The Draconomicon For 5e
The Draconomicon For 5e
“Do not come between the dragon and his wrath.”
~ William Shakespeare
Introduction
raconomicons were supplements for various
editions throughout Dungeons and Dragons
D
history. They introduced a wealth of new
dragon types, and many of their pages
expanded upon dragon lore and history. In
these books you could find dozens of
adventure seeds, magic items, and lairs for
your dragons to reside in. And of course, the many new
monsters to throw at your players. If you find yourself
wanting more dragons in your campaign, or if you just
enjoy reading about them, I strongly recommend you
look for these books online or, if you can find them, in
stores. Much of the lore and encounter ideas are still
usable for 5th edition, with others just needing a tweak
here and there.
This PDF is inspired by these Draconomicons, and is
a natural companion to the newly released Fizban’s
Treasury of Dragons. Here you will find information on
10 new dragon species, 3 chromatic dragons and 7
metallic dragons. Each species is complete with stat
blocks for all stages of life and relevant lore and lair
information. Additionally, the final pages include new
character options that take advantage of these new
dragons, such as expanded dragonborn ancestry
options and new totem dragons for my own Dragon
Shaman class, also available through the Dungeon
Masters Guild.
Adamantine Dragon
Very little is known of the adamantine dragon on the
surface world. These cave or “Underdark” dragons rule
over their territories like kings, surrounding themselves
with comforting rock and multiple subjects. Though
thought to be brutish and short-tempered, these dragons
are far smarter than one would think on first meeting.
Adamantine dragons do not have horns like most
dragons. Instead, a row of spines runs down the length
of their body from skull to tail, which ends in two wide,
shovel-like flanges. Their snouts are sleeker than most
dragons’, resembling a snapping turtle, and they have
been known to give off an oily metallic smell like a well-
maintained suit of armor.
An adamantine dragon’s body is covered in extremely
tough, blade-like scales, which rustle like feathers when
the dragon is excited or irritated. These scales are a
dark metallic hue, so dark that underground residents
who have never seen a swamp-favoring black dragon
may refer to adamantine dragons by that name.
Imperious Rulers. An adamantine dragon rules with
an “adamantine fist” in its territory. Though it demands
obedience and unquestioning respect at all times, an
adamantine dragon is also staunch in its protection of
its land, and takes its duty as “ruler” very seriously. So
long as they are loyal, a dragon overlord will protect its
subjects fiercely.
Intruders in an adamantine dragon’s territory soon
find themselves under attack unless they can speak
quickly and respectfully. This usually means brokering
an alliance with the dragon or entering into its service.
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The adamantine dragon’s breath weapon is a loud Regional Effects
roar, like a sonic boom. This wave of thunderous energy The region containing a legendary adamantine dragon’s
is powerful enough to shatter buildings. A dragon can lair is warped by the dragon’s magic, which creates one
also alter its roar to deafen enemies instead, leaving or more of the following effects.
affected individuals so shaken that most can do little
more than try and flee. It uses these breath weapons to Intelligent creatures living within 6 miles of the
daze and confuse its enemies, making it easier to focus dragon’s lair swear fealty to it, and are hostile
on one target at a time. against anyone who wishes it harm.
Weapons, armor, and other metal items within 6
An Adamantine Dragon’s Lair miles of the dragon’s lair are supernaturally
Adamantine dragons favor dark caves and twisting protected from getting dirty or rusting, and always
underground caverns secure within walls of heavy rock. seem well oiled and cared for.
They are not burrowers themselves, though their spade- Veins of adamantine grow richly within 1 mile of the
like tails can be used for moving earth and collapsing dragon’s lair. The adamantine can be mined like
tunnels if needed. The Underdark is their preferred normal adamantine, but such work is bound to alert
home, but if an underground kingdom is not available a the dragon or its allies to the intruders.
dragon will settle caves in rocky mountain ranges If the dragon dies, the adamantine veins disappear
instead. They prefer to patrol their territory on foot, to within 1d10 days, though any adamantine mined before
better become familiar with the region, but will take to then remains. Any metal items in the area immediately
the air if needed to navigate obstacles. lose their magical protection from corrosion. Any
Wherever they lair, an adamantine dragon ensures intelligent creatures in the region are no longer bound
there are subjects within its territory, and will make its to the dragon’s service, but if the dragon treated them
presence known as soon as it has decided to become a well may still remain hostile to the individuals who
permanent resident. Formerly free communities who slayed their former ruler.
swear fealty to the dragon become members of its
fiefdom, while any who refuse to bend the knee are
swiftly killed.
Many adamantine dragons demand tribute from their
subjects. Naturally this can take the form of coinage, but
adamantine dragons prefer any treasure which reminds
them of their home territory. A kingdom which includes
rich silver veins, for example, would spark an interest in
silver treasures over other valuable metals or gems.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a
row:
Part of the ceiling collapses in a 20-foot radius
centered on a point on the ground that the dragon
can see within 120 feet of it. That area becomes
difficult terrain, and each creature there must make
a DC 15 Dexterity saving throw. On a failure, the
creature takes 17 (5d6) bludgeoning damage and is
knocked prone. On a successful save, the creature
takes half as much damage and is not knocked
prone.
Each creature that suffered thunder damage from
one of the dragon’s abilities in the preceding turn
must succeed on a DC 15 Constitution saving throw
or the creature’s head begins to ring with painful
resonance. An affected creature takes 2d6 thunder
damage at the start of each of its turns or until the
dragon uses this lair action again. An affected
creature can repeat the saving throw at the end of its
turn, ending this effect on a success.
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Cobalt Dragon
The cobalt dragon is a complicated type of dragon,
simultaneously grim and sullen, yet capable of fierce
possessiveness. They desire beyond everything else to
control whatever they deem important, be that material
wealth, territory, or lesser beings. Little matters more to
a cobalt dragon than its station in life, and it will defend
that position to the death.
The diamond-shaped scales of a cobalt dragon are a
rich, dark blue. They are stocky, with wide feet and a
row of sharpened spikes that flow down their back to a
round-tipped tail. Their skulls are short and cylindrical,
with two sharp horns that either point back along the
skull or curve forward like a ram’s.
Obsessed with Control. Cobalt dragons care only for
their position within the hierarchy of the world,
believing that to be subservient to another is the
ultimate sign of weakness and failure. To this end, they
go to great lengths to accrue more power and build up
signs of their superior status. Wealth and territory are
valuable to cobalt dragons as status symbols, but what
truly helps a cobalt feel superior is having creatures to
subjugate. Logically, the more powerful a minion, the
more power their dragon master must have.
A cobalt dragon fiercely resists anything which may
threaten its control over its lands or people, and it clings
to power with great tenacity. They tend to be distrustful
for this reason, brooding over their grim territories.
Travelers rarely make their way through a cobalt
dragon’s land without a show of force; very few dragons
miss the opportunity to display their might.
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Survival of the Fittest. A cobalt dragon’s desire for
status is a reflection of its desire for strength, and
controlling creatures and territory is how the species
measures power. A cobalt dragon cannot stand to be
under the whims of another, especially other dragons.
New arrivals to a cobalt dragon’s land are universally
met with a show of physical intimidation, tests of will,
and a display of force. For good-aligned cobalts, this is
done to determine the worthiness of a potential new
subject, with those failing to live up to expectations
made to give proper tribute before allowing them to go
their own way. For more evil ones, anyone too weak to
stand up for themselves is killed without mercy. Anyone
who can stand their ground will earn the dragon’s
respect, even if begrudgingly, but even good cobalts will
not suffer a potential threat to their rule.
Cobalt dragons are not typically strong fliers, and so
usually fight from the ground with reckless abandon.
Unlike adamantine dragons, which protect their wards
fiercely, most cobalt dragons will not come to the aid of
their followers in combat, believing they must fight and
survive with their own strength. A follower who is
proven to be weak in battle is unworthy, and rarely
worth concern.
Gloomy Lands. Cobalt dragons as a rule hate hot
weather, preferring to live in colder climates. Their
favored biomes tend to be gloomy and dark, such as
snowy forests, deep tundras, or icebound mountains. A
few cobalt dragons find their way to the Shadowfell or
live in areas where the border between that realm is
thin, naturally finding the Shadowfell’s lack of light and
heat to be perfect for them. As a result, this leads to
many individuals becoming shadow dragons.
Due to these preferences, cobalts often come into
conflict with white dragons in the tundra and other
varieties of shadow dragons in the Shadowfell. Silver
dragons also often draw their ire, as cobalts resent their
superior strength.
Keepers of Arms. As befitting a species that so highly
values strength, cobalt dragon hoards are always rich in
decorated arms and armor. They value superior
workmanship and practicality, but arms bearing blue
and white gems are particularly favored. Weapons and
armor taken from powerful historical figures or long-
dead challengers are always displayed in a position of
honor, momentos implicit to the dragon’s martial
superiority.
Because of their desire to display their strength,
cobalts prefer to hunt larger game like moose and elk.
Very large predators, like bears and dire bears, are a
favored meal, as they tend to put up a strong fight; as a
result, many cobalt dragons have scars from such hunts.
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Gray Dragon
Gray dragons go by many names; fang dragons for their
ferocity and wicked maws, stone dragons for their
petrifying abilities, and spike dragons for the sharp
spikes with cover their bodies. Whatever they are called,
gray dragons are united by their distinctive lack of hue
and twin-bladed tails.
Their many fangs can be extremely long, and in many
individuals prevent them from being able to properly
close their mouths. Beneath this sea of teeth are sharp
horns jutting out from the lower jaw, which allows the
dragon to easily smash petrified victims. The scales that
cover a gray dragon can vary from limestone white to a
much darker granite gray. The ventral scales tend to be
paler than the rest of the body, allowing it to remain
hidden as its underbelly blends in with the clouds.
Savage Hunters. Gray dragons delight in the hunt.
The very act of stalking prey is perhaps more enjoyable
to them than the actual rewards, and it is this love
which defines their kind. It is not uncommon for local
humanoids with powerful interests to successfully
employ a gray dragon for a scouting or hunting mission;
the very service itself is payment enough for the dragon,
who would consider the work to be little more than a
hobby.
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Iron Dragon
An exception among the normally kind and altruistic
metallic dragons, iron dragons are famously violent and
ill-tempered. Generally evil and brutish, even the most
benevolent of their kind are best described as a
dangerous kind of hungry.
They have coarse, dark gray scales like heavy iron,
without the shining gleam found on silver or steel
dragons. As an iron dragon ages, it develops dark brown
streaks like rust along its joints and wings. The amount
of rust on a one’s body can be considered a matter of
pride for some iron dragons, who view it as proof of
success and experience. Three horns sweep back
behind the dragon’s pointed skull, and a row of sharp
spikes run down the spine to a simple pointed tail.
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Mercury Dragon
Enigmatic almost to a fault, mercury dragons are
entities of nearly pure chaos. Novelty is as important to
a mercury dragon as air; they crave new experiences
and the chaos of life. Depriving one of such variety is
liable to be dangerous, for the dragon as much as for
those around it.
A mercury dragon has small silver-white scales that
are set closely to each other. In movement, the shimmer
they create makes the dragon seem to flow like liquid. A mercury dragon will go far out of its way to sate
Their frames are sleek and serpentine, lacking the bulk this desire for novelty, even entering into arrangements
often associated with other dragon species. of convenience with other creatures. More than any
Perfectly Mad. Mercury dragons are best described as
a “little bit crazy,” but if you were to ask one about this it other dragon, one is likely to find a mercury employed
would assure you that there is a method to their as a bodyguard, champion, messenger, assassin, or
madness. Mercury dragons dread routine. They live for whatever other role that could be necessary. These
variety, whether that be in food to hunt, treasures to dragons will happily serve as long as they receive the
collect, or experiences to… experience. variety they crave, even if their superior is one of ill-
repute or who has dastardly intentions.
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Chaotic Personalities. Befitting their reputation as
being mad, mercury dragons tend to have flitting
personalities, acting differently depending on how life
has been going lately.
A dragon who feels like it is stuck in a rut, with little
recent fun or new experiences, tends to be more
aggressive. Intruders or adversaries are often attacked
immediately when in this state, and then toyed with a bit
until they are on their last legs. At this point, the dragon
will threateningly demand a reason not to finish the foe
off. This may seem like typical draconic arrogance, but
is actually a legitimate question from the dragon’s
perspective; a mercury would be loathe to discover that
someone it killed might have offered it more fun if the
target were left alive.
Meanwhile, if a mercury dragon finds itself in the rare
position of feeling as though its life has been plenty full
of variety lately, it usually prefers to talk rather than
fight. Even when directly challenged or facing foes
clearly intent on killing it, a mercury dragon spends
most of the battle being elusive and asking questions so
that it may understand what the stakes are. Only when
it becomes clear that an opponent wouldn’t offer much
interest when alive does it turn the tables and press the
attack.
Territories of Change. Mercury dragons who live
alone tend to prefer volcanic mountain ranges, often in
tropical climates; the potential threat of an active
volcano provides a natural source of chaos and danger
perfect to the dragon’s way of life. This naturally brings
them into conflict with red dragons, who despise
mercury dragons for being particularly annoying. For
the mercury however, conflict with a red dragon could
be a fun experience (provided the red isn’t noticeably
more powerful).
The dream for all mercury dragons, however, is to
find their way to the plane of the Elemental Chaos,
where the ever-changing landscape provides the perfect
challenge for constructing an exciting lair.
Novelty Treasures. A mercury dragon’s hoard is a
wondrous thing, if only because there is rarely any
theme to be had. Coin is always valuable, but the rest of
the hoard is a hodgepodge of jewelry, weapons, art, and
artifacts; anything valuable from anywhere the dragon
can acquire it.
The desire to have a varied hoard means that mercury
dragons are very easy to barter with. Mercuries are
more than willing to part with a treasure if the other
party can offer something new, especially if the mercury
has never seen it before. This is doubly easy if the
mercury is trading a duplicate item, or it is one that the
dragon has had in its possession for an extremely long
time. It is not uncommon for these trades to technically
result in a loss for the dragon in terms of pure value.
But if the new item is novel enough, the dragon cares
little. Conversely, convincing a mercury dragon to part
with a notably unique item is almost impossible, even if
its use might be of world-affecting importance.
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A Mercury Dragon’s Lair
Most mercury dragons try to find another creature to
work for rather than living alone, and these dragons
demand a section of its superior’s fortress or territory to
call its own. This helps protect the dragon, as
attempting to attack its lair usually means attacking the
dragon’s superior as well. This also means that mercury
lairs are rarely similar; some may be the large wing of a
castle, some a series of tunnels in an extensive cave
system.
As an additional layer of protection, a mercury’s lair is
always filled with nonlethal traps and guardians. These
are designed to capture or frighten off any potential
intruder rather than kill it. In this way, the mercury
dragon can toy with the potential thief, and have every
opportunity to determine if this creature might also
often some fun if alive.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon
takes a lair action to cause one of the following effects;
the dragon can’t use the same effect two rounds in a
row:
Poisonous fog fills a 20-foot radius sphere centered
on a point the dragon can see within 120 feet of it.
The fog spreads around corners, and its area is
heavily obscured. A creature that starts its turn in the
fog or enters the fog for the first time on a turn must
succeed on a DC 10 Constitution saving throw or
gain vulnerability to poison damage until the start of
its next turn. A wind of at least 20 miles per hour
disperses the fog. The fog otherwise lasts until the
dragon uses this lair action again, dismisses it as an
action, or until the dragon dies.
A hole opens beneath a Large or smaller creature
the dragon can see within 120 feet of it. The hole is a
15-foot-tall cylinder with a 5-foot radius centered on
the creature. The creature must make a DC 15
Dexterity saving throw. On a failed save, the creature
falls into the hole and takes 1d6 bludgeoning
damage from falling. On a success the creature
moves to an unoccupied space of their choosing
adjacent to the hole.
Regional Effects
The region containing a legendary mercury dragon’s lair Pit falls, snares, and other nonlethal traps laid by the
is warped by the dragon’s magic, which creates one or dragon can be found within 1 mile of the lair. A
more of the following effects: creature can spot one of these traps by succeeding
Within 1 mile of its lair, the dragon leaves no on a DC 12 Wisdom (Perception) check. A creature
physical evidence of its passage unless it wishes to. that triggers a trap must succeed on a DC 15
Tracking it there is impossible except by magical Dexterity saving throw in order to avoid it.
means. If the dragon dies, the vapor dissipates within 1d10
A haze of poisonous mercury vapor lightly obscures days. Any untriggered traps remain until they are
the land within 6 miles of the lair. Creatures that dismantled or triggered naturally.
enter the haze must succeed on a DC 10
Constitution saving throw or be poisoned until they
take a long rest away from the vapors.
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Orium Dragon
Known by some as the orichalcum dragon, these
dragons are named after a crimson-hued metal used in
ancient times. This is quite appropriate; the oriums are
obsessed with learning secrets lost to time, and spend
their days searching forgotten jungle temples to gather
hoards of that which holds the most value; knowledge.
Orium dragons are somewhat feline in appearance,
with paw-like feet and lithe bodies. Their tails are long
and prehensile, which they use both to reconstruct
ancient structures and as weapons in battle. They take
great pride in their scales, which gleam red like no other
metal when polished, and hate when they are tarnished.
Some older dragons even inlay jade into their scales like
tattoos, as the green-blue mineral contrasts beautifully
with their natural hue.
Obsessed Historians. Orium dragons are captivated
by the ruins of the past. To them, there is nothing more
worthwhile than pouring over ancient mysteries,
discovering knowledge that has been lost to time and
structures regained by the wilderness.
An orium dragon makes it their life’s work to rebuild
their home ruin, working with its servants (or slaves, for
the more evil-aligned) to rebuild the majesty of the past.
These reconstruction efforts do not need to be accurate,
strictly speaking. So long as they evoke the same sense
of grand architecture, the dragon will consider it a
successful endeavor.
Inquisitive Chroniclers. Orium dragons are
surprisingly beings of few words; they rarely gloat or
bluster, nor do they tend to approach an encounter with
another being violently. Strangers are asked simple but
important questions, such as “Who are you” or “Why
have you come here?” These questions are designed to
help the dragon categorize the intruder; either the
stranger is a potential servant or ally, a thief that must
be punished, or little more than food.
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Only when the dragon has determined what kind of Living Breath Weapon. Orium dragons have a very
creature it is dealing with will it act. Thieves and food unique breath weapon among dragonkind. The acidic
are dealt with swiftly and violently, while future servants spray of an orium dragon manifests as a corrosive
are treated to a display of power to quell any potential aerosol that fills the air with a caustic green mist. This
resistance. If an orium dragon speaks at all during mist persists after use, then collapses in on itself to
battle, it is to comment on its opponents’ inexperience create a snake-like elemental serpent of magic vapor.
and youth, and the lack of understanding they have for While a threat in its own right, destroying a vaporous
the centuries of ancient power that surrounds them. serpent can be as dangerous for the dragon’s
Questions, and the answers to them, are what drive adversaries as allowing it to persist; orium dragons are
every orium dragon. Few can resist a good mystery or unable to use their breath weapon while actively
promises of forgotten lore. An orium dragon can be a controlling a serpent, but regains this ability once the
great ally to a group of adventurers, if they are able to old serpent is destroyed. Even this may not be a
convince the dragon that working together on a guarantee, however; some very ancient dragons have
common goal would be more beneficial then allowing developed the ability to create and control multiple
the dragon to have its way (whatever that may be). serpents at one time, or keep the same serpent active
for hours or even days for use as a scout.
Ancient Antiquarians. Orium dragons follow one
simple rule when it comes to gathering treasure; the
older an item is, the better. They love jewelry, especially
that of long lost civilizations, with jade being particularly
loved as it contrasts beautifully with their crimson
scales. The ruins where most orium dragons make their
homes are also considered a type of treasure, one that
an orium dragon will defend aggressively if they are
threatened with damage or destruction.
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Explorers of the Deep. Even more than Lair Actions
manipulations, purple dragons love to explore. The On initiative count 20 (losing initiative ties), the dragon
surface world is but a small expanse compared to the takes a lair action to cause one of the following effects;
great volumes of tunnels and caverns deep below the dragon can’t use the same effect two rounds in a
ground, which may hold never-before-seen vaults filled row:
with untold treasures and discoveries.
The greatest find for a purple dragon is any place The dragon makes a Claw attack against a single
never before trod by sentient beings, or tombs and caves creature. On a hit the creature suffers the attack’s
locked away for millenia. Such prizes are so valuable normal effects, and then must make a DC 19
that a purple dragon may bargain with humanoids who Constitution saving throw. A creature that fails the
arrive with more information pertaining to such save is thrown 30 feet in a direction of the dragon’s
locations. The information would have to be very good, choosing, passing through creatures and objects in
however, to convince the dragon not to simply dominate its way. Until the end of its next turn the creature can
the individuals and send them down on its own terms. move through other creatures and objects as if they
Sunless Stalkers. Purple dragons have developed a were difficult terrain. A creature takes 11 (2d10)
particular sensitivity to sunlight, so much so that direct force damage if it ends this forced movement or its
contact with it burns their scales and flesh. For this turn inside an object. If a creature is inside an object
reason, purple dragons almost never venture onto the when this effect ends it is pushed to the nearest
surface. As if to tie them even more closely to a ghost- unoccupied space closest to where it first entered.
like existence, older dragons are capable of phasing The dragon targets a single creature within 10 feet
their bodies partially into the Ethereal Plane. This that is under the effects of its psychotropic breath.
allows them to pass through solid rock, a useful skill The creature must succeed on a DC 19 Wisdom
while exploring or returning to a lair that otherwise saving throw or be dominated by the dragon, ending
does not have an entrance. the psychotropic effect. This domination is otherwise
Though most purple dragons live in or around the identical to the dominate person spell, and ends
Underdark, a few have been known to venture into the early if the dragon uses this lair action again or dies.
sunless realm of the Shadowfell. There they sometimes Magical darkness spreads from a point the dragon
treaty with intelligent undead such as wraiths, and find chooses within 60 feet of it, filling a 20-foot-radius
permanant solace from the heat of the sun. sphere until the dragon dismisses it as an action,
Preference for Seafood. Purple dragons lay their eggs uses this lair action again, or dies. The effect is
in hidden caches near undergaround lakes or deep otherwise identical to the darkness spell.
ocean grottos far from the light. They prefer a diet of
seafood, favoring blind cave fish, crabs, or clams. When Regional Effects
Though purple dragons are often missing from their
the urge to consume more intelligent prey comes over lairs, their permanant homes can still have a negative
them, purple dragons will hunt kuo-toas and effect on others around them. The region containing a
occassionally aboleths. legendary purple dragon’s permanent lair is warped by
When faced with outsiders, a purple dragon will wait the dragon’s magic, which creates one or more of the
as long as possible before pouncing, taking time to spy following effects:
on its prey and get a sense of any potential weaknesses
or abilities. When the decision is made to attack, the Drow are drawn to the lair to worship the dragon
dragon surprises its prey from the darkness, hitting it and help protect it.
with its breath weapon to make domination more easy. Shadows envelop the areas within 6 miles of the lair,
choking nonmagical sources of light; bright light
A Purple Dragon’s Lair from mundane sources is considered dim light, and
Purple dragons spend all of their time venturing ever dim light from mundane sources is considered
increasing distances from their lairs, exploring deeper darkness.
each time. A purple dragon’s permenant lair is a A creature that attempts to take a long rest within 6
honeycomb of rocky hollows connected by narrow, miles of the lair must succeed on a DC 10 Wisdom
winding tunnels, with dozens of offshoots and saving throw at the end of the rest, or else fail to
emergency exits for the dragon to take advantage of. receive the benefits of the rest as they are plagued by
Many tunnels lead to traps or dead ends, obstacles only nightmares.
the dragon can bypass with its phasing. If the dragon dies, the choking darkness subsides and
While busy exploring, purple dragons will rest in the drow abandon the lair, both within 1d10 days.
temporary shelters such as small caves or caverns. Creatures attempting to sleep in the area must now
Ancient scrolls and lost writings are a favored treasure succeed on a DC 5 Wisdom saving throw in order to
for purple dragons, and many older dragons skilled in benefit from a long rest. This effect ends once the
the use of magic go to great lengths to find arcane dragon’s final resting place is purified, such as through
scrolls that allow them to teleport instantaneously back a hallow spell.
to their lair whenever their adventures are complete.
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