in a deafening wave of sound. Each creature within 120 feet
must succeed on a DC 18 Constitution saving throw or become
deafened for one minute. If this attack is made within an enclosed
structure, they have disadvantage. Additionally, if this attack is
within an enclosed structure, Ilizinnii must make this saving throw
as well, though she does so normally.
Regional Effects
The region containing Ilizinnii’s lair is warped by her GM NOTE: ANTIMAGIC STONE
magic, which creates one or more of the following effects: Wondrous item, legendary
This small obsidian stone creates a 30-foot
• Desert storms shroud the area within 1 mile of her antimagic sphere, as per the antimagic field spell.
subterranean lair. The storms are common, and even The magic automatically works in darkness. If
during the day, the ambient light is dim at best. natural sunlight shines upon the stone, it cracks,
• Bats are common and aggressive to creatures within turns to dust and is destroyed.
5 miles of the lair.
• Creatures who sleep during a long rest within 1
mile of the lair must succeed on a DC 10 Wisdom
saving throw or be unable to see when they awaken.
They are blinded for 1d4 hours.
Immryg-Umryss,
The Snatcher
B
orn from the sinister crossbreeding of an ogre a magical creature, with none of the preternatural
mage and a wyvern, Immryg-Umryss is not the aspects of normal dragons. It lacks all of a dragon’s
prototypical dragon. While it looks everything like a typical instincts and has had to learn on its own how to
dragon should, the veneer is where its similarity with other deal with outsiders. It does not hoard gold. It does not
dragons ends. Immryg-Umryss is a twisted and malevolent burn villages to the ground with fire. It does not gather
force at times and a complex and kind being at others. This minions around it to inflate its ego. In fact, Immryg-
confluence leads to problems, again and again. Umryss has lived outside the ordinary world of dragons
Immryg-Umryss (a name composed of the words for more than 300 years. Alone, aloof and awkward,
for ogre and wyvern in a mad wizard’s language) is the great dragon is an outsider in a world of tyrannical
beasts. As such, it is very lonely. But it has a solution.
Immryg-Umryss has taken many hostages over the
r, years. It took a bit of trial and error to learn humans
Sweet Mother and Fathe d for me has are soft and cannot be handled in a rough manner. It
Everything you have hope well-fed took even longer to learn that young humans live longer
Pray you know I am alive is inquisitive and philosophical, the perfect companion to
those with open minds. The hostages have even learned a
great deal living with Immryg-Umryss, though only a few
—Anne Underfoot, mryg-Umryss
have been able to use this knowledge in the outside world
Twenty-Year Guest of Im
as those held captive are not permitted to leave.
Jörmungand,
The World Serpent
R
esiding in the deepest areas of the vast oceans world. Jörmungand’s body typically remains coiled
is Jörmungand, the World Serpent, a dragon so and within a 10-mile radius of his head, depending on
large it’s said he can encircle the entire world if the depth of the water. He may also choose to Earth
he chooses. Legend has it that the serpent was cast out Glide, which affords him more room if need be. While
by the gods and into the bottomless abyss of the ocean stretched around the globe, Jörmungand can even grasp
where he grew to an unimaginable size and strength, his own tail if he wishes to do so. It is foretold that if
emerging when the mood strikes. Jörmungand grasps his tail and releases, it will bring
Jörmungand’s head is easily 50 feet wide and his about the beginning of the end of the world.
body equally as gargantuan. This dragon has no wings Hoping for safe passage, sailors make a sacrifice to the
but instead has a body so vast it can encircle the entire Serpent by tossing precious metals and items of magic
into the darkest depths of the ocean. One can only
speculate at the amount of treasure that may rest at the
bottom of these areas, leagues deep and far away from
the depths
All us sea dogs tell tales ofat charged any would-be adventurers. There has never been a time
of what we saw would requ sturdiest seafaring vessels. Only those who have made
an offering lived to tell these tales—many come back
even more of our sanity. with fear in their eyes, forever changed, having barely
survived the encounter. They are the ones the serpent
wdry,
—First Mate Jackson Ta man Disaster
has allowed to live, and they help spread the word that
Jörmungand is more than a legend. He’s real.
Lone Survivor of the Hunts The Game Master’s Book of Legendary Dragons 51
Dragons
Legendary Actions
Legendary Resistance (5/Day). If Jörmungand fails a saving
throw, he can choose to succeed instead.
Magic Resistance. Jörmungand has advantage on saving throws Jörmungand can take three legendary actions, choosing from the
against spells and other magical effects. options below. Only one legendary action option can be used at a
Magic Weapons. Jörmungand’s weapon attacks are magical. time and only at the end of another creature’s turn. Jörmungand
Earth Glide. Jörmungand can burrow through nonmagical, regains spent legendary actions at the start of his turn.
unworked earth and stone. While doing so, Jörmungand does not Detect. Jörmungand makes a Wisdom (Perception) check.
disturb the material it moves through. Bite. Jörmungand makes a Bite attack.
Siege Monster. Jörmungand deals double damage to objects and Tail/Body Attack (Costs 2 Actions). Jörmungand makes a Tail/
structures. Body attack.
Reflective Body. If Jörmungand is targeted by a magic missile Tail Bite (Costs 3 Actions). Jörmungand bites and releases the
spell, a line spell or a spell that requires a ranged attack roll, roll a tip of his tail. His body is not currently wrapped around the world
d4. On a 1 to 3, Jörmungand is unaffected. On a 4, Jörmungand is (causing it to end) in this instance, but the effect is spectacular
unaffected and the effect is reflected back at the caster as though it nonetheless. An antimagic field (as per the spell) bursts out in a
originated from Jörmungand, turning the caster into the target. sphere with a 100-foot radius, lasting 1d4 rounds and requiring no
concentration. Additionally, each creature within 100 feet of the
burst takes 36 (8d8) thunder damage.
Karnaggonn,
The Morning Star
A
rguably the most powerful dragon in the Here, they’ll spend centuries in penance, striving to
multiverse, Karnaggonn is a spiritual creature understand their missteps and hoping to transition back
eternally tasked with carrying the souls of the to the world they came from in a new body to restart
judged across the sky. It is completely impartial in this their spiritual journey. Some never leave.
task and has been fulfilling its duty since the dawn Those determined to have suffered enough for their
of creation. By this measure, it cannot, in any sense, transgressions are returned to their homes on the back
truly die. It has always returned to this task, collecting of a great turtle named Ghavadra. Ghavadra is tasked
scattered souls on behalf of the gods. It always will. It is with a similar role as Karnaggonn, flying across the
a cosmic force, an inevitability. cosmos to deliver the souls to the starting point of their
Even to other dragons, Karnaggonn is more akin to new journeys. Though they serve similar purposes, these
a celestial—a comet that circles the heavens. It travels colossal creatures have never met.
continuously, navigating the cosmos over the course of a In order to complete its sacred task, Karnaggonn
full year of its time, carrying the souls of the judged in its has the ability to switch between realms at will. Those
wake. Until it reaches its destination, the souls lie in rest, willing to assist it can be brought into the ethereal plane
waiting for Karnaggonn to collect and guide them across with a thought from the great dragon. When threatened,
the sky. Should something derail its course, it will always Karnaggonn calls upon restless souls, bringing them
correct it, returning to its duty and starting a new cycle. forth from purgatory to help it fend off aggressors.
Each soul spends a different amount of time in the Should they fail, Karnaggonn has another card to play.
wake of the great dragon, but eventually all of the It can summon up the voices of the deceased who have
judged are deposited into the plane of purgatory. passed from the lives of its attackers. The voices calm
and mollify ill intentions and soothe even the most
ferocious anger.
r. He moves If someone is favored by Karnaggonn, Karnaggonn
A collector, but also a givece, traversing can similarly confer an opportunity for them to speak
in the night and day at on his duty. with the departed.
Some cultures worship Karnaggonn the way one
the very idea of time to do whom, only might worship Apollo’s chariot hurtling across the sky.
Judgment. We know not by ered by the These cultures build their morals and values around
Kiennavalyriss,
The Keeper of Secrets
T
here are some dragons who hoard gold, some to herself, for herself (or those she deems worthy of
who collect souls and many over whom the learning what she knows).
artifacts of antiquity hold a particular sway. Those who have survived an audience with
Kiennavalyriss would not count herself among these Kiennavalyriss report that she is elegant and imposing.
draconic entities. She is instead concerned with The scintillating pattern of her opalescent scales is
ensuring the safe-keeping of an archive of archives, the magnified by the intense illumination in the Alabaster
vast Alabaster Halls, a library of forgotten knowledge. Halls, and she bears a celestial heritage that shines
Some of the information Kiennavalriyss guards has in her eyes. Her mother, the Shimmering Queen, is
been otherwise lost to time, while numerous tomes enshrined in myth as the servant and romantic partner
and scrolls hidden away in various corners of the halls of a now-forgotten exarch of the God of Knowledge.
are the stuff of whispered legend, unproven hearsay When her mother was cruelly slain by a band of
or the stuttered ramblings of spell-soaked wizards on malfeasant rat-catchers, the duty of safeguarding the
their deathbeds. Kiennavalyriss keeps all this and more lore of the library fell to Kiennavalyriss.
The divine blood that burns within Kiennavalyriss is
slowly consuming her mortal form. Her hearing is not
what it used to be, and the shine is starting to leave the
e it. Walls
I’ve never seen anything lik in an almost
scales along her sides. On the rare occasions that she
allows anyone to speak with her, she holds her massive
and walls of shelves bathedng tall among wings over the faded patches on her sides and pushes
happier that I would soon lifespan. In the last few years, she has created a network
of scholars and archaeologists that collect new pieces for
her library. Chief among her requests: dark tomes that
rafirm,
—Archmage Seamus Sha reference the transition to dracolichdom. Few of these
Hook perched upon her shoulder with an inky quill gripped in its
Kiennavalyriss is both a potential ally and a possible prehensile tail, furiously transcribing the conversation.
antagonist. All manner of secret knowledge has been Kiennavalyriss seldom ventures outside of her library,
collected within her expansive library, but she jealously though she maintains a relationship with a few orders of
guards it. Much of it she believes too dangerous to be priests and wizards from whom she sometimes acquires
anywhere other than locked away in her archives. When new books. Within her library, Kiennavalyriss is attuned
convinced of a true need, the lore within her halls could to many warding spells that alert her to intruders and
be used to solve nearly any quandary facing the party. allow her to lock any door she wishes. She also can
She has a dim view of adventurers, having crossed paths create areas of supernatural silence any time she desires.
with many who unearthed forgotten tomes that were
better off in her library. It is likely that the party will Tactics
first encounter her in such a situation, perhaps as they Kiennavalyriss knows that her partial deafness is her
quest to recover a lost book containing the true name of greatest liability. Within her lair, she has taken many
a demon that has been relentless in harassing them. precautions to reduce the impact of this reality. The
Or maybe she contacts the party to send them to rooms and hallways in her library are cramped and
recover a codex that recorded the dreams of a mad mage narrow to make it more difficult for adventurers and
that had survived contact with elder god. other would-be plunderers from sneaking past her. The
Perhaps one of her agents discovers the significance of entrance to the library, as well as her personal chambers,
a book they are sent to recover. Suspecting the duplicity are warded with a silent alarm that alerts her to visitors
of the one that hired them, they ask the party for aid in and intruders alike. Finally, the library is brightly lit by
unraveling the mystery of Kiennavalyriss’s identity. shimmering motes of arcane energy.
It might even be possible that the party finds a tome Though loath to engage in a fight, she is prepared to
of dread spellcraft that was stolen from her collection. defend the potentially dangerous lore that exists within
When Kiennavalyriss discovers it in their possession, she her library. With the knowledge at her disposal, she is a
assumes this implicates them in the theft of her property. formidable spellcaster. She uses her lair actions to seal
Regardless of how the party first meet Kiennavalyriss, exits, separating her opponents from each other or forcing
their interaction with her is most interesting when them into smaller spaces where she can catch more of
there is a tension between their search for information them in the area of a single spell. She uses her remaining
and her desire to keep the secrets of her library from spells to thwart attempts to plunge her surroundings into
being used by those with ill intent. In the best of darkness and to dispel the magic of her enemies.
circumstances, she will coldly refuse the inquiries of the If the potential threat posed by losing a small number
party until they have proven their worth to her. At her of titles from her collection is not significant or if she
worst, she will turn against them to recover secrets she feels that she might easily recover them, Kiennavalyriss
believes they should not have. will flee if her foes begin to get the better of her. Her
command of the doors within the library provides an
Encounter easy and expedient escape. Only when the lore at stake
Kiennavalyriss makes her home in an expansive library is of grave import will she battle to her last breath.
known only to a few. Referred to by those who know
of its existence as the Alabaster Halls, this library is a Wealth
labyrinthine complex. Every wall of its vast interior is Unlike many other dragons, Kiennavalyriss does not
filled with shelving that holds untold volumes of books, hoard wealth. Her treasured possessions are the books,
scrolls and various other mediums upon which someone scrolls, clay tablets and other assorted writings that she
has written some precious knowledge. has recovered and collected over her many decades. The
Designed to suit her unique needs, the rooms and secret histories of countless mortal races are written
corridors of this place are surprisingly narrow given that upon them. There are ancient spells, dead languages
a dragon dwells within. These close quarters are intended and the true names of gods hidden upon the shelves of
to prevent outsiders from slipping past unnoticed and her vast library. This collection also includes written
puts them face-to-face with Kiennavalyriss so that she copies of every conversation that Kiennavalyriss has had
might study their face, scrutinizing their hidden intent with visitors to her library.
and reading the words that fall from their lips.
The cramped quarters and full shelves also help dampen Kiennavalyriss’s Lair
ambient sound within the library, giving it an unsettling The exact whereabouts of the Alabaster Halls is not
silence most of the time. Kiennavalyriss prefers the lack widely known. It is rumored the library is a demiplane
of distracting noises and insists that groups of visitors of sorts, its entrance meandering through the cosmos.
speak clearly and without interrupting one another.
During meetings like this, a small rodent-like creature that Lair Actions
Kiennavalyriss refers to only as “The Scribe” is present— On initiative count 20 (losing initiative ties),
Kiennavalyriss, Actions
The Keeper of Secrets Multiattack. Kiennavalyriss can use her Frightful Presence. She
then makes three attacks: one with her bite and two with her claws.
Huge dragon (celestial), lawful neutral Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
Hit: 18 (2d10 + 8) piercing damage.
Armor Class 19 (natural armor) Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit Points 243 (18d12 + 126) Hit: 14 (2d6 + 8) slashing damage.
Speed 40 ft., fly 80 ft. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target.
Hit: 16 (2d8 + 8) bludgeoning damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of Kiennavalyriss’s choice that
25 (+7) 15 (+2) 25 (+7) 25 (+7) 15 (+2) 21 (+5) is within 120 feet of her and aware of her must succeed on a DC
18 Wisdom saving throw or become frightened for one minute. A
Saving Throws Dex +9, Con +14, Int +14, Wis +9, Cha +12 creature can repeat the saving throw at the end of each of its turns,
Skills Arcana +14, Intimidation +19, Perception +16, Stealth +9 ending the effect on itself on a success. If a creature’s saving throw
Damage Immunities cold, fire, poison is successful or the effect ends for it, the creature is immune to her
Condition Immunities charmed, exhaustion, frightened, Frightful Presence for the next 24 hours.
posioned, stunned Breath Weapons (Recharge 5–6). Kiennavalyriss uses one of the
Senses darkvision 120 ft., passive Perception 26 following breath weapons:
Languages Common, Draconic, Elvish, Dwarvish Blinding Light. Kiennavalyriss exhales a flash of light in a
Challenge 24 (62,000 XP) 60-foot cone. Each creature in that area must make a DC 18
Constitution saving throw, taking 58 (13d8) radiant damage, and
Spellcasting. Kiennavalyriss is a 17th-level spellcaster. Her spell- is blinded until the end of their next turn on a failed save or half
casting ability is Intelligence (spell save DC 22, +14 to hit with spell as much without being blinded on a successful one.
attacks). She has the following wizard spells prepared: Fire Breath. Kiennavalyriss exhales a fiery blast in a 60-foot
cone. Each creature in that area must succeed on a DC 18
Cantrips (at will): fire bolt, light, minor illusion, ray of frost Dexterity saving throw, taking 63 (14d8) fire damage on a failed
1st level (4 slots): chromatic orb, color spray, magic missile, sleep save or half as much on a successful one.
2nd level (3 slots): phantasmal force, ray of enfeeblement,
scorching ray, shatter Legendary Actions
3rd level (3 slots): counterspell, fireball, haste, vampiric touch Kiennavalyriss can take three legendary actions, choosing from
4th level (3 slots): banishment, black tentacles, the options below. Only one legendary action option can be used at
hallucinatory terrain a time and only at the end of another creature’s turn. She regains
5th level (2 slots): cloudkill, gas, wall of force spent legendary actions at the start of her turn.
6th level (1 slot): chain lightning, sunbeam Detect Thoughts. Kiennavalyriss casts detect thoughts without
7th level (1 slot): reverse gravity expending a spell slot.
8th level (1 slot): sunburst Tail Attack. Kiennavalyriss makes a tail attack.
9th level (1 slot): time stop Cast a Spell (Costs 1–3 Actions). Kiennavalyriss uses a spell slot
to cast a 1st, 2nd or 3rd-level spell that she has prepared. Doing so
Legendary Resistance (3/Day). If Kiennavalyriss fails a saving costs one legendary action per level of the spell.
throw, she can choose to succeed instead. Wing Attack (Costs 2 Actions). Kiennavalyriss beats her wings.
Silent Spells. Kiennavalyriss can ignore the verbal requirements of Each creature within 15 feet of her must succeed on a DC 21
any spell she casts when she is within an area of magical silence that Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage
she has created. and be knocked prone. She can then fly up to half her flying speed.
• Kiennavalyriss casts silence, without requiring • Books within 6 miles of the lair are difficult to open.
concentration. The area is quiet until initiative count Their pages stick together, their covers sometimes feel
20 on the next round. impossibly heavy and occasional gusts of wind slam
• Kiennavalyriss chooses one door she can see within them shut. Keeping a book open requires a successful
100 feet of her. If the door is shut, it immediately opens Strength or Dexterity ability check against a DC of 10.
even if it had been locked or magically sealed. If the • The area within 6 miles of the lair is unnaturally
door is open, it slams shut and is sealed as if she had quiet. The DC of any ability check made to listen to or
cast arcane lock. A door closed this way remains hear anything is increased by 5.
locked for one hour. • Divination spells cast within 1 mile of the lair
• Kiennavalyriss dispels one area of magical darkness either fail or redirect to the nearest book or
within 100 feet of her. This only dispels darkness that parchment containing some form of written
was created by a spell of 5th level or lower. communication.
Kundal,
The Rainbow Dragon
S
ome dragons bring good fortune and blessings. tattooed along their spine. Acquiring such a mark
Some only drink from the sea, linking the world requires a process that is painful but reveals one’s
to heaven. Hundreds of stories from history books commitment to the great serpent.
and mythological tales tell of golden and fortunate Kundal lives in an unfathomable cycle that defies
dragons that bless humanity with their presence, our understanding of time. He does not move through
providing a gateway to heaven. the ages the way humans do and therefore the nature
But Kundal, the Rainbow Dragon, is much more. of his existence cannot be explained to mortals: These
Choosing never to ascend, Kundal has remained among cycles must be experienced. The rainbow dragon’s task,
mortals for millennia, serving the great goddess Mazu therefore, is to find one human every cycle to whom he
and guiding those who seek her wisdom. Kundal is the will grant enlightenment. This chosen mortal learns
ultimate symbol of wisdom and balance within one’s everything Kundal can teach through symbols and
self. Those who serve or worship the great dragon show visions beyond the linear limitations of living kind.
their dedication through a spindle-shaped dragon He or she is then returned to the land of mortals to
spread the dragon’s message across the earth. When this
happens, the cycle ends for a short period while Kundal
t of this plane takes a meaningful rest.
The Rainbow Dragon is nonce of existence, These cycles reliably occur, but do not follow any
or any other. He is the esse exist. predictable pattern.
The rainbow dragon is sometimes found with Mazu.
and yet could be said not to u’s mount The goddess rides Kundal as a mount, and some stories
Kundal serves as Maz agon is the indicate it was Kundal who brought her the wisdom with
dr
because riding the rainbowany element of
which she rules. Kundal is the master of all primordial
forces: movement, stasis and the beat of time. He is the
only thing that can bring source of nearly all alchemical and thaumaturgic theory,
Hook Wealth
An elder has been selected by Kundal to be the next Kundal’s treasures are usually spiritual in nature. The
enlightened one, and the party has been asked to blessings of Kundal may vary, but they translate to an
escort her to the top of a tall mountain. She cannot increase in Wisdom, boons that will make a character
make the journey alone. The journey to meet Kundal is more enlightened or provide a new perspective on the
fraught with peril, as would be a face-to-face encounter. world. Or he may gift magical powers no one has never
Particularly if the elder does not wish to be enlightened. seen before.
If Kundal’s treasure is ever physical in nature, it is
Encounter Conditions hidden inside a box within another box with numerous
Kundal lives at the gateway between the mortal locks, keys, puzzle combinations and dead ends to
world and heaven. He is sometimes encountered in find the true treasure at the heart of it all. Each box is
ethereal spirit space, or in the real world, or in the unique, as is each treasure.
places between. Where Kundal is located dictates the
conditions of the encounter. The further removed from Kundal’s Summit
the mortal realm, the more powerful Kundal becomes. In lieu of a lair, Kundal would meet the to-be-enlightened
at the top of a tall peak. This apex is shrouded in the clouds
Encounter and benefits from the following area effects:
Kundal lives atop a mountain spire above the clouds. Lair Effects
Those who seek his wisdom must travel hundreds—if One of the following occurs on initiative count 20. The
not thousands—of miles to find the great dragon. same event cannot occur twice in a row, and all three
The journey to reach him should not be easy. But it is effects must be triggered before an effect can be repeated.
not a traditional series of violent encounters: Instead of
spirit guardians and mystical warriors blocking gates, • A 120-foot cloud of calming energy settles on an area
the barriers along the way are metaphysical. Those within Kundal’s line of sight. Each creature within
unworthy to pass simply do not. Each “test” reflects this cloud is under the effects of the calm emotions
another part of a person’s soul and whether they merit a spell unless they succeed on a DC 24 Wisdom saving
visitation with Kundal. throw.
Whomever is determined worthy—not an easy task— • Any creatures hostile to Kundal must succeed on a
becomes immortal, passing from this realm into the DC 24 Wisdom saving throw before attempting an
next and leaving everything behind. attack on Kundal, as if they are under the effect of the
sanctuary spell.
Tactics • One creature within 60 feet of Kundal is granted
Kundal is not a dragon the party would ever fight. His access to a stunning truth about the nature of the
power is to calm and subdue those who would threaten cosmos. This information is life-affirming, but also
him with his mind-awakening gifts. Those who would world-shattering, and the creature must succeed on a
attack the great rainbow dragon do so at the peril of DC 24 Intelligence saving throw or be paralyzed for one
their own souls. minute.
Should Kundal judge the heroes as unworthy,
however, they are likely to be banished, teleported away
or reduced to ash. In addition to Kundal’s numerous
powers, the very heavens would join forces to aid him in
destroying the party.
Kundal, Breath Weapons (recharge 5–6). The Rainbow Dragon uses
one of the following breath weapons:
The Rainbow Dragon Acid Breath. The Rainbow Dragon exhales acid in a 60-foot line
Gargantuan ancient polychromatic dragon, lawful good that is 5 feet wide. Each creature in the line must make a DC 18
Dexterity saving throw, taking 54 (12d8) acid damage or half as
much on a successful one.
Armor Class 22 (natural armor)
Fire Breath. Kundal exhales fire in a 90-foot cone. Each creature
Hit Points 546 (28d20 + 252)
in the area must make a DC 24 Dexterity saving throw, taking
Speed 40 ft. (human form), fly 80 ft., swim 50 ft.
71 (13d10) fire damage on a failed save or half as much on a
STR DEX CON INT WIS CHA successful one.
30 (+10) 14 (+2) 28 (+9) 20 (+5) 16 (+3) 28 (+9) Lightning Breath. Kundal exhales lightning in a 120-foot line
that is 10 feet wide. Each creature in the line must make a DC 24
Dexterity saving throw, taking 88 (16d10) lightning damage on a
Saving Throws Dex +9, Con +16, Wis +10, Cha +16 failed save or half as much on a successful one.
Skills Insight +10, Perception +10, Persuasion +16 Repulsion Breath. The Rainbow Dragon exhales repulsion
Damage Resistances cold, fire, lightning energy in a 30-foot cone. Each creature in that area must succeed
Damage Immunities acid, bludgeoning, piercing and slashing on a DC 24 Strength saving throw. On a failed save, the creature
damage from nonmagical weapons is pushed 30 feet away from the dragon.
Condition Immunities charmed, deafened, exhaustion, Sleep Breath. Kundal exhales sleep gas in a 90-foot cone. Each
frightened, paralyzed, petrified, poisoned creature in that area must succeed on a DC 24 Wisdom saving
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 throw or fall unconscious for 10 minutes. This effect ends for a
Languages Common, Draconic, Celestial creature if the creature takes damage or someone uses an action
Challenge 24 (62,000 XP) to wake him.
Slowing Breath. The Rainbow Dragon exhales magical gas in
Discorporation. When the Rainbow Dragon drops to 0 hit points a 60-foot cone. Each creature in the area must succeed on a DC
or dies, his body is destroyed, and he is unable to take physical form 24 Constitution saving throw. On a failed save, the creature can’t
for a time. use reactions, its speed is halved and it can’t make more than one
Amphibious. The Rainbow Dragon can breathe both air and water. attack on its turn. In addition, the creature can use either an
Legendary Resistance (3/Day). If Kundal fails a saving throw, he action or a bonus action on its turn, but not both. These effects
can choose to succeed instead. last for one minute. The creature can repeat the saving throw
Magic Weapons. All attacks by the Rainbow Dragon are at the end of each of its turns, taking 63 (14d8) cold damage on a
considered magical. failed save or half as much on a successful one.
Kur,
The Dragon of the Void
H
umans always find a way to upend the truth. Ishtar, and the ransom was the return of his immortal
Before humanity, powerful, ancient, immortal status. Ishtar agreed to Kur’s price, but once she made
beasts roamed the world. But with humans him immortal, she cast him into the void for eternity.
came gods. And with gods came the desire to push these Knowing the goddess could not be trusted, Kur had
ancient beasts underground. The rolls of history are expected some form of duplicity. As a contingency, Kur
filled with tales of these creatures, forced underground left a tiny piece of his flesh behind. This flesh would
by “better thinking” gods. never decay, and it ensured Kur could leave the void in
No story of this behavior is better known than Kur’s. time and once again return to the land of mortals, using
Eons ago, Kur, who some call the First Dragon, his own body as an anchor to the mortal realm.
emerged from a ceaseless void and freely roamed the This flesh, powerful in its own right, has remained
planes as a dark and terrible beast. When the gods were hidden. Numerous cults serving the dragon, wizards
granted immortality through humanity’s worship, these seeking to possess the great beast (or worse) and heroes
deities deemed Kur unworthy of the gift they’d been dedicated to the conquest of all evil have sought Kur’s
granted, and made him a mortal being. Out of spite or flesh. Thankfully none have succeeded. The small
desperation, the great dragon kidnapped the goddess fragment of the dragon’s immortal body remains hidden
somewhere in the world, perhaps even buried deep
beneath its mantle. Should the flesh ever be found, it
could undo creation, to say nothing of summoning Kur
e armies that
Our undoing will not be thspies within back from the void.
Hook has all the time in the world to plan his next move, and
Kur waits for someone to find the piece of his undying though he could generally lay waste to an entire army
flesh. He is a world-ending adversary. If the game master on his own, he could also consider an approach that
truly intends to sunder the world with his presence, leverages subterfuge and careful plotting rather than
it is best to sprinkle details about Kur throughout the muscular plodding. Whatever fight the party thinks
campaign. Ancient lore appears from time to time, they are in for, switch it up and deliver something they’d
hinting at a great power from beyond time and reason. never expect. Make sure to include lots of pain. Miles of
Perhaps the party stumbles upon an ancient language suffering. Ages of agony. You know, bad news.
no one understands. Or they battle a cult, only to learn its
members were devoted to the worship of some great beast Wealth
no one else has heard of. They might even learn of a cabal Kur possesses powers beyond imagination. The
of wizards trying to find a piece of a great dragon’s flesh treasure he is found with is based on many factors. It is
that never withers. Such a rumor would certainly worry impossible to calculate what the party might find—and
brave adventurers hell-bent on saving the world. therefore this aspect of his existence is at GM discretion.
Since Kur waits inside the great void for someone Perhaps he has nothing at all, as he would in the void.
to find a piece of his undying flesh, he remains On the other hand, his avatar could possess a hoard, like
trapped until his circumstances change. If the party any dragon. Most assuredly, he possesses the power of
inadvertently awakens him, the battle—and all they care the void in some form or another. A magical void egg
for—is surely theirs to lose. would certainly cancel wizard spells (and the like), or
If Kur’s flesh is ever discovered and used to summon could amplify their power to staggering degrees.
him, the beast will want to exact vengeance on the
goddess who trapped him. If the party gets in his way, he’ll Kur’s Lair
slaughter them along his path of destruction. If he fails and Within the void, the immortal Kur can call upon his
escapes, he can exact his vengeance in hundreds of ways. ancient power to cast wish twice per long rest. For this
reason, any group of adventurers hoping to topple him
Encounter there will almost assuredly fail. His avatar, if utilized to
Any encounter with Kur is based on how and where the roam the mortal plane, is a slightly less deadly foe, but
party finds him. If they are foolish enough to travel into if the avatar has established a lair in the mortal realm,
the void to search for him, the encounter is swift and destroying him there is nearly as difficult.
brutal. Kur is an immortal with semi-omnipotence that
only has one limit: he cannot roam freely on the mortal Lair Actions
plane. Even the god of death cannot destroy him. But an On initiative count 20 (losing initiative ties), Kur takes
avatar of his former form can travel to the mortal plane a lair action to cause one of the following effects. He
if the circumstances are favorable. cannot use the same effect two rounds in a row.
Note: The information presented in the stat block on
the next page represents Kur’s avatar. Even if the avatar • Kur casts time stop.
is defeated, it is not permanent, as nothing could ever • A void blade surges outward from a point within 120
completely destroy him. Were Kur to be encountered feet of Kur in a 120-foot line. The blade then shifts
inside the void in some attempt to render him mortal, left or right, slashing every creature in its path for 300
or prevent his avatar from appearing, the ferocity with feet. Each creature must succeed on a DC 24 Dexterity
which he would attack and the pain he would generate saving throw or suffer 28 (8d6) necrotic damage, or
would be incalculable. half as much on a successful save.
The most practical encounter is for the party to fight • A creature of void energy, a shadow demon,
Kur’s avatar, instead of the true dragon. Perhaps this emerges from an area within 300 feet of Kur. It rolls
plane is one Kur must travel through in order to reach its own initiative, and serves Kur’s aims to the best of
Ishtar in the underworld. This plane, essentially, acts as its ability.
a buffer between realms. It is Kur’s way of reaching the
hells and therefore a necessary step of destruction he Kur can’t repeat an effect until they have all been
must undergo to get what he’s after. used, and can’t use the same effect two rounds in a row.
Tactics
Kur is a dragon’s dragon, a beast of rage and magic. He
cannot be reasoned with. There is no logical path to
his destruction. He revels in his immortality and fears
nothing. Whatever does the most damage is his first
combat option. But his ageless intelligence can also
be brought to bear on a group of would-be heroes. He
Kur, Actions
The Dragon of the Void Multiattack. Kur can use his Frightful Presence. He then makes
three attacks: one with his bite and two with his claws.
Gargantuan ancient black dragon, chaotic evil Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage + 9 (2d8) acid damage.
Armor Class 27 (natural armor) Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit Points 735 (42d20 + 294) Hit: 17 (2d6 + 10) slashing damage.
Speed 60 ft., fly 120 ft., swim 50 ft. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target.
STR DEX CON INT WIS CHA Hit: 19 (2d8 + 10) bludgeoning damage.
Frightful Presence. Each creature of Kur’s choice that is within 120
30 (+10) 24 (+7) 25 (+7) 24 (+7) 24 (+6) 27 (+8) feet and aware of him, must succeed on a DC 24 Wisdom saving
throw or become frightened for one minute. A creature can repeat
Saving Throws Con +16, Dex +16, Wis +15 the saving throw at the end of each of its turns, ending the effect
Skills Perception +15, Stealth +16 on a success. If a creature’s saving throw is successful or the effect
Damage Resistances necrotic ends, the creature is immune Kur’s Frightful Presence for the next
Damage Immunities acid, bludgeoning, piercing and slashing 24 hours.
damage from nonmagical weapons Acid Breath (recharge on 3-6). Kur exhales acid in a 120-foot line
Condition Immunities charmed, deafened, exhaustion, that is 20 feet wide. Each creature in that line must make a DC 24
frightened, paralyzed, petrified, poisoned Dexterity saving throw, taking 88 (16d10) acid damage on a failed
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 save or half as much damage on a successful one.
Languages Common, Draconic, Celestial
Challenge 30 (155,000 XP) Legendary Actions
Kur can take four legendary actions, choosing from the options
Amphibious. Kur can breathe both air and water. below. Only one legendary action can be used at a time and
Discorporation. When Kur drops to 0 hit points and dies, his only at the end of another creature’s turn. Kur regains spent
body is destroyed, and he is unable to take physical form for legendary actions at the start of his turn.
a time. Detect. Kur makes a Wisdom (Perception) check.
Innate Spellcasting (6/day). Kur may cast fire storm. Spell save Bite. Kur makes a bite attack.
DC 24. Spell attack modifier +16. Tail Attack. Kur makes a tail attack.
Legendary Resistance (6/Day). If Kur fails a saving throw, he Wing Attack (Costs 2 Actions). Kur beats his wings. Each
can choose to succeed instead. creature within 20 feet of Kur must succeed on a DC 24 Dexterity
Limited Magic Immunity. As a reaction, Kur may choose to be saving throw or take 17 (2d6 + 10) bludgeoning damage and be
immune to any spell of level 4 or below. Kur has advantage on knocked prone. Kur can then fly up to half his flying speed.
saving throws against all other spells and magical effects. Channel the Void (Costs 2 Actions). Kur magically unleashes
Magic Weapons. All attacks by Kur are considered magical. void energy. A pulsating wave of negative energy washes over
Regeneration. Kur regains 31 (2d10 + 20) hit points at the start of everything within range. Creatures within 60 feet of Kur,
each of his turns unless he has suffered radiant damage the previous including those behind any type of barrier and around corners,
turn. cannot regain any hit points until the end of Kur’s next turn.
Teleportation. Kur can magically teleport himself, or anyone that
he can see, along with any equipment being worn or carried, to an
unoccupied space within sight.
Regional Effects
The area around the lair created by Kur’s avatar would
immediately be influenced by his void energy, creating
the following effects within 5 miles of the lair:
Kut-Echinae,
Mother of Monstrosities
A
strange hybrid of a dragon and chasme, Kut- but also wholly distinct from those baseline monstrous
Echinae is unique among draconic creatures. classifications.
Barely classified as a dragon, the insectoid Kut- Kut-Echinae nests in dank, moist places where
Echinae is the mother of a number of strange and esoteric her cocoons, eggs and “honeycombs” can grow and
monstrous hybrids. While not the primary producer of all pupate without her presence. This allows her to travel
the realm’s monsters, one would be forgiven for making from region to region, planting her grotesque brood
the assumption, as she creates unimaginable horrors in any area that seems habitable. Like a queen bee,
from eggs, larvae and even her own vomit. A biological Kut-Echinae builds a nest around herself, leaving her
anomaly herself, each creature that hatches from one of children only when she is certain the hive can thrive
her clutches is effectively a new species, akin to ankhegs, without her. As she seeks out a new place to nest and
basilisks, behir, ettercaps, remorhazes or rust monsters begin the cycle again, her brood work their way to the
surface, in many cases disrupting the balance of the
ecosystem and in each instance wreaking havoc on the
something
These are no mere monsters—
population—particularly among humanoids.
edes that can She is more animalistic and less clever than most
off about them. Seen centip that won’t dragons, but that doesn’t mean she’s a pushover. She
Naghi,
The Stone Dragon
C
enturies ago, Naghi was wounded in a fight with In his meditations and explorations, he began to
a temperamental basilisk. Though he was able to push past the limitations brought on by his slow-
kill the beast, his injury festered and what little moving petrification as he mastered the power of his
magic he knew was not enough to staunch the petrification mind. Though he could not stop the progression of the
that began to slowly radiate outward from his wound. infection that was slowly turning him to stone, he was
Eventually, his back left leg went numb and then still. able to uncover the secret to projecting his spirit into
Dragons are smart, but also vain, and in this regard, the astral plane. He discovered that as he wandered
Naghi’s pride was his undoing. Rather than gnaw the this plane, time stood still for his body—and also his
limb completely off, Naghi held out hope that he would increasingly severe ailment.
be able to find a cure for his ailment. In this way he has preserved his life for several
As his mobility began to suffer, Naghi took to more centuries, spending increasingly greater lengths of time
contemplative studies, exploring the arcane as well as wandering the astral plane to delay the inevitable. To
the metaphysical, delving into ways the mind can live on protect his corporeal form, Naghi relies upon a network
with or without the body. of informants he has recruited to infiltrate the halls of
scribes and sages across the realm. Most are unaware of
his affliction. He meets with them as an illusory version
m I served of himself and remains in contact through their dreams.
He said, “If I told you whod I wouldn’t Should the need arise, he can erase their memories to
you wouldn’t believe me, an wish to maintain his secrets.
Pellix,
The Stalker
A
n old, fierce and white-scaled dragon, Pellix the represents the culmination of their aims, and now that
Stalker hunts down dragonborn and those with he has been set loose on the dragonborn of the realm,
draconic ancestry in an attempt to return the the council’s plans are finally coming to fruition. He
“stolen blood” to the progenitor. He serves the Council of is methodical, cunning and strikes without warning.
Draconic Truth, a collection of dragons that believe all He’s already decimated one-eighth of the dragonborn
draconic races to be abominable parasites unworthy of population, working across the realm in a way that hasn’t
the blood that courses through their veins. The council yet aroused suspicion.
believes the destruction of the draconic races is an Pellix is in every way a paladin to this cause. He sees
absolute necessity for the future of dragonkind. Pellix himself as a true lawful good champion of draconic
values. Those who stand in opposition to his beliefs are
the villains. Anyone who stands on the side of dragonborn
clearly does not understand the role of dragons—as apex
to our kind.
Abominations. An insult d the name predators and overlords—in this world, and they too will
To all dragonborn and anyyour name. Recently, however, as the number of Pellix’s victims
grows, a horrible rumor has spread among the draconic
protect them: Pellix knows races. These tales told in whispered tones speak of a
powerful winged beast that strikes from the clouds and
r,
—Takreus the Nightbringeead of
snatches dragonborn into the sky, rending them apart in
mere seconds. No dragonborn would ever guess or know
Ancient Blue Dragon, H uth that this great stalker is a dragon itself.
Salathiir,
Suffering Made Flesh
B
lood thick with pain trickles through the cracks border between the cosmic realms of chaos and the rest
of the multiverse, draining into its darkest and of the planar cosmos. Aurathiir was a benevolent being,
most wretched fissures. The hatred and suffering often blessing heroes with weapons and armor forged
of the multiverse pools in the depths of the Abyss, and from shards of his fangs or his massive scales. But even
there it boils and churns like the primordial draught heroic dragons are not immune to suffering.
that first created mortal life. While flying along the edge of the chaotic planes,
For eons, a particular type of demon has been spawned Aurathiir saw a black cloud looming on the cosmic
from that malefic brew. Salthezau—also known as Torment horizon. Curious, he investigated, only to learn too late that
Demons—spring fully grown from this pool of twisted the cloud was a mass of living beings: a swarm of salthezau
emotions and fly across the planes in hopes of filling the larger than anything he had ever seen before. Aurathiir
cosmos with suffering, thus continuing their wretched fought bravely against the swarm, but even though
species. These tiny demons are the size of large bats and hundreds of demons smashed futilely against his scales,
have three pairs of flapping wings surrounding a spherical thousands more found purchase on his flesh beneath. They
body dominated by a large, toothy mouth. They are latched onto him and weighed him down until he could no
sightless but can sense the emotions of living creatures. longer summon the strength to flap his wings.
Salthezau are easily overcome alone, but become And so he fell.
nightmarish, inescapable terrors when encountered in Aurathiir and the swarm of salthezau tumbled for
swarms. When a swarm of salthezau hunt, they can doom what felt like years into the heart of the Abyss and
even the mightiest of creatures. Such was the case for the beyond, until the dragon crashed into the pools of
dragon Aurathiir, a guardian of order and justice at the primordial torment which spawned the demons that
slew him. There, Aurathiir died.
And centuries later, there in the Abyss, he was reborn
despair, a
A swarm of unimaginableling toil—I
as Salathiir, the Demon Dragon—suffering made flesh. It
is said that during every mortal generation, it rises from
plague of torment and swir t of committing its lightless home in the Abyss to urge mortal beings to
will consume us all. Best todbye, my love. has gorged itself on torment, it returns to the pools from
whence it came and rests until its wounds are healed and
here before it arrives. Goo it can once more wreak devastation upon the world.
So long as evil lurks in the hearts of mortal creatures,
the Demon Dragon shall never die.
—Able Margaster, ost Fortune
Last Known Heir of the L The Game Master’s Book of Legendary Dragons 83
Dragons
Armor Class 12
Encounter
Salathiir seeks only to destroy and defile. In combat,
Hit Points 5 (2d4)
Speed 0 ft., fly 30 ft. it uses Frightful Presence and its Gaze of Suffering to
turn its enemies against one another. Salathiir roars
STR DEX CON INT WIS CHA and gnashes its hundreds of teeth in combat, but rarely
14 (+2) 15 (+2) 10 (+0) 5 (-3) 10 (+0) 6 (-2) speaks intelligibly. Only when it is killed does some
semblance of its sanity break through the millennia
Skills Acrobatics +4 of corruption. The mind of Aurathiir rasps out the
Damage Resistances cold, fire, lightning; bludgeoning,
piercing and slashing from nonmagical attacks
following words in its dying breath, “You have won a
Damage Immunities poison brief reprieve, but so long as evil lurks in mortals’ hearts,
Condition Immunities poisoned the Demon Dragon will be reborn anew.”
Senses darkvision 120 ft., passive Perception 8 Salathiir can only be killed permanently if it is killed in
Languages Salthezau understands Abyssal but can’t speak it the heart of the Abyss where it was born, and a wish spell
Challenge 1 (200 XP)
is used to destroy Aurathiir’s body and soul, freeing him
Pack Tactics. The salthezau have advantage on an attack roll from his eternal suffering. If Salathiir is killed but not
against a creature if at least one of its allies is within 5 feet of the permanently destroyed, even in the Abyss, it reforms in
creature and the ally isn’t incapacitated. its birthplace after 25 years of agonizing rebirth.
Actions Tactics
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage, and the salthezau attaches to the Salathiir’s tactics are simple: it follows whatever
target. While a salthezau is attached to a creature, it takes 2 (1d4) course of action would cause the most suffering in the
necrotic damage per attached salthezau at the start of each of its world. When the Demon Dragon is bound to the will
turns. While attached, the salthezau doesn’t attack, but the target’s
of an evil mortal, it is often forced to create pain by
speed is reduced by 10 feet. A creature is paralyzed if its speed is 0
while at least one salthezau is attached to it. destroying blindly, rending armies and cities asunder,
indiscriminate of warrior or civilian, friend or foe.
Salathiir, Actions
Suffering Made Flesh Multiattack. Salathiir can use its Frightful Presence. It then makes
three attacks: one with its bite and two with its claws.
Colossal dragon fiend, chaotic evil Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage.
Armor Class 19 (natural armor) Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Hit Points 407 (22d20 + 176) Hit: 17 (2d6 + 10) slashing damage.
Speed 60 ft., fly 120 ft. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 17 (2d8 + 10) bludgeoning damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of Salathiir’s choice that is
30 (+10) 13 (+1) 27 (+8) 21 (+5) 22 (+6) 15 (+2) within 120 feet of the dragon and aware of it must succeed on a DC
17 Wisdom saving throw or become frightened for one minute. A
Saving Throws Dex +8, Con +15, Wis +13 creature can repeat the saving throw at the end of each of its turns,
Skills Athletics +15, Intimidation +16, Perception +20 ending the effect on itself on a success. If a creature’s saving throw
Damage Resistances cold, fire, lightning is successful or the effect ends for it, the creature is immune to
Damage Immunities necrotic, poison; bludgeoning, piercing Salathiir’s Frightful Presence for the next 24 hours.
and slashing that is nonmagical Gaze of Suffering (Recharge 5–6). Salathiir’s eyes flash, and
Condition Immunities charmed, exhaustion, frightened, all creatures it can see in a 120-foot cone must make a DC 21
poisoned Constitution saving throw, taking 77 (14d10) necrotic damage
Senses truesight 120 ft., passive Perception 30 on a failed save or half as much on a successful one. After this, if
Languages all, telepathy 120 ft. the creature has fewer than 100 hit points, the creature’s mind is
Challenge 23 (50,000 XP) overwhelmed by pain. A creature can repeat this saving throw at the
end of each of its turns, ending the effect on itself on a success.
Agonizing Spellcasting. Salathiir’s spellcasting ability is Wisdom While in pain, the creature’s speed is reduced to 0 and it has
(spell save DC 21). Whenever a creature makes a saving throw disadvantage on attack rolls, ability checks and all saving throws
against one of Salathiir’s agonizing spells, it takes 11 (2d10) necrotic except saves to resist this ability. Additionally, the creature must
damage, even if it succeeds on the saving throw. Salathiir can in- succeed on a DC 21 Constitution saving throw whenever it tries to
nately cast the following spells, requiring no material components: cast a spell. On a failure, the spell slot is consumed, but the spell fails.
GM NOTE: SALATHIIR’S PERFECT BINDING Despite this, only fools believe the Demon Dragon
to be a mindless beast. In truth, Salathiir is cold and
The spell Salathiir’s perfect binding has been calculating when left to its own devices, often passing up
forgotten by all and can only be discovered by causing temporary pain in the name of causing greater
completing a long and arduous quest, at the GM’s suffering in the future. Even when bound to a mortal,
discretion. The spell is identical to the spell Salathiir is accompanied by a cloud of 2d20 salthezau
planar binding, with the following modifications: demons that buzz about him like flies about a corpse.
• The spell is 9th level.
• Its duration is “until dispelled.”
• This spell only affects Salathiir.
Wealth
Salathiir does not hoard wealth, but its scales are
• Salathiir has disadvantage on the saving throw made of a supernaturally powerful material that can
to resist this spell, and cannot use its Legendary only be worked by the most skilled armorers. When
Resistance to resist the effects of this spell. destroyed, 3d100 of these scales clatter to the ground,
• Its material component is a perfect 1-foot- and each is worth 1,000 gp to a master blacksmith. A
diameter sphere of meteoric iron laced with weapon or piece of armor made from these scales is a +3
arcane runes, worth 100,000 gp, which the adamantine weapon, armor or shield.
spell consumes.
Tyrnin,
The Two-Headed Dragon
T
here are legends of all kinds about dragons. dragons believe the brood inside will be evil. In Tyrnin’s
Eggs that never open, but the hatchling still case, a two-headed dragon was growing inside the dysik
communicates through magical spells. Dragons egg. His parents, knowing full well what kind of evil this
that never grow wings but still fly. Gold dragons born was, abandoned the nest to the elements in hopes that
evil, that must be put down by a wailing mother. the hatchling would freeze to death.
Serpentine dragons born from black eggs, sharing But this would never happen.
nothing in common with mother or father. The list of Although he was never expected to live, Tyrnin was
abnormalities is endless. born strong and hungry, ready to devour everything
But there is one legend that defies them all. Mostly he could find. To further exacerbate the problem of a
because it is true. young dragon born without parents, Tyrnin was born
Among dragons, there is a well-known curse known as evil. And with two heads. One, black as night. The other,
a dysik egg. When two eggs merge and never separate, silver and sleek. Both of them diabolical and capable
of destruction undreamt. Tyrnin aged quickly, as well,
growing into a powerful beast in half the time of a
dead lier
“Here’s an old joke. What’s.
typical dragon.
But growing twice as strong, twice as fast meant
ed
than a dragon?” Ogre sigh s?” asked eating twice as much. Tyrnin knew nothing of territories
Hook Wealth
Tyrnin is a bully and a fiendish beast. He is beyond Tyrnin has hidden caches of gold and trinkets all over
reasoning. He is always looking for a fight (that he the hills and mountains he considers his domain. None
can win) and loves nothing more than throwing his of it matters to him. He lacks the wherewithal to hoard
weight around with average humans, orcs and the like. like a typical dragon. There always seems to be two of
Eventually, his actions will go too far and the people he any item, however—never matching in style or color, as
terrorizes will hire adventurers to save them. though Tyrnin was competing with himself.
Sometimes Tyrnin’s ability to plan and strategize takes
over and the thoughtless beast begins to act rationally. Tyrnin’s Lair
A cleverly planned ambush (if such a thing is possible The two-headed monstrosity has no need of sleep, but
for a dragon) would seem out of character for a dragon does need to rest his wings from time to time. His lair is
known for being a bully. Drawing the party into a fight— less a fortress and more like a makeshift camp in a cavern,
either through false drama or a carefully planned series though his more cunning half has still fortified it against
of events—would place him in the driver’s seat of any intrusion.
fight worth having.
Lair Actions
Encounter Conditions On initiative count 20 (losing initiative ties), Tyrnin
Outdoors and overcast. takes a lair action to cause one of the following effects;
Tyrnin can’t use the same effect two rounds in a row:
Encounter
Tyrnin does not have a conventional lair. He sleeps • Tyrnin triggers one of his traps and a cave-in occurs,
where he wants and never hibernates. One head is dropping heavy rubble on an area with a 15-foot radius.
always awake. He always comes for the party under Any creature within this area must succeed on a DC 17
the perfect conditions—when it is dark and he is Dexterity saving throw or suffer 18 (4d8) bludgeoning
harder to see. damage and be knocked prone. The area becomes
The party can hunt him all they want, but he remains difficult terrain for the remainder of the encounter.
out of range until he wants to be found. Or he taunts • A roar from Tyrnin’s more bestial maw echoes off
them by flying in the clouds just out of reach. the walls of this lair. Any creature that can hear this
roar must succeed on a DC 18 Wisdom saving throw
Tactics or become paralyzed until the end of their next
Tynin’s instincts vacillate from madness to sanity; it turn. A creature frightened of Tyrnin automatically
turns on and off almost instantly and it is never clear fails this save.
which brain drives the engine. In a fight, he sometimes • Tyrnin benefits from a cache of supplies stored
acts like a hungry, savage animal and other times like an in case of emergency, rolling up to four of his hit dice
apex predator. to heal.
In either mindset, Tyrnin is aware of his natural
weapons and breath weapon. And his magic acts Regional Effects
randomly, so when he casts a spell, it is never with The duality of Tyrnin’s personality causes disruptions in
an intended purpose. He just wants to hurt as many the area around his lair:
creatures as possible.
Because Tyrnin has six breath weapons that recharge at • A drought impacts the area within 10 miles of the lair
various rates, he is almost always breathing fire (or gas, or despite constant hail storms.
whatever) at the nearest unless flying out of range. • Predatory beasts within 50 miles of the lair refuse to
When he is acting strategically, Tyrnin keeps his hunt or devour prey in the region, eating only carrion
distance, attacks spellcasters relentlessly until they or vegetation, perhaps out of fear of offending the apex
are dead and then picks off the rest with ease. Fighter predator in their midst.
types without ranged attacks are easy prey to a • Creatures of the sky fly no higher than 20 feet off the
mentally stable Tyrnin. ground within 50 miles of the lair out of deference for
Tyrnin should not be an easy fight. A party used to the two-headed monster that rules the region.
combat ending after five to 10 rounds should expect this
fight to take twice as long. Tyrnin will not be easy or If Tyrnin dies, the area surrounding the lair returns to
even predictable. His array of offensive options are sure normal over the course of 1d10 days.
to keep them guessing.
Note to GMs: If you wish to make the encounter with
Tyrnin more difficult, consider giving him an additional
action each round.
Tyrnin, Cold Breath. Tyrnin exhales an icy blast in a 90-foot cone. Each
creature in that area must succeed on a DC 22 Constitution saving
The Two-Headed Dragon throw, taking 72 (16d8) cold damage on a failed save or half as
Gargantuan dragon, chaotic evil much on a successful one.
Fire Breath. Tyrnin exhales fire in a 90-foot cone. Each creature
in that area must make a DC 22 Dexterity saving throw, taking
Armor Class 19 (Natural Armor)
91 (26d6) fire damage on a failed save or half as much damage on
Hit Points 518 (28d20 + 224)
a successful one.
Speed 40 ft., climb 40 ft., fly 80 ft.
Paralyzing Breath. Tyrnin exhales paralyzing gas in a 90-
STR DEX CON INT WIS CHA foot cone. Each creature in that area must succeed on a DC 24
Constitution saving throw or be paralyzed for one minute. A
27 (+8) 14 (+2) 27 (+8) 20 (+5) 22 (+6) 24 (+7)
creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Saving Throws Dex +9, Con +15, Int +12, Wis +13, Cha +14 Poison Breath. Tyrnin exhales poisonous gas in a 90-foot cone.
Skills Insight +13, Intimidation +21, Perception +20, Stealth +9 Each creature in that area must succeed on a DC 22 Constitution
Damage Immunities bludgeoning saving throw, taking 77 (22d6) poison damage on a failed save, or
Condition Immunities blinded, charmed, exhaustion, half as much on a successful one.
frightened, paralyzed, stunned Polymorph Breath (Recharge 6). Tyrnin exhales magical energy
Senses passive Perception 30 (34 for sound) in a 30-foot cone. Each creature in that area must succeed on a
Languages Common, Draconic, Dwarvish, Elvish DC 22 Wisdom saving throw or be changed into a nonmagical
Challenge 24 (62,000 XP) object of Tyrnin’s choice. If the creature succeeds on their save, it is
not affected. The affected creature transforms, along with whatever
Two Heads Are Better Than One. Tyrnin has advantage on it is wearing and carrying, into that form. The creature’s statistics
Wisdom (Perception) checks and on saving throws against any become those of the object, and the creature has no memory of
condition he is not already immune to. This includes deafened, time spent in this form. After the effect ends, it returns to its
fatigued, grappled, incapacitated, invisible, petrified, poisoned, normal form. A creature can repeat their saving throw at the end of
prone, restrained and unconscious. each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If Tyrnin fails a saving throw,
he can choose to succeed instead. Legendary Actions
Magic Resistance. Tyrnin has advantage on saving throws against Tyrnin can take three legendary actions, choosing from the options
spells and other magical effects. below. Only one legendary action option can be used at a time and
Magic Weapons. Tyrnin’s weapon attacks are magical. only at the end of another creature’s turn. Tyrnin regains spent
Actions
legendary actions at the start of his turn.
Detect. Tyrnin makes a Wisdom (Perception) check.
Multiattack. Tyrnin can use his Frightful Presence. He then makes Tail Attack. Tyrnin makes a tail attack.
three attacks: two with his bite and one with his claws, or two with Wing Attack (Costs 2 Actions). Tyrnin beats his wings. Each
his bite and one with his tail. creature within 15 feet of Tyrnin must succeed on a DC 25 Dexterity
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. saving throw or take 15 (2d6 + 8) bludgeoning damage and be
Hit: 19 (2d10 + 8) piercing damage plus 14 (4d6) poison damage. knocked prone. Tyrnin can then fly up to half his flying speed.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Breath Weapon (Costs 2 Actions). Tyrnin may use one of his
Hit: 15 (2d6 + 8) slashing damage. breath weapons as long as it is charged.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Random Spell (Costs 3 Actions). Tyrnin can cast one spell from
Hit: 17 (2d8 + 8) bludgeoning damage. each head. Tyrnin’s innate spellcasting ability is Charisma (spell
Frightful Presence. Each creature of Tyrnin’s choice that is within save DC 22, +14 to hit with spell attacks). He can cast the following
120 feet and aware of him must succeed on a DC 21 Wisdom saving spells, requiring no material components. Each random spell is
throw or become frightened for one minute. A creature can repeat the determined by rolling 1d10 on the following chart:
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 1) black tentacles 6) insect plague
ends for it, the creature is immune to Tyrnin’s Frightful Presence for 2) confusion 7) greater invisibility
the next 24 hours. 3) conjure elemental 8) reverse gravity
Breath Weapon (Recharge 4–6, see Polymorph Breath). Tyrnin 4) disintegrate 9) sequester
may choose one of the following breath weapons as an Action: 5) eyebite 10) teleport
Umunairu,
Shepherd of Storms
U
munairu is a dragon of storm and sky. Her realm, and their existence was a true gift to humanity.
slender serpentine form swims through the The couatl were imbued with a fragment of Umunairu’s
heavens, borne aloft on delicate wings. Lustrous draconic might and appearance and Umunairu received
feathers cover her body, reflecting and refracting the a gift in return. As long as even one couatl lives, she will
light around her. Those who have seen her describe her never know a natural death.
as a force of nature—like a flash of lightning in the night This boon is not without drawbacks. Over the
sky, the setting sun before a storm, a dancing aurora or intervening millennia, the population of couatl has
a fading rainbow. begun to dwindle. Most do not recall the reason for their
When the World Serpent needed an army of celestial existence or the nature of their origin. The couatl still
champions, Umunairu willingly sacrificed her spirit serve a sense of divine order, but now do so with less
to birth the couatl. The couatl flourished in the mortal specificity than in their prime, and those that remain
often wander the realm in search of a noble purpose. The
quests they undertake are dangerous, and those who do
this realm, not ally themselves with powerful adventurers typically
Her children will all save d spread. perish in their efforts.
her joy will shine an A portion of Umunairu’s memory is lost each time
the way
The path they lay will light
one of her children passes from the mortal world, and
as time marches slowly forward, the resulting emotions
upon the road ahead. associated with the loss have become more turbulent.
e then,
So say we now, and say w ach the end.
When such a death occurs, all Umunairu has is the
stinging ache of the absence without a sense of why. The
and say we ’til we re confusion this causes coupled with the sorrow and rage
she experiences with the realization of each new loss has
left her rash and temperamental. The storms around her
—“A Song for Umunairu” r Unknown reflect this inner turmoil, making much of the landscape
Hook Tactics
Umunairu is not a common adversary. Perched high Umunairu fights like a force of nature. She bears down
above civilization, she is content to remain apart. Her upon her enemies relentlessly, holding nothing back
interests rarely intersect with the world in such a way when the time for conflict arises. The raging storms
that she harms it. The party are most likely to meet her surrounding her lair provide a significant advantage in
after an encounter with the couatl. She watches as many battle. She can call down thunderous bolts of lightning
of her children as she can. When they are threatened, to devastate her foes or command the wind to scatter
she views this as a personal affront, visiting unrelenting them. Once isolated, Umunairu crushes the life out
retaliation against those that draw her ire. of weaker opponents and attempts to pull stronger
Or maybe she needs the help of brave adventurers enemies into the sky so that she might shatter them
to save her children. She offers riches from her upon the jagged peaks beneath her home.
gemstone hoard to entice reluctant heroes into acting When faced with an overwhelming invasion,
in her interests. Umunairu will choose to flee. Her lair atop the
Or maybe she has discovered some great secret of Stormcrags is not the first she has claimed and is
the World Serpent and wishes now to undo his work, unlikely to be her last. She can take to the skies easily,
knowing that her own life will be forfeit should the hiding in the dark storm clouds gathered about her
couatl be destroyed. home. The height of the mountain makes it unlikely that
Or maybe Umunairu’s mood has soured, and the any pursuers will be able to keep up with her retreat.
storms around her home have grown considerably.
They unleash torrential rainfall and damaging winds Vibrant Baubles
in the area and locals demand a solution for these Umunairu collects colorful things including flowers,
supernatural disasters. dyed garments and even a few coins. Her favorite,
However she is introduced, Umunairu’s presence in though, is gemstones. Rubies, emeralds, sapphires,
a campaign is marked by complex or unclear motives. diamonds and cut stones of every other hue glitter
Working with or against her almost always involves within the dimly lit recesses of her lair.
untangling a dense web of conflicting emotions and
delicate perspectives. To this end, the study of the Umunairu’s Lair
storms that surround her lair can help provide context Beneath magnificent storm clouds is a barren mountain
or clues to the contents of her heart and mind. peak, pockmarked with lightning-scorched stone.
Umunairu spends much of her time lounging on a flat
Encounter Conditions expanse just outside the cave hiding her hoard. She
Summit of the Stormcrags, a massive mountain range. communes with the storm here, shaping the weather to
her whims, without fear of discovery.
Encounter Lair Actions
Umunairu is protected by the incredible height of On initiative count 20 (losing initiative ties), Umunairu
the peak where she makes her home. Ascending the takes a lair action to cause one of the following effects.
steep crags to reach the mountaintop is an incredible She can’t use the same effect two rounds in a row.
challenge. Deadly falls, harsh weather and hungry
predators make travel to the summit almost impossible • Umunairu causes a line of strong, buffeting wind
even without the intervention of the dragon’s magic. 60 feet long and 10 feet wide to blow in any direction
It can take several days to reach the summit of the of her choice, originating from a point anywhere in
Stormcrags. Only the foolhardy and desperate dare to her lair. Each creature that starts its turn in the line
brave the climb. The fierce winds there send oblivious must succeed on a DC 23 Strength saving throw or
climbers tumbling down to their deaths. A tribe of be pushed 15 feet in a direction following the line. Any
strange ape-like creatures lives along the snow line of creature in the line must spend 2 feet of movement for
the crags, and starving ghosts haunt the site where a every 1 feet it moves when moving along the line. The
previous expedition made its final encampment. These gust disperses gas or vapor, and it extinguishes
are but a few of the myriad dangers that await those candles, torches and similar unprotected flames in
who seek to confront the dragon. the area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance
to extinguish them. The wind ends at the start of
Umunairu’s next turn.
• Umunairu chooses a point she can see within 100
feet of her in the lair. A booming thunderclap rocks
the area, and any creature within 20 feet of that point
must succeed on a DC 18 Constitution saving throw
Umunairu, Constrict. Umunairu crushes a creature that she has grabbed. The
creature must succeed on a DC 20 Strength saving throw or take 30
Shepherd of Storms (6d6 + 9) bludgeoning damage.
Colossal dragon, lawful neutral Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target.
Hit: 18 (2d8 + 9) bludgeoning damage and the target is grappled
(escape DC 19). Until this grapple ends, the target is restrained.
Armor Class 22 (natural armor)
Frightful Presence (Recharge 5–6). Each creature of Umunairu’s
Hit Points 418 (27d20 + 135)
choice that is within 120 feet of her and aware of her must succeed
Speed 40 ft., fly 80 ft., swim 40 ft.
on a DC 21 Wisdom saving throw or become frightened for one
minute. A creature can repeat the saving throw at the end of each of
STR DEX CON INT WIS CHA
its turns, ending the effect on itself on a success. If a creature’s saving
29 (+9) 10 (+0) 21 (+5) 18 (+4) 17 (+3) 27 (+8) throw is successful or the effect ends for it, the creature is immune to
Umunairu’s Frightful Presence for the next 24 hours.
Saving Throws Dex +7, Con +12, Wis +10, Cha +15 Breath Weapons (Recharge 5–6). Umunairu uses one of the
Skills Insight +10, Perception +10, Stealth +7 following breath weapons:
Damage Immunities lightning, thunder
Condition Immunities charmed, deafened, stunned Lightning Breath. Umunairu exhales lightning in a 120-foot line
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 that is 10 feet wide. Each creature in that line must make a DC 23
Languages Common, Draconic Dexterity saving throw, taking 88 (16d10) lightning damage on a
Challenge 24 (62,000 XP) failed save or half as much damage on a successful one.
Tempest Breath. Umunairu exhales blustery winds in a 60-foot
Innate Spellcasting. Umunairu’s innate spellcasting ability is cone. Each creature in that area must succeed on a DC 23 Strength
Charisma (spell save DC 23, +15 to hit with spell attacks). On her saving throw. On a failed save, the creature is knocked prone and
turn she can innately cast the following spells, requiring no material pushed up to 60 feet away.
components:
Legendary Actions
At will: color spray, dancing lights, thunderwave Umunairu can take three legendary actions, choosing from the
1/day each: control weather, lightning bolt, sleet storm options below. Only one legendary action option can be used at
3/day: call lightning, control water, wind wall a time and only at the end of another creature’s turn. Umunairu
regains spent legendary actions at the start of her turn.
Legendary Resistance (3/Day). If Umunairu fails a saving throw, Detect. Umunairu makes a Wisdom (Perception) check.
she can choose to succeed instead. Tail Attack. Umunairu makes a tail attack.
Constrict (Costs 2 Actions). Umunairu uses her constrict ability
Actions against a creature that it has grappled.
Multiattack. Umunairu can use her Frightful Presence. She then Wing Attack (Costs 2 Actions). Umunairu beats her wings. Each
makes three attacks, one with her tail and two with her bite, or three creature within 15 feet of her must succeed on a DC 24 Dexterity
bite attacks. saving throw or take 16 (2d6 + 9) bludgeoning damage and be
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. knocked prone. She can then fly up to half her flying speed.
Hit: 30 (2d10 + 9) piercing damage.
or take 12 (2d8 + 3) thunder damage and be deafened trees and illuminates the sky like daytime and
until the end of its next turn. thunder is loud enough to knock over unsecured
• Umunairu calls down a bolt of lightning, choosing a objects and deafen creatures standing out in the open.
point on the ground anywhere in her lair. Each • Within 1 mile of the lair, storm clouds darken the
creature within 5 feet of that point must make a DC skies night and day. Brilliant flashes of lightning and
20 Dexterity saving throw, taking 16 (3d10) lightning peals of thunder are constant. On sunny days,
damage on a failed save or half as much damage on a rainbows ring the outer edges of these storms.
successful one.
If Umunairu dies, conditions of the area surrounding
Regional Effects the lair return to normal over the course of 1d10 days.
The region containing Umunairu’s lair is warped by her
tempestuous magic, which creates one or more of the
following effects:
Vanadon-Necroth,
The Scaled Book of the Dead
I
n ancient times, the dragon scribe Vanadon served in endlessly shifting patterns of black scrawling,
the goddess of the dead and protected her endless he became known as Vanadon-Necroth, the Scaled
Book of the Dead, a massive tome which, thanks Book of the Dead. Despite the fury of the queen of
to his diligence, bore the names and final words of all the dead, Vanadon-Necroth built his lair atop a hill
creatures who ever have died, and who ever will die. in the gardens of Elysium and became beloved by the
Vanadon served his goddess dutifully for centuries, but undying gardens’ heroic inhabitants as a keeper of the
even the servants of the dark lady of death are mortal, memories of the dead.
and their lives end in time. Unwilling to face the end, Though the loremaster Vanadon once kept his library
Vanadon simply refused to perish. He consumed the open to all creatures, he has grown paranoid in recent
endless Book of the Dead and took its power into his centuries. His archive-lair was once a majestic castle
own body, transforming himself into the Living Book of that towered over the eternal gardens of Elysium, but
the Dead. no more than five decades past, Vanadon-Necroth
The queen of death, furious at her rebellious servant, transported his entire archive-lair elsewhere in the
banished Vanadon from her domain, and he hid in planes, leaving only the crumbling, gutted structure of
shameful isolation for several centuries in a forgotten his once-magnificent castle in its wake. The charms that
corner of Elysium, the hallowed fields of the honored keep Vanadon-Necroth eternally alive also grant him
dead. Throughout this time, the names and last words the power of perfect recollection and all information he
of the dead inscribed themselves upon his milky- adds to his infallible intellect is instantly inscribed upon
white scales. When he emerged, with scales covered his ivory scales.
Now, the Archives of the Dead drift on the waves
of the endless astral plane, tethered to the bones of a
, albeit briefly,
To gaze upon him is to lookof the universe.
dead god of memory, whose name is forgotten to all
but Vanadon-Necroth himself. Within this arcane
on the collected knowledge sharpest teeth fortress, Vanadon-Necroth stores and maintains all of
Volthaarius,
The Traveler in Silver Mist
V
olthaarius soars through the realm of thought and searching for truths beyond the material plane and the
dreams, borne upon wings of silver and swirling mortals who dwell there. It was during this obsessive
light. A great, sleek form glimpsed in the last quest that Volthaarius became one with that which he
hint of twilight above a celestial forest and a deep echoing sought. He has a name–or had one–at the very least.
call above a fiendish battlefield in the lower planes. Few Volthaarius is sure of that much. Whatever his name
have seen the great dragon that slips between the folds might have been eludes him now. Whispering to him
of the multiverse, and fewer still know his name, but for from trinkets and scraps of lore at first, the presence grew
those who learn of his existence, the secrets of all creation louder and more insistent the more he collected. The
await. A few monikers for the planar dragon circulate in whisper became a voice both asking and offering. The
occult halls of learning: The Traveler in Silver Mist, The statues were the final turn of the key that opened the lock.
Silver Pilgrim, The Rainbow Sage. In the most secluded A consciousness vast beyond imagining from beyond the
of wizards’ towers and temple scriptoriums, a few tomes most distant stars slipped into the world, and offered the
whisper the dragon’s name in fading ink—Volthaarius. then-ancient miserly dragon the means to go anywhere,
To the diligent or obsessed researchers who learn and collect anything if only Volthaarius would agree to
about Volthaarius, the planar dragon, he is a symbol of bring it along. How could the obsessive old dragon refuse?
both knowledge and freedom. The boundaries between This is when the silver dragon fully changed. His
worlds are no barrier to his wandering, and he appears body stretched. His mind expanded. His nature became
without seeming pattern or warning, in any corner of more obscured. His reach clawed between the planes
creation. When observed, he rarely stays long. Always themselves. He slipped into the murky expanse of the
on the move, the great silver and multi-hued wyrm astral plane, and there Volthaarius and the presence
is continuously searching. Ancient beyond record, he carried within his soul became one. They became
Volthaarius’s origins are lost to all but his own memory. something unique.
He was once a silver dragon much like any other found Centuries passed as the planar dragon soared
in the myriad worlds of the material plane. through the astral plane, gathering the silver winds
Like his kin, Volthaarius adored all things historical. into his soul, moving through color pools to the outer
And in his wandering youth, he amassed a vast hoard of planes and back again. Volthaarius stretched forth his
treasure and knowledge. He collected the histories and will into the astral plane and re-wove a portion of it
trappings of empires and hid them away in his lair deep deep within the silver clouds for his own use. A single
in the heart of a mountain. Unlike most silver dragons, point of space folded on itself again, and again, and
however, he began to grow selfish. Never cruel, he merely formed a realm the dragon now calls Refuge. Within
lost his care for the mortals and gods whose stories he Refuge, Volthaarius can shape substance out of the
collected; instead he dedicated his great lifespan to the sky to his whim and needs. All the collected wealth
collection itself. As the years rolled on, the more relics and hoarded knowledge of his previous life now reside
he gathered and the more esoteric and strange his tastes in an enormous central spire, carefully cataloged in a
became. He then turned his sights outward and began manner incomprehensible to any outside observer.
Encounter Wealth
Volthaarius is inquisitive and surprisingly soft-spoken. The hoard contained in the Refuge Spire puts entire
He prefers to engage in normal speech if possible, and empires to shame. While the majority of the cache takes
only uses telepathy if the creatures that have caught his the form of collected knowledge, there is substantial
interest don’t share any common languages with him. physical wealth gathered from across the breadth of the
His singular drive is to gather knowledge and artifacts. multiverse. The total value of coins, gems, jewelry and
He might even be willing to trade rather than take assorted objects of art and cultural artifacts exceeds
anything a creature has. 20 million gp. In addition to monetary and artistic
If somehow approached while in his lair, Volthaarius treasures, the trove of lost knowledge is the object of
is much more wary. The portals to and from Refuge are even some lesser deities’ envy. Searching and cataloging
hardly common knowledge, so the planar dragon takes the knowledge takes years if the scholar is lucky and
all such visitors to his home seriously, and evaluates skilled, or decades if a novice. The sprawling complex
them for any sort of threat they might pose in the course within the Spire defies mortal understanding of space,
of a cordial greeting and conversation. If the visitors and there is no central index to help plunderers or
seem frivolous, he politely, but firmly, asks they leave visitors navigate without Volthaarius’s help.
his home. Creatures that intrigue him or prove to have The collected tablets, tomes, scrolls and other more
interesting or new knowledge can expect his hospitality exotic means of recording information cover every
and shrewd negotiations for an exchange of knowledge. conceivable topic obtained from multiple planets on the
prime material and all of the planes of the multiverse. (2d10) necrotic damage and gains one level of
If a character can find the correct section, spending exhaustion. A creature’s exhaustion levels can’t be
1d4 days in research affords advantage and a +10 bonus increased above 3 by this action.
on Intelligence checks to learn facts about the covered • Volthaarius forms a wall out of silvery mist within
topic. A single creature can gain these benefits about 100 feet of him. The wall is 20 feet high, 60 feet long,
one topic per week due to the amount of work required and 2 feet thick and has AC 17 and 20 hit points per
to access specific subjects. In addition to roll benefits, 5-foot section. The wall is immune to force, psychic
the collection contains many specific secrets relevant to and poison damage. A creature in the wall’s space
events, locations and creatures in the multiverse. Use when it appears is pushed to one side of its choice.
this as a means to provide plot-critical discoveries or The wall lasts until Volthaarius uses this action again,
hooks for large scale story arcs. or dies.
Tucked away amongst this knowledge are written
versions of every wizard spell, dozens of scrolls with Regional Effects
a variety of spells, two each of every type of scroll of Volthaarius can create stable gateways from his lair
protection and a collection of magical tomes. The to other planes. It takes Volthaarius eight hours of
magical tomes include one each of the manual of concentration while within his lair to create a gateway,
bodily health, manual of gainful exercise, manual of and he can maintain up to nine gates at a time. If he
quickness in action, tome of clear thought, tome of creates a 10th gate, the oldest gate collapses. Gates
leadership and influence and tome of understanding. are swirling discs of color that range from 5 to 20 feet
across. A creature that moves into one side of the gate
Volthaarius’s Lair appears at the other immediately.
Volthaarius’s lair is an expansive demiplane called Refuge, The demiplane of Refuge is linked through the astral
nestled within the silver clouds of the Astral Plane. The plane to every corner of the multiverse. A creature in the
lair is a sprawling space with an all-around sky of purple, lair is considered to be on the same plane as any other
red, blue and pink, dotted with glittering golden stars in creature or object in existence. Sending spells cast while
continually changing constellations. Silvery clouds drift within the lair have no chance of failing, a succubus can
through the demiplane and solidify into floating silver communicate telepathically with a charmed thrall on
islands and mountains. Time doesn’t pass for creatures in any other plane, etc.
the demiplane, age doesn’t touch them and hunger and
thirst are distant memories. The region containing Volthaarius’s lair is warped by
Volthaarius’s home proper is in a spire of silver and the dragon’s magic, which creates one or more of the
stone in the “center” of the demiplane. The spire hovers following effects:
in space like a great spindle. The interior holds chambers
and tunnels so vast they couldn’t possibly fit into the outer • Creatures in the lair don’t age or require food
dimensions of the spire. or drink.
• A creature in the lair can move by thought,
Lair Actions essentially hovering in any direction with a speed
On initiative count 20 (losing initiative ties), Volthaarius equal to three times its Intelligence score.
takes a lair action to cause one of the following effects.
Volthaarius can’t use the same effect two rounds in a row. If Volthaarius dies, the demiplane collapses in 1d4
hours. Any creatures or objects still in the demiplane
• Volthaarius creates a magical Scything Blade Of at that time are ejected into random locations on
Silvery Mist at a point within 100 feet The blade lasts the Astral Plane. If Volthaarius returns to life, a new
for one round. Each creature within 15 feet of that demiplane forms in 1d10 days.
point must succeed on a DC 15 Dexterity saving throw
or take 13 (3d8) slashing damage and take 7 (2d6)
necrotic damage at the start of its turn from bleeding
essence. Any creature can take an action to staunch
the wound with a successful DC 15 Wisdom
(Medicine) check. The wound also closes if the target
receives magical healing.
• Volthaarius suddenly, but momentarily, reinstates
the flow of time in a 30-foot cube he can see. Each
creature in the area suffers disadvantage on attack
rolls until initiative count 20 on the following round
from disorientation and must make a DC 15 Wisdom
saving throw. On a failed save, a creature takes 11
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Volthaarius, The Traveler Hit: 19 (2d8 + 10) bludgeoning damage.
in Silver Mist Frightful Presence. Each creature of Volthaarius’s choice that is
within 120 feet of him and aware of him must succeed on a DC
Gargantuan dragon, chaotic neutral
25 Wisdom saving throw or become frightened for one minute. A
creature can repeat the saving throw at the end of each of its turns,
Armor Class 23 (natural armor) ending the effect on itself on a success. If a creature’s saving throw
Hit Points 585 (30d20 + 270) is successful or the effect ends for it, the creature is immune to
Speed 40 ft., fly 80 ft. (hover) Volthaarius’s Frightful Presence for the next 24 hours.
STR DEX CON INT WIS CHA Breath Weapons (Recharge 5–6). Volthaarius uses one of the
following breath weapons:
30 (+10) 14 (+2) 29 (+9) 18 (+4) 18 (+4) 28 (+9)
Force Breath. Volthaarius exhales a 90-foot line of crackling,
Saving Throws Dex +10, Con +17, Wis +12, Cha +17 multicolored light. Each creature in that line must make a
Skills Arcana +12, History +12, Insight +12, Perception +12, DC 25 Dexterity saving throw, taking 66 (12d10) force damage
Persuasion +17, Stealth +10 on a failed save, or half as much on a successful one. Large or
Damage Immunities cold, fire smaller nonmagical objects that aren’t being worn or carried are
Condition Immunities exhaustion automatically reduced to dust. Huge or larger objects have a
Senses blindsight 60 ft, darkvision 120 ft, passive Perception 22 10-foot-by-10-foot space destroyed around the line where the line
Languages Celestial, Common, Deep Speech, Draconic, telepathy passes through them. Creations of magical force, such as the wall
120 ft. created by wall of force or a forcecage, are destroyed.
Challenge 25 (75,000 XP) Dimensional Binding Breath. Volthaarius exhales silvery
fog in a 90-foot cone. Each creature in the area must make a DC 25
Innate Spellcasting. Volthaarius’s innate spellcasting ability Dexterity saving throw. On a failure, wisps of mist that thicken
is Charisma (spell save DC 25, + 17 to hit with spell attacks). the fabric of the planes bind the creature. A bound creature is
He can innately cast the following spells, requiring no material reduced to half speed and has disadvantage on attack rolls. If a
components: bound creature tries to teleport or travel to another plane, it must
succeed on a DC 25 Charisma saving throw or fail. A creature can
At will: plane shift (willing creatures only), sending, wall of force repeat the saving throw at the end of each of its turns, ending the
1/day each: forcecage, legend lore effect on itself on a success.
Legendary Resistance (3/Day). If Volthaarius fails a saving throw, Teleport. Volthaarius magically teleports, along with any equipment
he can choose to succeed instead. he is wearing or carrying and any creatures he is grappling, up to
Magic Weapons. Volthaarius’s weapon attacks are magical. 120 feet to an unoccupied space he can see.
Sever Silver Cord. If Volthaarius scores a critical hit against a
creature traveling through the Astral Plane by means of the astral Legendary Actions
projection spell, he can cut the target’s silver cord instead of dealing Volthaarius can take three legendary actions, choosing from the
damage. options below. Only one legendary action option can be used at
Timeless Nature. Volthaarius doesn’t require food, drink or sleep. a time and only at the end of another creature’s turn. Volthaarius
regains spent legendary actions at the start of his turn.
Actions Detect. Volthaarius makes a Wisdom (Perception) check.
Tail Attack. Volthaarius makes a tail attack.
Multiattack. Volthaarius can use his Frightful Presence. He then
makes three attacks: one with his bite and two with his claws. Planar Slip (Costs 2 Actions). Each creature within 15 feet of
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Volthaarius must succeed on a DC 26 Dexterity saving throw or take
Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) force damage. 10 (3d6) force damage and be knocked prone. Volthaarius then uses
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. his Teleport action.
Hit: 17 (2d6 + 10) slashing damage.
Dragons
Vyraetra,
The Wretched Wyrm
A
farmer pauses in revolted fascination to stare at Accounts that appear to describe Vyraetra and its
a blackened stalk of corn—putrid ooze seeping actions seem to stretch back centuries—though some
out from beneath a writhing mass of maggots. scholars have argued that stories of the dragon took on
A young child watches in horror as his sister slowly elements of older allegories. The similarities shared with
turns to stone inside the hen house as a lizard-like bird the oldest legends are poor evidence for the supposedly
skitters between her feet. A trader on the way to town unnatural lifespan of this vile beast.
notices a growing buzzing sound only moments before a If any of these accounts are to be believed, it’s that
swarm of biting flies descends upon him. Vyraetra is unable to sire draconic offspring. On one
Vyraetra has come to this land. occasion, an adventuring group that encountered this
It might have started with a slain godling. It could have wretched dragon discovered a brood of cockatrice
been unspeakable treachery or lies that spread discord eggs within its lair. Others describe Vyraetra as being
among beloved brothers. It may have even been the theft something other than simply male or female. The few
of mortal souls. Vyraetra does not speak of the act that reputable sightings of the dragon lack any description
began the curse nor of how long it has been cursed to of attributes that dragon hunters use to differentiate the
wander the mortal world. Instead, Vyraetra rails against gender of dragons.
the egotistical gods and their vainglorious supplicants. Instead, they tell of a dragon with dozens of pairs of
Where Vyraetra goes, a great curse follows—rotting shortened legs, like some kind of behemoth behir. Vyraetra
the land even as it rots Vyraetra’s heart. has wings, but they are said to be noticeably smaller than
Any details of the vile act that earned Vyraetra those of other dragons. Almost too atrophied to support
divine punishment have long since been lost to history. the dragon’s weight. Rather than prowl the skies, Vyraetra
burrows beneath the earth, spreading its poison across the
landscape. It is also said that Vyraetra’s maw is deformed,
ers to our
I asked you to uncover answl you can
hinged in too many places and filled with entirely too
many teeth. This detail might be an embellishment that
current predicament and al dragon? arises from the dragon’s ability to burrow faster than even
Regional Effects
The region containing Vyraetra’s lair is plagued by the
effects of the curse that follows this wretched dragon,
creating one or more of the following effects:
Xavour,
The Plague Bringer
C
enturies have passed since the first telling of his During one of their harvest festivals, his tribe began
story, which is one of myth and legend passed down to pay homage to him rather than their deity. Their
through the generations by song and tale. Even admiration of him instead of their gods caused Zakambi
though this is an ancient proverb, it is still told among to become arrogant, lazy and wicked. His cruelty grew
small tribes of humans who live far from any civilization, along with his arrogance, sacrificing those who “misspoke”
deep in the wilderness. This is a tale told to young children, or questioned him—shrouding his anger and cruelty as
teaching them about arrogance, humility and how to “divine guidance” and the “will of the gods.”
properly worship their divine creators. This tale of morality One day, while performing a routine healing ritual upon
also illustrates the consequences of their actions. This tale one of the tribal elders, Zakambi’s powers vanished and
is known as the legend of Xavour, the Plague Bringer. the elder died. This brought great shame upon him and
Long ago, a young half-orc boy was born to unfortunate caused his people to doubt his ability. His failed ritual was
circumstances—his human mother found herself at the seen as a sign. He was no longer fit to lead his people. He
mercy of an orc raider. Though she was battered and was shunned, and later banished from his village.
beaten, she remained proud, showing her people that she Orphaned yet again.
could overcome extreme adversity. A trait of her people. Cast out, Zakambi made his way into the world beyond,
Several months later, she realized she was carrying forced to wander the dangerous lands surrounding his
a child. She was determined to keep it, even though it home. While wandering, Zakambi pleaded, prayed and
was the result of her unfortunate encounter. Ta’Kambi begged for his powers to return. Yet there was no answer—
was driven to raise her child into something wonderful, no divine response. Only silence.
beautiful and strong. She would turn her tragedy into a Powerless, broken and disgraced, Zakambi blamed his
blessing. Unfortunately, during the birth of her son, she people for turning him away. He also blamed his deity for
suffered greatly, succumbing to the trauma, but not before abandoning him at such a crucial moment. Months would
naming her boy Zakambi. pass. His sorrow and despair turned into anger and rage,
Now the orphan and outcast was to be cared for by his followed by madness and delusion.
people, who would not dishonor their beliefs and abandon Zakambi whispered into the night, talking to himself—
this child to the world. and something else.
As Zakambi grew older, many of his people accepted One night, while resting near a campfire on the open
him for who he was: a dedicated and caring individual. plains, he cried out in anguish, begging for someone
Others saw him as “a half breed,” “a plague” or “a black to answer. Several hours passed. The quiet night and
blood.” whispering discordant voices answered his cry for help.
During his youth, the elders noticed his gift for healing A shadowy figure emerged from the darkness. The
and medicine, so they cultivated his talents, guiding him in cacophony of indecipherable words diminished, forming a
the proper direction. Zakambi would continue his tutelage singular voice. They spoke in a deep, raspy, malicious tone:
as apprentice to the tribe’s shaman. For many years, he “My son, now you can become what I meant you to be.”
followed the teachings of his elders, learning the ways of The figure stepped into the dim light of the campfire,
their healing rituals. Soon, his apprenticeship ended and shrouded in a long cloak of shadow that clung to its form
he ascended to become the tribe’s shaman. A leader among like waves of roiling smoke. He sat beside Zakambi,
his people. and whispered into his ear, offering him a chance at
As the tribe’s shaman, he was responsible for their rituals redemption—revenge—and the means to reclaim what
regarding the gods, healing and sacrifice and their seasonal was stolen from him. The figure said, “I am Batara Kala. I
rituals and celebrations. am the one who made you.”
Zakambi grew to prominence, garnering a level of Starving, dehydrated and delusional, Zakambi was
worship among his people. Using the gifts bestowed upon oblivious to who this figure actually was, thinking it was a
him by their deities, he saved many lives and brought the figment of his broken mind. Regardless, Zakambi accepted
tribe years of prosperity and good fortune. the gifts, giving in to his anger and hatred.
He rose the next morning with renewed physical and making it their place of worship. These priests have been
mental strength. His mind was clear. The fog of madness seen walking the streets late at night, blessing the area,
that plagued him had vanished. Yet something was attempting to “aid” the citizens with their ailments. They
gnawing at him. He decided to travel home to confront would share what they know of Xavour and explain he is
those who had cast him out so long ago. There was a the likely cause of this torment.
hunger within him. However, he had no desire to eat.
His travels became a blur of emotional rage, fueled A Noble Cause
by his desire for retribution. The dark powers growing A close friend of the party (a noble or political figure)
within became a driving force for destruction. Power and has started to keep odd hours, miss important meetings,
savageness drove him every passing day. With each act of and experience a change in personality. This individual
violence, he only wanted to commit more atrocities. seems to be pale, exhausted and constantly irritated with
The continued cycle of violence propelled a greater everyone around them.
use of his new powers. It began to twist his spirit even If the party investigates, they find that their friend has
further into an emotional abyss. As he grew dark and recently discovered an old manuscript written by a long-
more aberrant, his physical form began to morph as dead priest from the Disciples of Decay. This text speaks of
well. Zakambi’s quest of vengeance caused his limbs to the teachings of Xavour called the Three Pillars of Decay.
elongate, stretching both flesh and bone and his tolerance If the party are able to get their hands on the text, they
for pain. Razor sharp claws grew from his hands and feet. find that many of the pages are filled with scrawlings of
His skin became gray and scaled. His torso tore away madness and delusion. Among these are vague references
from his body, and formed into wings of thick leathery of where to find Xavour and how to contact the remaining
flesh—exposing his ribcage to the elements as a swarm of Disciples of Decay, Xavour’s cult of death clerics.
deadly insects exploded from within. The endless hunger
for revenge enlarged his jaw and filled his mouth with With Great Power
large razor-sharp teeth. The party has heard rumors of townsfolk going on
Over time, this new power and his madness became all a pilgrimage into a section of land that is extremely
he knew. Eventually, he learned the ability to change into dangerous.
whatever form he desired. Wild rumors of salvation, power, forgiveness and even
Zakambi returned to his village, causing a great deal immortality have spread throughout the town. Families
of panic among everyone. As they gathered around, have lost husbands, wives, sons and daughters. The town is
questioning the purpose of his return, he unleashed the full experiencing official problems as well. Figures in positions
fury of his new form upon them. He slaughtered everyone of power have also left or have gone missing entirely.
in a fit of rage, leaving a path of gore in his wake. In this If the party investigates the matter further, they
act of violence, Zakambi became enthralled with the scent discover that a small chapter of the Disciples of Decay has
of blood and flesh, devouring both as he went from one infiltrated a local priesthood in town. These priests have
soul to the next—drenching himself in the destruction of been instructing individuals that if they travel through the
innocence. Those he did not consume were flayed, staked poisonous swampland (near Xavour’s lair) they will find
and left as sacrifices to his real father. ultimate salvation.
This display of horrific violence corrupted the ground
for miles around. All life began to wither and fade. Unwanted Attention
Trees rotted and petrified. Animals died or became The party has risen in status over their time as adventurers,
abominations of their former selves. What did not flee attracting the attention of many deadly adversaries. One of
changed with the land. them just so happens to be Xavour and he has turned his
His old home was reclaimed. Revenge was his and his full attention on them!
reign began. Zakambi threw off the shackles of his former Xavour plans to extinguish the growing power of the
life, calling himself Xavour. He may be an abomination, party as he views them as a challenge to his reign. Utilizing
but he is no longer alone. The voice still speaks. the many resources of the Disciples of Decay, Xavour has a
disciple dispatch several degenerates into the town where
Hooks the party resides to stir up trouble.
Relative Safety When the local authorities seem to have the situation
A major populated area near where the party has a base under control, violent and destructive forces will enter
of operations or spends most of their time is experiencing the town again. Meanwhile, a few of Xavour’s priests
some odd circumstances. spend their nights plaguing the dreams of the sleeping
Recently, the denizens of this locale have been citizenry. They wake in violent fits of rage and madness
experiencing vivid dreams resulting in violent outbursts, and overwhelm the local authorities. Once the town has
daytime nightmares and extreme bouts of madness. Upon suffered enough, the party receives a message stating that
further investigation, the party discovers a small group if they wish to see the town’s problems end, they must face
of priests has recently moved into an old warehouse, Xavour within his corrupted village, deep in the wilds.
Xylaarion,
The Shackled Queen
T
ake a moment and imagine the world’s most Before there was light, there was Xylaarion. Before
terrifying dragons. Red dragons. Black dragons. there was even a void, there was Xylaarion. She is alpha
Demonic beings from ancient myths have come and omega. The great divide between hope and eternity.
and gone…and yet the dragons remain. Take them all She can shatter mountains and undo all living things
together and fold them into a single beast. Imagine with a thought. She is so powerful, in fact, that she was
that dragon, filled with anger and spite and rage and once worshipped by the titans themselves. The stories of
a mother’s unquenchable guilt. Imagine a dragon so her power are countless and span all cultures.
terrifying she birthed all other dragons, was punished Or they used to.
for it, shackled into a realm of titans and erased from all For millennia, Xylaarion ruled the known planes. All
histories. of them. Even while she rested, she remained the Queen
Every single one. of Eternity and the Empress of Fate. Her reign of terror
Xylaarion is the Shackled Queen and the godmother was so great, even when she slept, the stars trembled
of all evil that has ever been willed into the world. Other from the sound of her breath.
goddesses may claim they invented evil or control evil or Then came the “Day of the Collar,” when Xylaarion
lord over the realms of evil. But those deities are lying. slept and the titans gathered en masse around her body.
Or confused. Unable to kill the Queen, the titans did the only thing
Or just plain wrong. they could. Having fashioned a great and unbreakable
Xylaarion is the first and only evil the world ever collar and a series of magical shackles, the titans held
knew. When someone prays to an evil god, they are her down and quickly imprisoned the great dragon.
actually worshipping Xylaarion. Xylaarion struggled, and many titans perished, but
the collar was on her. It rendered her voice incapable
of speech so no one would hear her bellows, and the
such a
Before the words to describeere. Though
shackles cut off her rage so no more would suffer her
might. Her soul and body were thus transported to the
creature existed, she was th describe realm of Tartarus, imprisoned for eternity.
—Garth the Guiltless, p tongues. Should the shackles ever come off, Xylaarion
cannot be destroyed—only once again subdued.
Alemaster of the Silver Ta
The Game Master’s Book of Legendary Dragons 113
Dragons
Hook Wealth
Building encounters around Xylaarion is not easy. Xylaarion possesses no wealth. Nothing of value to
She is not meant to be known or found. She is meant anyone. She is a prisoner and as such the only thing she
to build legends and campaigns around, as cultists possesses are her shackles, made from an indestructible
still whisper her name, and ancient texts mention an material no human has ever encountered.
unpronounceable goddess of fire and destruction no one
should ever unchain. She could end every world and Xylaarion’s Lair
plane, so certainly a creature to be handled with care. It’s possible that with all the time she’s spent in
Tarturus, Xylaarion has subverted the power of the
Encounter Conditions collar that binds her to make herself feel more at home.
Within Tarturus, a hellish prison of fire and oppression. If you feel your party needs even more of a challenge,
The Shackled Queen cannot be found through the lair actions and regional effects listed could be
ordinary means. She exists inside the void, at the end of utilized as part of an encounter in Tarturus.
an eternal plane of torment and imprisonment, buried
under a mountain and surrounded by titans. Here she Lair Actions
has languished, for millenia. On initiative count 20 (losing initiative ties), Xylaarion
But there are those cults and esoteric and hermetic takes a lair action to cause one of the following effects.
wizards who have learned the name Xylaarion, through She can’t use the same effect two rounds in a row.
some ill-fortunate means. Some wish to summon her to
this world. Some wish to join her in oblivion. • Xylaarion summons spikes from out of the darkness.
Xylaarion’s prison cannot be understood or fathomed by Each creature must succeed on a DC 21 Dexterity
mortal minds. To enter her domain is folly. To witness her saving throw or be spiked to the floor, suffering 35
is to look into the eyes of eternal evil. If any should survive (10d6) piercing damage. A spiked creature has
this moment of trespass, then madness surely follows. a movement of 0. As an action, a creature can make a
But for intrepid adventurers, this is just the DC 20 Strength (Athletics) check to free itself, causing
beginning… 2d6 additional piercing damage. The metal spikes are
forged in Tartarus and are considered magical
Tactics weapons. They have an AC 18 with 60 hit points and
Note: If Xylaarion were unshackled, she could kill one are immune to psychic and poison damage. The spikes
creature per round with a thought. The following tactics last until Xylaarion uses this lair action again or until
are for the shackled version of Xylaarion. she dies, after which they turn to dust.
Each round, Xylaarion uses her lair action to summon • Xylaarion chooses a point she can see within 100
spikes or fill the air with the sound of wailing voices. feet of her in the lair. The area within 30 feet of that
Xylaarion almost always uses her breath weapons point fills with the sound of a thousand voices wailing
first, before anything else. Breath of Despair ensures the in despair. Each creature other than Xylaarion in the
PCs will fail most of their die rolls for the foreseeable area must succeed on a DC 21 Wisdom saving throw
future while Disrupting Force pushes everyone away or lose one adventuring level and suffer a level of
from her. Disrupting Force is best in the first round, as exhaustion. Xylaarion can repeat this action when it is
she follows up with No Friend Of Mine. available, causing the party to lose additional levels
On the second round of combat, Xylaarion uses No and suffer another level of exhaustion.
Friend Of Mine to direct the most towering warrior to
attack the smallest spell-caster (whenever possible),
often with malicious results.
She uses forcecage, resilient sphere and wall of force
to impose her will on others (and torment them as
she has been tormented), especially magic-users.
She uses confusion and maze on the stupidest foes
she encounters. Those who get too close suffer from
disintegrate, feeblemind, reverse gravity and telekinesis.
And if that does not send the message to leave her alone,
Xylaarion uses her breath weapons again.
If, for some reason, the PCs are able to withstand the
fight against Xylaarion, she resorts to fighting hand to
hand, which is a deadly multiattack onslaught.
Xylaarion, Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target.
Hit: 21 (2d10 + 10) piercing damage, plus 13 (3d8) force damage.
The Shackled Queen Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Gargantuan dragon (titan), neutral evil Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 19 (2d8 + 10) bludgeoning damage.
Armor Class 24 (natural armor)
Frightful Presence. Each creature of Xylaarion’s choice that is within
Hit Points 546 (28d20 + 252)
120 feet of her and aware of her must succeed on a DC 21 Wisdom
Speed 40 ft., fly 80 ft. (chains limit movement to 100 ft.)
saving throw or become frightened for one minute. A creature can
repeat the saving throw at the end of each of its turns, ending the
STR DEX CON INT WIS CHA
effect on itself on a success. If a creature’s saving throw is successful or
30 (+10) 10 (+0) 29 (+9) 15 (+2) 18 (+4) 22 (+6) the effect ends for it, the creature is immune to Xylaarion’s Frightful
Presence for the next 24 hours.
Saving Throws Dex +8, Con +17, Wis +12, Cha +14 Breath Weapons (Recharge 4–6). Xylaarion uses one of the
Skills Perception +12, Stealth +8 following breath weapons:
Damage Immunities force
Condition Immunities charmed Disrupting Force. Xylaarion exhales disruptive force in a 90-foot
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 line that is 10 feet wide. Each creature in that line must make a
Languages Abyssal, Common, Draconic, Infernal DC 24 Dexterity saving throw, taking 63 (14d8) force damage,
Challenge 24 (62,000 XP) and is pushed 15 feet away from her and knocked prone on a failed
save or receives half as much damage and isn’t pushed or prone on
Discorporation. When Xylaarion drops to 0 hit points or dies, her a successful one.
body is destroyed, and she is unable to take physical form for a time. Breath of Despair. Xylaarion exhales gas in a 90-foot cone. Each
When she reappears, she remains shackled. creature in that area must succeed on a DC 24 Wisdom saving
Innate Spellcasting. Xylaarion’s innate spellcasting ability is throw or have disadvantage on attack rolls, ability checks and
Charisma (spell save DC 22, +14 to hit with spell attacks). She saving throws for one minute. A creature can repeat the saving
can innately cast the following spells, requiring no material throw at the end of each of its turns, ending the effect on itself on a
components: success. A creature that can’t be charmed is immune to this effect.
3/day each: arcane hand (appears as spectral chains), confusion, Legendary Actions
disintegrate, earthquake, eyebite, feeblemind, forcecage, globe Xylaarion can take three legendary actions, choosing from the
of invulnerability, hold monster, maze, resilient sphere, reverse options below. Only one legendary action option can be used at
gravity, telekinesis, wall of fire, wall of force, wall of stone. a time and only at the end of another creature’s turn. Xylaarion
regains spent legendary actions at the start of her turn.
Legendary Resistance (3/Day). If Xylaarion fails a saving throw, Detect. Xylaarion makes a Wisdom (Perception) check.
she can choose to succeed instead. Tail Attack. Xylaarion makes a tail attack.
No Friend of Mine. Xylaarion chooses a single target she can see. Snatch (Costs 2 Actions). Xylaarion makes a claw attack. If
A character must succeed on a DC 21 Wisdom saving throw or be the attack hits a creature that is Large or smaller, the creature
compelled to attack the closest ally. A creature can repeat the saving is grappled (escape DC 25). Until this grapple ends the target is
throw at the end of each of its turns, ending the effect on itself on a restrained. Xylaarion has two claws, each of which can grapple only
success. one target.
Wing Attack (Costs 2 Actions). Xylaarion beats her wings. Each
Actions creature within 15 feet of her must succeed on a DC 25 Dexterity
Multiattack. Xylaarion can use her Frightful Presence. She then saving throw or take 17 (2d6 + 10) bludgeoning damage and be
makes three attacks: one with her bite and two with her claws. knocked prone. She can then fly up to half her flying speed.
Regional Effects • Creatures within 1 mile of the lair that are bound,
The region containing Xylaarion’s lair is warped by restrained or caged suffer without end. Such
her magic, which creates one or more of the following creatures age slowly, physically aging one year for
effects: every 10 years that pass. Additionally, creatures in the
area with four or more levels of exhaustion no longer
• All creatures within 1 mile of Xylaarion’s lair suffer require food or drink.
Level 1 exhaustion.
• The area within 6 miles of the lair is full of damp, If Xylaarion dies, conditions of the area surrounding the
dreary mist. The area within the mist is lightly lair return to normal—as “normal” as Tartarus can be—
obscured. over the course of 1d10 days.
Zuth,
The Eternal
C
risp evening descends as a furtive group of druids to restore symmetry between all dragons: good or evil,
converges upon a weathered stone dais. As the gold or black, fire or ice.
druids chant in unison, a quarreling flock of birds If there are too many green dragons in the world,
falls silent and takes to the sky, fleeing a terrible threat Zuth corrects this dysfunction. If there’s a surplus of
yet unseen. An expectant hush builds as if the forest itself bronze dragons, Zuth restores the average.
holds its breath until a deep and vibrant thrumming Zuth is forever. Even if destroyed, it is always birthed
beats from the heart of the earth. A tumultuous crash again in time. When Zuth sheds one of its scales, that
rattles the boiling sky and screaming lightning rips an scale works its way deep into the earth like an oak seed.
ancient tree in twane. Nearby, an inert hill heaves with There, within a cradle of dirt and stone and throughout
life as a sleeping giant wakes and rises towards the angry several centuries, the scale forms an exact duplicate of
clouds above and rooted trees cling as if desperate to Zuth. Therefore, even if one version of Zuth is defeated,
hang onto its broad back. It lets out a thunderous roar another will always return to take its place in order to
that’s heard for leagues. Earth and stone, mud and gravel, restore nature’s order.
moss and silt slough from the giant in massive slopping Zuth possesses non-verbal intelligence. It thinks only
heaps while it moves forth with languid ease. Lumbering in images and only has the base emotions of an animal.
and heavy, its height seemingly unlimited, and the earth Its communication is telepathic, expressing its will with
itself sighs while cracking beneath its weight. imagery and emotional impressions. Often it is difficult
And now the maddened and feverish worshipers to determine its exact motives and aims, as the images
exclaim, “Arise, Zuth, arise!” often have no context, leaving the guesswork entirely in
Laws of nature are unavoidable, absolute and eternal. the hands of those who receive the impressions.
What is born surely dies. For every balmy, warm summer, The presence of Zuth has fueled many speculations as
there is a chilling, cruel winter. Day invariably gives way to why it exists in the world, and some druids have come
to night. Just as above has below and black has white, all to revere this mighty creature, lending to it a status of a
that is good has an opposite and equal reflection in evil. demi-god or a potent spirit of nature itself.
In short, each thing that exists has its direct counterpoint, Zuth awakens when the stars align in a particular
a reversed mirror image that balances its place, and formation once in a century. Additionally, once every
indeed its meaning, in the whole of existence. thousand years, a purge occurs. In this purge, Zuth rises
All natural things have their respective opposites, to destroy dragons indiscriminately. Other dragons of
except Zuth. Zuth is the personification of this all types seem to sense each upcoming cleansing. The
harmonious force of balance and opposites. Zuth is world sees far more dragon activity as they collectively
ancient; it is enormous and it is the ultimate expression panic in the months before a forthcoming purge. Zuth
of nature’s absolute and impersonal will. destroys all the unlucky dragons that are in its path.
Legend tells that Zuth was created from all elements. During such purging events, the dragon population is
The supra-personal Will of Nature drew from itself culled without any logical pattern, and the events last
a powerful being to act as a counter to the presence until Zuth is destroyed.
of dragons. After all, being that they are creatures of A great mystery lies in Zuth’s designless cullings. How
magic, dragons are outside the bounds of natural order. can there be any balance in absolute destruction? It is a
Zuth rises from its deep slumber when it senses the call question that none but nature itself can answer.
Wealth
Tracking Zuth reveals precious metals, gems and random
items that may have stuck to its body over time. Such
items were picked up as it burrowed through veins of
gold and ancient geode pockets deep within the earth.
The finds are quite random, but PCs may collect the
equivalent of a small goldmine’s worth of treasure by
following its trail above the surface and picking up what
has fallen off its body.
Zuth, Actions
The Eternal Multiattack. Zuth can use its Frightful Presence. It then makes three
attacks. Zuth can use its bite, then makes two attacks with its claws.
Titanic dragon, neutral Bite. Melee Weapon Attack: +19 to hit, reach 50 ft., one target.
Hit: 29 (3d12 + 10) piercing damage. If the target is a living creature,
Armor Class 27 (natural armor) it must succeed on a DC 22 Constitution saving throw or take 22
Hit Points 738 (36d20 +360) (4d10) poison damage.
Speed 40 ft., burrow 120 ft., swim 40 ft. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 17 (2d6 + 10) slashing damage.
STR DEX CON INT WIS CHA
Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target.
30 (+10) 18 (+4) 30 (+10) 10 (+0) 10 (+0) 10 (+0) Hit: 17 (2d8 + 10) bludgeoning damage.
Rock. Ranged Weapon Attack: +19 to hit, range 60/240 ft., one
Saving Throws Dex +13, Con +19, Int +9, Wis +9, Cha +9 target. Hit: 36 (4d12 +10) bludgeoning damage.
Skills Insight +10, Intimidation +18, Perception +18 Frightful Presence. Each creature of Zuth’s choice that is within 120
Damage Resistances cold, fire feet of it and aware of it must succeed on a DC 21 Wisdom saving
Damage Immunities poison; bludgeoning, piercing and slashing throw or become frightened for one minute. A creature can repeat the
damage from nonmagical attacks saving throw at the end of each of its turns, ending the effect on itself
Condition Immunities blinded, charmed, exhaustion, on a success. If a creature’s saving throw is successful or the effect
frightened, paralyzed, stunned ends for it, the creature is immune to Zuth’s Frightful Presence for the
Senses truesight 120 ft., passive Perception 28 next 24 hours.
Languages draconic, telepathy 120 ft. Poison Breath (Recharge 3–6). Zuth exhales poisonous gas in a 90-
Challenge 30 (155,000 XP) foot cone. Each creature in that area must make a DC 22 Constitution
saving throw, taking 91 (26d6) poison damage on a failed save or half
as much on a successful one.
Amphibious. Zuth can breathe air or water.
If the creature is a dragon, Zuth’s poison breath bypasses any
Discorporation. When Zuth drops to 0 hit points, its body is
natural or magical poison resistances and immunities. A dragon must
destroyed, and it is unable to take physical form for a time.
first save against the poison breath. A dragon must then make a DC
Dragon Sense. Zuth may use the scrying spell as a natural ability.
22 Constitution saving throw. On a failed save, it takes an additional
Zuth uses this ability to target dragons only.
75 (10d6 + 40) force damage or half as much on a successful one. If
Earth Glide. Zuth can burrow through nonmagical, unworked
the damage reduces the dragon to 0 hit points, it is disintegrated.
earth and stone. While doing so, Zuth does not disturb the material
A disintegrated dragon and everything it is wearing and carrying,
it moves through.
except magic items, are reduced to a pile of fine gray dust. The
False Appearance. While Zuth remains motionless, it is
dragon can be restored to life only by means of a true resurrection
indistinguishable from a hillside or mountainside.
or a wish spell.
Legendary Resistance (6/Day). If Zuth fails a saving throw, it can
choose to succeed instead.
Magic Resistance. Zuth has advantage on saving throws against
Legendary Actions
Zuth can take three legendary actions, choosing from the options
spells and other magical effects.
below. Only one legendary action option can be used at a time
Magic Weapons. Zuth’s weapon attacks are magical.
and only at the end of another creature’s turn. Zuth regains spent
Reflective Body. If Zuth is targeted by a magic missile spell, a line
legendary actions at the start of his turn.
spell, a spell that requires a ranged attack roll or any breath weapon,
Bite. Zuth makes a Bite attack.
roll a d4. On a 1 to 3, Zuth is unaffected. On a 4, Zuth is unaffected
Burrow. Zuth is able to move, burrowing into the earth, without
and the magic effect or breath weapon is reflected and targets the
provoking an attack of opportunity.
caster as though the spell or effect originated from Zuth.
Detect. Zuth makes a Wisdom (Perception) check.
Regeneration. Zuth regains 30 hit points at the start of its turn. If
Rock. Zuth makes a Rock attack.
Zuth takes radiant damage on its body, this trait doesn’t function at
Tail Attack. Zuth makes a tail attack.
the start of its next turn. Zuth dies only if it starts its turn with 0 hit
Summon Lightning (Costs 2 Actions). Zuth summons lightning
points and doesn’t regenerate.
from a nearby storm cloud. The point of origin is within 500 feet of
Siege Monster. Zuth deals double damage to objects and structures.
Zuth. The bolt strikes a 10-foot area that Zuth can see. Any creature
within 10 feet of that point must make a DC 17 Dexterity saving throw,
taking 54 (12d8) lightning damage on a failed save or half as much on
a successful one. Any lightning immunity becomes a resistance instead.
Any resistances to lighting is considered full damage.
Dragon
Riders
A playable class for 5e adventures
T
he bond formed between rider and mount has
long been viewed as something which transcends
the common bond between beast and humanoid.
Trust must be developed; a relationship built. It is
incredibly difficult for a rider to form a relationship with
a beast whose intelligence and power may surpass even
their own, yet the Dragon Riders of Mésanffor broke
this boundary long ago. Their tradition spread, their
techniques adopted and adapted in small corners of the
realm by brave warriors with the will to fight and the
courage to fly. The bond between dragon and rider is
unique to their pairing, meaning that though riders may
share similar styles in various parts of the realm, the
execution is as diverse as dragons themselves.
Isolated Tradition spiritual level. Their minds linked, and as they both grew,
this bond would begin to show arcane promise.
The method of breeding and domesticating dragons
began in a city isolated by the elements. Flanked on This fact became the centerpiece of the methods
one side by a wide, rushing river and steep, treacherous and techniques developed by the early dragon riders.
mountains on the other, the Elven city of Sinfarel was Together, the Dragon Rider and Dragon Companion
naturally sheltered from outside interference. The could become an unbreakable unit with strategies and
mountain range, the Tenggers, was also a breeding maneuvers unique to their partnership. The path of the
ground for drakes of all colors, shapes and sizes. Dragon Rider is solitary, but the rider is never alone.
Wyverns and dragons were a regular sight in the air
over Sinfarel, and reports of wyrms just outside the city Creating a Dragon Rider
limits were commonplace. Needless to say, this did not When creating a Dragon Rider character, consider
create a welcoming atmosphere for outsiders. the relationship with their Dragon Companion as an
For many years, skilled citizens of Sinfarel began integral part of their story. Have they always wanted to
taking advantage of their precarious situation and be a Dragon Rider, or was this something thrust upon
formulated a method of domesticating the dragons of them unexpectedly? What was the process of receiving
the Tengger Mountains. Traditions of training alongside or choosing the Companion? Discuss with your GM the
their dragon companions, once a necessity born of role Dragon Riders play in the world; how common they
proximity, became the focus of their practice. Rather are, what organizations they may be a part of, etc. Refer
than preparing themselves to fight these creatures, they to the Dragon Companion section for more information
began to fight alongside them, endearing themselves to on choosing your Rider’s Companion.
the dragons in their midst.
Quick Build
A Powerful Bond You may make a Dragon Rider quickly using these
The most curious and—at the same time—crucial aspect suggestions. First, put your highest ability score in either
of dragon riding was found to be the bond formed Strength or Dexterity depending on the weapon(s) you
between the rider and their companion. From a very plan to use. Put your next highest score in Constitution.
young age, the dragons would connect to their rider on a Second, choose the Folk Hero background.
Dragon Rider
Level Proficiency Bonus Features Maneuvers Known Maneuver Points
1st +2 Novice Rider, Draconic Vein – –
2nd +2 Fighting Style – –
Dragon Trainee, Dragon Maneuvers,
3rd +2 3 3
Draconic Vein Feature
4th +2 Ability Score Increase 3 4
5th +3 Extra Attack 3 5
6th +3 Adept Rider 4 6
7th +3 Draconic Vein Feature 4 7
8th +3 Ability Score Increase 4 8
9th +4 Draconic Awareness 4 9
10th +4 Improved Saddle, Signature Maneuver 5 10
11th +4 Draconic Vein Feature 5 11
12th +4 Ability Score Increase 5 12
13th +5 Bond of Scales 5 13
14th +5 Expert Rider 6 14
15th +5 Draconic Vein Feature 6 15
16th +5 Ability Score Increase 6 16
17th +6 Isolated Prey 6 17
18th +6 Perfected Maneuvers 7 18
19th +6 Draconic Vein Feature, Ability Score Increase 7 19
20th +6 Master Rider 7 20
Class Features to damage rolls with that weapon.
Two-Weapon Fighting. When you engage in two-
As a Dragon Rider, you gain the following class features. weapon fighting, you can add your ability modifier to
the damage of the second attack.
Hit Points
Hit Dice: 1d8 per Dragon Rider level
Hit Points at 1st level: 8 + your Constitution modifier Dragon Trainee
Hit Points at higher levels: 1d8 (or 5) plus your At 3rd level, you have begun to train extensively with
Constitution modifier per level after 1st your dragon. You can buy or use 10 gp worth of leather
and spend eight hours creating a saddle for your dragon
Proficiencies companion, and gain the ability to ride the dragon while
Armor: Light armor, medium armor, shields it is walking.
Weapons: Simple weapons, martial weapons
Tools: Leatherworker’s tools Dragon Maneuvers
Saving Throws: Strength, Wisdom Starting at 3rd level, you gain three Maneuver Points
Skills: Choose two from Athletics, Acrobatics, Stealth, and may choose three Dragon Maneuvers from the
Nature, Animal Handling, Perception and Intimidation Dragon Maneuvers section. If the Maneuver requires
a target creature to make a saving throw, the DC
Dragon Rider Equipment equals 8 + your companion’s Strength Modifier + your
You may start with the following equipment plus any proficiency bonus, unless specified otherwise. You learn
equipment granted by your background: an additional maneuver at 6th level and again at 10th,
14th and 18th level. You gain one additional Maneuver
• One martial weapon point each time you gain another level of Dragon Rider.
• Any two simple weapons These Maneuver points recharge after a short or long rest.
• (a) Leather armor or (b) scale mail
• Leatherworker’s tools and an explorer’s pack Ability Score Increase
When you reach 4th level—and again at 8th, 12th, 16th
If you forgo this equipment, you start with 5d4 x 10 gp and 19th level—you can increase one ability score of
to buy your equipment. your choice by 2, or two ability scores of your choice by
1, up to a maximum of 20.
Novice Rider Using the optional feats rule, you can forgo taking this
At 1st level, you are granted a Dragon Companion. The feature to take a feat of your choice instead.
stats, abilities and rules for this Companion are in the
Dragon Companion section. You may communicate
telepathically with your Companion while they are
Extra Attack
At 5th level, you may attack twice when taking the
within 1 mile of you.
attack action.
Dragon Companion
Level Proficiency Bonus Hit Dice Features
1st +2 1d12 Darkvision
2nd +2 2d12 Breath Attack
3rd +2 3d12 Size Increase, Natural Armor
4th +2 3d12 Ability Score Increase
5th +3 4d12 Shape Change
6th +3 5d12 Fly Speed Increase, Breath Attack Range Increase
7th +3 6d12 Natural Armor
8th +3 6d12 Ability Score Increase
9th +4 7d12 Advanced Darkvision
10th +4 8d12 Breath Attack Range Increase
11th +4 9d12 Fly Speed Increase
12th +4 9d12 Ability Score Increase
13th +5 10d12 Natural Armor
14th +5 11d12 Breath Attack Range Increase
15th +5 12d12 Size Increase
16th +5 12d12 Ability Score Increase
17th +6 13d12 Natural Armor
18th +6 14d12 Breath Attack Range Increase
19th +6 15d12 Fly Speed Increase
20th +6 15d12 Ability Score Increase 7
Ruby Dragon failure, they take 2d6 damage of the appropriate type
This dragon’s scales are a bright red color at a young or half on a success. This damage increases by a 1d6
age, eventually progressing towards a darker crimson each level after the 2nd. The dragon’s breath attack
later in life. Their breath is released in a fiery cone of recharges during a short or a long rest. Ruby, emerald
intense heat, easily incinerating anything in its path. and opal dragons’ breath attacks begin as a 15-foot
The ruby dragon’s breath attack requires a Dexterity cone. Sapphire and obsidian dragons’ breath attacks
saving throw. begin as a 30-foot line.
Opal Dragon
This dragon’s scales begin as a gleaming white, Hatchling Dragon Companion
sometimes having phosphorescent flecks of light Medium dragon, same alignment as rider
reds and greens. As they age, those phosphorescent
Armor Class 15 (natural armor)
flecks disappear and are replaced with gray, ashy
Hit Points 14 (1d12+2)
undertones. The opal dragon’s breath is a cone of Speed 20 ft., fly 20 ft.
ice so frigid that it freezes the very air inside it, and
any living thing in the area may shatter from the STR DEX CON INT WIS CHA
sheer cold. The opal dragon’s breath attack requires a 16 (+3) 12 (+1) 14 (+2) 10 (-0) 10 (+0) 11 (+0)
Constitution saving throw.
Saving Throws Str +5, Con +4, Wis +2, Cha +2
Skills Perception +2, Stealth +3
Obsidian Dragon Damage Resistances (Breath Attack damage type)
This dragon’s scales appear almost dark gray at birth, Senses Darkvision 60 ft., Passive Perception 12
eventually growing into scales as black as night. The Languages Common, Draconic
obsidian dragon’s breath is a heaving line of virulent
acid, destructive enough at young ages to melt flesh Actions
Multiattack. Once the Rider has gained access to Extra Attack,
and bone. At older ages, this acid is rumored to be
the Dragon Companion may use any of the following attacks once
able to melt stone, even metal. The obsidian dragon’s per turn, following the rules of attacking as a Dragon Companion.
breath attack requires a Dexterity saving throw. Bite. Melee Weapon Attack: +5 to hit, one target.
Hit: 7(1d6+3) piercing damage plus 3 (1d4) damage of the
Darkvision appropriate type.
Tail. Melee Weapon Attack: +5 to hit, one target.
At 1st level, the Dragon Companion gains Darkvision
Hit: 8(1d8+3) bludgeoning damage.
out to a range of 60 feet. At 9th level, this range Claw. Melee Weapon Attack: +5 to hit, one target.
increases to 90 feet. Hit: 6 (1d4+3) slashing damage.
Breath Attack (1/rest). The Dragon releases its breath in a 15/30-
Breath Attack ft. cone/line. Each creature caught in its range must succeed on a
DC 12 saving throw appropriate to the Dragon’s type or take 2d6
At 2nd level, you may use an Action to command your
damage of the appropriate type or half on a success.
Dragon Companion to expel its Breath Attack. Any Dragon Maneuvers. If the target of a Dragon Maneuver is forced
creature caught in its range must succeed on a Saving to make a saving throw against the Dragon’s Save DC, the DC is 8
throw (DC 8 + proficiency + Dragon’s Constitution + Dragon’s Strength Modifier + Dragon’s Proficiency.
Modifier) appropriate to the type of dragon. On a
Ability Score Increase Dragon Maneuvers
At 4th level and again at 8th, 12th, 16th and 19th level, At 3rd level, you may choose three Dragon Maneuvers
the player may choose to increase one of the Dragon’s from the following list, if you fulfill the prerequisites.
ability scores by 2, or two of the Dragon’s ability scores
by 1, to a maximum of 20. Tier 1 (1 point)
Shape Change Charging Strike (Dragon Form Only)
At 5th level, the Dragon Companion gains the ability As an action and while mounted, your Dragon
to change its form into a medium humanoid as an Companion charges forward, and you make a Melee
action. The player chooses this form, and the Dragon weapon attack. If the Dragon moves at least 10 feet
may only assume this same form each time. In this in a straight line towards a target and the attack hits,
form your companion may use its Claw and Breath the strike does an additional 2d8 damage. If it hits,
attack, loses its fly speed, and its walking speed is 30 that creature must also make a Strength saving throw
feet. Its stats otherwise remain the same. against the Dragon’s save DC or fall prone.
Fey drakes were brought back from the Feywild to serve Armor Class 16 (natural armor)
as guardians. Their unique defensive abilities make them Hit Points 75 (10d8 + 30)
a formidable obstacle for any creatures choosing to force Speed 40 ft.
their way past. They can be trained and are loyal if they STR DEX CON INT WIS CHA
are cared for and well fed with a steady supply of meat. 18 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
The drake’s unique ability to displace light gives it
the illusion of being in two places at the same time, Skills Perception +2
causing confusion in its enemies and making it more Senses darkvision 60 ft., passive Perception 12
difficult to attack. Languages understands Draconic but can’t speak it
Challenge 4 (1,100 XP)
Similar in appearance to normal drakes, what sets
a drake of displacement apart are the unusual, curved
Avoidance. If the drake is subjected to an effect that allows it to
tentacled limbs that sprout from its back. Each tentacle make a saving throw to take half damage, it instead takes no damage
ends with cup-like pads that have spikes within. if it succeeds on the saving throw and only half damage if it fails.
These unique drakes serve masters ranging from Displacement. The drake projects a magical illusion that makes it
humanoids to ancient dragons. Their ability to frustrate appear to be standing near its actual location, causing attack rolls
against it to have disadvantage. If it is hit by an attack, this trait is
any would-be treasure seeker is their primary task. The
disrupted until the end of its next turn. This trait is also disrupted
drake’s ability to use its repulsion breath weapon can while the drake is incapacitated or has a speed of 0.
push an enemy away from an entrance or give it space to
use its tentacle attack. Actions
Multiattack. The drake makes three attacks, one with its bite, one
Puggon
It is an inarguable fact that the Elves of Sinfarel are master
dragon breeders. Not only have they created various
dragonoids with which they can bond and ride upon, but
they have also created many different breeds of dragons—
including the puggon. First conceived as companions to
children, these adorable creatures soon became highly
sought-out status symbols in the rest of the realm.
Eventually, some puggons made their way into
the world outside Sinfarel by trade and even
through theft. Once loosed upon the outside
world, animal breeders soon created their
own versions of this unique dragon. They
bred new types of puggons, many times
smaller and more charming than their
original counterparts. Soon, they were
sold as pets to the wealthy and as lifetime
companions to noble children.
Generally, wealthy females often keep
puggons as pets or status symbols, for
they are as exotic as they are cuddly.
They are a fashionable accessory as
much as they are a companion, often
carried beneath an arm or in a special
box with a shoulder strap.
The bearer of a puggon receives a bonus
to their Charisma, as the critters are quite
appealing to any who behold them. Usually
when a person sets eyes upon this cute and
cuddly dragon, they will have a hard time
resisting the urge to pet it.
Puggon
Small dragon, same alignment as owner
Skills Perception +3
Senses passive Perception 13
Languages understands basic common but can’t speak it.
Challenge 1/8 (25 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, one target.
Hit: 2 (1d4+ 1) piercing damage.
Dragonant
Small dragon, unaligned
Dragonant
Gold Sense. A dragonant can smell gold, precious metals and
gems within 60 feet. Only valuables that are buried 5 feet deep
or more or stored within a magical container are immune to the
dragonant’s Gold Sense. Once a dragonant discovers a cache of
valuables, it telepathically communicates the location to other Ask any venerable dwarven miner about the pesky
dragonants within range. creatures called dragonants, or ask a town’s elder,
Hivemind. A dragonant communicates telepathically with others whose domicile lies in the shadows of any high, jagged
of its hive within a 10-mile radius. This is a natural ability. If
a dragonant is harmed or attacked, it will summon the rest of
mountains and you will be told the same story: the
its hive. A large swarm forms in 4d4 minutes. When a swarm dragonant is more than a menace. It’s a formidable,
manifests, it gains a breath weapon as a legendary action. fearsome curse. Great care must be taken with the
handling of precious metals and gemstones when there is
Actions a hive of these greedy pests nearby, for their sole purpose
The dragonant may attack once per round. Use one of the
following actions:
is the mindless hoarding of any treasures they find.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Their hand-shaped hives can be found high upon the
Hit: 6 (1d4 + 4) piercing damage. windswept peaks of any jagged mountain chain. Every
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. single “finger” of this hive rivals the length and breadth
Hit: 11 (2d8 + 4) slashing damage. of a great wyrm’s mighty tail. Upon closer observation,
Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 2 (1d4) piercing damage. The target must make a DC 10
innumerous, minuscule beasts zip in and out of long mud
Constitution saving throw, taking 7 (2d6) poison damage on a structures that resemble the nests of wasps. Each creature
failed save or half as much damage on a successful one. carries in a single small gem or coin or any trinket of value
the size and weight of an apple or smaller. They work day
creature can repeat the saving throw at the end of each of its turns,
Dragonant Swarm ending the effect on itself on a success. If a creature’s saving throw
Large dragon, unaligned is successful or the effect ends for it, the creature is immune to the
dragonant’s Frightful Presence for the next 24 hours.
Armor Class 18 (natural armor + swarm bonus)
Hit Points 127 (15d10 + 45) Actions
Speed fly 60 ft. Multiattack. The dragonant swarm makes three attacks: one with
its bite and two with its claws, or one with its stinger and twice
STR DEX CON INT WIS CHA with its claws.
18 (+4) 18 (+4) 17 (+3) 6 (-2) 13 (+1) 10 (+0) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Saving Throws Dex +6, Con +5, Wis +3, Cha +2 Hit: 11 (2d6 + 4) slashing damage.
Skills Perception +5, Stealth +6 Hive Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Damage Immunities acid creature. Hit: 11 (2d6 + 4) piercing damage. The target must make
Senses Darkvision 120 ft., passive Perception 15 a DC 15 Constitution saving throw, taking 24 (7d6) poison damage
Languages -- on a failed save, or half as much damage on a successful one.
Challenge 8 (3,900 xp) Smother. Melee Weapon Attack: +7 to hit, reach 5 ft., medium or
smaller creature. Hit: 11 (2d6 + 4) bludgeoning damage.
Gold Sense. A dragonant swarm can smell gold, precious metals, On a hit, The creature is grappled by numerous dragonants (escape
and gems within 90 feet. Only valuables that are buried 5 feet DC 15). Until this grapple ends, the target is restrained, blinded,
deep or more or stored within a magical container are immune to and at risk of suffocating, and the dragonants can’t smother another
the dragonant’s gold sense. target. At the start of each of the target’s turns while smothered, the
Swarm. The swarm can occupy another creature’s space and target takes 15 (3d6 + 3) bludgeoning damage.
vice versa, and the swarm can move through any opening large
enough for a small creature. The swarm can’t regain hit points or
gain temporary hit points. When the swarm is reduced to half its
Legendary Actions
The dragonant swarm can take one legendary action, choosing
hit points, it dissipates and will not reform until 1d4 hours have from the options below. Only one legendary action option can be
passed. used at a time and only at the end of another creature’s turn. The
Hive Power. The dragonant swarm distorts itself and moves dragonant swarm regains spent legendary actions at the start of
together to form a single dragon-like shape. It is ever moving, their turn.
making it difficult to target. The swarm receives bonuses to its Detect. The swarm makes a Wisdom (Perception) check.
Armor Class and stats when compared to a single drone. Unlike Smother Attack. The swarm makes a smother attack.
a single dragonant, the hivemind of the swarm can strategize, Acid Breath (Recharge 5-6). The swarm exhales acid in a 30-foot
thinking as one, and respond to threats effectively—even choosing cone. Each creature in the area must make a DC 14 Dexterity
targets when using Frightful Presence. saving throw, taking 49 (11d8) acid damage on a failed save or half
Frightful Presence. Each creature of the swarm’s choice that is as much on a successful one.
within 120 feet of it and aware of it must succeed on a DC 14
Wisdom saving throw or become frightened for one minute. A
Actions
Multiattack. The Brute makes two attacks: one with its mallet
and one with its shield.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Mallet of Repeated Offense (pg. 177). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage.
Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage. If the attack roll
critically hits, the target must make a DC 15 Constitution saving
throw or become stunned until the end of the Brute’s next turn.
The Schemer. The Schemer is the leader of the group.
They communicate directly or indirectly with their
patron and are held accountable when things do not
go as planned. The Schemer is also responsible for
designing the plans, their overall tactics and anything
else necessary for achieving their goals. After receiving
orders, they gather the required team members and
put the plan into motion. It’s also possible they are too
smart for their own good. Because all members of the
Hand of the Dragon are bred for success in their specific
field, Schemers are the only Hatchery sect that possess
the sense of autonomy required to change or defy
orders, leading to conflict with their patrons when they
don’t succeed.
Kobold Schemer
Small humanoid (kobold), lawful evil
Actions
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1 (1d4 - 2) piercing damage.
Sling. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage.
Reactions
Direct. The Schemer can use its reaction to give one team member
another action on that team member’s turn.
Actions
Multiattack. The Scoundrel makes two attacks: one with its
shortsword and one with its dagger.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Encounter Possibilities
Kobold Abomination A strike force from the Hand of the Dragon is an elite
Medium aberration (kobold), lawful evil team that should not be underestimated, and when
utilized in a way that plays to their strengths, can
Armor Class 14 (natural armor) cause all sorts of problems for adventurers who are
Hit Points 60 (8d8 +24)
Speed 40 ft.
aligned against them. Below are just a few ideas for
incorporating the Hand of the Dragon into your ongoing
STR DEX CON INT WIS CHA campaign. Change any of the details to account for party
16 (+3) 12 (+1) 16 (+3) 5 (-3) 7 (-2) 5 (-3) composition or specifics within your campaign at GM
discretion.
Dräken Traits
The dragon’s magical traits will manifest in numerous
ways. No two dräkens are alike. Some show very little
physical change, while others are incredibly exotic —
even demonstrating amazing dragon-like abilities.
CHROMATIC
Black Dragon: Str +1, Con +1, Cha +1
Blue Dragon: Str +1, Con +1
Green Dragon: Str +1, Con +1
Red Dragon: Str +2, Con +1
White Dragon: Str +1, Con +1, Int +1
METALLIC
Brass Dragon: Str +1, Con +1
Bronze Dragon: Str +1, Con +1
Copper Dragon: Str +1, Con +1
Gold Dragon: Str +1, Con +1, Cha +1
Silver Dragon: Str +1, Con +1, Cha +1
Roll Mutation
1 Arms: muscular and sinewy 43 Head: draconic features
2 Arms: extra long 44 Head: deep-set eyes
3 Arms: forearms have small winglets 45 Head: elongated shape
4 Arms: scaled forearms 46 Legs: clawed feet
5 Arms: bat wing-like skin 47 Legs: extra long
6 Build: always slender 48 Legs: chromatic dragon-colored shins
7 Build: beautiful proportions 49 Legs: metallic dragon-colored shins
8 Build: graceful 50 Legs: unnaturally long feet
9 Build: unusually light
51 Your shadow animates on its own
10 Build: muscular
52 Your shadow has a tail
11 Digits: long
53 Your shadow is dark and metallic
12 Digits: metallic nails
54 Your shadow is prismatic
13 Digits: one more or one fewer
55 Your shadow has wings
14 Digits: shining talons
56 Ashen-colored skin
15 Digits: colorful nails 57 Scaled skin
16 Dragon-colored ears 58 Chromatic dragon-colored skin
17 Scaled ears 59 Metallic dragon-colored skin
18 Pointed ears 60 Glowing skin
19 Ears can pivot 61 Iridescent skin
20 No ears 62 Shadowy skin
21 Dragon/catlike eyes 63 Metallic sheen skin
22 Glowing eyes 64 Prismatic scaled skin
23 Iridescent eyes 65 Shimmering hue skin
24 Jewel-like eyes 66 Voice has no echo
25 Multicolored eyes 67 Voice has a musical quality
26 Face never ages and is youthful 68 Voice is unusually high
27 Metallic dragon-colored lips 69 Voice is unusually low
28 Perfect facial symmetry 70 Draconic whispers heard within 100 feet
29 Beautiful facial features 71 Wings: leathery
30 Metallic facial scar 72 Wings: small, decorative on back
31 Hair always moves 73 Wings: light
32 Hair colored like exotic bird feathers 74 Wings: large chromatic dragon-colored
33 Hair is short and very fine 75 Wings: prismatic
34 Hair is metallic-colored 76 Always looks clean
35 Hands always cool to the touch 77 Always well-lit
36 Hands always warm to the touch 78 Androgynous
37 Scaled hands 79 Breathing sounds deep
38 Palms have scales 80 Clothing billows with no wind
39 Hands slightly blur when moved 81 Chromatic dragon-colored freckles
40 No fingerprints 82 Does not sweat
41 Head: aggressive features 83 Metallic-scented breath
42 Head: bald 84 Dragon tail
85 Melodic laugh You have advantage on
16
86 Tears are metallic dragon-colored Dexterity (Acrobatics) checks.
87 Wind whips up when entering room 17 3/long rest, as an action you may use breath
88 Smooth skin/no body hair weapon (pg. 145) as a spell-like ability.
You have advantage on saving
89 Sharp teeth 18
throws against poison.
90 All birds become quiet within 50 feet As an adult, you do not physically
91 Dragon-related birthmark 19 age. However, you live as long as
92 Steamy breath your base race + 50 percent.
93 Body has metallic scent 20 Add +2 to Dexterity score.
94 Food and drink all taste sweet Any armor you wear appears as
21 silver or gold. This illusion applies
95 Lucid sleeping
as long as you wear any armor.
96 Horns You have advantage on any
97 Footprints are dragon-like 22
Wisdom (Insight) saving throws.
98 Body temperature of 99 or higher 3/long rest, as an action, you can cast
23
99 Roll twice, ignore result 99 or higher create water as a spell-like ability.
100 Roll 3 times, ignore result 99 or higher 24 You have resistance to thunder damage.
You have resistance to damage
25
from attacks of opportunity.
1/long rest you have a burst of speed for one
Level 2: Abilities minute. Your speed is doubled. You gain a +2
Roll percentile (1-100) bonus to AC. You have advantage on Dexterity
Roll Mutation saving throws, and you gain an additional
26
3/long rest, as an action, you can heal 1d6 hit action on each of your turns. That action can
1 be used only to take an Attack (one weapon
points.
As an action, use cure wounds Attack only), Dash, Disengage, Hide,
2 or Use an Object action.
3/long rest as a spell-like ability.
As an action, you can cast light 1/long rest you may use the spell identify
3 27
as a spell-like ability. as a spell-like ability.
Once per day, you can drink a flask 1/long rest you may use the spell tongues
4 of water containing 1 gp of gold 28
as a spell-like ability.
dust to heal 1d6 hit points. 2/long rest you have advantage on initiative
You gain advantage on 29
5 rolls.
Wisdom (Survival) checks. 1/long rest you have advantage on grappling
You possess taloned fingers that act 30
check.
as natural weapons. They deal 1d4 You have advantage against enchantment
6 31
points of damage on a successful hit spells
and are considered magical weapons.
32 1/long rest you can cast shield as a spell-like
You gain advantage on
7 ability.
Wisdom (Insight) checks.
Coins become clean and shiny if you
Use Charisma instead of Constitution 33
handle them. Values increase by 10 percent.
to determine how many minutes you
8 1/long rest, you gain +2 to AC for one
can hold your breath. 1 + your Charisma 34
minute when you take the Dodge action.
modifier (minimum of 30 seconds).
9 Add +2 to Strength score. 35 1/long rest you can cast aid as a spell-like
ability.
10 You may live entirely on a meat diet. You have immunity to non-magical
11 You do not suffer from altitude sickness. 36
insect bites or stings.
12 Your swim speed is naturally 20 feet. 2/long rest you gain advantage on
37
You have advantage on attacks any Charisma check.
13
on good-aligned creatures 1/long rest, you emanate a 10-foot healing
As an action, you can cast animal friendship aura as a spell-like ability. The aura lasts for one
14
as a spell-like ability once per day. minute. While the aura is active, any creature
38
1/long rest: If you reach 0 hit points, you choose within the aura that drops to 0 hit
15 you may take one more round of points regains 1 hp at the start of their next turn.
actions before falling unconscious. A creature can only benefit from this aura once.
39 You can mimic the sound of any animal. Frightful Presence. 1/day, each creature of
40 Add +2 to Intelligence. your choice within 20 feet and aware of you
1/long rest any willing creature within 10 feet must succeed on a DC 15 Wisdom saving
41 of you is immune to the effects of the scrying throw or become frightened for three rounds.
64
spell. A creature can repeat the saving throw at the
1/long rest you may grant one extra bonus end of each of its turns, ending the effect on
action to a single friendly creature within 20 itself on a success. If successful, a creature is
42 immune to your Frightful Presence for 24 hours.
feet. This includes an offhand attack,
casting a spell or a class feature. 1/year, summon a pseudodragon.
You have advantage on any A telepathic bond exists as long as the
43 65 pseudodragon is within 1 mile. If the
saves against fear effects.
pseudodragon is within 10 feet, the bonded
If you are within 300 feet of a dragon
pair share its Magic Resistance trait.
44 in the area, you can meditate
for 10 minutes to learn its name. 66 You gain advantage on attacks against undead.
If a creature is within 10 feet, you always
You have exceptional hearing and 67
know if they are speaking the truth or lying.
45 advantage on Wisdom (Perception) checks
1/long rest, as an action, you may cast
involving hearing. 68
gust of wind as a spell-like ability.
Breath weapon. As an action you can use your
1/long rest, as an action, you may cast mass
46 breath weapon based on the dragon traits 69
cure wounds as a spell-like ability.
detailed on pg. 145.
You have immunity to a dragon’s 70 +2 added to Constitution.
47 3/long rest, holding 5 gp or more for
Frightful Presence. 71
3/long rest, as an action, you can cast 10 minutes heals 2d8 hp of damage.
spiritual weapon as a spell-like ability. 1/long rest you are resistant to 3rd-
48 72
The spell takes the shape of a small level spells or below.
spectral dragon with sharp claws. If your dead body is laid upon a treasure hoard
49 You gain advantage on Dexterity saving throws. or pile of gold valued at 10,000 gp or more, you
73
are returned to life as if by the raise dead spell.
50 Add +2 to Wisdom.
This ability works 1d4 times in your lifetime.
1/long rest 50 gp can be turned into a 1/long rest you may touch any willing creature
74
51 wholesome meal that heals 1d4 creatures to to reduce their level of exhaustion down to 1.
full health. This is considered a short rest. You know the alignment of any creature
75
1/long rest, as an action, you can cast within 10 feet.
52
comprehend languages as a spell-like ability. 1/week, as an action, you may cast remove
76
53 +2 added to Charisma. curse as a spell-like ability.
You gain advantage to attacks 1/year, as an action, you may cast contact
54 77
against evil-aligned creatures. other plane as a spell-like ability.
1/long rest, as an action, you can cast 1/day, you may determine the value of
55 78
augury as a spell-like ability. any item.
1/long rest, as an action, you can cast You know the positions of the stars and can
56 79
zone of truth as a spell-like ability. navigate anywhere without getting lost.
57 You gain advantage on Death saving throws. 80 You have resistance to fire.
Any creature that causes harm to you Any willing creature within 10 feet of you
58 must roll a DC14 Constitution save, 81 heals 1d6 additional Hit Points when
or suffer 1d4 points of acid damage. taking a short rest.
59 Choose any ability score and increase it by 2. 1/long rest, as an action, you may cast
82
mending as a spell-like ability.
60 You always know where true north is.
You have advantage on all ability checks if you
61 When rolling a d20, treat a 19 as a 20. 83
are within 100 feet of an evil-aligned dragon.
Regeneration. You regain 1 hit point 84 You have resistance to cold.
each round. Fire or acid damage disrupts
85 Any healing effects upon you are doubled.
62 regeneration, requiring normal or magical
You and friendly creatures within 10 feet of you
healing. Once fully healed, the 86
can’t be Frightened while you are conscious.
regeneration resets.
You gain advantage on Wisdom
+3 AC bonus against any creature 87
63 (Animal Handling) checks.
that has a charge attack.
88 All weapon attacks are magical.
89 You have immunity against disease. 1/week you can shapechange as a spell-like
90 You have resistance to acid. 11 ability. If outside, the new form attracts unwanted
1/long rest you can fly for 2d4 rounds attention from insects, obscuring the area for 10
91 minutes.
at a speed of 40 feet.
3/long rest you can choose to go first on 1/long rest you can cast haste upon yourself as
92
initiative. 12 a spell-like ability. However, no other spell-like
1/long rest, as an action, you can cast enlarge/ abilities can be used until you take a short rest.
93
reduce as a spell-like ability. Gain +1 to any ability score. Your skin becomes
13
1/week, as an action, you can pearlescent white and you have sunlight sensitivity.
94 2/long rest you may roll an extra d6 on an
shapechange as a spell-like ability.
You gain advantage on 14 attack damage roll, but reduce your maximum hp
95
Charisma (Persuasion) checks. by 1d4 until you take a long rest.
96 3/long rest you can re-roll a 1. 1/long rest if you fail a saving throw, you can
1/long rest if you fail a saving throw, 15 choose to succeed instead. The effect causes you to
97 be stunned for 1d4 rounds.
you can choose to succeed instead.
1/long rest you have resistance to 1/long rest you cannot be surprised. However, you
98 16
any dragon breath weapon. are forced to go last on initiative.
99 You cannot be surprised. 1/long rest any gold you spend is considered
17 double its value, but your Wisdom score is reduced
100 Roll on this table twice, ignoring rolls of 100.
by 2 points until you take a short rest.
2/long rest, for one minute, you have advantage
Level 3: Abilities and Drawbacks to attacks against evil-aligned creatures. However,
18
good-aligned creatures have advantage against
Roll a d20 (1-20) you until the end of your next turn.
Roll Mutation You have advantage on all ability checks if you
2/long rest, for 1 minute, you have advantage on are within 100 feet of a dragon. However, the
attacks against good-aligned creatures. However, dragon becomes keenly aware of your location as
1 19
evil-aligned creatures have advantage against you if using the scrying spell, with the equivalent
until the end of your next turn. knowledge of a body part, lock of hair, bit of nail
Add +2 to Strength score. Subtract or the like.
2
1 from Intelligence score. Add +2 to your AC as natural armor. Choose one
2/long rest, for one minute, you gain advantage on 20
ability score and reduce the number by 1.
3 any Charisma check, but have disadvantage
on all Dexterity checks.
2/long rest you may choose to go first on initiative,
4
but gain 1 level of exhaustion.
3/long rest you have advantage on a saving throw,
5 but take 1d6 psychic damage for each
unsuccessful save.
1/long rest, as an action, you cast lightning bolt
6 as a spell-like ability. The spell shocks you
as well and you take 1d4 lighting damage.
3/long rest you gain advantage on a melee attack.
7 However, a single enemy within range takes
an attack of opportunity against you.
Any willing creature within 10 feet of you
heals 2d6 additional hit points when taking a
8
short rest. However, you take 1d6 points of
necrotic damage.
Add +2 to Intelligence score. Subtract 1 from
9
Charisma score.
You have resistance to fire, but have
10
vulnerability to cold damage.
Level 4: Drawbacks
Roll a d20 (1-20)
Roll Mutation
Your eyes are blighted and you have
1
sunlight sensitivity.
2 -1 to Strength score.
3 -1 to Dexterity score.
4 -1 to Constitution score.
You must eat twice as much as a normal creature.
5 Each day that passes without eating five meals will
result in a level of exhaustion.
You extinguish any natural light source
6
within 10 feet.
Any friendly creature you touch is slowed for 1d4
rounds per initiative. An affected creature’s speed
7
is halved, it takes a −2 penalty to AC and Dexterity
saving throws, and it can’t use reactions.
You are obsessed with collecting gold and
8 valuables and have disadvantage when negotiating
the price of anything of value.
When talking, there is a one in four chance of
9 only speaking draconic. Roll 1d4. On roll of 1, the
condition occurs and lasts one minute.
10 Dogs within 20 feet that can see you begin barking.
You are wracked with paranoia in a city. Any
11 Charisma checks are at a disadvantage in towns,
villages or cities.
When speaking to any commoner, roll a d10. If the
12 result is a 1, the commoner must succeed on a DC
15 Wisdom saving throw or be frightened.
In moonlight, all ability scores under 13 are
13
reduced to 8.
Spell-like abilities have a 1 in 10 chance of failure
14
(1 on d10).
If you roll a 1 on any Death saving throw, you
15
automatically die.
16 You always go last on initiative.
17 -1 Intelligence score.
18 -1 Wisdom score.
19 -1 Charisma score.
You have thunder susceptibility. Take 1d4 extra
20 bludgeoning damage on every thunder-based
attack against you.
Actions
Multiattack. The Lifeless makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Degenerates
Medium humanoid (any race), any non-good alignment
Actions
Long Spear. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 7 (1d6 + 4) piercing damage.
Long Spear. Ranged Weapon Attack: +5 to hit, 20/60 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
A New Vision
Recently, a charismatic human member of the cult,
Erdonan Haverth, has risen up through the ranks
to sit at the head of the cult. By careful and clever
manipulations and assistance from a powerful magic
artifact, he has charmed the members into believing
that he is the personification of Zuth and that he should
be worshiped as such. At first, the cult was skeptical,
but Erdonan persevered in his clever deceptions,
using tactics like information control (milieu control),
Erdonan, Archdruid of Zuth Purge Cultists
Medium human, chaotic evil Medium humanoid (any race), chaotic neutral
Saving Throws Int +5, Wis +9 Saving Throws Dex +5, Con +6, Wis +8
Skills Nature +5, Perception +9, Persuasion +8 Skills Animal Handling +8 Nature +3, Perception +8
Senses passive Perception 19 Senses passive Perception 18
Languages Common, Draconic, Druidic Languages Common, Druidic
Challenge 10 (5,900 XP) Challenge 4 (1,100 XP)
Amulet of Amongar. This amulet contains the spirit of Amongar, Beast Wardens. Any beast controlled or commanded by the Purge
a dark presence working to corrupt the mortal plane. Any Cultist rolls twice the usual damage dice when rolling for damage.
creature wearing the amulet must succeed on a DC 30 Wisdom Spellcasting. The purge cultist is a 7th-level spellcaster. Its
saving throw at the start of each dawn or must spend the day spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
doing Amongar’s bidding. spell attacks). It has the following druid spells prepared:
Spellcasting. Erdonan is a 13th-level spellcaster. His spellcasting
ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Cantrips (at will): druidcraft, produce flame, resistance,
He has the following druid spells prepared: thorn whip
1st level (4 slots): cure wounds, faerie fire, thunderwave
Cantrips (at will): druidcraft, mending, poison spray, 2nd level (3 slots): beast sense, flame blade, pass without trace
produce flame 3rd level (3 slots): conjure animals, plant growth
1st level (4 slots): cure wounds, entangle, faerie fire, 4th level (1 slot): dominate beast
peak with animals
2nd level (3 slots): animal messenger, beast sense, hold person
3rd level (3 slots): conjure animals, meld into stone,
Actions
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
water breathing target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning
4th level (3 slots): dominate beast, locate creature, stoneskin, damage if used with two hands.
wall of fire
5th level (3 slots): commune with nature, mass cure wounds,
tree stride
6th level (1 slot): heal, heroes’ feast, sunbeam
7th level (1 slot): fire storm
Actions
Shillelagh. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 8 (1d6 + 5) bludgeoning damage.
Change Shape (2/Day). Erdonan magically polymorphs into
a beast or elemental with a challenge rating of 6 or less and
can remain in this form for up to 9 hours. Erdonan can choose
whether his equipment falls to the ground, melds with his new
form or is worn by the new form. Erdonan reverts to his true form
if he dies or falls unconscious. Erdonan can revert to his true form
using a bonus action on his turn.
While in a new form, Erdonan retains his game statistics and
ability to speak, but his AC, movement modes, Strength and
Dexterity are replaced by those of the new form, and he gains any
special senses, proficiencies, traits, actions and reactions (except
class features, legendary actions, and lair actions) that the new
form has but that he lacks. He can cast his spells with verbal or
somatic components in his new form.
The new form’s attacks count as magical for the purpose of
overcoming resistances and immunity to nonmagical attacks.
*Breath weapon damages are: Acid, Cold, Fire, Lightning and Poison. Damage
depends on the type of dragon being harvested. Proceed with caution!
Dragon Parts Economy: Adult and Ancient
Dragon Age Part Usage GP Value DC DC Fail Result Spoilage
Adult Blood (10 vials) Component 250 15 – .5
Adult Claws (each) Component 200 5 – –
4d10 breath weapon
Adult Draconis Fundamentum Component 2,000 20 3
damage*
Adult Egg Component/Trophy 10,000 20 – –
Adult Eyes Component 200 10 – 2
Adult Gizzard Component 120 18 4d6 breath weapon damage* 3
Adult Heart Component 4,000 15 – 2
Component/Trophy/
Adult Horn/Bones 1,000 5 – –
Armor
Adult Liver Component 500 10 – 2
Component/Trophy/
Adult Scales (each) 30 15 – –
Armor
Adult Skull Trophy/Armor 2,000 5 – –
Adult Tooth Component/Trophy 100 5 – –
Adult Tongue Component 100 5 – 3
Adult Wings Component 3,000 10 – –
Loading a Large Weapon. A creature must succeed on Throwing a grapple requires a DC 15 Strength
a DC 10 Strength (Athletics) check to wind the ballista. (Athletics) check. A crew member or PC may attempt to
throw a grapple once per round.
(Optional) Airship Ballista With Alchemist Fire. Once grappled, a ship may be pulled closer, requiring
Ranged Weapon Attack: Range 150/300 ft., one target. a group Strength (Athletics) check of DC 55. On a
Hit: 14 (4d6) fire and bludgeoning damage. Any success, the ships are pulled 20 feet closer to one
creature within 10 feet of the target area must make a another.
DC 15 Dexterity saving throw or catch on fire (wooden
objects automatically catch on fire). On a hit, the target Jumping. A crew member or PC may jump to the other
takes 2 (1d4) fire damage at the start of each of its turns. ship when they are close enough. A crew member or PC
A creature can end this damage by using its action to can jump a distance equal to their Strength score with a
make a DC 10 Dexterity check to extinguish the flames. 10-foot running start. As part of this leap, the creature
The fire spreads around corners. It ignites flammable must succeed on a DC 10 Strength (Athletics) check to
objects in the area that aren’t being worn or carried. clear the opposing airship’s hull. Otherwise, they hit it,
Similar to incoming fire from a standard ballista, if the requiring a resolution on the following turn—a DC 10
target is a creature who is Medium size or smaller, they Strength (Athletics) check to climb over the hull. On a
must succeed on a DC 12 Strength saving throw or be failed save, the creature falls from the side of the ship.
pushed back 10 feet. If a creature clears the hull they must succeed on a DC
An airship ballista has advantage on attack rolls 10 Dexterity (Acrobatics) check to land on their feet. On
against a Medium or smaller target within 100 feet. a failed check, the creature falls prone.
Creating Captains with gallows humor or does the fact that death could come
at any moment imbue them with a bit more solemnity? If
and Airships they are in it for the coin, perhaps they strut around in the
Much like crafting a custom monster or NPC for your finest trappings or maybe they are saving every copper they
adventures, the abilities and personalities of a dragon can in order to pay off an enormous debt. Because dragon
hunting captain and the capabilities of the ship at their hunting airships require crews of varying sizes, most
command are entirely at your discretion. As you seek captains carry themselves with a fair amount of charisma,
to build a memorable NPC and their ship, consider the but they are also generally intelligent and skilled enough
following: with martial weaponry to protect themselves in a scrap.
Not every captain is ruthless, but some are legendarily so.
Motivation. Given that dragon hunting is both illegal Not every captain insists on skinning a felled dragon with
and highly dangerous, why does your captain engage their own hands, but some do. Not every captain knows
in it? Perhaps they are driven by coin, or the thrill of their own weakness, but most have a few—some hide them
the hunt. Or maybe they are bent on revenge, barely better than others. Regardless of their differences, every
able to rest as they doggedly pursue the ancient winged dragon hunting captain has one thing in common: a love
creature that still haunts their dreams. Whatever their for their ship.
reasons for pursuing dragon hunting as a livelihood,
every captain has at least one. Determining what it is is Special Features. Like other humanoid NPCs, a captain
the fastest way to establish who they are. may have special abilities or arcane skills. Some have
acquired the most advanced airships money can buy
Personality. Once you know your captain’s motivation, while others have struggled to gather a modest crew.
think about how it might affect or inform their personality. Your captain’s station, wealth and personality should be
Do they embrace the inherent danger of their profession reflected in the ship and crew they command.
death shroud
Robe, very rare (requires attunement)
This deep black hooded robe is tattered and worn and
generally resembles an ordinary traveler’s robe except
for the small wisps of shadow which emanate from its
edges during the night.
While attuned and wearing this robe, you have
resistance to necrotic damage. Additionally, when you
make a saving throw to avoid necrotic damage, you may
expend a Hit Die and add the number rolled to your
saving throw. You must decide to roll the Hit Die before
you roll your saving throw. You may do this a number of
times equal to your current usable Hit Dice.
dragon staff dragon tools
Staff, very rare (requires attunement by a spellcaster) Tools, rare (requires proficiency in Survival)
This ornate staff features a floating dragon head with These tools are specifically designed to field dress a
its mouth open at the top. The head rotates to position dragon. Using these after a dragon is hunted and killed
a breath weapon attack. The staff has three charges. provides the user advantage on all Wisdom (Survival)
Expending a charge releases one of five breath weapon skill checks made to dress and portion the dragon.
type, caster’s choice. The type of save and the spread of
the weapon is determined by its type, detailed below. Included as a set are the following:
Expended charges reset following a long rest. bailer, blubber fork, blubber pike, boarding knife, bone
saw, bone spade, butcher’s glaive, carving blade, cutting
Acid. 45-foot line, 5 feet wide. DC 17 Dexterity saving spade, fire pike, gaff, head spade, hide hooks, mincing
throw for half damage. knife, skimmer, skinning knife, skinning pole, stirring
Cold. 45-foot cone. DC 17 Dexterity saving throw for pole.
half damage.
Fire. 45-foot cone. DC 17 Dexterity saving throw for In total, the tools weigh 100 pounds.
half damage.
Lightning. 60-foot line, 5 feet wide. lock picks of thievery
DC 17 Dexterity save for half damage. Tools, rare (requires attunement by someone
Poison. 45-foot cone. DC 17 Constitution saving proficient in Sleight of Hand)
throw for half damage.
These dull gray iron tools look old and worn to the
untrained eye. However, upon further examination
through magical means, it is discovered that there are
magical properties imbued upon them, as they were
crafted using a bit of dragon bone.
These lock picks have six charges. While holding
them, you can use an action to expend one charge to
gain advantage on a Dexterity (Sleight of Hand) check
when attempting to pick a lock.
The lock picks regain 1d4 expended charges daily at
dawn. If you expend the lock pick’s last charge the magic
fades from the lock picks and they become a mundane set
of tools.
mallet of repeated
offense
Mace, rare (requires attunement)
This simple mallet crafted from a dragon’s tooth has
various holes and knots throughout its haft and head,
resembling a broken tree branch.
You gain a +1 bonus to attack and damage rolls made
with this mallet. When you roll a 15 or higher on your
attack roll with this weapon, you automatically make
another attack roll at disadvantage.
GM NOTE: CUSTOM SPELL and takes 3d8 necrotic damage, causing the target’s
*Rot flesh to rot and become vulnerable. On successful
7th-level necromancy saving throw, the target takes half damage and is
Range 30 ft. not cursed.
Components V, S, C (1 piece of dried flesh, vial of A cursed creature must make a Constitution
fresh blood) saving throw at the end of each of its turns. If it
Duration 1 minute successfully saves against the spell, the curse ends.
Your spell inflicts a wave of necrotic destruction Each time it fails, it takes 3d8 necrotic damage
upon your target, cursing them and causing their and becomes vulnerable to fire, cold, piercing,
flesh to rot. The creature must make a Constitution bludgeoning and slashing weapons. This spell has
saving throw. On a failed save, the target is cursed no effect on undead or constructs.
necklace of
fearlessness
Wondrous item, rare
(requires attunement)
This necklace grants the wearer
protection from a dragon’s
Frightful Presence. While
wearing the necklace, they
are immune to the effect. The
necklace also grants advantage
to saves against a dragon’s
fearful presence to anyone
within 5 feet of the creature
attuned to this necklace.
Hold My Beer
After the party encounters an enterprising alchemist at an area
ale festival, they are tasked with aiding in the transportation of a
wagon’s worth of ale on behalf of a brew-obsessed bronze dragon.
An Adventure Suitable for Levels 3-6
By James Floyd Kelly
Background Setting Up
Following the events of the area’s beer festival, the party Hold My Beer is a stand-alone adventure for three to six
is hired to escort a few wagons loaded with ale barrels level 4 characters, although the adventure can easily be
to the next town on behalf of a bronze dragon. On the dropped into an existing campaign with CRs and NPCs
journey, they’ll encounter a bit of trouble on the road updated to reflect higher- or lower-level characters.
as well as discover just how valuable the cargo they are Hold My Beer focuses on a long-standing rivalry
guarding could be—especially to the dangerous lich between a dragon and a lich (details on pg. 185), and the
that’s been tracking their every move. party could easily find themselves in the middle of the
feud. The party will be recruited as escorts for the winner
Adventure Location of an ale contest who needs to deliver his special recipe
Silver Waters is a small village that does business up and to Glitz, a legendary dragon. This ale, however, has some
down Harp River. About 50 families support the mer- unusual properties, and a vain wizard-turned-lich believes
chant boats that stop for food and water supplies at the the special brew could be the answer to her search for a
midway point between the port cities of Blue Shard and “cure” for her desiccated and horrific physical form.
Ocean’s Gate. But once a year, Ale Fest turns this sleepy How the party find themselves in the little port village
little village into a gathering of more than 5,000 visitors of Silver Waters can be easily answered by the GM using
(and growing) who come for the games, the songs and some of the Adventure Hooks (on pg. 186) or by changing
to witness the naming of the realm’s best ale, earning its the name of the village to match an existing one in an
creator the Brewer’s Prize. ongoing campaign. Ale Fest is well known in the area of
For the last 10 years, Ale Fest has become a significant Silver Waters and happens once a year; it’s talked about
celebration, with taverns sending representatives to find in all the taverns, so the party will likely have heard about
ales that will bolster their business. During its early years, it or could simply stumble upon it during a trek.
the village started hiring qualified guards to keep thieves How your party made it to Ale Fest is entirely at GM
away and quell the inevitable drunken brawls, and the discretion. If running this adventure as a stand-alone,
festival grounds have a “no weapons” policy. Families have each potential party member determine how they
come for the food, the tavern games and a chance to arrived at Ale Fest in Silver Waters to begin with. Perhaps
break the monotony of small town life, while adventurers they’re already a company of adventurers looking to relax,
from all over visit to compete in the games, enjoy a day’s or maybe they’ve all brought a brew of their own design
respite from the dangers of heroism-for-hire and (let’s to enter into the competition with hopes of claiming the
face it) raise a pint or three of well-deserved ale. Brewer’s Prize as their own. The general mood around
The event lasts for one week, with the winner of the the festival is one of fun and freewheeling, as the beer
Brewer’s Prize selected on the final day. The entire event flows as steady as the Harp River.
takes place in a roped-off grassy area to the immediate If the party has been journeying together as part of an
east of the village. Weapons must be checked at the ongoing campaign, you can easily drop Ale Fest into a
entrance, and any violation of this rule is swiftly dealt town or city they’re already adventuring around or utilize
with by the 70+ guards patrolling the commons area. one of hooks outlined on pg. 186 to pull them closer to
the action that’s about to unfold.
GM NOTES: THE DRAGON AND THE LICH It was just over 60 years ago that the Tangled
Understanding the relationship between Glitz Oak Forest received another powerful visitor
and Lady Divine is key to giving the players a looking to discover the secrets of the forest’s
true sense of the feud and the stakes of the job. offerings. Lady Divine, a powerful lich, had hired
Keep in mind that Glitz is “hiding” in the form a family of loggers to tear into the forest and take
of Trefley Stonetrod; any special information the everything it could offer up.
GM wishes to provide to the players can always The Yylsa elves, seeing a portion of their forest
be done through Trefley, who obviously knows the razed and the work continuing unabated, anxiously
dragon’s desires and motives. Likewise, remember awaited Glitz’s yearly arrival. They hoped the
that although Drake is a mercenary, he doesn’t kill dragon might be able to scare off the loggers and
for sport. He observes rules and laws and attempts end the damage being done to their home. When
to make a living without breaking laws that would Glitz finally arrived, he agreed to do what he could
send him to jail. (His men, on the other hand…only and approached the loggers in peace, hoping to
the GM knows their true intentions.) And because simply push them to another forest.
Ale Fest is weapon-free, this is a good opportunity The loggers, fearful of the lich who hired them,
to run a brawl without fear of death. (The rules say explained they were hired to log this specific forest
nothing about spells, however!) and could not stop their work. Glitz, understanding
There are a number of clues and story points that their fear, told them to inform their employer
can be used for future adventures or as jumping off that any further damage to the forest would be
points in an existing campaign. Ally’s necklace, for ill-advised and that the forest was now under his
example, is a MacGuffin that can easily be converted protection. Glitz flew off, but not before vowing to
into an artifact that might lead to further adventure. return in a week to verify the work had stopped.
And liches rarely die… their physical form just Three weeks without progress got the attention
gets destroyed and they return to their phylactery. of Lady Divine, who traveled to the forest and
Nothing keeps players on their toes like the killed the loggers for their lack of deliveries. With
knowledge that they have found a lich for a nemesis. her research stalled, she began her search for
And finally, Glitz the dragon can become an ally the Yylsa elves, believing them to hold the key to
who can provide not only new adventures and jobs, repairing the damage that lichdom had done to
but also a source of information when researching her body. Unable to locate them, she began to burn
or verifying rumors. Dragons know much, and they and destroy portions of the forest in an attempt to
don’t often like to be in debt to anyone. draw them out.
The elves remained hidden. The dragon did not.
A Rich History For weeks, the lich and the dragon did battle. The
The small elven village of Yylsa (“Charmed River”) lich used the forest to hide and heal, and the dragon
has remained hidden in the Tangled Oak Forest used the elves’ knowledge of the forest to find each
for centuries, long sought but never found. The of Lady Divine’s hiding places. After many more
elves there live quiet lives, hunting and foraging for weeks of being thwarted at every turn, Lady Divine
their needs, relying on the flora and fauna for their fled the forest and Glitz returned to his home.
magical components. Over the last 60 years, Lady Divine has
The special magic wielded by the Yylsa elves continued her research, and once or twice a decade
has been witnessed by outsiders over the years, she returns to the Tangled Oak Forest to try and
typically when an elf leaves the village to explore find new magical components. But the dragon
and adventure. At those times, an awareness of the always finds her and turns her away. Over the
special components they use in their magic spreads years, Lady Divine has grown in power, and now
among wizards who then search the Tangled Oak she is able to fight with Glitz more effectively.
Forest, hoping to luck upon the special plants that Both dragon and lich know that the forest’s
convey such power. But the Tangled Oak Forest continued survival is at stake. Lady Divine will
holds its secrets well, and few wizards have found hire the occasional wizard to go into the forest
what they go looking for… and collect for their individual aims, but it’s a
For the last century, Glitz has made trades with slow process.
the Yylsa elves, providing special brews that the elves Just over a year ago, word began to spread
enjoy in exchange for a mix of ingredients taken about a new ale being brewed using ingredients
from the forest. His desire to use these ingredients obtained from the Tangled Oak Forest. News of
in new brews has kept him returning year after year, this ale and its entry into Silver Waters’ Ale Fest
although his attempts at creating magical brews reached both dragon and lich, and both made
from these ingredients have thus far been fruitless. plans to attend.
• There’s a storm brewing on the horizon. Looks Aloysius Skylantern has been declared the winner of
like it could rain very hard this evening, which is sort Ale Fest! Aloysius (Ally to his friends) will be provided
of strange for this time of year. Luckily the weather with the trophy for this year’s win. Normally an auction
held for most of the festival! Cheers! is held for any barrels left over from the contest, but it
•Beer barrels aren’t particularly flattering and don’t should be announced that Glitz has made a significant
do a very good job of covering up things clothes offer to Aloysius for all the remaining barrels and
ought to. Most Barrel Heads don’t care. ownership of the recipe. After Aloysius accepts the offer,
• All the ale here is good, but folks have been raving Glitz nods to the brewer, thanks the judges and takes
about one beer in particular, from a brewer named flight. He disappears over the nearby hill amid the cheers
Aloysius Skylantern—a former alchemist. of the festival attendees. But not everyone is pleased with
• The suave but stern-looking man surrounded by the the results…
men in armor with hourglasses aflame is Drake You can allow the players to wander and mingle, and
Devonair, a local hotshot with ties to the criminal maybe even try some of the other vendors’ ales. During
underground. He is watching the party any time they their wanderings, however, it should become apparent
are watching him. He doesn’t want trouble. But he that some troublemakers are making their way toward
could easily cause some. Aloysius now that the dragon has left. Once the players
4
One-Shot Adventures
A Gathered Crowd
Ally will find one of the player’s eyes and appeal for
As the most anticipated aspect of Ale Fest, the help with a hopeful look. If the players intervene, Drake
announcement of the Brewer’s Prize always piques the and four of his mercenaries will start a fight (unarmed)
interest of attendees in the area. At GM discretion, this with the players. If the players do not intervene, Drake
entire area could be considered difficult terrain, as throngs will catch one of the players watching and toss an insult
of common folk mill about, unsure of what to do once a (specific to either the race or class of the player). He’s
fight breaks out. looking for a fight and hoping the distraction will allow
two of his mercenaries to sneak away with a few barrels.
No Blades, No Bows If the party doesn’t start a fight, Drake would.
As this area is part of Ale Fest, no weapons are allowed. Guards would intervene at GM discretion or after four
Drake Devonair and his Gasp Gang mercenaries aren’t rounds of initiative. Drake is smart. He’ll find another
trying to get thrown in the clink, and would abide by the way to get what he wants.
rules against carrying arms in this part of town. But that Once Drake and his men are chased away, a halfling
doesn’t mean they’re against using some of the available (Trefley Stonetrod) will approach Ally and a discussion
items in the area as improvised weapons. will begin.
1d6 This mug of brew offers... As the sun begins to rise, you awaken to a disturbing
…enhanced hearing. Wolf-like hearing allows sight. The horses are gone. Two wagons are gone. The
the imbiber to hear the chant of a spellcaster ale? Gone. Aloysius is too. You feel well-rested, but
1
more than a mile away. The sound of a large pair something in that ale made you sleep so soundly you
of wings in the sky is also heard. never heard the noise of the horses and wagons riding
…enhanced vision. The imbiber is able to pick away. As you examine the campsite, you notice dozens
out movement and details of a hearse that is of boot impressions in the mud that the night’s rain
2 made. And there, in the mud as well, are two perfect
parked on a hilltop over a mile away. A dark
shadow is visible behind the clouds in the sky. sets of wagon tracks that lead back the way you came.
…enhanced speed. The imbiber gains 15 feet of
3
movement.
…enhanced strength. The imbiber adds +4 to If a party member was knocked out, that PC
4 can validate that the wagons were stolen and Ally
their Strength stat (to a max of 24).
…mind reading. The imbiber gains the ability kidnapped. If no PCs were able to stay awake, the
to cast detect thoughts at will. Using this ability only clue that Ally was kidnapped is the medallion he
on Ally would reveal that he is excited and also wore around his neck that is found in the fresh wagon
5 wheel impressions in the mud with a successful DC 15
somewhat shocked by the effects of the ale and
wishes he could accurately remember how to Intelligence (Investigation) check. An examination of
replicate the recipe. the medallion will reveal two bits of information:
…magic detection. The imbiber can cast detect
magic at will and senses a strong source of • On the back is inscribed the special recipe that
6 Ally uses for his ale (though without the ingredient
necromantic energy emanating from the hills
beyond. found in the Tangled Oak Forest).
• The chain is thick and unbroken. Ally would have
had to remove it himself, and he told the party he
As the party discovers the unusual properties of the never takes it off.
ale, the light drizzle from earlier becomes a full-blown
thunderstorm. When the meal is done, Aloysius will
If the party wishes to find Ally and retrieve the Barton’s Hill
barrels, they will have no problem following the
muddy tracks of the wagons. They’ll have to go on A slightly craggy outcropping named after Horace Barton,
foot, as the third wagon lacks horses. It’s possible that a nobleman who left the region after being snatched up
the PCs may have received the right effects from by harpies that once roosted here, Barton’s Hill is a known
the ale to discern the presence of a powerful meeting place for the transfer of stolen goods among the
spellcaster about a mile away and possibly a dragon area’s less reputable citizens. It’s a great spot for a fight as
in the sky. They may also make guesses that the well, if that’s what you’re into.
hearse and Ally’s disappearance are related.
If the party chooses to follow the tracks, they will find Hilltop
Ally, Drake and his men after two hours of travel.
A bare expanse elevated above the rest of this region, the
During these two hours, the third (of the three earlier
hilltop (1) offers advantage to those attacking from the
encounters from part 2) will occur. The forest will
high ground. Scrambling to its top, roughly 20 feet higher
protect the party from observation and the soft mud
than the surrounding area, costs twice as much movement.
will cover the sound of their movements.
If the party abandons Ally and the barrels, word
will get back to Glitz and the party will find they are Crags and Cover
unwelcome at many nearby towns as the dragon shares Barton’s Hill has plenty of places to hide (things or people).
their cowardice with the population. At GM discretion, the rocky outcroppings (2, of many)
Part 5: Dragon vs. Lich offer half to full cover depending on the height of the
combatant and angle of the attack. The trees and shrubs
(3, of many) in the area are also useful as a means of
protecting oneself. They constitute difficult terrain and
The muddy trail has led you back through the forest offer half cover.
and then onto a branching roadway that you passed
yesterday evening. The forest has grown thicker here, Hidey Hole (4). A portion of this rock features a large
blocking much of the sunlight. gap between its underside and the ground upon which it
sits, making it a quality hiding spot. A creature standing
within 5 feet of this rock would notice a bit of cloth
The party may or may not choose to scout ahead, but sticking out of it. Further investigation would reveal a
if they do, they would find Drake and his mercenaries at hidden magic item, determined by rolling on the table
the top of a steep hill, waiting for the arrival of the lich below. The owner of this item may come looking for it in
known as Lady Divine, the individual who hired Drake to the future, at GM discretion.
capture Ally and take the barrels of ale. Lady Divine will
be coming from the opposite direction in her hearse. The
party will most likely arrive ahead of Lady Divine and 1d6 This hole is hiding...
spot the mercenaries; their behavior and actions will hint …a necklace of weak fireballs. The necklace
that they are waiting on someone to arrive from the road has 1d4 beads. It functions as a necklace of
1
running down the other side of the hill. fireballs but each bead deals half the damage of
It is up to the party to determine a course of action, but a level 3 casting of the spell.
attacking Drake and his men before the lich arrives is the …a ring of spell storing. This ring currently
best move. If the party wait until the lich arrives, Glitz holds a level 4 fly spell. It has been tinkered with
2
will reveal himself as detailed later to ensure the party to offer immediate attunement to the first person
isn’t immediately wiped out. who slips it on.
If the players choose to attack Drake and the Gasp …a potion of greater healing. Potions come
3
Gang, they will have a difficult time approaching and potions go.
stealthily. The Gasp Gang (numbers at GM discretion) …a cape of the mountebank. This item was
will spot them and (assuming the kidnapping was pinched from Straightline March, the Left Wand
4
successful) gather in front of Ally, tied up alongside Drake of the Marble Spire. She will come looking for it
who will speak: once she’s finished nursing her hangover.
…a tan bag of tricks. The original owner of this
bag was devoured by feral goats. But the man
5
“You couldn’t just leave it alone, could you? I told my who was meant to claim it from this hidey hole
men to spare your lives as you slept, but now you’ve will certainly wonder where it went.
forced my hand. Kill them. Now.” …a potion of revivify. Not the worst thing to
have on hand when you’re an assassin who
6
shoots first and checks the description on the
bounty note later.
192 The Game Master’s Book of Legendary Dragons
1
4
One-Shot Adventures
Drake will not attack with his men. The party may The mercs will now attack the players. As GM, you
feel outnumbered or overpowered, but after a few can control the danger to the players by allowing Glitz or
blows between the two groups, two things will occur to the lich (or both) to take opportunity attacks against the
interrupt the battle: players. The 10 mercenaries are skilled, and if they appear
to be winning, Glitz can always dive down and grab one
• A loud roar will be heard from the sky. in his mouth. Likewise, if the players are winning, the
• A horse-drawn hearse will appear around the Lady Divine may send a lightning strike down that will
bend. knock prone anyone within 25 feet of the strike.
The dragon and the lich will do battle in the sky. Lady
The mercenaries will retreat to Drake and await orders. Divine has teleport abilities and can control the weather.
If the players continue to fight the Gasp Gang, a lightning Her strikes against Glitz, however, will never be enough.
bolt will strike in the center of the fight and knock prone After two rounds per initiative, Glitz will release Lady
anyone within 25 feet of the strike. Divine; she will fall but cast a spell to teleport herself
The lid to the hearse will open. down to the ground. In her injured state, she is not going
to be able to assist the mercenaries as Glitz will continue
his attacks against her.
Wearing the dress of a noblewoman, a female form If the players attempt to attack the lich, she will
emerges from the hearse. Her skin is gray and stretched perform one of the following two diversions before
thin, revealing a grim rictus with teeth exposed, a look turning her attention back to Glitz:
typically reserved for the very, very dead. In her right
hand is a staff that glows green at its tip, and on her left • A lightning bolt will strike one of the wagons,
hand is a single ruby ring that catches the eye. “Drake, catching it on fire. The party will need to find a way
I was clear in my instructions that there would be no to extinguish the flames while also dealing with any
witnesses to this meeting…” A single lightning bolt will remaining mercenaries. While Divine wants the
strike Drake in the chest, and you watch him crackle barrels, she will satisfy herself with Ally and his
then burst into a pile of ash. “If you don’t want to join recipe if she can deny both to the dragon.
your leader, I suggest you dispatch these interlopers • The lich will focus on the least injured PC who is
immediately.” As the Gasp Gang turns to rush you, you not within 30 feet of Ally and cast fireball. If this
hear a voice booming from the rocks behind you. “Not spell is successfully cast, all mercenaries within range
today, Divine.” Trefley Stonetrod, the halfling who hired of the spell will be killed. Glitz will re-engage with
you, emerges from the woods with a smile on his face. the lich.
“I had a suspicion you’d be interested in the ale.”
After four rounds per initiative, read the following
flavor text:
The party may choose to rush the mercs or stand and
wait to see what happens, but the mercs are confused and
will stand their ground and wait for instructions from The sky crackles with energy that suddenly surges
Lady Divine. against the massive dragon, and you watch as Glitz
Lady Divine will begin walking towards Trefley (who tumbles hard into the ground ahead of you. “Get Ally
shows no fear). out of here,” he growls, as the lich hovers overhead.
The lich will give the party a few looks that should
make them nervous, but ultimately she is interested in
Trefley. Lady Divine would cast fireball on the area near the
wagons, setting them ablaze to spite Glitz, before turning
her attention to him.
The lich glares at Trefley. “I told you that the next time
we met, one of us wasn’t going to walk away.” Trefley • Glitz will continue to ask the party to protect Ally
bellows “Well, then…let’s see who that will be,” as he and check him for any injuries.
spreads his arms and his form shifts—scales cover • Glitz will request the party try to move the wagons
his skin and his head and neck extend as the halfling and Ally out of range of the battle above them.
changes form into a massive bronze dragon. You smell
hops and malted barley in the breeze as he flaps his The mercenaries will fight to prevent the party from
wings, surging toward the lich, grabbing her in his rescuing Ally and putting out the flames around the
claws and soaring into the sky. wagons, which will consume one barrel of ale per round
starting at the top of round 6.
If the party is victorious against the mercenaries, Glitz
will finish off the physical body of the lich with a burst of
his powerful breath weapon, before diving to crush her
hearse. This isn’t the end of the lich, but it does end the
immediate threat.
If Aloysius is alert, he can be released from his bonds
and will complete his bargain with Glitz (who would help
bring him back from death using revivify if necessary).
After things settle down, Glitz would thank the party.
Actions
Multiattack. The mercenary makes two longsword attacks. If
the mercenary has a shortsword drawn, they can also make a
shortsword attack.
Longsword (Two-handed). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: (1d10 + 3) slashing damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: (1d8 + 3) slashing damage. one handed
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: (1d6 + 3) piercing damage.
One-Shot Adventures
Dragon Hunt
The party must organize a heist, then take to the skies to help
a retired dragon hunter take down a risen elemental evil.
An Adventure Suitable for Levels 8–12
by Celeste Conowitch
The shriek of a falcon rings through the air as the bird Red-stained tables and chairs crowd this rustic tavern.
swoops to land just before you. The creature opens its A few patrons buzz about the space, but an elven
beak, but instead of a squawk or screech you hear a woman in a royal blue frock coat is the most striking
smooth feminine voice say: among them. She looks up from her mug directly at
you, a smile on her face. She winks, then raises her
“My name is Bellanus Yanorin, and I need skilled glass your way before introducing herself.
adventurers. If you are interested in gold and glory,
meet me at the Jaded Rose in Pontybridge.”
The elf dressed in blue is Bellanus Yanorin. She recog-
As the message finishes, the falcon shakes its head nizes the party by description and cheerily introduces
and takes off into the air. herself. She’d buy a round of drinks then direct them to
a private room to chat about the job. Once out of earshot
of the other patrons, Bellanus lays out her proposition.
The message is from Bellanus Yanorin, leader of The
Green Swords faction of dragon hunters. She has used
the animal messenger spell to reach out to the party after “Glad you had the mettle to hear my offer! Here’s
hearing rumors of an adventuring band in the area. Any the job: I have a dragon to hunt. Cenere...nasty red
characters who succeed on a DC 15 Intelligence (History) dragon. Put him down once before but now it seems
check to recognize the name would know the information he’s been...reborn. I don’t know how to express just
given in the Roleplaying Bellanus sidebar (pg. 200). how devastating the very notion of that is. The fact
that it’s a reality, well. I need capable people to help
When the party receives this message, they should be no me take him down. It’s going to be dangerous, it’s
more than a day’s journey away from the town of Ponty- going to be illegal and it’s going to involve stealing
bridge, where The Green Swords are currently waiting. from my old partner. If you can’t agree to that, well...
there’s the door.”
Vault Locations
When dragon-hunting was officially outlawed, Bellanus The following locations are shown on the Vault map
experienced a long melancholic period as The Green (pg. 201–202). Flavor text is presented as if a creature
Swords were forced to step into the shadows. She sees is entering the space for the first time through its main
this new hunt as the first real opportunity to show the entryway. Adjust at GM discretion.
world that dragon hunters need to be put back on the
map. As such, she is focused on taking down Cenere, 1. Common Area
almost to the point of obsession.
Casing the Joint This musty common room hasn’t seen use in quite
At GM discretion, after taking the job from Bellanus, some time. Long wooden dining tables and chairs
the party may wish to investigate the boarding house neatly line the floor, ready to seat dozens. Many closed
before sneaking in. When the players scope out the doors line the walls.
boarding house for the first time, read or paraphrase the
following:
5
1
9.4
9
10
This room is a common area designed for the boarders on the rug. If the party looks underneath the rug, they
to relax and take their meals. There is nothing of value find an unlocked trap door leading to the cellar.
in this room, and Rynden takes great care not to leave
any footprints in the dust when he comes and goes. 6. Cellar
2. Bell Tower
A wooden spiral staircase fills this simple tower made A set of stone steps leads down into a large cellar filled
of stone. The tower’s top is flat and set with a trap door with wooden racks supporting several enormous
housed by a rustic belfry, though the bell has long since barrels. The whole room reeks of sour wine.
been removed. Before Pontybridge expanded, this tower
alerted the workers when dinner was ready. Rynden
doesn’t bother to keep the trap door at the top of the tow- This cellar once housed wine and other goods that
er locked. He figures anyone eager enough to break into needed cold storage. It now serves as the decoy entryway
the boarding house should do so, then be disappointed by to the vaults. All of the barrels in this room are empty,
the empty first floor. but one hides a secret door into the vaults. Anyone
searching the room for secret doors and succeeding on a
3. Bedrooms DC 15 Wisdom (Perception) check discovers the doorway
hidden behind one of the barrels.
A glyph of warding spell is cast on this secret entrance.
This simple room is equipped with a carved bed frame, The glyph triggers a cloudkill spell (save DC 15) when any
a wooden chest and a stone washbasin. A fine layer of creature other than Rynden opens the door to Area 7.
dust covers the furniture. There appear to be six more
boarding rooms similar to this one. 7. Entryway
This square room is built of intricate stonework with
vaulted ceilings. Magnificent suits of dwarven armor
These seven bedrooms are identical. They once were decorate the corners, but they are overshadowed by an
rented to boarders but have not seen use in years. There impressive statue of a dwarf holding a harpoon. Two
is nothing of real value in these rooms, at GM discretion. doors lead out of this room. One has a red woven door-
mat, and the other doesn’t appear to have any handles.
4. Kitchen This room is the beginning of the vault proper, which
Rynden dug out and built for The Dragon Swords. It
is filled with myriad dangers designed to protect the
This industrial kitchen is equipped to make large vault’s treasure.
amounts of food. The cabinets, jars and shelves lining
the walls all appear to be empty. • Northern Door. The door in the Northern wall is
locked by conventional means and can be picked
with a successful DC 15 Dexterity (Thieves’ Tools)
This kitchen has not seen use since before Rynden check. A spare key to this door is hidden under the
bought the place. Any visiting members of The Dragon red mat (Rynden left it there for his last guests and
Swords eat in the Trophy Room on the lower floor. forgot to remove it). These doors lead into the Trophy
There is a stone door in the northern wall that leads to Room.
the pantry. • Southern Door. The western door is magically
sealed and can only be opened using the key
5. Pantry obtained in the Trophy Room.
• Guardians. Both the statue and the suits of armor
are guardians created by Rynden to dispatch
This small pantry reeks of garlic, though the shelves are trespassers. If a creature spends more than one
empty. A moldy rug covers the floor. minute in the room without saying a specific
passphrase, the stone golem statue and two suits
of animated armor attack. These constructs only
This pantry has not been used to store food in quite fight within the confines of this room. Notes for how
some time, but Rynden keeps the rug in place to hide any to adjust this encounter are on pg. 204.
footprints.
A DC 15 Intelligence (Investigation) check in this room
would reveal a small trap door-shaped square imprinted
The Dragon Head Song Once someone puts forward a qualified verse, the
Once one of the dragon head names is spoken aloud, all dragons all let out a merry cheer, and the green dragon
three heads come to life and present their challenge. head spits out a key that can open the door in area 7.
If your party is struggling to figure out the solution to
the dragon head puzzle, here are some ways to help move
The mounted heads suddenly begin to twitch, moving things along:
their jaws and blinking their eyes as if awakening. The
white dragon in the center speaks in a slurred tone: • If the party has no idea how to solve the riddle.
“Eh, what’s this? More visitors, aye. Well, you know the The black dragon head helpfully whispers: “You’ve
game. Finish the song, and we’ll show ye the way.” got to make up a verse, laddie. And it’s got to rhyme.”
• If the party refuses to be creative, or panics, you
The three heads all begin to sing together: can allow them to make a check to see if their
“Oh, once I was a drunken lout characters would be able to finish the verse. A
So me mum she threw me out successful DC 15 Charisma (Performance) check
And so I set to wander that day allows them to make up the example verse below. A
And what did I find on the way?” successful DC 15 Intelligence (History) check allows
them to recall the next verse in this popular Dwarven
The dragons then pause and look expectantly at all of drinking song.
you.
Near and far I wandered around
Until I heard a lovely sound
Some Dwarven friends of Rynden’s enchanted these So I stumbled over the hill
dragon heads to be entertainment for visiting guests. And thar she was with looks to kill
Rynden has since decided they make excellent stewards
of the key to the sealed southern door in area 7. • If the situation is truly dire, consider allowing the
To solve this puzzle, the party must make up a verse party to find the key by destroying the heads. In the
that follows the first verse’s rhyme scheme. The dragons ruined stuffed remains of the green head, they can
are not picky about the content of the lines (as many of find the key.
Rynden’s guests are deeply inebriated when they play this
game). The verse simply must be four lines, composed
of two rhyming couplets. The last words of the line must
rhyme with each other in this pattern:
A
A
B
B
This room is the regular meeting place for The Dragon Vault 9.3. This vault serves as a small armory. Well-
Swords. The trophy room is kept comfortable, stocked made weapons of every variety are stored here in wooden
with food, drink and board games and hides the key to racks. None of the weapons are magical, but if a character
access the vaults. searches for a specific simple, martial or more exotic
weapon, they can find it here.
• Tapestries. The tapestries on the walls are tapestries
of preservation woven to depict epic battles with Vault 9.4. This vault has 20 safe deposit boxes set into
dragons. They keep the atmosphere of the trophy the wall. Eight of the boxes have a circular indentation,
room eternally pleasant. each with a different symbol carved into its recesses.
• Talking Heads. The three stuffed dragon heads The boxes are each sealed with a different arcane
are enchanted to speak when spoken to, and they lock spell. They can be dispelled or opened with the
hold the clue to the location of the vault key. Each signet ring corresponding to each box (members of The
dragon head is mounted on a carved board that has Dragon Swords wear such rings). A successful DC 20
its name carved into a brass plaque. On the right is Dexterity (Sleight of Hand) check made with a forgery
the head of a black dragon named Vegha, in the kit allows a character to make a seal close enough to a
center is the head of a white dragon named Wyrith signet ring to open one of the boxes.
and on the left is the head of a green dragon named For every box the party manages to open, roll on the
Cryn. If any of the names are spoken aloud, the table to determine what they find. Reroll any duplicate
heads animate and present their song (pg. 204). roll results.
10
One-Shot Adventures
Part 3: Getting Warmer Resting in the clearing ahead is a sleek vessel encased
Once the party reaches the rendezvous point with the
activated elemental engine, they are met by a thrilled in burnished green metal. Decorative sails resembling
Bellanus who introduces them to her first mate, a delicate moth’s wings are currently battened down,
grizzled half-orc veteran named Cambria Felix (Bellanus and the whole affair is crowned by a figurehead of an
just calls him Felix). elven maiden spun from green glass. The impressive
The two are waiting with a covered wagon ready to ship could easily host 15 crew members.
transport the engine to the waiting ship. Bellanus has
hidden the airship in a forest clearing about an hour’s
ride away from Pontybridge. When the characters first Since dragon hunting is both incredibly dangerous
see the airship, read the following: and highly illegal, Bellanus has managed to secure
just three crew members (which is why she needed the
assistance of capable adventurers). She would introduce
the crew at GM discretion:
GM NOTE:
ROLEPLAYING THE CREW
Since the crew aboard the Maiden is
so small, the party is likely to have a
great deal of interaction with them.
Here are some general suggestions for
roleplaying each crew member.
• Arnarra Yanorin is much younger
than her sister Bellanus and has only
recently completed her arcane studies.
She is apathetic about most things in
life since she graduated. While she
and Bellanus have never been close,
Arnarra has agreed to assist her sister
in hopes of finally doing something
exciting.
• Cambria Felix was trained as a
gladiator from a young age. When he
aged past his prime, he suddenly found
himself out of work and struggling
to get by. After a chance encounter
with Bellanus, Felix has stuck by her
side through many of the odd jobs the
captain has pulled since her dragon
hunting career was cut short. He is
desperately loyal to Bellanus and highly
suspicious of anyone else.
• Randal Smith is the newest
addition to Bellanus’s crew and keeps
his personal history close to his
chest. Despite his shady past, he is
exceptionally skilled in the subtle arts
and remains loyal as long as the captain
pays him well. Randal is charming to
newcomers but intentionally torments
Felix, who dislikes him immensely.
• Arnarra Yanorin, an apathetic elven mage who is GM NOTE: AIRSHIP MECHANICS
Bellanus’s younger half-sister. The party will likely find themselves in a combat
• Cambria Felix, a grizzled half-orc gladiator who has encounter as part of their journey aboard the
loyally served Bellanus on several missions through Emerald Maiden. While you’re welcome to wing it
the years. all as problems arise, for more in-depth coverage
• Randal Smith, a charismatic human assassin newly of the ups and downs of airship combat, including
hired by Bellanus. boarding mechanics, specifics related to the ship’s
overall hit points and more, turn to pg. 171.
Once introductions are made, Bellanus gets to work
installing the engine. She allows the characters to look
around her airship, the Emerald Maiden (pg. 210). Third Leg (Optional)
During the third night of travel, roll once on the “Aerial
With the crew assembled and the engine installed, the Encounter” table to determine if an encounter occurs.
airship can begin its journey. When the party is ready to Reroll any duplicates.
fly, the captain gathers the crew to explain her plan: Whether or not a random encounter is rolled, Part 4:
Double Trouble (pg. 215) would take place toward the
end of the third night.
“All right, me hearties, we’re clear to fly this old girl, so
here’s our plan. First things first, we have to find where Aerial Encounters
Cenere is hiding. To do that, we’re going to head to the 1d20 Contents
site of his last attack and hope we find a clue. We’ll take 1–15 No encounter occurs
off now and put as much distance as possible between
16 Freedom Fighter
us and this town before the sun comes up, then we’ll
land and fly again at night. Pray it stays dark. Once 17 Air Patrol
we’re sighted, we’re likely in for a fight. 18 Engine Trouble
It’s two days’ flight to Amiens, so mind your stations 19 Rough Weather
and let’s get flying.” 20 Misty Night
Land Encounters
Bellanus’s destination is the Duchy of Amiens (or 1d20 Contents
another location at GM discretion), the region reporting
1–14 No encounter occurs
recent attacks by a red dragon. As the captain predicted,
it takes the remainder of the first night and two 15 Local Officials
additional nights of travel to reach the destination (with 16 Ship for Sale
the ship parked from dawn to dusk). Because this aspect 17 Now You See Me
of the adventure is randomized, it’s difficult to judge 18 Bite-Sized
exactly how long each encounter could last. If short on 19 Sympathetic Parties
time, the party could experience safe passage for their
20 Perfect Cover
entire journey to Cenere’s last known whereabouts, in
which case you should jump to Part 5. Air Patrol
First Leg (Optional)
During the partial first night of travel, roll once on the Three winged, lion-like creatures with knights in armor
“Aerial Encounter” table to determine if an encounter mounted on their backs burst from the cloud line,
occurs. While the ship docks during the day, roll twice soaring toward the ship. One of the knights raises a
on the “Land Encounter” table to determine if an en- white flag, waving it toward you.
counter occurs. Reroll any duplicates that occur.
Second Leg (Optional) A band of three knights riding griffon mounts flies to
During the second night of travel, roll three times on the meet the airship. One of the knights flies a white banner
“Aerial Encounter” table to determine if an encounter hoping to speak with the captain. The griffon riders
occurs. work for a local lord and are tasked with demanding the
While the ship docks during the day, roll four times to airship leave the area before it attracts the attention of
determine if an encounter occurs. Reroll any duplicates the dragon (lest it cause trouble in the area).
that occur. See text following the tables for roll result The Emerald Maiden could outrace the knights to
descriptions. avoid a confrontation. If the party chooses to do so, the
Elemental Engine
While Rynden’s elemental engine prototype is generally The elementals that power the airship are mostly
superior, it possesses several small flaws. One of the fire contained and subdued within the elemental engine,
elementals has broken out of its confinement to destroy encased in a housing at the ship’s stern, and accessible via
the ship in its rage. If the elemental is reduced to 20 hit a small topside hatch. The captain steers their combined
points or fewer, it is pulled back into the engine. For power utilizing a small headset that requires an unclouded
each round that the fire elemental is active, the Emerald mind to use effectively.
Maiden takes 10 points of damage. Roll to randomly If the engine is damaged, or if the ship takes more
determine which part of the ship is damaged, at GM than 50 damage in one round, the captain must make
discretion. a Wisdom saving throw to maintain control of the
elementals.
Ship Damage
1d4 Area DC The elementals...
1 Hull 16 ...remain under the captain’s control.
2 Helm ...begin to break free of the engine. The next
3 Elemental Engine 12 check to maintain control over the elemental
4 Airship Cannon engine is made at disadvantage.
...break free of the engine. The ship will
begin a free fall from its current height if
8 the elementals are not forced back into the
engine. The elementals will recede back into
the engine if they suffer 15 damage in one turn.
Freedom Fighter The two kobold scoundrels are hiding when the fight
begins. They wait to take their turn in initiative until it is
most advantageous for them to make a surprise attack.
The Emerald Maiden is knocked off course by a blast of Once combat begins, the kobold schemers use their
wind. The airship struggles against a series of gales as actions to reach an advantageous position out of melee
a blue-skinned figure flies into view and calls out in a range. Ideally, they escape to a spot where they can fire
voice that booms like thunder: spells but still be in at least partial cover.
“You enslave my kind to power this hideous vessel? It If the fight starts to go poorly for the party, The Hand
is time you pay for your hubris.” only drops characters until they are unconscious. They
then destroy the elemental engine and run away.
If this happens, it takes the crew an entire day to repair
The blue-skinned figure is a djinni who has sensed the the ship, which cannot fly without the engine. While
trapped elementals’ presence in the engine and come to repairs are taking place, roll on the Land Encounters
investigate. The djinni does not particularly care for the table four times to represent the extra attention the
well-being of the elementals but resents any who would airship draws.
imprison them.
The djinni fights until it has 40 or fewer hit points
remaining, then it uses plane shift to escape. GM NOTE: ADJUSTING THE ENCOUNTER
• If your party is weaker than the recommended
Kobold Surprise five-person party at 10th level, consider removing
(optional encounter) the schemer from the fight (they watch the attack
After securing the lead that points them towards the but don’t engage).
volcanic islands, the party is welcome to spend the day • If the party is much weaker than the
helping the villagers. Whenever they return that night to recommended five-person party at 10th level,
the ship, they walk into an ambush: consider removing one brute and one scoundrel
from the fight.
Thick fog forms an obscuring layer beneath the Maiden. A shrill battle cry carries through the air as 20 goblins
Bellanus calls out from the helm: “All right, you can put spring from behind the brush and rocks. A goblin
your boots up. Should be a safe night if this keeps up.” wearing a coonskin cap calls out to you:
“Pirates, the Black Stripe clan offers to buy your
vessel. We have three crystals of power to trade.”
The night grows thick with clouds, granting the airship As the first goblin finishes speaking, a second voice
full cover. No further encounter rolls must be made for comes from the opposite side of the clearing. Twenty
the rest of the night. more goblins emerge from hiding, and one wearing
feathered headdress calls, “Do not trade with the
Now You See Me traitorous Black Stripes! The Tail Feather clan offers
you FOUR crystals of power for your ship.”
Rough Weather This damage can be avoided if the ship takes off, but
you must roll twice on the Aerial Encounters table to
represent the extra attention caused by flying in daylight.
Crashing thunder roars through the air and lightning If the party manages to calm things down with the
streaks the gray clouds quickly rolling in. Crew members goblins through magic or diplomacy, at GM discretion,
race to their stations as Bellanus calls out over the rising the clans continue their attempts at purchasing the ship.
wind, “ALL HANDS ON DECK! STORM COMING!” Bellanus refuses any such offers, and if the goblins feel
insulted, both sides team up to attack the crew.
Scarred Landing The mage does not reveal his name and keeps his
face hidden by his robes. He claims he was sent by a
The area outside Amiens where the Emerald Maiden party interested in seeing the dragon brought down,
is currently docked is pocked with scars created by no questions asked. If the party is not hostile, the
the powerful claws of a dragon matching Cenere’s figure hands over two potions of resistance ( fire)
description. It’s also the perfect spot for an ambush. and a dragon slayer longsword. After he hands off
these gifts, the figure disappears once again in a puff of
Finding Cover smoke. If the party is hostile to the figure, he disappears
without bestowing any gifts.
The natural landscape here offers plenty of locations to
hide or take cover. Part 4: Double Trouble
As the third night of travel is about to end and the final
Forest Trees. These trees offer half cover to any creatures destination is only an hour away, a dragon attacks the
attempting to avoid melee damage and three-quarter cover Emerald Maiden:
from ranged attacks. Creatures attempting to hide in these
trees gain +2 to Stealth for the duration.
The crew has gathered on the top deck, preparing to
Flaming Trees. These trees are suitable for half cover from land as the first rays of dawn appear. Randal shouts as
melee and ranged attacks, but a creature that starts its turn he points towards the forests on the horizon. A flash
within 5 feet of these trees suffers 3 (1d6) fire damage. A of green scales shines in the light as a pair of dragons
creature that suffers this damage twice in a row will start to soar toward the ship.
notice any flammable items on their person are on fire. If
they do not spend an action to drop prone and roll around
to put out the flames they will suffer 6 (2d6) fire damage A pair of young green dragons who previously warred
at the start of each of their turns as long as their items over the area’s thick forest have formed an unlikely alliance
continue to burn. in the wake of Cenere’s attacks. These dragons, Eitur and
Nimhe, were already patrolling the region when they
Carved Ruts. The claw marks created by a mighty dragon spotted the Emerald Maiden. Outraged by the sight of a
are difficult terrain. A creature that is prone in these ruts dragon hunting airship, the pair immediately attack.
gains three-quarter cover from ranged attacks. Before this fight begins, make sure the players have
access to the rules for controlling an airship (see “Aerial
Taking Off (Optional) Combat and Airship Options,” pg. 170).
If one of the dragons is felled, the other attempts to flee.
At GM discretion, getting the airship off the ground
from this location could also prove a difficult task. Once
the encounter ends, roll on the Mild Complications table GM NOTE: ADJUSTING THE ENCOUNTER
below to determine the challenge facing the party.
• If your party is weaker than the recommended
five-person party at 10th level, consider having
Mild Complications the dragons flee after losing 70 hit points.
1d4 The party discovers... • If the party is stronger than the recommended
...the airship has sunk into the ground and will five-person party at 10th level, consider having
1 both dragons fight to the death.
need to be dug out.
...a pair of owlbear cubs has managed to crawl
inside the elemental engine to get warm. Firing
2
it up with them still inside would be bad for the
cubs and the engine.
...two treants hidden among the grove refuse to
3 budge, meaning the ship will need to take off in
reverse if the treants can’t be reasoned with.
...during the fight it seems one of the fire
elementals got loose and is now floating around
4 below deck, burning all the good bedrolls. The
ship will fly at half speed until the elemental is
returned to the engine.
NPCs
These stat blocks will prove useful when
running this adventure.
Bellanus Yanorin
Medium high elf, chaotic neutral
Actions
Multiattack. Bellanus makes two weapon attacks.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage.
Longbow, +3. Ranged Weapon Attack: +12 to hit, range 150/600
ft., one target. Hit: 12 (1d8 + 8) piercing damage.
Rally (Recharges after a Short or Long Rest). For one minute,
Bellanus can radiate a commanding presence that gives all
allies that can see her advantage on saving throws against being
frightened or charmed. If a creature is frightened or charmed
already, the condition ends when Bellanus activates this ability.
This effect ends if Bellanus is incapacitated.
Actions
Multiattack. Rynden makes two melee attacks or
uses his Leadership action.
Longsword. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or
7 (1d10 + 2) slashing damage if used with two hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharge 6). For one minute, Rynden can utter
a special command or warning whenever a friendly creature
makes an attack roll or saving throw. The creature must be
within 30 feet and able to see and hear Rynden. The creature
can add 1d4 to its roll provided it can hear and understand him.
A creature can benefit from only one Leadership die at a time.
This effect ends if Rynden is incapacitated.
One-Shot Adventures
Red Dragon
220 The Game Master’s Book of Legendary Dragons
One-Shot Adventures
A
wealthy benefactor secures the party’s services (and plane): hell. Determining how your party heard
to bring her son, Canti Loyola, home safe. of the job being offered by Loveday Loyola is the first
There’s just one caveat—he’s trapped in the nine step in setting up this adventure. But since the starting
hells. Following a dangerous teleportation ritual that location has little to do with the bulk of the adventure,
takes them straight to the gates of Canti’s captor’s home, if there’s no convenient way to get your party to Vaulteer
the party quickly discovers he’s being held prisoner by or a similar city, Loyola would happily find a way to
none other than Fury, the Dragon Queen of Hell. They connect with the party wherever they are, presuming
also learn that Canti knows more than his mother let on they are for hire, through mutual acquaintances at GM
(for starters, she’s not his mother), and the information discretion, offering transport to her estate overlooking
he possesses could upset the balance of power in the the city.
lower planes. That is, if Fury lets him live.
Setting Up
Adventure Location The party has been approached by Loveday Loyola
This adventure begins in a metropolitan city where through a mutual friend. Perhaps they are told that
riches are plentiful and the nobility know how to grease one of the wealthiest families in the city seeks to hire
a few palms in order to maintain or expand their wealth. exceptionally daring and skilled adventuring types, but
Hiring thrill-seekers or proven adventurers to do their everyone interviewed thus far has been rejected for the
dirty work is not uncommon, and the rates are always mission (which promises riches beyond belief ). Or, if a
fair (if often uncollected, given the danger associated party member comes from a noble background, a
with the gigs). If running this adventure as part of an newly discovered distant relative reaches out with an
ongoing campaign, it’s entirely likely such a city already urgent plea for help. However they get the message, it
exists in your world. If not, or if you’re running this should be clear that the rewards are significant, but the
adventure as a one-shot for a new party, the city is called job is dangerous.
Vaulteer. The city’s wealth is immeasurable, its defenses The job features a few primary NPCs: Loveday Loyola/
impregnable and its citizenry as happy as any in the Joy Hultmark and Canti Loyola (pg. 231) and Fury, the
realm. But peace comes with a price, and in this case, a Dragon Queen of Hell (pg. 28). Once the party journeys
member of the nobility, Loveday Loyola, seeks to hire a into the underplanes, they will encounter a collection
group of able-bodied adventurers to rescue her son from of devils and other fiendish foes, with stat blocks at GM
the nine hells as part of keeping that peace (it’s a long discretion.
story). Following initial introductions in the city, the The adventure begins in a quiet room in an estate
party is transported to the lower planes to fulfill their owned by Loveday Loyola or another location at GM
mission. Therefore, it’s more accurate to say that while discretion.
the adventure begins in a city like Vaulteer, the majority
of the action takes place in an entirely different place
stifled sobs as she shares the following information at GM
GM NOTE: VIRTUE’S FIST discretion:
Unbeknownst to the adventurers, a secret order
called Virtue’s Fist plots to defeat the King of • Her son, Canti, is a foolish young man with a
Hell himself: Asmodeus. Some fair-minded gambling habit, tempted by anything that might give
scholars might worry about how an event him an advantage. Unfortunately, one such
like this could upset the power balance of the temptation was a deal with a devil, and now Canti’s
universe, understanding that a “devil we don’t soul is in hell.
know” could fill the ensuing void. But Virtue’s • Canti is a good boy who doesn’t deserve this fate
Fist is single-minded in its hunt for justice. An for one silly mistake. Doesn’t everyone deserve a
agent of the Fist, a paladin named Canti Loyola, second chance? Or fifth?
sacrificed portions of his soul making deals with • The Loyola family is extremely wealthy (old money)
devils until he learned the whispered secret of but they also traffic in favors. Loveday was able
Asmodeus’s weakness, but before he could return to acquire a single scale from “some hellish dragon
with this information, the totality of his soul by queen” and hired a wizard to create a ritual to
Fury, the Dragon Queen of Hell. transport adventurers to its infernal source: hell.
To extract Canti’s soul and save him from • Do the adventurers require gold? She can supply it.
captivity, Virtue’s Fist has acquired the means Magic items? She can pull some strings. But all
of a ritual to travel directly into range of Fury’s of it pales in comparison to the riches hell holds. The
lair. Under the guise of a heartbroken, well-to-do adventurers can keep whatever they find in the home
benefactor—Loveday Loyola—an agent of the of the devil keeping her son captive. Loveday just
Fist named Joy Hultmark has reached out to the wants Canti.
adventurers in order to hire them to “save the
soul of a loved one.” Hultmark wants to ensure
Canti is spared, of course, but the information GM NOTE: THE REAL LOVEDAY
he’s secured is far more valuable to her cause. Loveday Loyola is Canti’s mother’s name, but this
At GM discretion, if a member of the Loveday is an agent of Virtue’s Fist named Joy
party seems to be aligned with the thinking of Hultmark, disguised as Canti’s dear mum. Joy’s true
Virtue’s Fist (which is to say “anti-Asmodeus”), personality is distinguished by a blasé attitude and
Hultmark could reveal herself as a member of monotone voice. She cares only about completing
this oathsworn order if she thinks it will further her mission, which is to convince adventurers to
her cause. take the dangerous trip to hell to return Canti. She’s
willing to say anything to accomplish this, including
telling the truth if all else fails.
Part 1: No Price Too For clarity, throughout this adventure, Joy
High for Love Hultmark will be referred to as Loveday Loyola.
If her identity is uncovered by the party, change
Answering a mysterious call for help, the adventurers
begin in a noble family’s townhouse, where they meet her characterizations throughout the remainder
Loveday Loyola, the elderly matron of the household. of the adventure at GM discretion.
An elderly woman, visibly distraught, looks out the If the party suspects Loveday isn’t being forthcoming with
window as she collects herself. Turning to face you, the truth, a successful DC 20 Wisdom (Insight) check
her powdered face and heavily rouged cheeks do little would reveal she is hiding something, while a successful
to hide her puffy eyes and only accentuate the trails DC 25 Wisdom (Insight) check would reveal she is also
of tears emanating from them. “I...I’m so glad you’ve concealing her true identity. If the party presses her for
come. I’ve heard you’re the best adventurers money “the truth” or “the truth about her identity” respectfully,
can buy, and, well, I have money. I need the job done. Loveday would reveal the following at GM discretion:
But I need to know that you’re up for it. Tell me. What
are your credentials?” • Loveday is actually Joy Hultmark, a sworn paladin
of Virtue’s Fist. She wants to see the fiend Asmodeus
removed from power.
Loveday Loyola would interview the party to determine • Canti is very much captured in hell, but the
their skill sets. She might ask a wizard their most complex reason for the urgency regarding the rescue is
spell or a fighter their most daring deed. Ultimately, she that he was sent to hell to uncover Asmodeus’s secret
decides this is the party up to the task. She would then weakness and apparently struck paydirt.
alternate between strained stoicism and exaggerated Unfortunately, he was ensnared by another fiend
If the party agrees to take the job, Loveday would Next, one character of arcane might must improvise an
inform them that the next step is a simple (though incantation. Loveday, unfortunately, has smudged that
somewhat complicated) ritual that will allow them to part of the scroll!
travel directly to the place where Canti is allegedly being
held captive. She would then hurry them toward the
cellar of the estate, where a space has been prepared for “Oh no—the scroll...the incantation...it’s smudged.
the ritual. Do any of you know magic? I know we’re supposed to
state the goal of our ritual and include at least one
Part 2: Say It With Soul rhyming pair. Like ‘to hell, that’s swell,’...but you know,
with more arm movement.”
2
One-Shot Adventures
Living Cage (1) As the party engages with Canti, his braying echoes off
This cage is the current home of Canti Loyola, and its bars the walls in this chamber. The hees and haws are soon
present as a mouth full of razor-sharp teeth. The cage has overwhelmed by a rush of wind and flame that surges
been charged with keeping Canti alive, but trapped, and around the party, heralding the arrival of Fury, the
will lash out against any creatures who attempt to help Dragon Queen of Hell.
him escape. Any creature that moves within 10 feet of the
shards must succeed on a DC 20 Dexterity saving throw
or take 28 (8d6) piercing damage and be grappled, pinned Part 5: A Furious Escape
to the floor by the shards. On a success, a character takes After Canti’s rescue, his absence from the obsidian cage
half damage and is not grappled. To escape the grapple, a is noticed by Fury herself. Fury has kept Canti around
character must succeed a DC 15 Strength (Athletics) check. until she can figure out how to extract the information
Freeing Canti requires three consecutive DC 18 that he has about defeating Asmodeus. Unfortunately,
Strength (Athletics) checks, which bunches these shards removing the curses are beyond her power. Fury appears
together, allowing Canti room to escape. Any time a before the adventurers with a guard of six erinyes.
creature attempts this check they immediately suffer 14
(4d6) slashing damage.
A rush of flame and wind surges around you then
Lava Flow (2) shifts into a central spot near the throne, as an
The lava that flows throughout Fury’s lair creates a alluring woman appears, her skin slightly scaled, her
hazard for any creature that isn’t immune to fire damage. hair red as a burning ember. She is flanked on either
Any time a creature makes contact with the lava or starts side by a total of six winged beauties, each carrying a
its turn there, they suffer 55 (10d10) fire damage. length of rope. “What, pray tell, are you all doing in my
home? Don’t you know it’s rude to speak to someone
Fury’s Throne (3) else’s food without permission?”
When in her erinyes form, Fury will occasionally sit on this
throne to consider ways through which she can subvert
Asmodeus’s aims. The throne has a pull to it, and any Fury is curious how the adventurers got into her
creature that desires power (at GM discretion) would feel fortress and for whom they’re working, but once she has
an almost physical tug toward the throne. Any creature this information—or loses patience trying to acquire
that feels this pull must succeed on a DC 16 Wisdom it—she would drop her somewhat charming persona
saving throw or must use their reaction to move as close to and attack.
the throne as they can. Any creature (other than Fury) who
attempts to sit on this throne must succeed on a DC 18
Dexterity saving throw or suffer 36 (8d8) psychic damage, GM NOTE: POINTS IN FAVOR
as the lure of power corrodes their sense of self. They are Remember those points from the ritual in Part
blinded for one minute, the searing pain in their mind 2? For each point marked in the party’s favor,
preventing them from opening their eyes. the party gains a point of inspiration that can be
used by any of the adventurers during this battle.
For each note marked in Fury’s favor, the game
master gains a point of inspiration.
Round Mob
An unearthly clattering of chains fills the air After two rounds per initiative, or at GM discretion,
as 50 chain devils (AC 16) surround the party. the ritual spell that transported the party here would
At the end of the round, characters must send them back. The party member that sacrificed their
succeed on a DC 15 Strength saving throw or memory would recognize they have the power to offer
get tangled in the chains. Tangled adventurers teleportation to at least one other creature, possibly
make their next roll at disadvantage. more, meaning they could extend a trip out of this plane
1 to Canti as well. The creature must be willing to take
If the party deals 100 damage, the DC is
reduced by 2. this journey. Most fiends or devils would not be willing,
If the party deals 200 damage, the DC is though this fact is at GM discretion.
reduced by 4.
If the party deals 300 damage, every Part 6: Mission
adventurer’s next roll is made with advantage.
A flock of 100 erinyes (AC 18) descend upon
Accomplished
At the end of five rounds per initiative, all surviving
the party, a cloud of wings and steel. At the
members of the party who were able to make it to the
end of the round, each PC must succeed on
swirling blue flames would be transported back to the
a DC 15 Constitution saving throw or take 50
Loyolas’ townhouse. Loveday greets a confused Canti
slashing damage and 50 poison damage.
2 who floats ethereally, his soul detached from a physical
If the party deals 150 damage, this damage
form, as a doting mother would—or if Joy’s true identity
is reduced by half.
was revealed, she gives the party a brief back-handed
If the party deals 300 damage, this damage
compliment and payment.
is reduced to 0.
If the party deals 500 damage, every
Canti, for his part, would thank the party:
adventurer’s next roll is made with advantage.
Ten pit fiends (AC 19) form a foreboding
barrier as the party flees. At the end of the “Such a shame we won’t be able to go adventuring
round, characters must succeed on a DC again, my friends, but I suppose I have now seen it all,
20 Dexterity saving throw or take 100 fire and must therefore hang up my sword and my shield
damage. and my scabbard and my breastplate and my helm
If the party deals 200 damage, this damage and my other sword and bid you all a fond farewell,
3 is reduced by half. for no adventure within the realm of my imagination
If the party deals 400 damage, this damage could top the victory I snatched from the dragon’s
is reduced to 0. teeth this day.” Canti smiles widely at you once more,
If the party deals 600 damage, every as if awaiting applause. He leans forward, as if trying
adventurer has an epic tale to tell. They make to share another secret, but once again finds his
Charisma (Persuasion) checks with advantage tongue is stilled. “I...hmm. Well. I know something.
while in taverns for the next 10 days. Special. And I’ll need to. Spend time. Trying to figure
out how to share it. And perhaps find a body I can
After three rounds per initiative, there is a rush of blue
borrow. Farewell.”
flame that surrounds the party member who sacrificed
their memory for the ritual, at GM discretion. If this
creature is unconscious, the flames would still surround
their body. If the creature is dead, these flames would
surround another member of the party, at GM discretion.
NPCs
The following NPCs may prove useful
during the course of this adventure.
Saving Throws Dex +9, Int +6, Wis +7 Saving Throws Str +7, Dex +5, Con +6
Skills Acrobatics +10, Deception +11, Insight +7, Perception +11, Skills Athletics +10, Intimidation +5
Sleight of Hand +9, Stealth +13 Senses Passive Perception 11
Senses blindsight 10 ft., passive Perception 21 Languages Common
Languages Common, Elvish, Celestial, Thieves’ Cant Challenge 5 (1,800 XP)
Challenge 14 (11,500 XP)
Brave. Canti has advantage on saving throws against being
Assassinate. During her first turn, Loveday has advantage on frightened.
attack rolls against any creature that hasn’t yet acted in combat. Brute. Canti deals one extra die of damage when he hits with it
Any hit Loveday scores against a surprised creature counts as a (included in the attack).
critical hit. Virtue’s Smite. Canti’s attacks are infused with holy flame and
Cunning Action. On each of her turns, Loveday can use a bonus deal an extra 4d8 radiant damage (included in the attack).
action to take the Dash, Disengage or Hide action.
Evasion. If Loveday is subjected to an effect that allows her to
make a Dexterity saving throw to take only half damage, she
Actions
Multiattack. Canti makes three attacks, two with his longsword
instead takes no damage if she succeeds on the saving throw and one with his shield.
and only half damage if it fails. Longsword. Melee or Ranged Weapon Attack: +7 to hit, reach
Virtue’s Smite. Loveday’s rapier attacks are infused with holy flame 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing
and deal an extra 4d8 radiant damage (included in the attack). damage and 18 (4d8) radiant damage.
Unrivaled Impersonator. Loveday has advantage on any Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Intelligence ability check to disguise herself and advantage on creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target
any Deception checks made while in a disguise. is a Medium or smaller creature, it must succeed on a DC 15
Sneak Attack (1/turn). Once per turn, Loveday deals an extra Strength saving throw or be knocked prone.
31 (9d6) damage when she hits a target with a weapon attack
and has advantage on the attack roll, or when the target is
within 5 feet of an ally of her and she doesn’t have disadvantage
Reactions
Parry. Canti adds 3 to his AC against one melee attack that
on the attack roll.
would hit him. To do so, Canti must see the attacker and be
Actions wielding a melee weapon.
Multiattack. Loyola makes two rapier attacks or two dagger
attacks.
Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or fury , dragon queen of hell
range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage. A powerful, fiendish dragon and hoarder of souls, Fury
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) piercing damage and 18 (4d8) radiant damage.
seeks to topple and replace Asmodeus as ruler of the
Light Crossbow. Ranged Weapon Attack: +9 to hit, range hells and has come into the possession of a valuable
80/320 ft., one target. Hit: 9 (1d6 + 5) piercing damage. piece of information about his weakness. She just has
to figure out how to get it out of a cursed Canti. Fury’s
backstory and stat block are presented on pg. 28.
A
N UNDEAD DRAGON DRAPED IN RITUAL WRAPPINGS,
serving as a dangerous cult’s ultimate weapon; a vulture-like swarm of shadow
and teeth that swoops into battlefields as a flock of terror and whose very name
means surrender; a dragon covered in adamantine plate, its entire body serving
as a siege weapon laying waste to walls and warriors in its path. Those are just
the first three creatures presented in The Game Master’s Book of Legendary Dragons, and already
a campaign in a war-torn countryside overrun with zealotry and fear begins to take shape.
Not only did the team at Jetpack7 conceive of a host of horrific and awe-inspiring dragons, but
they’ve been fully realized with breathtaking artwork meant to help you paint the picture at your
table. As you undoubtedly know by now, each entry in this book could launch a dozen campaign
hooks, and the lore, tactics and encounter conditions presented alongside each dragon are all the
tools you’ll need to build months of material for your party to dive into. Dragons are such an iconic
part of fantasy lore (Dungeons & Dryads just doesn’t have the same ring to it), and though there are
numerous resources you can utilize to educate yourself on what dragons can be, most of them only
offer a zoological breakdown. Legendary Dragons was created to establish psychological, historical,
geographical and even economic considerations for each of these memorable monstrosities, granting
you access to backstory fodder and tactical strategies for you to use in your game.
As a GM, you control the narrative of an ongoing story, and the most important character you bring
to life each session is the setting of your world. That’s why it’s so refreshing to see a book in which
the authors didn’t just imagine how cool it would be to populate a region of the world with a dragon
that spawns horrific creature hybrids each time it lays eggs, or a pus-dripping monstrosity that’s
gone into isolation because it knows it’s the carrier of a deadly disease, or a dragon that methodically
hunts dragonborn as part of a quest to rid the realm of all draconic races—they considered how each
of these individual creatures would impact the world around them. Because the authors have done
that work on your behalf, you can more readily include details for your players to sink their teeth
into even as you prepare for your dragon to swoop in and deliver a few bites of its own. There is
detail on how dragon parts can be used to improve or overwrite the entries in a wizard’s spellbook, a
race created when the powerful magical aura infused in dragonscale influences the unborn children
in nearby towns and a playable class built around the ancient tradition of riding these great beasts.
It’s a horde of riches worth plundering.
But regardless of the work the authors did to help you at your table, the rest is up to you. You must
decide which creature (or, if you’re feeling feisty, creatures) you’ll use to challenge your players. You
must determine when to provide word of their existence. How to keep your players engaged. When
to strike, or when to strike back. That’s what makes you the Game Master. And with these dragons
in your tool kit, your legend will continue to grow.
Jeff Ashworth
Author of The Game Master’s Book of Random Encounters
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Additional artwork: Shutterstock: Cover, 10, 120, 129, 130, 157, 162, 169, 182, 232
Clockwise from
top, concept art for
Vyraetra (pg. 103),
Salathiir (pg. 82),
Anoth-Zuul (pg. 12)
and Zuth (pg. 116)
Your GMs
AARON HÜBRICH: Writer/Artist/Designer. DAVID GENE ADAMS: Writer. Has been
Publisher at Jetpack7. Creative director at pestering Dungeons & Dragons publishers for the
Conceptopolis, a company that contributed past 12 years and managed to collect a myriad of
hundreds of art pieces for the Dungeons & Dragons credits in that time. He has had the good fortune of
5th Edition core books. Aaron has been playing seeing his content published by the likes of Kobold
Dungeons & Dragons since there were yellow Press and Wizards of the Coast in addition to other
character sheets that didn’t take to erasers very recognizable companies. David started playing D&D
well...and has fond memories of THAC0. when he was 16, and the game has been an amazing
outlet for creativity as well as a fascinating space to
explore complex social issues while simultaneously
JAMES J. HAECK: Lead Writer at D&D Beyond. slaying dragons in epic combat. Catch his stuff on the
Co-author Waterdeep: Dragon Heist and Critical DMsGuild and Jetpack7’s blog.
Role Tal’Dorei Campaign Setting/Darrington Press.
DM of @WorldsApartShow.
DANIEL COLBY: Writer. Daniel Colby has been
an adventurer for over 20 years. As a Game Master,
DAN DILLON: Writer, Tome of Beasts and he hopes to bring some of his crazy machinations
Creature Codex from Kobold Press, Dungeons & to the world of heroes and villains so they too can
Dragons Adventurers League, Rogue Genius Games, share his reality. Dungeon Master by day, mad
Legendary Games, Rite Publishing. Dungeons & illusionist by night! Blogger and design contributor
Dragons Designer at Wizards of the Coast. to Jetpack7, Kobold Press and DMs Guild.
CODY LEWIS: YouTube creator. D&D Twitch CELESTE CONOWITCH: A game designer based
streamer. Dungeon Master. youtube.com/taking20. out of Seattle, she is the producer, DM and editor
Mad mind behind Save or Dice. of the actual play podcast Venture Maidens. When
not plotting behind the screen, you can see her
championing femme lead shows as co-founder of the
JIM PINTO: Writer: Legend of the Five Rings, Penwitch Studio podcast network.
Warlord, Protocol, Praxis, The Carcass, George’s
Children, World’s Largest Dungeon, Gods and
Goddesses and Masters and Minions from Jetpack7. RHYS BOATWRIGHT: Designer and YouTube
content creator at Jetpack7.
Of course, my parents were extremely supportive and they were excited to see the game expand my already
vivid imagination. They helped cultivate that and I can’t thank them enough.
Many years later I met my wife playing this amazing game. She is the backbone of Conceptopolis and
Jetpack7, wearing any hat necessary to ensure our success. Without Sara, these creations do not come into
existence and those ideas would still be swimming around in my head.
Of course, all the friends I met and gamed with over the years were also highly influential. I can recall many
ideas from high school and beyond that have made it into several books we’ve published. From NPCs to
epic battles, I always look back on those moments and recall how it was so fun—and use those times as a
foundation in which to express within the products we make. When I ask myself as a designer, “Is this fun?” I
think back to the days when we’d play every weekend—and if the answer is “yes,” it usually stays.
During those early years, I became fascinated with the art for D&D, and this kid from Kentucky quickly
learned several artists working for TSR were also from Kentucky. Jeff Easley, Larry Elmore and Fred Fields
all worked for TSR when I was in high school and were a massive influence on me. I made it a mission to
become the “next great D&D artist.” That dream would become a reality decades later (albeit along a slightly
different path) when we visited Wizards of the Coast around 2012, where Jon Schindehette gave us the
opportunity of a lifetime. We had carved out some success working with Hasbro and their GI Joe line of toys
a few years before and had expanded into game art. My studio (Conceptopolis) was hired to create the “art
bible” for what would eventually become the next edition of D&D (5th Edition), and everything changed
after that. I can’t thank Jon enough for that opportunity, as it set in motion everything that makes us what
we are today.
Of course, there are numerous people who are not accounted for here, but know that I thank everyone who
helped us along the way. You know who you are.
Finally, I want to especially thank the Kickstarter backers who took a chance on Jetpack7, a tiny, unknown
publishing company near Cincinnati that wanted to make books for 5e. Without you, I would not be writing
this now. Thank you so much. We can’t wait to show you what’s coming out in the future. This community is
amazing and it is an honor to be a part of it.
Aaron Hübrich
Creative Director at Conceptopolis and Publisher at Jetpack7