Adult Spirit Dragon
Huge Dragon, NeutralDraconic Scions of an Ancient Empire
Habitat Any — Treasure Any
Spirit dragons, sometimes called song dragons, are powerful dragons whose powers stem from the magic and history of fallen realms. They embody the spirit of a bygone age, and so as they grow and mature, they develop an erratic control over time.
A spirit dragon's primary motivation is to unearth and study the ruins of the ancient realm from which it arose. Spirit dragons share an innate intellectual curiosity, and many have a deep appreciation for the culture and art of humanoid societies.
Spirit dragons find even the most commonplace melodies moving. A song written in the time and region from which a spirit dragon hails can potentially overwhelm the dragon, driving it to either morose despondence or passionate rage.
No two spirit dragons are exactly alike; each individual bears features distinct to the empire from which it hails. Roll on or choose a result from the Spirit Dragon Origins table to determine which lost realm a spirit dragon is from.
Spirit Dragon Origins
| 1d6 | The Spirit Dragon Traces Its Origins To ... |
|---|---|
| 1 | Evermeet, a mythical realm of the elves. |
| 2 | Imaskar, a southern empire of artificers. |
| 3 | Jhaamdath, a prehistoric psiocracy. |
| 4 | Myth Drannor, a legendary city of magic. |
| 5 | Netheril, an empire of arcane secrets. |
| 6 | Ostoria, the first kingdom of the giants. |
An adult spirit dragon uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland.
AC 18
Initiative +7 (17)
HP 207 (18d12 + 90)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
22 (+6)
Save +6
DEX
15 (+2)
Save +2
CON
21 (+5)
Save +5
INT
20 (+5)
Save +5
WIS
15 (+2)
Save +2
CHA
19 (+4)
Save +4
Skills History +10, Insight +7, Perception +7, Stealth +7
Resistances Necrotic
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic; telepathy 120 ft.
CR 15
Traits
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Slashing damage plus 7 (2d6) Necrotic damage.
Ruinous Breath (Recharge 5+). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Failure: 63 (14d8) Necrotic damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18): At Will: Detect Magic, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Thunderwave. 1/Day: Legend Lore (as an action).
Time-Warping Breath. Wisdom Saving Throw: DC 18, each creature that isn't currently affected by this breath in a 60-foot Cone. Failure: The target's Speed is halved, it can't take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave. The dragon uses Spellcasting to cast Thunderwave.
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the Cylinder when it appears is subjected to the following effect. Strength Saving Throw: DC 18. Failure: 5 (2d4) Bludgeoning damage, and the target has the Prone condition. Failure or Success: The dragon can't take this action again until the start of its next turn.
Spirit Dragon Lairs
Spirit dragons haunt the ruined cities and buried monuments of ancient empires.
The region containing an adult or ancient spirit dragon's lair is changed by its presence, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time Distortion. While within 1 mile of the lair, creatures age at one-tenth the usual rate.
If the dragon dies or moves its lair elsewhere, these effects end immediately.