(ENG) D&D 5a Ed. - Legendary Dragons - A Compendium of Epic Dragons - Flip eBook Pages 1-50 (2025)

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come not between the dragon, and his wrath. - William Shakespeare This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

A 5th Edition Supplement This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

CREDITS Publisher: Jetpack7 Lead designer, creative director, art director: Aaron Hübrich Writing and design: James J. Haeck, Dan Dillon, Cody C. Lewis, jim pinto, David Adams, Daniel Colby, Rhys Boatwright, Sara Hübrich, Aaron Hübrich Editing and Proofreading: Sara Hübrich, Aaron Hübrich, James Floyd Kelly Interior Illustrations: Asep Ariyanto, Leo Avero, Tom Babbey, Javier Charro, Milica Clk, Rodrigo Gonzalez, Maerel Hibadita, Nathaniel Himawan, Agri Karuniawan, Raph Lomotan, Pius Pranoto, Kevin Sidharta, Rudy Siswanto, John Tedrick, Allison Theus, Arif Wijaya Production Services: Taylor Specialty Books Special Thanks: Luke Gygax Thank you to all the Kickstarter backers who supported this project. COVER: Vanadon-Necroth, the Scaled Book of the Dead by Asep Ariyanto. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open Gaming Content includes the user-created content that is clearly defined in this book. No other portion of this work may be reproduced in any form without permission. Disclaimer: This is a book of fiction. Characters and creatures represented within are intended for a fantasy role playing game setting. The publisher respects all cultures, religions and beliefs. How to contact us: www.jetpack7.com www.conceptopolis.com Twitter: @Jetpack_7 PDF Version 001.5 Published by Jetpack7 A division of Conceptopolis, LLC. 8459F US Hwy 42, Suite 121 Florence, KY 41042 © 2019 Jetpack7, a division of Conceptopolis, LLC. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Conceptopolis, LLC. This product is a work of fiction. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

CONTENTS Kickstarter Backers 6 Foreword 9 How to use this book 9 Legendary Dragons Balaur, beast of war - by David Adams 10 Balleg, the ravaged wyrm - by Jim Pinto 13 Fury, dragon queen of hell - by James Haeck 16 Glitz, the rapscallion - by Daniel Colby 20 Golthaarius, the traveler in silver mist - by Dan Dillon 20 Ilizinnii, the heart eater - by Cody C. Lewis 28 Immryg-Umryss, the snatcher - by Jim Pinto 32 Jörmungand, the world serpent - by Aaron Hübrich 35 Kiennavalyris, the keeper of secrets - by David Adams 38 Kundal, the rainbow dragon - by Jim Pinto 41 Kur, the dragon of the void - by Jim Pinto 44 Naghi, the stone dragon - by David Adams 47 Salathiir, suffering made flesh - by James Haeck 50 The Shackled Queen - by Jim Pinto 54 Tyrnin, the two-headed dragon - by Jim Pinto 57 Umunairu, shepherd of storms - by David Adams 60 Vanadon-Necroth, the scaled book of the dead - by James Haeck 63 Vyratra, the wretched wyrm - by David Adams 66 Xavour, the plague bringer - by Daniel Colby 69 Zuth, the eternal - by Sara Hübrich 73 Great Wyrms 77 Open Gaming Content 83 Wyvern: Dragonant 86 Drakes 88 Kobolds: Hand of the Dragon 90 Dräken 94 Dragon Riders 98 Dragon Hunting 104 Dragon Hunting Economies 106 Enhanced Spells 107 Aerial combat and Airships 112 Dragon Cults 116 Magic Items 118 Lair Actions 122 Puggon 125 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Andrew Block Andrew Breed Andrew Dixon Andrew Dunn Andrew F Andrew Gerzmehle Andrew Griggs Andrew Havlicek Andrew Holmes-Swanson Andrew King Andrew Kloiber Andrew Lorenz Andrew Lotton Andrew Martinez Andrew Mitchell Andrew Murtha Andrew Poling Andrew Pulfrey Andrew Succi Andrew Swink Andrew Ward Andrew Wilson Andrew Wright Andrew Wunder Andrew Zillmer Andy Glover Andy Kimbrough Anemoia Angel May angelique garnham aninvinciblebear Aniruddh Bose-Raut Anis Zarei anonymous anonymous1453 Anthony Anthony Abbruzzese Anthony Alessio Anthony Carrozzo Anthony Davis Anthony Douglas Anthony J Schwartz Anthony Knight Anthony Perkins Anthony Zuhlsdorf Antonio Anubisgonewild Apaphous apwperkins Aranoth Arcady Rantrua Arcane Arch DeLux ardemeus Arend Goodwin Aric Moore Arnaud Delevacque Arnaud Macaigne Arno Van Breuseghem Arnout Aron Daniel Johansson Arron Rasmussen Arthur Åsa Åhlander asaf Ash Monogue Asher Ngoi Ashley Ashley Long Ashwath Raghuram Askorn astera Attila Stark aufrank August Hahn Austin Austin Beatty Austin Perry Austin Rayl Austin Stethen Austin Wilson Autumn McIntyre Avalon Comics & Games Avinash Arora Axel Dietze Azaah Azuron B Craig Stauber B Passwaters B.A. Umberger Bachelor Wang Backbar 1997 Bailey Barbara Alcorn Barbro Westlund-Storm Barrett Barry DeCoursey Bartosz Rokitowski Bast and Malkin LLC beaverkoin Becky Wilson Ben Ben ben Ben Ben Armitage Ben Blanding Ben Cameron Ben Fowler Ben Kirk Ben Lane Ben Larsen Ben Miller Ben White Bendik Årdal Benjamin Benjamin Brinkley Benjamin Clarke Benjamin Gordon-Edwards Benjamin Jeppesen Benjamin Kaye Benjamin Koch Benjamin Larson Benjamin P. Powell Benjamin Rodgers Benjamin Whitt Benjamin Widmer Benjawan Bernie Monsanto Beth Stubenhofer Bill Jaimez Bill Sawyer Bill Weir BioHazard011 BJ Schlott Black Knight Society Blaine McNutt Blair Fogeltanz Blake Blake Morrison BlueSkyWolf09 Bob Fracek Bob Hull Bob Scholz Bob Waters Bobbie Crane Bobby Jennings [emailprotected] Bobdog17 Boy Brad Brad Dahlgren Brad Gavin Brad Malott Brad Trulove Bradley Albert Bradley Staples Bradley Wold Brady Wernick-Kaito Brain Esserlieu brandenlee Brandi Brandon Burke Brandon Cordell Brandon Driscoll Brandon Hurler Brandon Markgraf brandon reynolds Brandon Walsh Brandon Willis Brandy Brant Davidson Brenda Fuhr Brendan Dabbs Brendan Reeves Brendann Clark Brenden Griffith Brenna Matejka Brennan Rhoadarmer Brent Brent Baker Bret Rowan Brett Brett brett bolen Brett Cipperley Brett Flesher Brett Gordon Brett Volz Brian Brian A Johnson Brian Blackstone Brian Bush Brian Chafin Brian devine Brian McMeans Brian N Kay Brian ODonnell Brian Zuber Bridger Burt Brock Hevenor Brockshu Brooklyn Schlamp Bruce Bishop Bruce Chapman Bruno Buss Bruno Prestes de Sousa Bruno Ricardo Baer Bryan Bryan Ballard Bryan Daly Bryan Dean Bryan Green Bryan Hunt Bryan Koches Bryan Lehnerz Bryan Turner Bryant Bryce Bryce Bryson Dolato BUG Burke Hagen Butts McGruff Byron Carr C.c. Snyder Cactuscat Caenth Caitlin Beery Caitlin Crowley Caleb Bickel Caleb Bigham Caleb Coppola Caleb Slama Callum Boulton Callum Goulden Calum Calvin Jonas Cameron Cameron Cameron MacDowell Camille Weatherspoon Candi Fox capn_tack CaptainNorway CareBear Carey Williams Carlos Yoneliunas Carly (aka Ishtarduzzie) Caroline Caroline Vani Carolyn Day Carolyn Reid Carrie Carrie Fowler Carsten Chalk Carter Goforth Casey Casey Allen Casey Huff Casey Wittner Cassandra Hudak Cassandra Platt Castreek Cayden Cdrsquizloid Celia M Chad Chad & Christine Geraghty Chad Covey Chad goldman Chad Shurtz Chadrick Mahaffey Charles Charles Cameron Charles DeVault Charles Tedder Charles Tuttle Charles W. Crary Charlie Bijmans Chase Callaway Chase Moore Chelsea Carreer Chewy Chirag Asnani Chris Chris Anderson Chris Berger Chris Carlson Chris Cerasoli Chris Evans Chris Fernandez Chris Forest Chris Gliedman Chris Hartigan Chris Jahn Chris Jones Chris Kennedy Chris Kümmel Chris Manning Chris Morgan Chris Nguyen Chris Opinsky Chris Platt Chris Rootsaert Chris Saez Chris Skuller Chris Walker-Bush Chris Walz Christian Brazeau Christian Fortin Christian Horazeck Christian Roberson Christian Theriault Christian Vermeulen Christofer Brown Christoph Lackner Christopher Christopher A. Torres Christopher Brown Christopher Cronen Christopher Cureton Christopher Evans Christopher Harlan Christopher Hermann Christopher Irvine Christopher Kennedy Christopher M Kiraly Christopher Marshall Christopher Mayfield christopher r griffin Christopher Soper Christopher Stewart Christopher Stoll Christopher Urbanczyk Christopher Ward Christopher Weishaar Chronmic Chuck White Chuck Wilson Churchill Ciarán Ó Ceallaigh Cindy Claude Weaver III Clayton Clayton Johnson Clifford Kamppari-Miller Clifton White Clint Sharp Coby Haas Codey Cody Cody Anderson Cody Blaschke Cody Green Cody John Allen Butler Cody Krueger Cody Swatek Cody Walsh-Gray Coen Zuidervaart Cogné Cole Craton Cole Nordin Colin Anderson Colin Eisele Colin O'Neill Colin Wilson Commander Claw Conner Connor Connor Fender Conor Teegarden Conrad Coffman Consumo Furioso Corey Giesemann Corey Mueller Corey Tindall Corinne English Cortney Sauk Cory B Cory Mott Counter_Break Courtney CPick Craft Nicks Craig Gordon Craig Gulbransen Craig Hackl Craig Porter Craig Rasmussen Craig Senatore Crenshinibon Cristian Andreu Curtis Cyrus Manesh Czeslaw D Gilks D H D. Cardillo D.J. Cole D20destiny Dagan Ferrier Dainna-Leigh Sylo Campbell Dallas R Williams Dalton Rodriguez Damek Cousins Damian Damien Damien Lafleur Damion Meany Dan Carrieres Dan Devereaux Dan Dillon Dan McCrackin Dane Dane Ramirez Daniel Daniel Anderson Daniel Arlos Edwards Daniel Benson Daniel Boonie Daniel Bove daniel clarke Daniel Davidson DANIEL DICK Daniel Duran Daniel Farris Daniel Fernández García Daniel Franceschinis Daniel Francis Daniel Garrod Daniel Gaston Daniel Gonzales Daniel Hansen Daniel Hollinshead Daniel Hudson Daniel Johnathan Joestar Smith Daniel Kubicek Daniel Lazzeri Daniel Lee Daniel Loftus Daniel Macaluso Daniel MacDonnell Daniel Mansilla De Latorre Daniel Marjoram Daniel O'Halloran Daniel Provencio Daniel R Curtis Daniel Romero Daniel Sigfridsson Daniel Simpson Danielle Martin Danielle Watson Danil Bulatov Danny Danny Herrero Danny Wilson Darian Billowitz Darklord Darkwolf143 DarkWraith21 Darque Darrell Marron Darren Cooke Darren P Darren Williams Darryl Horsley Darryll Smith Walker Darthfink Darwin Schwartz Dave David David A. Nolan David Abbott David Adams David Avila David Bennett David Bennett David Bretton David Conklin David Corsalini David Cummings David Donohoo David E Ferrell David Egan David Evans David Glennie David Godwin David Gooch David Halbouty David Hollins III David JACQUET David Johnson David King David Lee Meese David Lengyel David Lenk David Lewis David Lindsay David Lynch David M. Tyler David Maskell David McKavanagh David McLeod David O Shea David Paynter David Queen David Rea David Ross David Ruskin David S. David Shenofsky David Siegel David Snook David Snow David Spears David Stanley David Stephenson David Vo David Wood David Wray Dawson DC_confused Deane Geiken Debra B. DeChevalier Deep Dungeon Games Deirdre Goins Deirdre Jimenez DemonLlama Denise MacPherson Dennis Bigelow Denver Lybarger Derek Bliss Derek Getz Derek Haapaoja Derek Hunter Derek Imlah Derek Munn Derek Phaneuf Derek Schenk Derik Masepohl Devin Costner Dharmatrails Dicemad Didier Chartrain Diennet Productions Dietrich Geisler Dillan Patel Dillon Dillon M. Downes Dion Graybeal Dirk Dominic Dominic Smith Don Castleberry Donald A. Turner Donald Andrew Cowie Donald Baggett Donnie Spaid Donovan McCubbins Dorian Wright Doug Orton Doug Vanek Douglas Douglas Meserve Dovah Courier Dr Metal dr.donez Dragon's Lair Comics & Fantasy Austin Drake Drake Booth Drive Elizabeth DrSpunj DruelTheGamer DSH Duncan Guthrie Durontan Dustin Weller Dwayne Marlowe Dylan Carlson Dylan Farrell Dylan J Orosz Dylan Pruitt Dylan Smart DZero Eagleam Earley Family Ed Dobies Ed Knapp Ed Robinson Ed Stevens Edgar Gonzalez Edgar Schmidt Edgardo Ayala Eduard Lukhmanov Edward McCoy Edward Newton Eirik Skår Olsen Eka Setiawan Eleighs Elesmirit elghinnen Elijah Dresen Elijah Haze Fuller Elijah-Blue Simonson Elizabeth Horsebane Elvenstreak Emily Emily Emily Berry Emily Gerencser Emmanouil Tragakis Emmanuel Boston Enrique Velazquez Eoghain Thomson Eoin O'Connell EpsylonRhodes eric Eric Eric A Gregory Eric Bertolotti Eric Brenders Eric Canapini Eric Decker Eric Elsensohn Eric Hamilton Eric Hendrickson Eric Hoffman Eric Minor Eric R Moody Eric Ramirez Eric Schenke Eric Schumann Eric simoneau Eric Smith Eric Strom Erica Jin Erik Erik Balcazar Erik Istre Erik Martin Erik Runge Madsen Erik Saltwell Erin Conner Erin Matthias Erin Tull Erlendur Esa Hartman Est Cal Ethan Billy ethan Fischer Ethan Kappelmann Ethan Klemm Ethan Paguirigan Ethan Souders Ethan Zarembski Etienne Gagnon Euan Evan Evan Callaghan evilbirdy Eyra-Kelalani Fabian Furger Fabrice Dorantes fadingathedges Fafnir Falindrith Fan_C Felicia Hudson Felix Ferruccio Tebaldi Ferry Filipe Passos Coelho Fireside Flávio Stresser Floyd Absher Forrest Forrest Perrin de Graaff Fox von Holland Fox Wing Francis Gannon Francois Mersch Francois Richard Frank Blazkiewicz frank scalise Frankie Janysek Franky Notsam Fred Ramsey Fred Thomas Frederic THERY Frederiek Vandepitte Frederik Heberle Frédérik Rating Freek Fyn Jeschke Gabe Trillo Gabriel Fulcon Gage Gwillim Games Plus garret Garret Ross 6 Kickstarter Backers 8bitlife A. 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Williamson A.Lavorata Aaron Aaron Alexander Aaron Askam Aaron Gavin Aaron Grover Aaron Harper Aaron Kempf Aaron Lopez Aaron Woodside Abcras Abraham Madampil Adam Adam Corney Adam Crear Adam Ezell Adam Hopkins adam oedekoven Adam Schmidt Adam Simonds Adam Toulmin Adam Walton Adam Welch Adam Wojdac Adan Yanez Adorian Pious Adrian Arduini Adrian Esdaile Adrian Ulff Ady Veisz Draghia afensch26 agrayday Aileend Tinjar Ainyele Aitoaneer AJ AJ / NomadZeke Aki Honkanen Al Rusk Alain Baxter Alain Bourgeois Alan Cohen Alan Johnson Alan Kain Alan Peden Alasdair kinnear Alastor Guzman Aldo Ibarra Alec Alec Fowler Alec Hunter Alex Alex Beck Alex Brickner Alex Collins Alex Hottmann Alex Kentopp Alex Parker Alex Pease Alex Reventlow Alex Sahr Alex Stachowski Alex von Hochtritt Alex Wayman Alex Wells Alexander Beerhorst Alexander Burks Alexander Christiani Alexander Croteau Alexander DiMieri Alexander Gabriel Alexander Jones Alexander Kuhn Alexander Lyons Alexander Page Alexander Thissen Alexander Wilfinger Alexandre Alexis Bogue Alfie Alfred Lindsey Ali Burian Alice Styczen Alistair R McDonald Allan Richmond Allen Allen Halverson Alli Miller Allison Crouch AlternateTree Alvio Marin Always.Be.Strange Amanda Miller Amber Amelia Amir Assasnik AmnesiacSage Amy DeLano Anders Enghøj Anderw Andi Ribeiro Andrea Andrea Back Andreas Andreas Aistleitner Andreas Loeckher andrew Andrew This PDF is licensed to LUIS FILIPE REIS. 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Garth Rice Gary Blunt Gary Boyce Gary hite Gary Hoggatt Gary Lester Gary McBride Gary O'Neilin Gatts Righteous GeekGamer Geoffrey Baser Geoffrey Rath George Hazelwood George Lyon George Sullivan Georgi Angelov Gerald Peer Gerard Konings Gert-Jan Germeys GGSigmar Gil Garcia Gilbert Thompson Glenn Hansen Glenn Sutton GMTron Goblinmaze Goldenheart06 Gomai gordon lewer Gordon Munn Gordy Keene Gorgone Graham Cheshir Graham Day Grant Greene Grant Livingstone Grant Potts Grayson Ohnstad Greatlich, Nightmare of Valoria Greg Greg Brunell Greg Katopody Greg Lopienski Greg Morrow Greg R Greg Smith Greg Traeger Gregory Gregory Cunningham Gregory J Lohman Gregory Sinn Gregory Stangel Grover White guilestheme gunnah Guoccamolé Gus Guy Alter Guy Rainey Gwythyr HAMILTON GENSHEIMER Hannah Grace Hannah Stull Hannes Stegmann Haro_Girl Harold Large IV Harpal Khalsa Harriet Harrison sheckells lane Harrison Smith Harry Peless Havrez Matthias Hayden Jones Hayden Rock Hector Geovannie Robles Hector Heaviside Heine Ravnholt Hellish-scythe Henri Grenier Henry [emailprotected] Hernesto Cortez herrmathe Howard Howard A. Jones Hunter Griffin Huy Iain Campbell Iain Chapman Ian Ian Barnes Ian Blacker Ian Boyte Ian Edberg Ian McFarlin Ian Stautz Ian Weber ianquest Iceassassin77 iceborer Ichino Ida Marie Mustad Ignacio Ignacio Córdoba ikookniet Iluvatar Ingolfur Ari Thormar Iramis Valentin ironwulf Isaac Burrough Isaac Lee Isaac Warren Isaiah Huey Ismael Prieto J Jack Booth Jack Harvey Jennifer Prickett Jens De Buck Jere Manninen Jered Jeremiah Jeremiah Papke Jeremiah Ybanez Jeremy jeremy Jeremy Augustine Jeremy Hochhalter Jeremy Huggins Jeremy Kear Jeremy Nigh Jeremy Pantoja Jeremy Pope Jeremy Poulin Jeremy Rosen Jerome Gobber Jerrod Rose Jr. Jerry Macaluso Jerry Ozbun Jerry Weiler Jesse Andresen Jesse Brinkman Jesse Crump Jesse Goldstein Jesse Jordan Jesse Knapp Jesse Petersen Jesse Winter Jessica Jessica Salter Jessica Vaupotic Jessie Hickman Jez Jim Jim Dortch Jim Fuß Jim Nordlander Jim Sharples Jitse Paping JMN Joanna Kucharska Joanna Marcinkowska JOAO CHAGAS LIGEIRO ALBANI Joaquín Sánchez González Joe Black joe cade Joe Kushner Joe Paris Joe Washington Joel Joel Begleiter Joel Raulerson (ANIMEniac) Joel Russ joepeto Joey Trapp Johan Johannes Stål John john John "johnkzin" Rudd John Adrian Basilio John Alegria John Bailey John Bowlin John Bucknam John Cleary John D. 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Portley John Martin John Massie John McHugh John McManis john miller John mulholland John Mynaugh John Paul John Picklesimer John R John Russell John Schlickenmaier John Tuck Davison John Walton Johnathan Freeman Jon Bonazza Jon Bradley Jon Deeming Jon Giam Jon Harding Jon Jenkins Jon M Jon Sawatsky Jon Terry Jon Wilson Jon Woods Jonas Jonas Ameye Jonas Rülke Jonas Wouters Jonathan Alvear Jack Kessler Jack Shandley Jack Talon Jackson Scott Jackson Sossaman Jacob Jacob Jacob Coxhill Jacob D Lytle Jacob Guffey Jacob Keating Jacob Kemp Jacob McMillan Jacob Normington Jacob Pilkington Jacob Whittington Jacob Yohn Jaedan Prior Jake Jake Jake Griffith Jake Hopkins Jake Lander Jake Nugent Jake Orndorff Jake Smith Jake Soules Jal Watson Jam Ibañez James James Alexander James Arnold James Bender James Buckhorn James Cameron Mccloy James Chien James Cooper James D. 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Laffoon Josh Martin Josh Thompson Josh Toennis Josh Van Arsdale Josh Wilhelmi Joshua Joshua Joshua Joshua Bogen Joshua Borlase joshua domaracki Joshua frady Joshua Gertz Joshua Hancock Joshua Hodgson Joshua Kerns Joshua Martin Joshua Ohmer joshua palmer Joshua Simpson Joshua Wellman Joshua Wright Joshuah Earle josiah Jovany Tremblay Juan Del Rio Juan Guisandez Juan Pablo Ayala Judah Novocin Julia Ecklar Julian Julian Julian Julian Fletcher Julian Thornton Julien Auger-Lafond Juraj Kremnican Just_DM_things Justin Justin Clapp Justin Crowther Justin Daley Justin Davenport Justin Gumb Justin Huang Justin Lee Smith Justin Nievar Justin Ohl Justin Rhoades Justin Ruegg Justin Schembri Justin Sinks Justine Aguilar Jym Coke K Wirick kaik Kailey Kaitlin Kaitlyn Kaito Masahiro Kajakfaucon Kal Deano kale devitt Kale Schneider Kaleb Kaleb Carsten Kaledor Kamillo Fitzek Kamish Bhai Karamu Phoenix Karen Karfunkel Kastir Katharine Johansson Katherine McClintock Katherine Williams Kathleen Clancy Kathryn Patrick Kavon Espari Kayla McLaughlin Keenan Clarke Keith Keith Brick Keith Mciff Keith Stanley Keith Williams Kelly Kelson Gent Kelvin Frizzell Ken Reinertson Ken Tomlinson Kendall Patterson Kenneth Kenneth Bliss Kenneth Gordon Kenneth Pedersen Kenneth Smith Kenneth Tanon KennyS Kent Carter Kent Reinbold kent wilson Kerry James Klein Kevin Kevin Kevin Busse Kevin Cherry Kevin Daniel Chachakis Kevin Hannel Kevin kenealy Kevin Lathers Kevin Latour-Lachapelle Kevin Mattes Kevin Matthiesen Kevin McCullough Kevin Moore Kevin Ray Davis Kevin Vandenheede Kevin Wicker Kidthe3rd kieran Kieron Parmar-Poynter killervp Kim Mantas Kimberly Dyess Kimberly Weatherston Kimberly Whitehead King Rollo KingWinterbolt Kiyler Kuo Knut Ivar Hellsten KogX Kostadis Roussos Kostas Kraisock Bun Kris Chico Krista Handy kristafari Kristen Baer Kristen Wilhelm Kristina Overaitis Kristof Lambrechts Kristof Vandewynckel Kristopher Steavens Krizmann Krystal Henderson Krystian Gruszczyński Kumataro Kye Moran Kyle Kyle Beltz Kyle Burch Kyle Capps Kyle Fotty Kyle Helm Kyle Hokanson Kyle Ripley Kyle Sheldon Kyle Silsby Kyle Smith Kyle Thomas Kyle Zhang Larry Dixon Lars Christian Detlefsen Laura Johnson Lauren Lauren Sarley laurence clarke Laurie McCullen Lee Perry Lee Smith Lee Vaughan Leighann Harvey Leininger leland Leland Villalvazo LeoKeros Leon Leon C. 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Michael Möller Wade Cottell Wagner Henz Schettert Walltar Waning Gibbous Games Warren Wayne Clemmer Wes Rist Wesley Wesley Griffin Wesley Newman Westley Braswell Whistler Will 8 Will Farman Emigh Will Gray Will Sullivan William William Brock William Burke William Byrd William Copeland William Gardner William Hart William Lubelski William Minsinger William Ritchie William Rood William Schucker William Scott William V. Bowman winterknight Wolf Larrysson wolvenstudios Wouter Bouvy Wouter Swusten Wraithshield Wrathamon WriterzKramp Wuyawicket Wyatt Andersen Xanderg Xev xPhDxTheDoctor yam Yarro Yazgan Duran Yoeri Walter Zac Clifton Zac Millman Zac Searles Zach zach Zach H Zach Hunt Zach Miller Zach Moskowitz Zachary Zachary Alan Gourley Zachary Caleb Willis Zachary Lambert Zane Lee Zanial Zavien Nathaniel Tey Zeroun Blue Zett Zexsudel Zhaffar THANK YOU! This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Foreword Dragons 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 bind 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 twentieth century in the stories of authors such as C.S. Lewis, Ursula K. LeGuin, Robert 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 that he chose to name that revolutionary new game Dungeons & Dragons! They are the stuff of legends! So this tome could not be more aptly named than it is, Legendary Dragons! Let’s face it, if you love fantasy role-playing gaming like me (and since you are 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, they include 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 9 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 that put together this resource book are fascinated with dragons too. This volume is packed with information and ideas that will bring dragons to the forefront of your favorite fantasy role-playing game. The book’s titular namesake, Legendary Dragons, offer 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 who you can use to add layers of story to your campaign. Besides the nearly two dozen of these legendary dragons, the book includes new character classes, spells, 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 Calabasas, CA May 2019 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

10 Lore Balaur was once a proud dragon. He soared over a vast woodland territory filled with a multitude of creatures that cowered before him. Then came the adventurers. For their wizard, it was not enough to just defeat a dragon. Balaur was captured alive and became the subject of this wizard's dark fascination. Like many proud wizards before him, Balaur's captor became increasingly obsessed with expanding his knowledge. Eventually, this growing curiosity drove the wizard to madness, and he began to vivisect Balaur, prying arcane secrets from the dragon at the ends of cruel implements. Until one day the dragon snapped. Though the wizard was dead and Balaur's belly full, the dragon was still imprisoned within the bowels of a remote tower. As luck would have it, this tower had long been coveted by a band of duergar marauders. Without the wizard's magic to protect it, these duergar finally captured the fortification, only to discover a dragon kept within. Balaur had been stripped of all his scales by the time the duergar found him. His hide was scarred beyond all comprehension; he hardly looked a dragon. The duergar could have killed him, but didn't do so because they saw an opportunity. Though it may have been Balaur that planted the seeds of this idea. The duergar offered to rehabilitate him, forge a new set of scales for him, and in return, he would march with their army and bring down the walls of their enemies. Hook Balaur is a credible threat to almost any kingdom or nation. In games looking to blend armed conflict with the intrigues of national politics, Balaur unifies those styles. PCs will likely be asked to assist one or more nations as they prepare for the coming conflict with the duergar forces. Skirmishes with this advancing army will be frequent. Perhaps the duergar are just beginning to assemble their armies. Should Balaur, the weapon that their clans have rallied behind, be slain, the cohesion among their ranks will crumble and soon disband. Maybe Balaur has already crippled a kingdom. With the first castle fallen nearby rulers are in a panic. Or, it could be that Balaur has begun to balk at the commands of his latest captors. He has already started to look for opportunities to regain his freedom. However he is introduced, Balaur works exceptionally well in campaigns that involve drama of war. It might only be a threat, at least at first, but a mighty dragon aiding the duergar presents the potential to reshape nations that are not strong or resourceful enough to stand against such a mighty enemy. Balaur, Beast of War Encounter Conditions The Sunless Horde, an army of duergar. Encounter Balaur is not permitted to move without the Sunless Horde following. This force of duergar warriors also contains numerous arcanists and priests of dark gods. They soften up targets before Balaur wades into battle. It is his task to penetrate more fortified defenses like castle walls. Confronting Balaur directly often requires raising an army to oppose the duergar that protect him. On the battlefield, the lower-ranking duergar take orders from Balaur, and he uses them to keep enemies at bay. He will eagerly send these troops against his foes, sometimes to the detriment of the greater conflict. These lives are little more than currency to spend to ensure his survival. Tactics Balaur does not fight without cause and never without a legion of duergar at his back. Before conflict has a chance to deplete their numbers, they are his most impressive attack. With a terrible roar, he can call down a rain of javelins and quarrels. While his armor weighs him down enough to slow his flight, he remains quite agile upon the ground. Should he need to retreat, he often uses his fiery breath to ignite obstacles and feels no remorse in allowing the duergar to stand in the way of his pursuers as well. In extreme circumstances, Balaur might permit a duergar mage or warpriest to ride upon his back. Their spells compliment his brutality and sometimes they assist him with healing or protection. Balaur's confidence in the durability of his armor is perhaps his only vulnerability. Taking away that advantage makes him much easier to vanquish. Wealth for War Balaur's only love is the din of battle. His treasure hoard is full of the implements with which creatures wage war. Such things require tremendous resources to create and maintain, as does the massive suit of adamantine armor he wears. His hoard therefore also contains immense wealth — not just gold and jewels, but caches of iron ore and rare timber. Balaur, Beast of War The duergar have captured a living weapon. Balaur is a fearsome dragon with forged adamantine scales wreathed in smokey flames and flecked with the blood of his fallen armies. Scarred from countless battles, trained in fearsome tactics, Balaur burns through his enemies and smashes through fortifications; his roar spurs on a legion of bloodthirsty duergar that think him their tool. This dragon is no mere beast. He is Balaur, beast of war! This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Balaur, Beast of War Gargantuan dragon, lawful evil Armor Class 24 (adamantine plate armor) Hit Points 507 (26d20 + 234) Speed 40 ft., fly 40 ft. (fly 30 ft. with armor) STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 15 (+2) 18 (+4) 22 (+6) Saving Throws Dex +7, Con +16, Wis +11, Cha +13 Skills Perception +18, Stealth +7 Damage Immunities fire Condition Immunities charmed Senses blindsight 60 ft., darkvision 120 ft., passive Perception 28 Languages Abyssal, Common, Draconic, Infernal Challenge 21 (62,000 XP) Adamantine Armor. Balaur wears a suit of adamantine armor that 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. While wearing this armor, Balaur's flying speed is reduced to 30 feet, and he must end his movement on a solid surface or fall. Legendary Resistance (3/day). If Balaur fails a saving throw, he can choose to succeed instead. Pounce. If Balaur moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Dexterity saving throw or be knocked prone. If the target is prone, Balaur can make one bite attack against it as a bonus action. Siege Monster. Balaur deals double damage to objects and structures. ACTIONS 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 damage, plus 13 (3d8) fire damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Battle Roar. Any allied creatures that can see and hear Balaur can use their reaction to make a weapon attack. Each creature within 60 feet of Balaur must make a DC 20 Constitution saving throw or become deafened until the end of their next turn. Frightful Presence (Recharge 5–6). Each creature of Balaur's choice that is within 120 feet of his and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Balaur's Frightful Presence for the next 24 hours. Burning Breath (Recharge 5–6). Balaur exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity 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 are ignited. LEGENDARY ACTIONS Balaur can take 3 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. Balaur regains spent legendary actions at the start of his turn. Detect. Balaur makes a Wisdom (Perception) check. Tail. Balaur makes a tail attack. Overrun (2 Actions). Balaur moves up to his speed. During this movement, he can move through the spaces of any Large or smaller creatures. When he moves through a space occupied by a creature, that creature must make a DC 22 Strength saving throw or be knocked prone. Seige Support (2 Actions). Balaur chooses two siege weapons that he can see and directs them to make attacks against his choice of target. The siege weapons have advantage on this attack. BALAUR'S LAIR Balaur's lair is not a permanent structure. Instead, his lair is amid the Sunless Horde, an army of duergar that support him and keep him captive. Dozens of armed duergar, and the cooks, blacksmiths, and servants that assist them follow Balaur like a shadow. Sometimes commanders give him orders and other times he makes requests of them. The Sunless Horde travels old routes in the world below, avoiding the painful glare of the sun. The few dwarven settlements here fell to the duergar long ago and are used by the Horde to conceal Balaur from their enemies. Lair Actions On initiative count 20 (losing initiative ties), Balaur takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: •Balaur chooses up to six allies or siege weapons that he can see within 100 feet of him. These targets can move up to their speed as a reaction. •Balaur chooses one siege weapon he can see within 60 feet. That siege weapon can make an attack against an object as a reaction. If this attack hits, it deals an additional 20 points of damage. Regional Effects Balaur's draconic presence amplifies the impact that the duergar army has upon the world, which often creates one or more of the following effects: •Fires within 6 miles of the lair burn brighter and hotter than usual and give off a thick, black smoke that has a vaguely metallic scent. •Creatures within 1 mile of the lair feel a lingering unease. Birds remain silent, horses spook, and most of the common folk suffer from nights of poor sleep. If Balaur dies, conditions of the area surrounding the lair return to normal over 1d10 days. 12 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore No one utters Balleg's name lightly. Children who use it as a curse word are disciplined, quickly and severely. It is not a name used in jest. Or spoken without some understanding of why you said it. Even whispering its name can summon Balleg. There are many dragons in the world. No one knows for sure how many. But those who live here, rule through various laws and expectations. Red dragons are still evil; you know what to expect. Gold dragons are always good, and you know what you're in for. But Balleg… Balleg is another story entirely. Balleg redefines evil. Born with tattered wings and plucked from the Void—where all magic is born—Balleg was summoned by a powerful necromancer, Gjorn. Looking to avoid detection from any and all powerful things, the wizard squeezed the newborn dragon through the tiniest pinhole in the Void. Upon this ‘birth,' Balleg was thrust into this world and imprisoned by Gjorn. As painful as it sounds, Balleg's life was about to get worse. For two decades, Balleg was the subject of every cruel experiment Gjorn could fathom. Using Balleg's body as a magical focus, Gjorn carved away at the dragon's flesh, utilizing every piece he could to study all the extremities of magic. The experiments were excruciating, as Balleg's body was ripped apart. Gjorn realized Balleg would not live long at this pace. And since the magic expended summoning Balleg was far too great to attempt again, he knew this was the only living subject he'd ever have. Gjorn turned his attention to extending Balleg's ‘life.' His plan was simple: turn the dragon undead. Using a complicated ritual, Gjorn placed Balleg into a force cage and scorched its body with magic. Hours turned to days, as the necromancer summoned every ounce of magic he knew to transform the dragon into unliving flesh. But Gjorn failed to understand the Void. It does not obey the laws of magic the way other elements do. Instead of weakening, Balleg grew in power. The dragon became something… other-worldly. The necro-dragon's flesh is half-missing. In its place, a spectral image of what Balleg believes it should look like. In this form, Balleg is half-dragon and half-ethereal beast, but all undead. Its flesh is just a tool for navigating the physical world. Its shape, an apparatus for striking fear into the weak-willed and superstitious masses. Balleg is not subtle. Balleg is waking destruction. Balleg wants the world to pay for what has happened to him. Its vengeance knows no specific target. Hook Balleg's story belongs in any campaign. GMs are encouraged to write rumors of a twisted, malevolent half-dragon into their campaigns long before the PCs ever encounter Balleg. When they do, it should already have entire regions of the world under its thumb. Balleg easily has the power to Balleg, the Ravaged Wyrm control a town or small city. Or even a shire. The stories leading up to its control are up to the GM to devise. But just looking at Balleg should be enough to convince players the average footmen is no match against a flying dragon that is only visible half the time. Encounter Balleg lacks subtlty. For those it wishes harm, Balleg will seek them out and destroy everything in its path to reach them. There, Balleg will use its power to dismantle the offending hero. For those Balleg does not know, it will simply break them and throw the remnants to the wolves. Tactics Balleg is especially hateful of spellcasters. Its first action is to burn them to the ground, regardless of who else is there. Its tactics are not stupid or wild, but they aren't precisely field marshal smart, either. If an opportunity presents itself, even if an average person would know it's a trap, it strikes. Balleg does not give hardy-looking PCs the chance to surprise it or catch it in a cave like a hibernating bear. It can also keep its distance from the PCs, using Enervating Breath on clerics and wizard-types. Balleg uses Legendary Resistance wisely. It is well aware of what constitutes powerful magic and reserves this ability for only better spells. Outside, Balleg attacks the PCs from a distance, keeping them guessing with aerial moves and magical spells — earthquake (500 ft range) and chain lightning (150 ft range) are used early, while its Incorporeal Movement and black tentacles (90 ft) are used as a surprise attack against an unwitting foe (a spellcaster perhaps) after several rounds of fighting. If a wizard gets within 60 ft of Balleg, it casts telekinesis immediately, lifting the wizard in the air and keeping them in its grip. Underground, Balleg fights tooth and nail. While surrounded it uses his Ghostly Surge. It alternates its lair actions to summon more minions to its aid. Balleg uses its Incorporeal Movement to get behind the enemies, or maneuver when surrounded. It fights like a caged animal, but it has the mind of a wizard, which means it's not going to let anyone get the best of it. Just when the PCs think they have the advantage, it uses a Legendary Action or its Incorporeal Movement to get away. Or it taps into power they didn't know it had. Regardless of where Balleg encounters the PCs, it knows the advantage of keeping itself at a distance from adventurers. It has plenty of minions to throw at the PCs to keep them busy until it can get in tight and hurt them. Wealth Balleg's previous master owned powerful magic items that survived the dragon's wrath. Spellbooks, necromantic theory, and a map to the largest, hidden graveyard in the world make up the lion's share of the treasure. The pièce de résistance, Balleg's tormentor left behind an indestructible iron coffin. Its true purpose is unknown, however. 13 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Balleg, The Ravaged Wyrm Huge undead dragon, chaotic evil Armor Class 19 (natural armor) Hit Points 272 (32d12 + 64) Speed 40 ft., fly 80 ft. (hover) STR DEX CON INT WIS CHA 19 (+4) 21 (+5) 14 (+2) 20 (+5) 18 (+4) 15 (+2) Saving Throws Dex +11, Con +8, Wis +10, Cha +8 Skills Arcana +9, Perception +12, Stealth +6 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 17 (18,000 XP) Incorporeal Movement. Balleg can move through other creatures and objects as if they are difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Innate Spellcasting. Balleg's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Balleg can innately cast the following spells, requiring no material components: Inside lair. 1/day each: blight, cloudkill, finger of death, vampiric touch Outside lair. 1/day each: earthquake, chain lightning, black tentacles, telekinesis Legendary Resistance (5/Day). If Balleg fails a saving throw, it can choose to succeed instead. Turning Defiance. Balleg and any other undead within 30 feet of Balleg have advantage on saving throws against effects that turn undead. Undead Nature. Balleg doesn't require air, food, drink, or sleep. ACTIONS Multiattack. Balleg can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) necrotic damage. Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target Hit: 12 (2d6 + 5) slashing damage. Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target Hit: 14 (2d8 + 5) bludgeoning damage. LEGENDARY ACTIONS Balleg can take 3 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. Balleg regains spent legendary actions at the start of its turn. Death Sight (Costs 3 Actions). Balleg targets a single creature that it can see. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 30 (6d10) necrotic damage. The target dies if the Death Sight reduces it to 0 hit points. Tail Attack. Balleg makes a tail attack. BALLEG'S LAIR Balleg's Lair is claustrophobic and cramped. The route to Balleg's final lair is constrained, while the final resting place is just big enough for Balleg to rest in. Lair Actions On initiative count 20 (losing initiative ties), Balleg takes a lair action to cause one of the following effects; Balleg can't use the same effect two rounds in a row: • Four wights rise, appearing in unoccupied spaces that Balleg can see within 100 feet. They act immediately and on initiative count 20 in subsequent rounds, and obey Balleg's telepathic commands. They remain until Balleg uses this action again. If Balleg dies, the wights become free-willed creatures. • A wall of moaning, thrashing corpses springs into existence on a solid surface within 120 feet of Balleg. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) bludgeoning damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature that ends its turn within 5 feet of the wall must make a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, resistance to piercing and bludgeoning damage, and immunity to necrotic, poison, and psychic damage. The wall sinks back into the ground when Balleg uses this lair action again, or when Balleg dies. Regional Effects The region containing Balleg's lair is warped by its magic, which creates one or more of the following effects: • Thick clouds shroud the area within 1 mile of the lair. Storms are common, and even during the day the ambient light is dim at best. • Scavengers and carrion birds are common, and they are aggressive towards PCs within 5 miles of the lair. • Creatures who sleep during a long rest within one mile of the lair must succeed on a DC 10 Wisdom saving throw or be afflicted with Long-Term Madness (Page 201 SRD). If Balleg dies, conditions of the area surrounding the lair return to normal over the course of 1d10 days. 15 Ghostly Surge (Costs 2 Actions). Balleg releases a surge of necrotic energy. Each creature within 10 feet of Balleg must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) necrotic damage and be knocked prone. Balleg can then fly up to half its flying speed. Balleg's Frightful Presence. Each creature of Balleg's choice that is within 120 feet of Balleg and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Balleg's Frightful Presence for the next 24 hours. A creature has disadvantage on saving throws made against this ability. Enervating Breath (Recharge 5–6). Balleg exhales waves of necrotic energy in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw, taking 49 (14d6) necrotic damage and is weakened for 1 minute, suffering disadvantage on attack rolls, ability checks, and saving throws based on Strength on a failed save, or half as much damage and isn't weakened on a successful one. A weakened creature can repeat the save at the end of its turn, ending the effect on itself on a success. Lesser restoration or similar magic also removes the weakness. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore Somewhere in Hell's great lake of fire is a hidden island made of pure gold. An ever-growing mountain of gold coins, chalices, idols, and other glimmering finery rises from the flames, and at its top is a majestic golden throne. Atop that throne rests a dragon — but although Fury is known as the Dragon Queen of Hell, she rarely assumes draconic shape. Those who dare to gaze upon her majesty see a woman of unbelievable strength and beauty. Seven feet tall, she is draped in an ash-black dress that crackles with tiny flames like smoldering coals. Her skin is tanned, and patches of golden scales burst seemingly at random across her face, arms, and slender, powerful legs. An unruly mane of crimson hair cascades down her back and a pair of onyx horns curl from her brow, just as wings of smoke and flame emerge from her back. Fury was once a mortal dragon who ruled over a longforgotten kingdom of the ancient world. In those days, she was known as Feth'razaal Goldenhide, because her ebony-blue scales were studded with the golden tribute she demanded from her subjects. In time, however, her hunger for power and wealth surpassed her subjects' ability to pay homage, and she exacted tribute another way: by claiming the souls of the dead. As her once-great realm fell into decline, Fury hoarded more and more souls until she was the queen of naught but ruins and bones. It was then that she was visited by Asmodeus, King of Hell. The King of Hell admired Feth'razaal's vast bounty of souls, and greeted her on one knee and offered her a band of Hell-forged gold. He sought her hand in marriage and she accepted his proposal. Feth'razaal knew that the King of Hell could not be trusted, and she knew that his proposal was a selfish gesture prodigiously stuffed with false humility, but she was flattered despite her better judgment. She took the pleasing shape of one of Hell's greatest warriors, the mighty Erinyes, and wedded Asmodeus in his great citadel. She vowed silently to match her treacherous new husband scheme for scheme, and wrest power from him just as he sought to undo hers. But the game grew wearisome after centuries of play. The artifice of love and loyalty wore thin for both Asmodeus and his queen. Feth'razaal's disgust for the selfish, arrogant, and oft-distant King of Hell grew boundless, and one day she confronted Asmodeus on his iron throne. She took his ring from her talon, popped it in her mouth like a sweet, and spat the molten gold — melted by her dragonflame — in Asmodeus's face, then departed, vowing one day to claim Hell as her own and rule it as its rightful queen. Asmodeus was stunned for only an instant before he rose in fury and demanded his wife's head on a platter, but in that instant of shock, Feth'razaal had already gathered her numerous allies within the courts of Hell and flown from her old palace. Feth'razaal discarded her old name — one which 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 encompassed her boundless ambition and wrath: Fury. In the intervening eons, Fury carved out a mighty domain within the inferno and named herself an archdevil. Many of the souls she claimed Fury, Dragon Queen of Hell 16 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

17 Tactics Fury's arrogance may be her undoing. Even as a mortal dragon, she saw humanoid beings as little more than insects. Now as an archdevil, Fury's hubris has only grown. She begins all combat in her fiendish form unless circumstances require her to fight as a dragon. At the beginning of combat, Fury spreads damage as widely as she can, demonstrating her power to as many creatures as possible. When she is forced to assume draconic form, Fury realizes that her opponents are not as weak as she suspected, and focuses her fire on a single creature to kill it as fast as possible, then raise its soul as a devil using her Lair Action. Even in this state, she fights without care, 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 defeat within Hell's borders, Fury plane shifts away to her old lair on the Material Plane to recuperate. She seethes with anger at not just her wounded pride, but also the loss of her mighty treasure and of such a critical disruption in her war against Asmodeus. Any adventurers who force Fury to retreat in such an undignified manner rise to the top of her list of nemeses. Fury has sworn to dethrone Asmodeus, and has chosen weapons and developed a breath weapon specifically designed to destroy fiends — and to slaughter celestials — 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. Curiously, the magic Asmodeus used to transform Feth'razaal into a devil still lingers in Fury's draconic form, and any creature that she bites may begin to turn into a devil itself. This suits Fury well enough, as it lets her tear through mortal opponents as if they were Asmodeus's servants. Wealth Fury rests upon a treasure hoard befitting an archdevil. The vast bulk of the hoard is an island made entirely of coins from across the millennia, including 10d10 × 100,000 gp, 20d10 × 200,000 ep, 30d10 × 300,000 sp, and 50d10 × 500,000 cp. Atop this island of coins are chalices, statues, and other objets d'art worth a total of 5d10 × 200 gp. Also hidden amidst the treasure are six magic items, which a character can find by spending 10 minutes searching and then making a successful DC 18 Intelligence (Investigation) check. These magic items are: a mithral plate of fire resistance, a nine lives stealer, a rod of rulership, a staff of striking, and 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 gold pieces 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. as a mortal dragon millennia ago now loyally serve her as fiendish warriors, preferring the devil they know over the tyrannical rule of Asmodeus. Others take mortal form and venture into the world of the living to steal and pillage gold or souls to deliver tribute to their queen — just as they did in life. Someday, 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 Fury, Dragon Queen of Hell. Hook The characters may first learn of Fury's plot to overthrow Asmodeus from a patron, possibly a celestial or even a deity seeking to capitalize on an infernal coup d'etat. They are encouraged to investigate. Of course, by the time the characters are strong enough to journey into Hell on a whim, they may have already made allies or enemies within the infernal hierarchy. The characters may be approached by an emissary of an archdevil they have aided or opposed in the past, who then offers them a mighty bounty if they save their king from a potential usurper—or they may secretly wish to see the King of Hell deposed, and provide the characters an excellent reward if they aid Fury's cause. Encounter Conditions Fury may be encountered scheming within her lair in Hell's deepest fiery circle, or elsewhere in the Multiverse as she hunts for allies in her battle against Asmodeus. Outside of her lair, Fury rarely picks a fight herself. Centuries of navigating the courts of Hell have taught her that lies, subterfuge, and charm are her greatest assets. She maintains her attractive, fiendish form at all times when outside of Hell, except when she is forced to fight for her life, or when she must assume draconic form to fly from plane to plane. Encounter Fury plays the long game. She aims to make allies of all beings that could aid her in her quest to destroy Asmodeus, and even those who refuse to serve her are often simply cast aside unharmed. But Fury remembers every soul that denied her, and when she decides to take vengeance, her retribution is swift. Whenever she needs souls to bolster her army of devils, she appears from thin air — in fiendish form if her targets are in civilization, or in draconic form if they are not — and attacks without pretense. If approached within her infernal lair, Fury heaps on praise for the characters' resourcefulness and skill for reaching the hottest depths of Hell. She aims to keep their aggression at bay until she can ascertain their opinion toward Asmodeus and their willingness to join her in her quest. If she thinks they could be worthy allies, she politely requests their allegiance. If they refuse, or if she determines they are of no use to her, she attacks without warning, declaring that if they cannot serve her in life, their souls will serve her for eternity. When encountered in her lair, Fury is joined by an honor guard of two pit fiends. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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19 Fury, Dragon Queen of Hell Medium fiend (shapeshifter), lawful evil Armor Class 18 fiendish form (natural armor), 22 draconic form Hit Points 405 (30d8 + 270) Speed 30 ft., fly 60 ft. in fiendish form, fly 80 ft. in draconic form, swim 40 ft. in draconic form STR DEX CON INT WIS CHA 30 (+10) 21 (+5) 28 (+9) 19 (+4) 16 (+3) 28 (+9) Saving Throws Dex +13, Con +17, Wis +11, Cha +17 Skills Insight +11, Intimidation +17, Perception +19, Persuasion +17 Damage Immunities acid, cold, lightning Condition Immunities charmed, exhaustion, frightened, poisoned Senses truesight 120 ft., passive Perception 29 Languages all, telepathy 120 ft. Challenge 25 (75,000 XP) Change Form. Fury can use her action to magically polymorph into her true draconic form. In this form, she is considered a dragon as well as a fiend, and she can use her action to transform back into her fiendish form. Her statistics are the same in each form, except as listed, and except for her size which increases to Gargantuan in draconic form. Any equipment she is wearing or carrying when she transforms is absorbed or borne by her new form. If Fury transforms while grappled by another creature, she can attempt to escape the grapple as a reaction. She has advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made in this way. While Fury is in her fiendish form and she is reduced to half her maximum hit points or takes damage while below her maximum hit points, she can choose to instantly polymorph into her draconic form and gain 150 temporary hit points. After doing so, she cannot transform back into a fiend until she completes a long rest. Cords of Hellish Restraint. Fury possesses a rope of entanglement that gains additional power while she is attuned to it. Only Fury can attune to this magic item. The DC of the cords' effects is increased to 22, its AC is increased to 25, and its hit points are increased to 50. If the cords are destroyed by an attack that is not silvered, it instantly reforms in Fury's hand with full hit points at the start of her next turn. Fiends and celestials have disadvantage on ability checks and saving throws against the cords' power. Legendary Resistance (3/Day). If Fury fails a saving throw, she can choose to succeed instead. Magic Resistance. Fury has advantage on saving throws against spells and other magical effects. Magic Weapons. Fury's weapon attacks in both fiendish and draconic form are magical. Plane Shift. If she flies 80 feet in a straight line in a single turn, Fury can cast plane shift as an action before the end of that turn. ACTIONS Multiattack. In her humanoid form, Fury makes three attacks. In her draconic form, Fury can use her Damning Presence, and then makes one attack with her bite and two with her claws. Longsword of Planar Disruption (Fiendish Form only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 10) slashing damage plus 33 (6d10) force damage if the target is on its home plane. LEGENDARY ACTIONS Fury can take 3 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. See page 122 for Fury's Lair Cords of Hellish Restraint (Fiendish Form only). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 12 (1d4 + 10) slashing 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 damage at the start of each of its turns. A creature can make a DC 22 Dexterity saving throw at the end of each of its turns, breaking free and ending the effect on a success. Fiends and celestials have disadvantage on this saving throw. Longbow of Planar Recall (Fiendish Form only). Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 33 (6d10) force damage if the target is not on its home plane. If this attack reduces a creature to 0 hit points, it is banished to its home plane. Bite (Draconic Form only). Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage. If the target is a living creature, it must succeed on a DC 22 Charisma saving throw or take 22 (4d10) radiant damage and gain the fiend type in addition to its original type. Claw (Draconic Form only). Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d7 + 10) slashing damage plus 22 (4d10) necrotic damage if the target is a fiend or celestial. Tail (Draconic Form only). Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Damning Presence (Draconic Form only). Each humanoid creature of Fury's choice that is within 120 feet of her and is aware of her must succeed on a DC 22 Charisma saving throw or be charmed by her for 1 minute. All creatures charmed in this way gain the fiend type in addition to their original type. An affected creature must repeat this save at the end of each of its turns, ending the effect on itself on a success. If the creature is reduced to 0 hit points while charmed in this way, or if it fails this save three times before succeeding once, it is permanently transformed into a lemure under Fury's control. The creature can no longer be resurrected until the devil it was transformed into is killed and its soul is repaired by a wish. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Fury's Damning Presence for the next 24 hours. Breath of Vengeance (Recharge 5–6; Draconic Form only). Fury exhales prismatic fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 44 (8d10) radiant damage and 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Fiends and celestials have disadvantage on this saving throw. © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore The origin of Glitz, the Rapscallion — Purveyor of Ale's existence is shrouded by time; the most recently recorded tale takes place outside a small farming village several miles south of an extensive mountain range. On this hot summer day, a young elven girl witnessed a massive bronze dragon land on a large rock formation overlooking her farm. However menacing that he was, the girl was not frightened. She moved toward this magnificent wonder, and as she did so, the bronze dragon bowed his head approvingly toward her. Then with a mighty beat of his wings, he flew off into the sky, disappearing into the clouds above the mountains. Excited by the encounter, the young farm girl returned home to share her story. The tale of the bronze dragon became one of prophecy and good omen. The young elven farm girl named him Glitz. Over the next several decades the village grew more prosperous, as people from all over the region flocked to this small village due to the rumors of its prosperity. The temperate climate and regular flooding of the nearby river created extremely fertile farmland and provided an endless supply of fish. Business owners experienced increased profits. Inventors, scholars, sages, and arcane masters were able to learn and develop new and wondrous creations, adding wealth to the beautiful community. The village transformed into a bustling metropolis. Regional conditions remained the same while the general wellbeing and prosperity of the people never diminished. The cause of this phenomenon has perplexed scholars, sages, and arcanists alike. Their attempt at figuring out this strange regional occurrence has become a driving factor for the magic user community's growth. This research has also led them to increases in their magical abilities. These investigators concluded that this region of the world is at the apex of a randomly occurring conflux of arcane energy. As time passed, the community enjoyed their seemingly unending prosperity. All the while — beneath the city — a strange, exuberant, and hardworking dragon remained the unknown reason for all this wonder. Occasionally, Glitz would take on the form of different humanoid creatures to check in on the world above. He enjoyed mingling with the denizens of the community; they held a special place in his heart. These mortals provided centuries of personal fulfillment for Glitz. He had come to view them all as his children. At some point, Glitz became enamored with the various types of drinks created by these mortals, especially ale. His curiosity turned into an obsession, which finally became his master craft. One late night during early winter, he was enjoying a frosty mug of cinnamon ale at one of the local taverns, when a beautiful elven woman, named Var'Alyn, strolled into his life. Enthralled by her beauty, Glitz found himself pulled into a conversation with her, lasting for several hours. During their conversation, Var'Alyn told him of a tale from her childhood about a bronze dragon which had perched on a nearby rock formation overlooking her farm. From this moment on, their relationship developed into something more. For a long time, Glitz held onto his true nature, never allowing Var'Alyn to discover who he truly was. Glitz, the Rapscallion Finally — one day, overcome with a sense of guilt — Glitz showed her his brewery, using the excuse to reveal his true self. Like the little girl from all those years ago, Var'Alyn, unafraid, showed Glitz compassion, love, and friendship. From this moment forward, they began their business and unique relationship. Glitz now had two loves in his life: Var'Alyn and brewing ale. In time, Var'Alyn became responsible for most of their business transactions within the city. They began by purchasing land for crops to support ingredients for ales, wines, and liquors. Eventually, they decided to open up an inn and tavern. They named it The Dragon's Inn. Here they could focus their energy and use it as the hub for all their other business ventures. With multiple businesses scattered through the city, Glitz and Var'Alyn decided to create a business council that would properly watch over each aspect of their operation, which is currently running smoothly to this day. Businesses The Brewer's Guild: An organization of shop keepers, merchants, and purveyors of brewing within the community. The Brewer's Guild does not regulate, tax, or enforce anything regarding ales, wines, or liquor within the community. The purpose of the Brewer's Guild is to gather together all those who love the art of crafting alcoholic beverages. Once a month the guild members gather together at the Guild's office to plan the Brewer's Festival, which takes place in the fall. Brewer's Festival: This is a time of celebration. All those who love crafting alcoholic beverages, meats, pastries, and any other type of food associated with ales, wines, and liquors gather to sell, trade, or give away their products. The Dragon Inn & Tavern: Var'Alyn (Female Wood Elf, Neutral Good) is Glitz's "Associate" and the individual who runs the Inn & Tavern. This three-story building consists of a large ground floor which is the tavern and rooms patrons can rent on the two upper floors. The kitchen is situated in the basement and within that, a secret door to Glitz's lair. The secret door is protected by mechanical and arcane locks, and shrouded by powerful divination magic to keep it hidden from prying eyes. Var'Alyn carries a key and knows the magical password to access the door. Var'Alyn is a beautiful wood elf with shoulder-length copper hair, brown skin, and piercing green eyes. Her attire consists of earth tone colors, suggesting she prefers comfort over finery. Upon entering the inn & tavern, everyone is greeted with a nod and smile beckoning them to take place among the bustling establishment. Various ales of the inn: Winter Spice, Frosted Froth, Winter's Eve, A Warm Heart. Andron's Farm: Bozlon Andron (Male Halfling, average age, Lawful Good) runs a farm on the outskirts of the community which is responsible for the production of many ingredients for producing the ales which are sold at The Dragon Inn and Coralyn's Hops & Barley. Bozlon Andron is gruff looking Halfling with floppy brown hair and long sideburns, a grand smile, and an ear for a good tale. He is always happy to give a tour of his magnificent farm, as there is a vast array of unique ornamentations scattered throughout his land. 20 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Coralyn's Hops & Barley: Coralyn Bonnamere (Female Dwarf, Neutral Good) has a two-story brewery and bakery in a busy part of the community. Many of the products produced by Glitz and his team are sold here and at The Dragon Inn. Coralyn is the average height of a dwarf, with long braided fiery reddish brown hair pulled behind her head, draping down over her left shoulder. She is very personable, and loves talking about her newest brew and greets everyone with a warm smile, offering them a free pastry upon their entry into her establishment. Coralyn is one of the top brewers in the community, aside from Glitz. Hook The hooks below are meant to introduce Glitz to the PCs. You are free to modify them as you see fit. Each hook is a broad adventure concept leaving you as much space as possible to make it your own adventure. Competing Interests: Var'Alynn approaches the PCs to investigate a recent robbery at Coralyn's Hops & Barley. Apparently, a secret recipe was stolen, and she requests their aid and will offer a suitable magic item as a reward. She asks they eliminate the threat and return the recipe. This quest takes the PCs into a local warehouse occupied by two devil sisters and their minions who are looking to disrupt the good nature of the community by altering the recipe and corrupting it before its distribution at the Harvest Festival. The type of devil you choose should be of equal difficulty level to the PCs to make it a challenging encounter. You could allow for the PCs to roleplay the situation if they desire, striking a deal with the sisters in exchange for the recipe and them leaving town. Gaining Favor: The love of his life has been abducted, and Glitz needs your help! Belamont Softshoe approaches the PCs and begs their help to find his boss, Var'Alyn. He explains to the PCs that she has been missing for two days and has not shown up to work, which is extremely rare for her. Belamont tells the PCs that when he arrived at The Dragon's Inn & Tavern early one morning the door was ajar and the main room was "tossed about." He searched everywhere and discovered the back door broken open. When the PCs investigate the room, they discover a trail leading into the nearby forest. Var'Alyn is being held by a coven of hags in a hidden forest grove corrupted by dark magic. The hags are torturing her attempting to discover the location of Glitz. If the PCs rescue Var'Alyn and defeat the coven, Var'Alyn will introduce them to Glitz who will help them with a favor of their choosing. Encounter Conditions Glitz is a very kind and humble creature, showing respect to everyone. However, sometimes his age, wisdom, and intellect get the better of him manifesting in the form of sarcastic arrogance. Glitz can sometimes be found in humanoid form roaming the streets in search of anyone willing to share their heroic tales of adventure, many times offering payment in exchange for their story. Encounter Glitz and friends are meant to be sociable individuals within your campaign; however, this does not mean your players cannot infiltrate or conduct nefarious deeds into Glitz's lairs or businesses! Glitz is a good-aligned bronze dragon with some unpredictable tendencies. He has many ties to the world above: his businesses, the woman of his dreams, Var'Alyn, and the general wellbeing of the community. These attachments open up many opportunities for adventure. Each company is presented with an NPC that can be utilized as quest givers to further a story within your campaign setting. Roleplaying Glitz The Many Faces of Glitz Glitz has taken on many forms throughout his life. However, he has chosen some favorite humanoid personas throughout that time. The characters below are his favorites. Belamont Softshoe: A halfling male of average age and height with floppy disheveled brown hair, tan skin, and brown eyes. He generally wears dark brown or black clothing. Dorn Stronghammer: An elderly dwarven male slightly shorter than average and rounder at the waist. His bald head gleams with sweat, and a long, braided salt and pepper beard hangs over his plump belly. His piercing blue eyes suggest a young, intelligent mind lurks beneath his aging features. Avalyn Mesiure: A young elven female with an athletic build and long platinum hair with strands of black which hangs loosely over her shoulders. Her pale skin contrasts with her bright blue and yellow colored clothing. Various types of jewelry adorn her neck, wrists, and fingers. Marland Baertor: A middle-aged half-elf male with a muscular build. Short cropped dirty blonde hair is combed tightly against his head. Dark brown eyes peer through goldrimmed spectacles that rest comfortably on his nose. A deep blue vest covers his silky long sleeve white shirt which is tucked into dark blue pantaloons pulled tightly around his soft black leather boots. Glitz is a Legendary Dragon that may take the form of any metallic type dragon. However, he has chosen the Bronze Dragon form for centuries. He is very fond of it and admits to it hiding some of his noticeable girth. Tactics If Glitz knows he is going to be attacked or raided, he 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 those entering his lair. Once combat begins, Glitz will use his Aura of Overwhelming Magnificence followed up by a spell or multiattack on the weakest looking combatant. Glitz is no fool. He understands spellcasters and the differences between armored foes. Wealth Glitz's lair is filled with many tools and objects used to created potions, ales, etc. An adventurer can find multiple tool sets listed in the 5E SRD-OGL Equipment section on page 70. In addition to the tools, his lair has a vast wealth of platinum, gold, silver, and copper. There are also gems varying in worth scattered throughout his chamber. Glitz has a ring of spell storing, rod of absorption, and a wand of fireballs on him. His lair also has the following magical items: a suit of mithril armor, a pearl of power, an immovable rod, and a robe of useful items. 21 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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23 Glitz, The Rapscallion — Purveyor of Ale Large dragon, chaotic good Armor Class 22 (natural armor) Hit Points 420 (34d10 + 238) Speed 40 ft., burrow 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 25 (+7) 30 (+10) 27 (+8) 30 (+10) Saving Throws Dex +10, Con +15, Cha +18, Wis +16 Skills Persuasion +18, Deception +18, Arcana +18, History +18, Perception +16, Insight +16 Damage Immunities fire Condition Immunities poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26 Languages Common, Draconic, Elven, Dwarven, Halfling, Gnomish Challenge 25 (75,000 XP) Amphibious. Glitz can breathe air and water. Legendary Resistances (3/Day): If Glitz fails a saving throw; he can choose to succeed instead. Magic Resistance: Glitz has advantage on saving throws against spells and other magical effects. Magic Weapons: Glitz's weapon attacks in all forms are magical. Innate Spellcasting: Glitz is an 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 25, +18 to hit with spell attacks). Glitz has the following spells prepared: Cantrips (at will): Mage Hand, Mending, Prestidigitation, Shocking Grasp 1st Level (4 slots): Charm Person, Magic Missile, Detect Magic, Hideous Laughter 2nd Level (3 slots): Detect Thoughts, Suggestion, Arcane Lock, Arcanist's Magic Aura 3rd Level (3 slots): Dispel Magic, Counterspell, Slow, Hypnotic Pattern, Sending, 4th Level (3 slots): Fire Shield, Greater Invisibility, Arcane Eye 5th Level (3 slots): Dominate Person, Arcane Hand, Modify Memory 6th Level (1 slot): Mass Suggestion, Irresistible Dance 7th Level (1 slot): Prismatic Spray, Sequester 8th Level (1 slot): Maze, Mind Blank 9th level (1 slot): Weird ACTIONS Multiattack. Glitz can use his Intoxicating Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: +18 (2d10 + 7) piercing damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: +14 (2d6 + 7) piercing damage. Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Intoxicating Presence: Glitz unleashes a wave of alcoholic mist filling the area around him within 60 feet. Each creature within the affected area must succeed on a DC 21 Constitution saving throw. On a failure, the creature becomes poisoned and their vision is obscured out 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 successful or the effect ends for it, the creature is immune to Glitz's 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 creature within 90 feet. Each creature within the affected area must make a DC 22 Charisma saving throw. On a successful saving throw, the creature takes half damage and is not affected by any of the condition altering effects. On a failure, the player's saving throw roll causes one of the following effects: 1: The creature falls Unconscious. 2-5: The creature takes 42 (12d6) psychic damage and becomes Paralyzed until the end of Glitz's next turn. 6-10: The creature takes 35 (10d6) psychic damage and become Stunned until the end of Glitz's next turn. 11-15: The creature takes 28 (8d6) psychic damage and becomes Incapacitated until the end of Glitz's next turn. 16-21: The creature takes 21 (6d6) psychic damage and becomes Deafened and Blinded until the end of Glitz's next turn. Change Shape. Glitz magically polymorphs into a humanoid 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 dragon). Any equipment he is wearing or carrying is absorbed or borne by the new form (Glitz's choice). In a new form, Glitz retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as his action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. LEGENDARY ACTIONS Glitz can take 3 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. Glitz regains spent legendary actions at the start of his turn. Detect. Glitz makes a Wisdom (Perception) check. Wand. Glitz can use his wand of fireballs or the rod of absorption. Melee Attack. Glitz can make a melee attack against one target within reach. Drunken Belch (2 Actions). Glitz belches an alcoholic substance. Each creature within a 30 foot cone must succeed on a DC 22 Dexterity saving throw or take 14 (4d6) poison damage and become poisoned. On a successful saving throw, the creature takes half damage and is not poisoned. See page 123 for Glitz's Lair © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore Golthaarius soars through the realm of thought and dream, borne upon wings of silver and swirling light. A great, sleek form glimpsed in the last hint of twilight above a celestial forest, and a deep echoing call above a fiendish battlefield in the lower planes. Few have seen the great dragon that slips between the folds of the multiverse, and fewer still know his name, but for those who learn of his existence, the secrets of all creation await. A few monikers for the planar dragon circulate in occult halls of learning: The Traveler in Silver Mist, The Silver Pilgrim, The Rainbow Sage. In the most secluded of wizard's towers and temple scriptoriums, a few tomes whisper the dragon's name in fading ink—Golthaarius. To the diligent or obsessed researchers who learn about Golthaarius the planar dragon, he is a symbol of both freedom and knowledge. The boundaries between worlds are no barrier to his wandering, and he appears without seeming pattern or warning, in any corner of creation. When observed he rarely stays long. Always on the move, the great silver and multi-hued wyrm is continually searching. Ancient beyond record, Golthaarius's origins are lost to all but his own memory. He was once a silver dragon much like any other found in the myriad worlds of the Material Plane. Like his kin, Golthaarius adored all things historical. And in his wandering youth, he amassed a vast hoard of treasure and knowledge. He collected the histories and trappings of empires and hid them away in his lair deep in the heart of a mountain. Unlike most silver dragons, however, he began to grow selfish. Never cruel, he merely lost his care for the mortals and gods whose stories he collected; instead he dedicated his great lifespan to the collection itself. As the years rolled on, he gathered greater numbers of relics, and the more esoteric and strange his tastes became. He then turned his sights outward and began searching for truths beyond the Material Plane and the mortals who dwell there. It was during this obsessive quest that Golthaarius himself was noticed by that which he sought. He has a name, or had, at the very least. Golthaarius is sure of that much. Whatever his name might have been eludes him now. Whispering to him from trinkets and scraps of lore at first, the presence grew louder and more insistent the more he collected. The whisper became a voice both asking and offering. The statues were the final turn of the key that opened the lock. A consciousness vast beyond imagining from beyond the most distant stars slipped into the world, and offered the then-ancient miserly dragon the means to go anywhere, and collect anything if only Golthaarius would agree to bring it along. How could the obsessive old dragon refuse? From that moment of acceptance, the silver dragon changed. His body stretched. His mind expanded. His reach clawed between the planes themselves. He slipped into the murky expanse of the Astral Plane, and there Golthaarius and the presence he carried within his soul became one. They became something entirely unique. Golthaarius, the Traveler in Silver Mist Centuries passed as the planar dragon soared through the Astral Plane, gathering the silver winds into his soul, moving through color pools to the outer planes and back again. Golthaarius stretched forth his will into the Astral Plane and re-wove a portion of it deep within the silver clouds for his own use. A single point of space folded on itself again, and again, and formed a realm the dragon now calls Refuge. Within Refuge, Golthaarius can shape substance out of the sky to his whim and needs. All the collected wealth and hoarded knowledge of his previous life now reside in the central spire, carefully cataloged in a manner incomprehensible to any outside observer. Hook Adventurers uncover the truth of a tremendous threat beyond anything they've ever known. The remnant of an ancient civilization long destroyed, or even forces from a world far removed from their own compel the characters to desperately seek stranger and more forgotten lore in search of a solution. Eventually, a mad scholar has a few scraps of truth that point to the existence of the planar dragon, and his legendary access to that which is hidden. Encounter Conditions Chance encounters with the planar dragon can happen absolutely anywhere. He might suddenly appear in a swirling rift of bright color in the sky and lazily soar toward the horizon. Golthaarius is content to leave lesser creatures be, perhaps giving them the slightest bit of attention in passing without changing course or slowing his travel. Creatures who attack the planar dragon can expect a sudden, powerful lashing out of claws, teeth, and tail — or if they're fortunate — a swift magical prison as the dragon merely continues on his way. Sometimes, the dragon finds himself drawn to other creatures, particularly a mortal. This could be a chance meeting with a traveler who happens to be in the same region, and Golthaarius might pause to converse, trying to learn all he can of the individual's history. Or, more rarely, the dragon feels drawn to a particular place. He doesn't know where exactly, but he knows the way, and travels through the planes until he finds the creature somehow calling to him across the multiverse. In either case, Golthaarius might impart a tiny measure of his power onto the mortal. Such pacts of power are exceedingly rare, but by virtue of his strange otherworldly essence, the planar dragon can create warlocks through such an investiture. Encounter Golthaarius is inquisitive and surprisingly soft-spoken. He prefers to engage in normal speech if possible, and only uses telepathy if the creatures that have caught his interest don't share any common languages with him. His singular drive is to gather knowledge and artifacts. He might even be willing to trade rather than expecting to take anything a creature he happens across has. 24 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

If somehow approached while in his lair, Golthaarius is much more wary. The portals to and from Refuge are hardly common knowledge, so the planar dragon takes all such visitors to his home seriously, and evaluates them for any sort of threat they might pose in the course of a cordial greeting and conversation. If the visitors seem frivolous, he politely, but firmly, asks they leave his home. Creatures that intrigue him or prove to have interesting or new knowledge can expect his hospitality and shrewd negotiations for an exchange of knowledge. The dragon can become quite obsessive, however, and sometimes loses sight of the fact that mortals interact with time different than he does. Mortals with fascinating perspectives on a topic might find themselves effectively kept prisoner within Refuge. If Golthaarius suspects that visitors are there to steal or damage any part of his hoard, may the gods be with them. Tactics It might be possible to get the drop on Golthaarius by offering some bit of lore or an artifact that he desires, but that's a risky proposition at best. When accosted outside his lair, Golthaarius usually only feels the need to subdue attackers within a forcecage or behind a wall of force or to bind them in his dimensional breath. If a single exhalation, spell, or even snatching a foe in his claws and teleporting with them hundreds of feet into the air to impress upon them the gravity of their situation can defuse a battle, Golthaarius is content to injure or kill as few foolish creatures as possible before going on his way. If the creatures persist — or worse, threaten his hoard — Golthaarius attacks without mercy. He makes full use of his superior mobility to remain out of reach of any potential threats while separating them using his force magic. Before moving into melee, he prefers to blanket a group of foes with Dimensional Binding Breath to tip the scales even further in his favor. If his foes show no ability to fly, he uses his Force Breath to disintegrate the terrain beneath his enemies, especially if he can cause them to fall. Any creature that steals from or threatens Golthaarius's hoard earns his full attention, and he is relentless until he recovers the stolen loot or slays a hapless vandal. Golthaarius is usually willing to accept a surrender, or to allow broken enemies to flee, so long as they leave his precious collections behind. Wealth The hoard contained in the Refuge spire puts entire empires to shame. While the majority of the cache takes the form of collected knowledge, there is substantial physical wealth gathered from across the breadth of the multiverse. The total value of coins, gems, jewelry, and assorted objects of art and cultural artifacts exceeds 20 million gp. In addition to monetary and artistic treasures, the trove of lost knowledge is the object of even some lesser deities' envy. Searching and cataloging the knowledge takes months if the scholar is lucky and skilled, or years if a novice. The sprawling complex within the spire defies mortal understanding of space, and there is no central index to help plunderers or visitors navigate without Golthaarius's help. The collected tablets, tomes, scrolls, and other more exotic means of recording information cover every conceivable topic obtained from multiple Material Plane worlds, and all of the planes of the multiverse. If a character can find the correct section, spending 1d4 days in research affords advantage and a +10 bonus on Intelligence checks to learn facts about the covered topic. A single creature can gain these benefits about one topic per week due to the amount of work required to access the correct subjects. In addition to roll benefits, the collection contains many specific secrets relevant to events, locations, and creatures in the multiverse. Use this as a means to provide plot-critical discoveries or hooks for large scale story arcs. Tucked away amongst this knowledge are written versions of every wizard spell, dozens of scrolls with a variety of spells, two each of every type of scroll of protection, and a collection of magical tomes. The magical tomes are comprised of one each of the manual of bodily health, manual of gainful exercise, manual of quickness in action, tome of clear thought, tome of leadership and influence, and tome of understanding. 25 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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27 Golthaarius, The Traveler in Silver Mist Gargantuan dragon, chaotic neutral Armor Class 23 (natural armor) Hit Points 585 (30d20 + 270) Speed 40 ft., fly 80 ft. (hover) STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 29 (+9) 18 (+4) 18 (+4) 28 (+9) Saving Throws Dex +10, Con +17, Wis +12, Cha +17 Skills Arcana +12, History +12, Insight +12, Perception +12, Persuasion +17 Stealth +10 Damage Immunities cold, fire Condition Immunities exhaustion Senses blindsight 60 ft, darkvision 120 ft, passive Perception 22 Languages Celestial, Common, Draconic, Deep Speech, telepathy 120 ft. Challenge 25 (75,000 XP) Innate Spellcasting. Golthaarius's innate spellcasting ability is Charisma (spell save DC 25). He can innately cast the following spells, requiring no material components: At will: plane shift (willing creatures only), sending, wall of force 1/day: forcecage, legend lore Legendary Resistance (3/Day). If Golthaarius fails a saving throw, he can choose to succeed instead. Magic Weapons. Golthaarius' weapon attacks are magical. Sever Silver Cord. If Golthaarius scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, he can cut the target's silver cord instead of dealing damage. Timeless Nature. Golthaarius doesn't require food, drink, or sleep. LEGENDARY ACTIONS Golthaarius can take 3 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. Golthaarius regains spent legendary actions at the start of his turn. Detect. Golthaarius makes a Wisdom (Perception) check. Tail Attack. Golthaarius makes a tail attack. Planar Slip (Costs 2 Actions). Each creature within 15 feet of him must succeed on a DC 26 Dexterity saving throw or take 10 (3d6) force damage and be knocked prone. Golthaarius then uses his Teleport action. See page 122 for Golthaarius' Lair ACTIONS Multiattack. Golthaarius can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 11 (2d10) force damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of Golthaarius's choice that is within 120 feet of him and aware of him must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Golthaarius's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). Golthaarius uses one of the following breath weapons. Force Breath. Golthaarius exhales a 90-foot line of crackling, multicolored light. Each creature in that line must make a DC 25 Dexterity saving throw, taking 66 (12d10) force damage on a failed save, or half as much damage on a successful one. Large or smaller nonmagical objects that aren't being worn or carried are automatically destroyed and reduced to dust. Huge or larger objects have a 10-foot by 10-foot space destroyed around the line where the line passes through them. Creations of magical force, such as the wall created by wall of force or a forcecage, are destroyed. Dimensional Binding Breath. Golthaarius exhales silvery fog in a 90-foot cone. Each creature in the area must make a DC 25 Dexterity saving throw. On a failure, wisps of mist that thicken the fabric of the planes bind the creature. A bound creature is reduced to half speed, has disadvantage on attack rolls. If a bound creature tries to teleports or travel to another plane, it must succeed on a DC 25 Charisma saving throw or the attempt fails. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Teleport. Golthaarius magically teleports, along with any equipment he is wearing or carrying and any creatures he is grappling, up to 120 feet to an unoccupied space he can see. © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore If you ever find yourself traveling in the Jurgalanaan Desert, whether in Gruhili or Ortalr or anywhere in between, you might hear the colloquial greeting of "Ba heash bru stasa!" from the native peoples. If you were to translate this to the common tongue, you would get a rough translation of "Your stars are bright." This, of course, would seem perfectly innocent to an outsider—but in truth, this saying could more accurately be translated to "Your stars stay bright," which has a much grimmer context and meaning to the locals. People in Jurgalanaan are taught to keep one eye on the sky at night for any stars that seem to ripple with darkness, blinking out and back in suddenly. This is the first warning sign of their immediate danger, and in most cases a death omen if they cannot hide quickly enough. Next comes the "Veratinda ga dylosii" or "thunder of death," as a wave of sound like a strange thunderous rain washes over the ground—and those that find themselves still caught out in the open, know it's already too late. The Heart Eater has found her next meal. Like all dragons, Ilizinnii is driven by pure and simple, overwhelming greed. It was this greed that initially called her to the enormous underground limestone cave she now lairs in—after her discovery of the tower of Nephalal, an elven necromancer, erected out in the vast of the Jurgalanaan desert to practice his dark magic far from prying eyes. While not quite the grand and imposing wyrm she is today, Ilizinnii was still a powerful and dangerous adversary for the wizard, with spells and magics of her own. Their battle was a fierce one, with each foe's greed and hubris driving them on, not allowing one to concede the tower and its assortment of collected baubles to the other. Ultimately, Ilizinnii triumphed—but not without a terrible cost—her sight. Nephalal blighted the wyrm's eyes during their battle, and since that day, Ilizinnii has lived in pure darkness, an unforgivable sin committed against her by the necromancer. In a fit of literal blind rage, Ilizinnii demolished the tower, wiping out any remnants of Nephalal's legacy before retreating underground. Rage-induced wails reverberated across the dunes of the arid desert for weeks on end; echoing from deep within the subterranean lair, as the dragon mourned her loss. As time passed, her disdain for the treacherous magic that stole her sight consumed every passing moment. With only her twisted desire to inflict pain left to comfort her, the dragon drowned in both real and metaphysical darkness. Ever strong of will and forced to accept her lack of vision— she soon discovered that by bristling her enormous scales and slamming them back down in a constant wave of clacks, she could detect objects and movement near to her, by listening to the reverberations. And eventually, Ilizinnii, The Heart Eater 28 Ilizinnii's hearing became so acute, that the sound of a beating heart would be enough to wake her from a deep slumber—something more than a few foolish wanderers and adventurers have discovered as they suffered their unfortunate fates. Roleplaying and Tactics Ilizinnii is a raging tyrant—quick to temper and completely unchallenged by anything within her territory. She lives primarily in solitude. However, she allows certain tribes to approach very near to her home with the intent of lowering human sacrifices down into the enormous main entrance shaft of the cave. She will usually wait for night to cover the entirety of the cave in darkness before her hunt—though, in truth, it hardly gives Ilizinnii the pleasure of a real hunt—unless the victims decide to wander into one of the many lightless tunnels away from the scorching heat beating down on the pit's entrance. Ilizinnii does this not for any additional psychological torture to her victim—though that's certainly a bonus —but to absolutely protect herself from any prying eyes from above that might pose a threat in the sunlight. Ilizinnii, unlike most dragons, has faced a foe that almost killed her; something most dragons, in their arrogance, wouldn't even believe is a possibility, tucked away in their caves and lairs. But for Ilizinnii it was a harsh truth, that she was not as invincible as she thought. And now with the loss of her sight, she has spent much of her life since that moment, preparing and paranoid. While she is indeed not afraid to leave her cave at night to prowl the desert dunes with malicious intent, she is still a cautious combatant. No stranger to the use of magic herself, and the devastating effects it can wreak, she will almost assuredly attempt to utterly destroy anyone she perceives using magic or casting spells while engaged with her. If her opponent seems even remotely capable as a mage, her sense of urgency to gravely wound or outright annihilate them is only slightly outweighed by her sense of self-preservation. She will likely retreat to her lair well before pressing her luck, where she has several safeguards in place. Ilizinnii's lair Ilizinnii's lair is one any dragon would be envious of, and it serves as a significant advantage to the great wyrm against any potential threat to her and her hoard. When first discovering the cave, it appears more like a sinkhole than a true limestone cave, with a vast opening in the desert floor serving as its entrance. But beyond the previously worked, column-like entrance to the 120- foot drop to the bottom, the cave expands into several large tunnels in different directions—all of which are able to accommodate Ilizinii's girth thanks to whomever originally expanded them in the centuries before Ilizinnii made it her home. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

29 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. Primarily due to its inconceivable darkness, which helps Ilizinni turn her greatest weakness into a prodigious strength. Perhaps the most magnificent bauble Ilizinnii has ever claimed for her own is a small obsidian antimagic stone. Realizing what it was upon returning to her lair with it, she has since put it to use above the entrance to her hoard room, embedded in one of the many stalactites. With the stone's reach extending through much of the room, but not the entire room — it is the perfect weapon to lure any unsuspecting wizards into her chamber only to have their magical lights snuffed out... and have protective enchantments dispelled at the worst possible time. Coupled with the pool of water that must be crossed before reaching her hoard room, most threats will find themselves without a torch or magical means of sight when facing off with the completely blind, yet-still-capable dragon. And for many, the only light they will see is the fleeting soft red glow from Ilizinnii's maw before she unleashes a molten hot spew of fire all over them. Making it your own: A note from Cody... I've had a blast conceptualizing this dragon, and I think a book like this serves as a wonderful tool for both game masters that are looking for some plugand-play inspiration — who is ready to go for a high level one-shot — but also for game masters that want to adapt and customize the experience for their ongoing campaigns and worlds. If you are looking for places to have a bit more creative freedom, consider these questions: • Who were the original inhabitants that expanded the cavern and what else might they have left behind? • Did they perhaps leave any smaller areas for the players to seek refuge if they become overwhelmed by Ilizinnii in their initial encounter? Are any of these areas further trapped? • Did Ilizinnii find a way to further torment Nephalal, by perhaps recalling his spirit and trapping it some way with dark magic, possibly with a dark artifact of his own original making? If so, what would their relationship be; master and servant, a captive she enjoys tormenting further, or even one of respect developed in the centuries since their initial battle? Also, I want to issue a small word of caution: If your players find themselves heading to Ilizinnii's lair to confront her on her home turf, this might turn an epic campaign into a complete party wipe where the players feel cheated by their inability to cast spells and even see. While some groups enjoy the pure challenge and are more willing to accept the complete loss of their characters, be mindful of your PLAYER's personalities and preferred style of gameplay. If your group's composition is made up primarily of spellcasters, you may want to consider foreshadowing Ilizinnii's use of an anti-magic stone through previous NPC dialogue or possibly having their lights flicker or dim as they approach her chamber. Or maybe not! Part of the challenge here is overcoming Ilizinnii's sightless advantage. I purposely did not include the exact range of antimagic stone's effect. If you're feeling cruel, feel free to make it a little wider than 30 feet. After all, we all know that sometimes players deserve what's coming to them, right? Antimagic Stone Wondrous item, legendary This small obsidian stone creates a 30 foot* antimagic sphere, as per the antimagic field spell. The magic automatically works in darkness. If natural sunlight shines upon the stone, it cracks, turns to dust and is destroyed. *Base radius size. Expand as needed. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Ilizinnii, The Heart Eater Gargantuan dragon, neutral evil Armor Class 19 (natural armor) Hit Points 444 (24d20 + 192) Speed 40 ft., climb 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 12 (+1) 27 (+8) 22 (+6) 17 (+3) 21 (+5) Saving Throws Dex +8, Con +15, Int +13, Wis +10, Cha +12 Skills Insight +10, Intimidation +19, Perception +24, Stealth +3 Damage Immunities cold, fire Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, stunned Senses blindsight 200 ft., tremorsense 120 ft., passive Perception 34 (sound) Languages common, draconic, elven, dwarven Challenge 24 (62,000 XP) Echolocation. Ilizinnii can't use her blindsight while deafened. Keen Hearing. Ilizinnii has advantage on Wisdom (Perception) checks that rely on hearing. Legendary Resistance (3/Day). If Ilizinnii fails a saving throw, she can choose to succeed instead. Innate Spellcasting. Ilizinnii's spellcasting ability is Charisma (spell save DC 11). She can innately cast the following spells, requiring no material components: At will: control flames (extinguish only, no sight required) 4/day each: alarm 3/day each: darkness (45-foot radius), create or destroy water 2/day each: wind wall, counterspell LEGENDARY ACTIONS Ilizinnii can take 3 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. Ilizinnii regains spent legendary actions at the start of her turn. Detect. Ilizinnii makes a Wisdom (Perception) check. Tail Attack. Ilizinnii makes a tail attack. Wing Attack (Costs 2 Actions). Ilizinnii beats her wings. Each creature within 15 feet of Ilizinnii must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Ilizinnii can then fly up to half her flying speed. Cacophonous Boom (Costs 2 Actions). Ilizinnii slams down her 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. ACTIONS 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. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 7) bludgeoning damage. 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 throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Ilizinnii's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). Ilizinnii exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. ILIZINNII'S LAIR Ilizinnii's Lair is within a vast cave system. Some areas appear to be bottomless, but the area she resides is large enough for her to fly, taking advantage of different views from various cliff edges. Lair Actions On initiative count 20 (losing initiative ties), Ilizinnii takes a lair action to cause one of the following effects; Ilizinnii can't use the same effect two rounds in a row: • 1d4 + 2 motionless Ropers (disguised as stalactites and stalagmites) spring into action and attack. They act immediately and on initiative count 20 in subsequent rounds, and obey Ilizinnii's commands. They remain until Ilizinnii uses this action again. If Ilizinnii dies, the Ropers become freewilled creatures. • 1d4 +2 Water Elementals attack from a large pool of water located near Ilizinnii's hoard. They act immediately and on initiative count 20 in subsequent rounds, and obey Ilizinnii's commands. They remain until Ilizinnii uses this action again. If Ilizinnii dies, the Water Elementals become free-willed creatures. • A nonmagical wall of stone springs into existence within 120 feet of Ilizinnii. The effects are the same as the wall of stone spell, however, the wall becomes permanent and requires no concentration. Regional Effects The region containing Ilizinnii's lair is warped by her magic, which creates one or more of the following effects: • Desert storms shroud the area within one mile of her subterranean lair. The storms are common, and even during the day the ambient light is dim at best. • Bats are common, and aggressive towards PCs within 5 miles of the lair. • Creatures who sleep during a long rest within one mile of the lair must succeed on a DC 10 Wisdom saving throw or be unable to see when they awaken. They suffer Blindness for 1d4 hours (Page 358 SRD). If Ilizinnii dies, conditions of the area surrounding the lair return to normal over the course of 1d10 days. 31 © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

32 Lore Born from the sinister crossbreeding of an ogre mage and a wyvern, Immryg-Umryss is not the proto-typical dragon. While it looks everything like a dragon should, the veneer is where its similarity with other dragons ends. Immryg is a twisted and malevolent force at times, and a complex and kind being at others. This confluence leads to problems, again and again. Immryg-Umryss (a name composed of the two words for ogre and wyvern in a mad wizard's language) is a magical creature, with none of the preternatural aspects of normal dragons. It lacks all of a dragon's normal instincts and has had to learn on its own how to deal with outsiders. It does not hoard gold. It does not burn villages to the ground with fire. It does not gather minions around it to conflate its ego. In fact, Immryg-Umryss has lived outside the ordinary world of dragons for over 300 years. Alone, aloof, and awkward, the great dragon is an outsider in a world of tyrannical beasts. As such, it is very lonely. Immryg-Umryss has taken many hostages over the years. It took many tries to do this before learning humans are soft and cannot be handled in a rough manner. It took a while to learn that young humans live longer and make lasting companions. Each hostage became another learning step in its development. Primarily, everything it understands about the world comes through learning from others or learning through repetitive failure. There is no happy middle for Immryg-Umryss. While it is terrifying for anyone to be taken prisoner by a dragon, Immryg-Umryss is a great host to those who do not attempt to escape. It provides everything a person could need, without fear. Immryg-Umryss is inquisitive and philosophical, the perfect companion to those with open minds. Some hostages have even learned a great deal living with Immryg, though only a few have ever lived to use this knowledge in the outside world. Those held captive remain there until death. Hook A friend of the PCs (or someone who doesn't show up that week to play) is kidnapped, and the characters have only a few days to save them. The character is, in fact, unharmed. But being taken by a dragon should give them pause. Feel free to drop hints and rumors that this dragon does horrible things to its victims. Encounter Immryg-Umryss has made a home for itself in an old, abandoned dwarven mine. This is not its first nest, but since taking over the empty mine, other creatures have left Immryg-Umryss alone. There's no gold here. Immryg-Umryss is never encountered outside its lair unless it is presently taking someone hostage (which is rare). Immryg-Umryss, the Snatcher Tactics Immryg-Umryss is alone and paranoid. It has spent most of its life without contact with others, except those it has kidnapped. It has built a lair for itself that is hard for other creatures to get in and out of. Its lair rests on a ledge that can only be reached with chains and pulleys, or by magic. Once standing upon this shelf, the PCs stare directly into a massive chamber where Immryg-Umryss waits for them. Once a fight starts, it becomes a different creature entirely. The kind and gentle dragon turns into a horrid beast of power and magic, capable of sundering small armies. It mixes fire breathing, magic, and pure strength to overcome any adversary. Any. Immryg-Umryss' lair is perfectly formed to match its fighting style. The ledge and lair are too small for anyone to hide or make a getaway (without plummeting hundreds of feet). Its fire-breathing weapon balloons out to fill most of the lair, ensuring everyone fighting is burned to a crisp. If no one is where they need to be for its breath weapon to be effective, Immryg-Umryss casts *controlled teleport to put them all in one place. Preferably just outside — at the edge of the lair. Immryg-Umryss is not above using its captive as a human shield. In fact, once a fight starts, it is unlikely any hostage will survive. During round three or four Immryg-Umryss summons bats and insects to itself with its Lair Action. When the great beast is below half its starting hit points, it uses its Wail of Sadness to plunge its enemy into maddening sorrow with it. Wealth If there is anything of value in Immryg-Umryss' home, it is not aware of it. Some scraps of raw gold and gold powder may exist somewhere, but Immryg-Umryss does not rest on a pile of gold coins. Any treasure comes in the form of leftover clothing, trinkets and perhaps a spell book from people who died in Immryg's care. *Controlled Teleport 6th-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (pieces of eggshell from 2 different creature types) Select up to five creatures of your choice you can see within range. Unwilling creatures must succeed on a Wisdom saving throw. On a failed save, you teleport each affected creature to an unoccupied space that you can see within 90 feet of you. The space must be a floor, or ground. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

35 Immryg-Umryss, the Snatcher jetpack7.com This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected] © 2019 Jetpack7

Immryg-Umryss, The Snatcher Huge dragon, neutral evil Armor Class 24 (natural armor) Hit Points 571 (42d12 + 294) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 25 (+7) 25 (+7) 15 (+2) 21 (+5) Saving Throws Dex +9, Con +14, Int +14, Wis +9, Cha +12 Skills Arcana +10, Intimidation +19, Perception +24, Stealth +3 Damage Immunities cold, fire, poison Condition Immunities charmed, exhaustion, frightened, posioned, stunned Senses darkvision 120 ft., passive Perception 34 Languages common, draconic, elven, dwarven Challenge 24 (62,000 XP) Innate Spellcasting. Immryg-Umryss' spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: acid splash (4d6), fire bolt (4d10), mage hand 4/day each: darkness , gust of wind, magic missile, scorching ray 3/day each: counterspell, lightning bolt, major image 2/day each: banishment, *controlled teleport (pg 34) 1/day each: fire storm, globe of invulnerability Legendary Resistance (3/Day). If Immryg-Umryss fails a saving throw, it can choose to succeed instead. Regeneration. Immryg-Umryss regains 20 hit points at the start of its turn if it has at least 1 hit point. Wail of Sandness (1/day). Immryg-Umryss releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of it that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 20 (6d6) psychic damage. LEGENDARY ACTIONS Immryg-Umryss can take 3 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. ImmrygUmryss regains spent legendary actions at the start of its turn. Detect. Immryg-Umryss makes a Wisdom (Perception) check. Stinger Attack. Immryg-Umryss makes a stinger attack. Wing Attack (Costs 2 Actions). Immryg-Umryss beats its wings. Each creature within 15 feet of Immryg-Umryss must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Immryg-Umryss can then fly up to half its flying speed. Memory Sting (Costs 2 Actions). Immryg-Umryss emits psychic energy in a 90 foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 28 (5d8 + 6) psychic damage and be stunned for 1 minute. Creatures that save take no damage. A creature can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success. If a creature fails the Memory Sting save two times, it suffers level 3 exhaustion until they take a long rest. ACTIONS Multiattack. Immryg-Umryss can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws — or one with its bite, one with a claw and one with a stinger. Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 14 (4d6) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Stinger. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) piercing damage. The target must make a DC 19 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much on a successful one. 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 throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Ilizinnii's Frightful Presence for the next 24 hours. IMMRYG-UMRYSS' LAIR Immryg-Umryss' lair is located at the top of a cliff edge and within an abandoned dwarf mine that was once connected to a vast cave system. Lair Actions On initiative count 20 (losing initiative ties), Immryg-Umryss takes a lair action to cause one of the following effects; Immryg-Umryss can't use the same effect two rounds in a row: • A Swarm of Bats, or a Swarm of Insects is summoned. They act immediately and on initiative count 20 in subsequent rounds, and obey Immryg-Umryss' commands. They remain until Immryg-Umryss uses this action again. If Immryg-Umryss dies, the Swarm become free-willed creatures. • 2d6 +2 Giant Spiders emerge from gaps in the cave walls. They act immediately and on initiative count 20 in subsequent rounds, and obey Immryg-Umryss' commands. They remain until Immryg-Umryss uses this action again. If Immryg-Umryss dies, the Giant Spiders become free-willed creatures. • The walls of the lair begin to reverberate, creating a harmonic tone. All creatures within 30 feet of the lair that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature becomes Charmed by Immryg-Umryss. On a success, a creature takes 10 (3d6) psychic damage. A creature can repeat the saving throw at the end of each of its turns, ending the Charmed condition on itself on a success. Regional Effects The region containing Immryg-Umryss' lair is warped by its magic, which creates one or more of the following effects: • High winds batter the cliff side making any climb to the lair treacherous. Large, or smaller creatures must make a DC 15 Dexterity save. If a creature fails a check, they fall. • Stinging insects are common, and aggressive towards PCs within 5 miles of the lair. • Creatures within one mile of the lair suffer Level 2 Exhaustion. If Immryg-Umryss dies, conditions of the area surrounding the lair return to normal over the course of 1d10 days. 34 Fire Breath (Recharge 5–6). Immryg-Umryss exhales fire in a 90-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore Residing in the deepest areas of the vast oceans is Jörmungand, The World Serpent. A dragon so large that he can encircle the entire world if he chooses. Legend has it that the serpent was cast out by the gods and into the bottomless abyss of the ocean. There, he grew to an unimaginable size and strength, only to emerge when he wants to show his power and strength. Jörmungand's head is easily 50 feet wide and his body equally as gargantuan. This dragon has no wings but instead has a body so vast that it can encircle the entire world. Jörmungand's body typically remains coiled and within a 10-mile radius of his head, depending on the depth of the water. He may also choose to Earth Glide, which affords him more room if need be. While stretched around the globe, Jörmungand can even grasp his own tail if he wishes to do so. He is an inconceivably enormous creature, deserving of his legendary status. Hoping for safe passage, sailors make a sacrifice to the Serpent by tossing precious metals and items of magic into the darkest depths of the ocean. One can only speculate the amount of treasure that may be at the bottom of these areas, leagues deep and far away from any would-be adventurers. There has never been a time where the tale of Jörmungand was not told, as offerings have been given to him for longer than recorded history. Some have returned from their sea travels with stories telling of Jörmungand. They describe a massive head breaching the water's surface to reveal vibrant colored scales, ranging from deep blues to piercing emerald green. As the ocean waters poured off of him, more of his face could be seen. His eyes are vibrant orange — as bright and fierce as the heart of the sun — and as large as a ship. Only those who have made an offering lived to tell these tales — many come back with fear in their eyes, forever changed, having barely survived the encounter. They are the ones the serpent allowed to live, and they help spread the word that Jörmungand is very real indeed. It is foretold that if Jörmungand grasps his tail and releases, it will bring the beginning of the end of the world, wiping it clean to begin anew. For now, this appears to only be a children's tale, but adventurers may not want to tempt fate and help bring about world-changing events by antagonizing Jörmungand. Better to give an offering to him instead. Hook The most common encounter of Jörmungand is when he is taking the form of a large black house cat. He sometimes finds adventurers interesting as they enter a village, or city. PCs may notice the cat following them using a DC 15 Wisdom (Insight) check. The PCs may be in town to investigate another matter and it might draw the attention of the cat form of Jörmungand. He will find it particularly interesting if the PCs purchase an ox to serve as bait when fishing the deep oceans, as the head of an ox generally is used to lure the massive world serpent to the surface. Another tall tale used by merchants? Perhaps. None-the-less, it shows Jörmungand they are seeking an audience with him. Jörmungand, the World Serpent Encounter Jörmungand loves games and has made it known to the town leaders that he can be used as a test of strength and virtue. The elders do not know of the cat's exact origin, but once every few years he will test an adventuring group that he deems worthy. The townsfolk adore the cat, as it is a boon for the businesses that serve the townsfolk attending the testing of strength event. The black form of Jörmungand will observe. If the PCs show that they are of sound mind and spirit, a spectacle is made in the center of town. It takes days to set the scene and spread the news that the game will be played once more. There, the cat willingly makes its way to the stage, the crowd parting to give it access. This is clearly a revered and old tradition within the town. The test is simple: One being attempts to lift the cat off the ground. However, it should be noted that no one has ever succeeded before. Every mighty hero who has tried has failed to lift the curious beast, which is disguised by powerful magic. Its immense weight is only overcome with a Strength of 25 or higher. If any of the PCs manage to lift only one paw, the crowd gasps and erupts into applause. The cat immediately runs away and hides. If followed, it communicates telepathically to the winner, congratulating them and informing them that they will be granted a wish. Once the wish is granted, the cat disappears, its eyes flashing bright orange. Tactics It is unlikely the PCs will ever face the dragon unless he is in cat form. During the test of strength — leading up to and after — the PCs true nature will become more apparent, and this determines how Jörmungand chooses to interact with them. If the PCs were genuine and kind to the cat over the days spent there, including the spectators and townsfolk — they are rewarded. However, if they are vicious, selfish, or unkind, leveraging their power for gain — the dragon (as a cat) lures them closer to the seaside, away from the town and reveals his true, frightful form. There, he immediately transforms, unfurling his massive body; his tail crashing straight into the water that stretches far off in the horizon, leaving only the head and upper body for PCs to attack from land. The only real hope of defeating Jörmungand is to attack his head and inflict over 300 hit points of damage in a single round. Jörmungand knows he will manifest again if he is ever defeated, so he fights enemies with an unrivaled intensity. He will devour any creature in his path without mercy. Wealth Jörmungand's wealth is at the bottom of the deepest oceans. Sailors may know of the specific locations, but the real challenge is traveling to the depths where it lies. If a PC manages to make it there by magical or other creative means, they will find an almost infinite number of coins, baubles, and family heirlooms. Disturbing the treasures at the bottom may attract the angry attention of Jörmungand miles below the surface. The real wealth is gained by how they treat the cat form of Jörmungand. He may choose to grant a wish, a useful magic item, or a boon, depending on how the PCs interacted during the celebration — even if they failed to lift him. 35 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Jörmungand, The World Serpent Titanic dragon (shapeshifter), neutral Armor Class 26 (natural armor) Hit Points head 369 (18d20 + 180), body 615 (30d20 + 300) Speed 40 ft., burrow 30 ft., swim 90 ft. STR DEX CON INT WIS CHA 30 (+10) 25 (+5) 30 (+10) 17 (+4) 16 (+3) 28 (+9) Saving Throws Dex +14, Con +19, Int +13, Wis +12, Cha +18 Skills Insight +10, Intimidation +22, Perception +24 Damage Resitances cold, fire Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, stunned Senses truesight 120 ft., passive Perception 34 Languages all, telepathy 120 ft. Challenge 30 (155,000 XP) Amphibious. Jörmungand can breathe air or water. Change Form. Jörmungand can change into the form of an abnormally large black house cat. If he speaks, it is done so telepathically. In cat form, he is immensely heavy and strong with a Strength of 30. Only a single PC with a Strength of 25 or higher can attempt to lift him enough to bring 1 paw from the ground. If a PC is able to achieve this test of Strength, they receive advantage on all rolls 1/Day for 1d4 rounds and also granted a single wish. Jörmungand does not change into dragon form unless he is within 100 feet of a large body of water. When this occurs, all creatures within 20 feet of the cat must make a DC 18 Dexterity saving throw, taking 30 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures who failed are also knocked prone. As Jörmungand's body forms, it targets the water and is seen unfurling into it as far as the horizon. Legendary Resistance (5/Day). If Jörmungand fails a saving throw, he can choose to succeed instead. Magic Resistance. Jörmungand has advantage on saving throws against spells and other magical effects. Magic Weapons. Jörmungand's weapon attacks are magical. Earth Glide. Jörmungand can burrow through nonmagical, unworked earth and stone. While doing so, Jörmungand does not disturb the material it moves through. Siege Monster. Jörmungand deals double damage to objects and structures. Reflective Body. If Jörmungand is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d4. On a 1 to 3, Jörmungand is unaffected. On a 4, Jörmungand is unaffected, and the effect is reflected back at the caster as though it originated from Jörmungand, turning the caster into the target. LEGENDARY ACTIONS Jörmungand can take 3 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. Jörmungand regains spent legendary actions at the start of his turn. Detect. Jörmungand makes a Wisdom (Perception) check. Bite. Jörmungand makes a Bite attack. Tail/Body Attack (Costs 2 Actions). Jörmungand makes a Tail/Body attack. Tail Bite (Costs 3 Actions). Jörmungand bites and releases the tip of his tail. His body is not wrapped around the world (causing it to end), but the effect is spectacular none-the-less. An anitmagic field (as per the spell) bursts out in a 100-foot radius sphere, lasting 1d4 rounds and requiring no concentration. Additionally, each creature within 100 ft. of the burst takes 8d8 thunder damage. ACTIONS Multiattack. Jörmungand can use his Frightful Presence. He then makes three attacks. In his draconic form, Jörmungand can use his claw, and then makes 2 attack with his bite. He does not attack in his cat form. 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, it must succeed on a DC 22 Constitution saving throw or take 22 (4d10) poison damage. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail/Body. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of Jörmungand's choice that is within 120 feet of her and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Jörmungand's Frightful Presence for the next 24 hours. Posion Breath (Recharge 3–6). Jörmungand exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 91 (26d6) posion damage on a failed save, or half as much damage on a successful one. Regeneration. Jörmungand's head regains all hit points at the start of his next turn. If Jörmungand takes more than 60 hit points of radiant damage, this trait doesn't function at the start of his next turn. Additionally, Jörmungand's body regains 30 hit points at the start of his next turn. If Jörmungand takes radiant damage on his body, this trait doesn't function at the start of his next turn. Jörmungand dies only if he starts his turn with 0 hit points and doesn't regenerate. Poison Body. Any melee attack on Jörmungand's body opens a gaping wound, spitting out poisonous gas in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one. Discorporation. When Jörmungand drops to 0 hit points, his body is destroyed, and he is unable to take physical form for a time. 37 © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Lore Those that have survived an audience with Kiennavalyriss report that she is an elegant and imposing dragon. The scintillating pattern of her opalescent scales is magnified by the intense illumination within the Alabaster Halls, and she bears a celestial heritage that shines brightly within her eyes. Her mother, The Shimmering Queen, is enshrined in many myths as the servant and romantic partner of a now-forgotten exarch of the God of Knowledge. When her mother was cruelly slain by a band of malfeasant ratcatchers, the duty of safeguarding the lore of the library fell to Kiennavalyriss. The divine blood that burns within Kiennavalyriss is slowly consuming her mortal form. Her hearing is now almost entirely gone, and the shine is starting to leave the scales along her sides. On the rare occasions that she allows anyone to speak with her, she holds her massive wings over the faded patches on her sides and pushes uncomfortably close to the faces of her audience as they talk. As these signs of her mortality have crept upon her, she has grown more zealous in her mission. She views the library now as her legacy and a potential tool that she is sorely tempted to use to prolong her dwindling lifespan. In the last several years she has worked to create a network of scholars and archaeologists that collect new pieces for her library. Few of these agents know the true nature of their patron, and she goes to great lengths to maintain her ruse. Hook Kiennavalyriss is both a potential ally and a possible antagonist. All manner of secret knowledge has been collected within her expansive library, but she jealously guards it. Much of it she believes too dangerous to be anywhere other than locked away in her archives. When convinced of a true need, the lore within her halls could be used to solve nearly any quandary facing the PCs. She has a dim view of adventurers, having crossed paths with many that unearthed forgotten tomes that were better off in her library. It is likely that the PCs first encounter her in such a situation, perhaps as they quest to recover a lost book containing the true name of a demon that has been relentless in harassing them. Or maybe she contacts the PCs to send them to recover a codex that recorded the dreams of a mad mage that had survived contact with elder god. Perhaps one of her agents discovers the significance of a book they are sent to recover. Suspecting the duplicity of the one that hired them, they ask the PCs for aid in unraveling the mystery of Kiennavalyriss's identity and intent. It might even be possible that the PCs find a tome of dread spellcraft that was stolen from her collection. When Kiennavalyriss discovers it in their possession, she assumes this implicates them in the theft of her property. Regardless of how the PCs first meet Kiennavalyriss, their interaction with her is most interesting when there is a tension between their search for information and her desire to keep the secrets of her library from being used by those with ill intent. In the best of circumstances, she will coldly refuse the inquiries of the PCs until they have proven their worth to her. At her worst, she will turn against them to recover secrets that she believes they should not have. Encounter Kiennavalyriss makes her home in an expansive library known only to a few. Referred to by those who know Kiennavalyriss, the Keeper of Secrets of its existence as the Alabaster Halls, this library is a labyrinthine complex. Every wall of its vast interior is filled with shelving that holds untold volumes of books, scrolls, and various other mediums upon which someone has written some precious knowledge. Designed to suit her unique needs, the rooms and corridors of this place are surprisingly narrow given that a dragon dwells within. These close quarters are intended to prevent outsiders from slipping past unnoticed and puts them face-to-face with Kiennavalyriss so that she might study their face, scrutinizing their hidden intent and reading the words that fall from their lips. The cramped quarters and full shelves also help dampen ambient sound within the library, giving it an unsettling silence most of the time. Kiennavalyriss prefers the lack of distracting noises and insists that groups of visitors speak clearly and without interrupting one another. During meetings like this, a small rodent-like creature that Kiennavalyriss refers to only as "The Scribe" is present — perched upon her shoulder with an inky quill gripped in its prehensile tail, furiously transcribing the conversation. Kiennavalyriss seldom ventures outside of her library, though she maintains a relationship with a few orders of priests and wizards from whom she sometimes acquires new books. Within her library, Kiennavalyriss is attuned to many warding spells that alert her to intruders and allow her to lock any door she wishes. She also can create areas of supernatural silence any time she desires. Tactics Kiennavalyriss knows that her partial deafness is her greatest liability. Within her lair, she has taken many precautions to reduce the impact of this impairment. The rooms and hallways in her library are small, cramped, and narrow to make it more difficult for adventurers and other would-be plunderers from sneaking past her. The entrance to the library, as well as her personal chambers, are warded with a silent alarm that alerts her to visitors and intruders alike. Finally, the library is brightly lit by shimmering motes of arcane energy. Though loathe to engage in a fight, she none-the-less is prepared to defend the potentially dangerous lore that exists within her library. With the knowledge at her disposal, she is a formidable spellcaster. She uses her lair actions to seal exits, separating her opponents from each other or forcing them into smaller spaces where she can catch more of them in the area of a single spell. She uses her remaining spells to thwart any attempts to plunge her surroundings into darkness and to dispel the magic of her enemies. If the potential threat posed by losing a small number of titles from her collection is not significant, or if she feels that she might easily recover them, Kiennavalyriss will flee if her foes begin to get the better of her. Her command of the doors within the library provides an easy and expedient escape. Only when the lore at stake is of grave import will she battle to her last breath. A Trove of Secrets Unlike many other dragons, Kiennavalyriss does not hoard wealth. Her treasured possessions are the countless books, scrolls, clay tablets, and other assorted writings that she has recovered and collected over her many decades. The secret histories of countless mortal races are written upon them. There are ancient spells, dead languages, and the true names of gods hidden upon the shelves of her vast library. This collection also includes written copies of every conversation that Kiennavalyriss has had with visitors to her library. 38 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Kiennavalyriss, The Keeper of Secrets Huge dragon (celestial), lawful neutral Armor Class 19 (natural armor) Hit Points 243 (18d12 + 126) Speed 40 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 15 (+2) 25 (+7) 25 (+7) 15 (+2) 21 (+5) Saving Throws Dex +9, Con +14, Int +14, Wis +9, Cha +12 Skills Arcana +10, Intimidation +19, Perception +24, Stealth +3 Damage Immunities cold, fire, poison Condition Immunities charmed, exhaustion, frightened, posioned, stunned Senses darkvision 120 ft., passive Perception 34 Languages common, draconic, elven, dwarven Challenge 24 (62,000 XP) Spellcasting. Kiennavalyriss is a 17th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +8 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): fire bolt, light, minor illusion, ray of frost 1st level (4 slots): chromatic orb, color spray, magic missile, sleep 2nd level (3 slots): phantasmal force, ray of enfeeblement, scorching ray, shatter 3rd level (3 slots): counterspell, fireball, haste, vampiric touch 4th level (3 slots): banishment, black tentacles, hallucinatory terrain 5th level (2 slots): cloudkill, geas, wall of force 6th level (1 slot): chain lightning, sunbeam 7th level (1 slot): reverse gravity 8th level (1 slot): sunburst 9th level (1 slot): time stop Legendary Resistance (3/day). If Kiennavalyriss fails a saving throw, she can choose to succeed instead. Silent Spells. Within an area of magical silence that Kiennavalyriss has created, she can ignore the verbal requirements of any spell she casts. LEGENDARY ACTIONS Kiennavalyriss can take 3 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. She regains spent legendary actions at the start of her turn. Detect Thoughts. Kiennavalyriss casts detect thoughts without expending a spell slot. Tail. Kiennavalyriss makes a tail attack. 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 costs 1 legendary action per level of the spell. Wing Attack (Costs 2 Actions). Kiennavalyriss beats her wings. Each creature within 15 feet of her must succeed on a DC 21 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. She can then fly up to half her flying speed. ACTIONS Multiattack. Kiennavalyriss 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. Hit: 19 (2d10 + 8) piercing damage Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of Kiennavalyriss's choice that is within 120 feet of her and aware of her must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to her Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). Kiennavalyriss uses one of the following breath weapons. Blinding Light. Kiennavalyriss exhales a flash of light in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 58 (13d8) radiant KIENNAVALYRISS' LAIR The exact whereabouts of the Alabaster Halls is not widely known. It is rumored that the library is actually a demiplane of sorts — one whose entrance meanders through the cosmos. Perhaps only the library itself contains an honest accounting of its origins, but Kiennavalyriss has not allowed anyone to peruse her shelves in search of such answers. Lair Actions On initiative count 20 (losing initiative ties), Kiennavalyriss takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: • Kiennavalyriss stifles the sound in an area as if she had cast silence. The area is quiet until initiative count 20 on the next round. Kiennavalyriss chooses one door she can see within 100 feet of her in the lair. If the door is shut, it immediately opens even if it had been locked or magically sealed. If the door is open, it slams shut and is sealed as if she had cast arcane lock. A door closed this way remains locked for 1 hour. • Kiennavalyriss dispels any one area of magical darkness within 100 feet of her. This only dispels darkness that was created by a spell of 5th level or lower. Regional Effects The region surrounding Kiennavalyriss's lair is subtly altered by her magic, creating one or more of the following effects: • Books within 6 miles of the lair are difficult to open. Their pages stick together, their covers sometimes feel impossibly heavy, and occasional gusts of wind slam them shut. Keeping a book open requires a successful Strength or Dexterity ability check against a DC of 10. • The area within 6 miles of the lair is unnaturally quiet. The DC of any ability check made to listen to or hear anything is increased by 5. • Divination spells cast within 1 mile of the lair either fail outright, or redirect to the nearest book, pamphlet, or parchment containing some form of written communication. If Kiennavalyriss dies, conditions of the area surrounding the lair return to normal after 1d10 days. damage and is blinded until the end of their next turn on a failed save, or half as much damage without being blinded on a successful one. Fire Breath. Kiennavalyriss exhales a fiery blast in a 60-foot cone. Each creature in that area must succeed on a DC 18 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. 40 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

41 Lore Some dragons bring good fortune and blessings. Some dragons only drink from the sea, linking the world to heaven. Hundreds of stories of Eastern dragons fill history books and mythological tales where golden and fortunate dragons bless humanity with their presence, providing a gateway to heaven. But Mazu's Rainbow Dragon is much more. Choosing never to ascend, Kundal has remained among mortals for millennia, serving the great goddess Mazu, and guiding those who seek her wisdom. Kundal is the ultimate symbol of wisdom and balance within one's self. Those who serve or worship the great dragon show their dedication through a spindle-shaped dragon tattooed upon their spine. The process is painful but reveals one's commitment to the great serpent. Kundal lives in an unfathomable cycle that defies our understanding of time. He does not move through the ages the way humans would. This process, unfortunately, cannot be explained to mortals. These cycles must be experienced. The rainbow dragon's task, therefore, is to find one human, every cycle, to grant enlightenment to. This mortal learns everything Kundal can teach through symbols and visions beyond the linear limitations of living kind. 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 sleeps. These cycles do not follow any predictable pattern, however. The rainbow dragon is sometimes found with Mazu. She rides Kundal as a mount, and some stories indicate it was Kundal who brought her the wisdom she rules with. Kundal is the master of all primordial forces: movement, stasis, and the beat of time. He is the source of nearly all alchemical and thaumaturgical theory, bridging the gap between this world and all of the places magic comes from. Hook An elder has been selected by Kundal to be the next enlightened one, but the PCs must escort her to the top of a tall mountain. She cannot make the journey alone. Technically, only Kundal can carry the elder into the next realm, anyway. So both the journey to Kundal and the journey to the enlightened realms are fraught with peril. Kundal, The Rainbow Dragon Encounter Conditions Kundal lives at the gateway between the mortal world and heaven. He is sometimes encountered in ethereal spirit space, or in the real world, or in the places between. Depending on WHERE Kundal is located, dictates the conditions of the encounter. The further removed from the mortal realm, the more powerful Kundal becomes. Encounter Kundal lives atop a mountain spire above the clouds. Those who seek his wisdom must travel hundreds — if not thousands — of miles to find the great dragon. The journey to reach him should not be easy. But it is not a traditional series of violent encounters. Instead of spirit guardians and mystical warriors guarding gates, the barriers along the way are metaphysical. Those unworthy to pass simply do not. Each "test" reflects another part of a person's soul and whether they merit a visitation with Kundal. Those found worthy — not an easy task — become immortal, passing from this realm into the next and leaving everything behind. Tactics Kundal is not a dragon the PCs would ever fight. His power is to calm and subdue those who would threaten him, with his mind-awakening gifts. Those who would attack the great rainbow dragon do so at the peril of their own souls. 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 turning the PCs to ash. Wealth Kundal's treasures are usually spiritual in nature. The blessings of Kundal may vary, but they are usually wisdom bonuses for the PCs. Boons that will make a character more enlightened, or give a new perspective on the world. Or he may gift magical powers no one has never seen before. If Kundal's treasure is ever physical in nature, it is hidden inside a box, within another box, with numerous locks, keys, puzzle combinations, and dead ends to find the true treasure at the heart of it all. Each box is unique, as is each treasure. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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43 Kundal, The Rainbow Dragon Gargantuan Ancient Polychromatic dragon, Lawful Good Armor Class 22 (natural armor) Hit Points 546 (28d20 + 252) Speed 40 ft.(human form), fly 80 ft., swim 50 ft. STR DEX CON INT WIS CHA 30 (+10) 14 (+2) 28 (+9) 20 (+5) 16 (+3) 28 (+9) Saving Throws Dex +9, Con +16, Wis +10, Cha +16 Skills Insight +10, Perception +10, Persuasion +16 Damage Resitances fire, lightning, cold Damage Immunities acid, bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20 Languages common, draconic, celestial Challenge 24 (62,000 XP) Discorporation. When the Rainbow Dragon drops to 0 hit points or dies, his body is destroyed, and he is unable to take physical form for a time. Amphibious. The Rainbow Dragon can breathe both air and water. Legendary resistance (3/day). If the Rainbow Dragon fails a saving throw, he can choose to succeed instead. Magic Weapons. All attacks by the Rainbow Dragon are considered magical. Limited Magic Immunity. As a reaction, the Rainbow Dragon may choose to be immune to any spell of level 3 or below. The Rainbow Dragon has advantage on saving throws against all other spells and magical effects. LEGENDARY ACTIONS The Rainbow Dragon can take 3 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Rainbow Dragon regains spent legendary actions at the start of its turn. Detect. The Rainbow Dragon makes a Wisdom (Perception) check. Tail. Kundal makes a tail attack. Move. The Rainbow Dragon can make a move action without provoking an attack of opportunity. Charm Attack (Costs 2 Actions). The Rainbow Dragon uses magical eye rays on a single target it can see within 120 feet. The targeted creature must succeed on a DC 18 Wisdom saving throw or be charmed by the Rainbow Dragon for 1 hour, or until the Rainbow Dragon harms the creature. ACTIONS Multiattack. The Rainbow Dragon can use his Frightful Presence. It then makes three attacks: one with his bite and two with his claws. If his breath weapon is available, he may attack with it as well. Frightful Presence. Each creature of the Rainbow Dragon's choice that is within 120 ft, and aware of him, must succeed on a DC 24 Wisdom 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 effect on a success. If a creature's saving throw is successful, or the effect ends, the creature is immune the Rainbow Dragon's frightful presence for the next 24 hours. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Breath Weapons (recharge on 5-6). The Rainbow Dragon uses one of the following breath weapons: Acid Breath. The Rainbow Dragon exhales acid in a 60 ft line 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 damage on a successful one. Fire Breath. Kundal exhales fire in a 90 ft cone. Each creature in the area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one. Lightning Breath. Kundal exhales lightning in a 120 ft line that is 10 ft wide. Each creature in the line must make a DC 24 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Repulsion Breath. The Rainbow Dragon exhales repulsion energy in a 30 ft cone. Each creature in that area must succeed on a DC 24 Strength saving throw. On a failed save, the creature is pushed 30 ft away from the dragon. Sleep Breath. Kundal exhales sleep gas in a 90 ft cone. Each creature in that area must succeed on a DC 24 saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Slowing Breath. The Rainbow Dragon exhales a gas in a 60 ft cone. Each creature in the area must succeed on a DC 24 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of itsDexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one. © 2019 Jetpack7 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

44 Lore Humans always find a way to upend the truth. Before humanity, powerful, ancient, immortal beasts roamed the world. But with humans came gods. And with gods came the desire to push these ancient beasts underground. The roles of history are filled with tales of these creatures, forced underground by "better thinking" gods. No story of this behavior is better known than Kur's. Centuries ago, Kur lived inside a dark and terrible void, but once humanity and the gods emerged, Kur was cast out. At this same time, out of spite or desperation, the great dragon kidnapped the goddess Ishtar. There are many variations on Kur's story from here, but the truth is Kur would not free the goddess until she returned his immortality to him — a trait lost when humankind gave immortality to the gods. Ishtar agreed to Kur's price, but once she made him immortal, she cast him back into the void. Kur expected duplicity, knowing full-well what the goddess would do. In preparation, Kur left a tiny piece of his flesh behind. This flesh would never decay, and it ensured Kur could once again return to the land of mortals, using his own body as an anchor to the mortal realm. This flesh, though powerful in its own right, has remained hidden. Numerous cults serving the dragon, wizards seeking to possess the great beast (or worse), and heroes clad in the conquest again all evil have sought Kur's flesh. But none have succeeded. A small fragment of the dragon's immortal body remains hidden somewhere in the world, maybe buried deep beneath its mantle. Should the flesh ever be found, it alone is powerful enough to undo creation, let alone summoning Kur back from the void. While the true story of Kur has been lost to time, numerous churches and cults have emerged to venerate the great dragon, who is "like unto them a god." Hook Kur waits for someone to find a piece of his undying flesh. Kur is a world-ending level adversary. If the gamemaster truly intends to sunder the world with his presence, it is best to sprinkle details about Kur throughout the campaign. Ancient lore appears from time to time, hinting at a great power from beyond time and reason. Perhaps the PCs find stumble upon an ancient language no one understands. Or they fight a cult, only to learn after they were devoted to the worship of some great beast no one else has heard of. Then, heroes might even learn of a cabal of wizards trying to find a piece of a great dragon's flesh that never withers. Such a rumor would certainly worry brave adventurers hell-bent on saving the world. Since Kur lies inside the great void for someone to find a piece of his undying flesh, he remains trapped until something changes. If the PCs inadvertently awaken him, the battle is surely theirs to lose. Kur, The Dragon of the Void Once summoned, Kur wants to exact vengeance on the goddess who trapped him. If the PCs get in his way, he'll slaughter them along his path of destruction. If not, he can exact his vengeance in hundreds of ways before climbing down into the underworld, or wherever Ishtar resides. Encounter Encountering Kur is based on how and where the PCs find him. If they are foolish enough to travel into the void to search for him, the encounter is swift and brutal. Kur is an immortal with unlimited power. Even the god of death cannot destroy him, hence why he is trapped inside a void. Death is 1d4 rounds away. If Kur is summoned into the world, he is surely difficult to overcome, though not impossible. Especially if it takes Kur some time to wake or transform into his full self. Kur's power only manifests stronger under the earth, however, as he was once synonymous with it. The longer he remains on this plane, the stronger he becomes. Note: The information presented here is the Kur found on earth. Kur inside the void is beyond measure. Even if this Kur is defeated it is not permanent, as nothing could ever completely destroy him. The most practical encounter is for the PCs to fight Kur's Avatar, instead of the true dragon. Perhaps this plane is where Kur must travel through in order to reach Hell. This plane, essentially, acts as a buffer between realms. It is Kur's way of reaching Hell and therefore a necessary step of destruction he must take. Tactics Kur is a beast of rage and magic. He cannot be reasoned with. There is no logical path to destruction here. Whatever does the most damage, that's what he does. Kur is a dragon's dragon. Whatever fight the PCs think they are in for, switch it up and deliver something they'd never expect. Make sure to include lots of pain. Wealth Kur possesses powers beyond imagination. The treasure he is found with is based on so many factors, it is impossible to calculate what the PCs find. Perhaps he has nothing at all, as he would in the void. On the other hand, his avatar would possess a horde, like any dragon. Most assuredly, he possesses the power of the void in some form or another. A magical void egg would certainly cancel wizard spells (and the like), or amplify their power to impossible degrees. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Kur, The Dragon of the Void Gargantuan Ancient Black Dragon (wyrm), Chaotic Evil Armor Class 27 (natural armor) Hit Points 735 (42d20 + 294) Speed 60 ft., fly 120 ft., swim 50 ft. STR DEX CON INT WIS CHA 30 (+10) 24 (+7) 25 (+7) 24 (+7) 23 (+6) 27 (+8) Saving Throws Con +16, Dex +16, Wis +15 Skills Perception +15, Stealth +16 Damage Resitances necrotic Damage Immunities acid, bludgeoning, piercing, and slashing damage from nonmagical weapons Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft., darkvision 120 ft., passive Perception 25 Languages common, draconic, celestial Challenge 30 (155,000 XP) Discorporation. When Kur drops to 0 hit points or dies, his body is destroyed, and he is unable to take physical form for a time. Amphibious. Kur can breathe both air and water. Innate Spellcasting (6/day). Kur may cast fire storm. Spell save DC 24). Spell attack modifier +15. Legendary Resistance (6/day). If Kur fails a saving throw, he can choose to succeed instead. Magic Weapons. All attacks by Kur are considered magical. Regeneration. Kur regains 2d10+20 hit points at the start of his turn. Limited Magic Immunity. As a reaction, Kur may choose to be immune to any spell of level 4 or below. Kur has advantage on saving throws against all other spells and magical effects. LEGENDARY ACTIONS Kur can take 4 Legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kur regains spent legendary actions at the start of his turn. Detect. Kur makes a Wisdom (Perception) check. Tail Attack. Kur makes a tail attack. Bite. Kur makes a bite attack. 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. Wing Attack (Costs 2 actions). Kur beats his wings. Each creature within 20 ft of Kur must succeed on a DC 24 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. Kur can then fly up to half his flying speed. Channel the Void (Costs 2 actions). Kur magically unleashes void energy. A pulsating wave of cold energy washes over everything within range. Creatures within 60 ft of Kur, including those behind any type of barrier and around corners, cannot regain any hit points until the end of Kur's next turn. ACTIONS Multiattack. Kur can use his frightful presence. He then makes three attacks: one with its bite and two with his claws. Bite. Melee Weapon Attack: +19 to hit, reach 15 ft, one target. Hit: 21 (2d10 + 10) piercing damage + 9 (2d8) acid damage. Claw. Melee Weapon Attack: +19 to hit, reach 10 ft, one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft, one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of Kur's choice that is within 120 ft, and aware of him, must succeed on a DC 24 Wisdom 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 effect on a success. If a creature's saving throw is successful, or the effect ends, the creature is immune Kur's frightful presence for the next 24 hours. Acid Breath (recharge on 3-6). Kur exhales acid in a 120 ft line that is 20 feet wide. Each creature in that line must make a DC 24 Dexterity saving throw taking 88 (16d10) acid damage on a failed save or half as much damage on a successful one. 46 Ishtar, the goddess of life and death, is locked in perpetual battle with the dragon Kur — also known as the First Dragon. Kur lives in the empty, astral space between the land of the living and the land of the dead. In fact, all of Ishtar's contemporaries fight Kur, but none of them can defeat him. Their war represents the eternal struggle between life and the unknowable void. This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

Encounter With part of his body petrified, Naghi does not travel often. Encounters with him will occur by happenstance in the Astral Plane or in a remote monastery in Limbo, or they will happen at his discretion within his lair. Traveling in the Astral Plane via the astral projection spell, Naghi is not limited by his affliction and makes for a fearsome foe. Confronted elsewhere, he is usually aware of the impending conflict and can make preparations. Naghi's private sanctum is within the hollow of a massive volcanic geode at the bottom of a deep cavern. Through the use of the project image spell, he can keep tabs on his lair and portions of the surrounding environs. It is through this spell that he most often meets with those that desire an audience with him. Tactics Naghi's primary defense is to never let his enemies know where to find him. His spells allow him to wander the tunnels of his cavern as an illusion and to contact his agents while they sleep. Almost no one has ever seen him. Most of those that have had the misfortune of stumbling into his inmost sanctum have perished under the full ferocity of his intellect. His psionic might is impressive, and he uses it to disorient his enemies and turn them against each other. This psychic power is so strong that he can manifest it corporally, creating a mental projection of his psyche. This psychic entity is a valuable tactical ally for Naghi during combat. He controls this duplicate utterly, and the pair are viciously coordinated during a fight. The projection is as agile as any dragon and Naghi uses it to attack enemies that are resistant to his ability to occlude their minds. Valuable Spies Naghi collects informants the way other dragons gather gold and jewels. None of these individuals are present within his lair — they are connected to him through one another and through Naghi's ability to visit them in their dreams. They have the practical effect of connecting him to a world that he cannot wander on his own and serve as a means of warning him of intruders. It is unknown what other purposes he has bent them to in the past and what actions he would consider having them undertake in the future. 47 Lore Centuries ago, Naghi was wounded in a fight with a temperamental basilisk. Though he was able to kill the beast, his injury festered and what little magic he knew was not enough to staunch the petrification that began to slowly radiate outward from his wound. Eventually, his back left leg went numb and then still. As his mobility began to suffer, Naghi took to more contemplative studies. In his meditations and explorations, he began to work past his limitations as he mastered the power of his mind. Though he could not stop the progression of the infection that was slowly turning him to stone, he was able to learn to project his spirit into the Astral Plane. He discovered that as he wandered this plane, time stood still for his body — and his ailment. In this way he has preserved his life for several centuries, spending increasingly greater lengths of time wandering the Astral Plane to delay his encroaching petrification. To protect his corporeal form, Naghi relies upon a network of informants he has recruited. Most are unaware of his affliction. He meets with them through illusion and remains in contact through their dreams. Should the need arise, he can erase their memories to continue to keep his secrets safe. Hook Naghi is driven to act mostly out of paranoia. As his affliction has spread, he has lost the use of his back legs, and the rigid muscles in his back prevent him from using his now-withered wings. He will go to any length to make sure that none learn of his lair, using magic to remove the memories of those that have stumbled upon it. When this tactic is not enough, he will bend them to his will or break their minds. It is likely through one of these informants, or through mere happenstance, that the PCs will first encounter this reclusive dragon. Or perhaps the PCs encounters many individuals in a single borough with no recollection of the time they spent exploring the local caverns. Or maybe Naghi reaches out to recruit the PCs into his network of spies and informants, ultimately giving them a choice to permit him to erase their memories of his sanctum or face his wrath. Or it might happen that Naghi is witnessed in the distance during a brief trip to the Astral Plane. Regardless of how they first encounter Naghi, he does everything within his power to avoid confronting them. He might offer information or attempt to coerce them into serving him. It is also possible that he is the object of a quest to help a PC or their ally to rid themselves of a painful memory. Encounter Conditions The Caves of Contemplation. Naghi, the Stone Dragon This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]

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Naghi, The Stone Dragon Huge dragon, neutral Armor Class 24 (natural armor) Hit Points 589 (38d12 + 342) Speed 20 ft (special, see immobile). STR DEX CON INT WIS CHA 26 (+8) 10 (+0) 28 (+9) 30 (+10) 18 (+4) 18 (+4) Saving Throws Dex +7, Con +16, Int +17, Cha +11 Skills Perception +11 Damage Resistances psychic, bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities charmed, petrified Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages common, draconic, telepathy 120 ft. Challenge 24 (62,000 XP) Immobile. Naghi's lower limbs are petrified, leaving him unable to move. As an action, he can drag himself up to his speed. He has disadvantage on Dexterity saving throws, but cannot be moved or knocked prone. Innate Spellcasting (Psionics). Naghi's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components: At will: astral projection (only while within his lair), detect thoughts, project image, telekinesis 1/day each: dream, hypnotic pattern, reverse gravity, telepathic bond 3/day: dominate person, phantasmal killer, wall of force Legendary Resistance (3/day). If Naghi fails a saving throw, he can choose to succeed instead. LEGENDARY ACTIONS Naghi can take 3 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. Naghi regains spent legendary actions at the start of his turn. Detect. Naghi makes a Wisdom (Perception) check. Focus. Naghi dismisses his psychic projection and recharges his rend thoughts ability. Coordinated Assault (2 Actions). Naghi makes a bite or claw attack. His psychic projection can then move up to its speed and make a bite, claw, or tail attack. Psychic Backlash. Naghi lashes out with the power of his mind. One creature within 15 feet of him must succeed on a DC 20 Intelligence saving throw or take 17 (2d6 + 10) psychic damage. This damage increases to 24 (4d6 + 10) if the target has attacked Naghi during this round. ACTIONS Multiattack. Naghi can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws. Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage, plus 13 (3d8) force damage. Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Frightful Presence (Recharge 5–6). Each creature of Naghi's choice that is within 120 feet of him and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the 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 ends for it, the creature is immune to Naghi's Frightful Presence for the next 24 hours. Breath Weapons (Recharge 5–6). Naghi exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one. Rend Thoughts (Recharge 5-6). Naghi magically tears into the mind of a creature using psychic energy. One creature of his choice within 120 feet that he can see must make a DC 20 Intelligence saving throw or take 54 (8d10 + 10) psychic damage and become dazed. A creature that is dazed by this ability can either move or use an action, but not both. While dazed, a creature cannot use bonus actions or reactions, and has disadvantage on Dexterity saving throws. At the end of each of its turns, a dazed creature can repeat its Intelligence save, ending the effect of this ability on a successful save. NAGHI'S LAIR Naghi's cavern is deep below ground, part of a network of old magma tunnels from a long-dormant volcano. Strange crystalline deposits litter the caverns. Naghi wanders the lair only as an illusion — his true form sequestered within his lair. Lair Actions On initiative count 20 (losing initiative ties), Naghi takes a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: • Each creature in the lair must make a DC 15 Charisma saving throw or become unable to knowingly tell a lie, as if under the effects of the zone of truth spell. • One creature Naghi can see must make a DC 15 Intelligence saving throw or become stunned. While stunned the creature stands mouth agape, drooling. A creature has disadvantage on this saving throw if it has taken psychic damage during this round. • One creature Naghi can see must make a DC 15 Wisdom saving throw or succumb to a cacophony of psychic figments that cloud its mind, causing it to behave erratically as if under the effects of the confusion spell. Regional Effects The region containing Naghi's lair is warped by his powerful psychic presence, which creates one or more of the following effects: • In the hour just before dawn and right after sunset, creatures within 6 miles of the lair can hear constant, soft whispers when standing within 10 feet of another creature. These sounds are caused by the thoughts of living creatures being amplified by Naghi's psychic presence. The contents of thoughts heard in this way are unintelligible. • Rocks within 6 miles of the lair, from pebbles to boulders, become geodes. Areas of exposed rock begin to grow clusters of turquoise-colored crystal. Geode and crystal alike carry a slight static charge that causes hair to stand on end when touched. • Within 1 mile of the lair, mundane beasts sometimes spontaneously develop sentience as though affected by the spell awaken. If Naghi dies, conditions of the area surrounding the lair return to normal after 1d10 days. Psychic Projection. Naghi manifests a duplicate from psionic energy. This psychic projection has the stats of an adult silver dragon but does not have a breath weapon or the legendary resistance trait. It shares Naghi's resistances and immunities. When created, the psychic projection rolls initiative and takes actions on its own turn. The projection is dismissed when it reaches 0 hit points, or if Naghi is unconscious or reduced to 0 hit points. 49 This PDF is licensed to LUIS FILIPE REIS. Email address: [emailprotected]


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