D&D 3.5 - Forgotten Realms - Dragons of Faerun
D&D 3.5 - Forgotten Realms - Dragons of Faerun
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Monster Compendium: DRAGONS OF FAERUN
Version 1.0
Created by:
A guy who loves the Realms and wondered why
mercury dragons were left out of Monsters of Faerun.
Notes: Most of the information here is either taken from new Wizards of the Coast material, or modified from
TSR media, of which, Wizards of the Coast now owns the rights. Dungeons & Dragons,
Dragon, D&D, Forgotten Realms, and the Wizards of the Coast logo are registered
trademarks owned by Wizards of the Coast.
I have included the new dragons from Monsters of Faerun and 3ee versions of the dragons from the
Draconomicon. I did my best to translate the 2ee dragons correlating them to similar statistics. So, if you find
something you don’t agree with…then just change it!
This document is to be used with Wizards of the Coast products, and is not intended to replace them or cause
people to stop purchasing their products. The author of this product has purchased all of the core D&D and
Forgotten Realms products, and highly recommends them to all players.
Upsideyahead Upsideyahead
DN:
cn=Upsideyahead,
c=US
Signature Date: 2002.01.13
Not Verified 15:44:52 -05'00'
Monster Compendium: DRAGONS OF FAERUN
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Monster Compendium: DRAGONS OF FAERUN
below the desert sand, typically at least 1,000 feet sandstorm. Character in the swirling sands are blinded
down. They are the hated enemies of blue dragons (see and must make a Balance check (DC 15) during each
Monster Manual), who compete with them for territory round they move more than 5 feet or fall prone.
and treasure. Summon Huge Air Elemental (Sp): Once per day,
and old brown dragon can cast summon nature’s ally
COMBAT VII to summon one Huge air elemental, 1d3 Large air
Brown dragons bury themselves in deep trenches in the elementals, or 1d4+1 air elementals of smaller size.
sand and lie in wait for prey, erupting from the sand in Summon Greater Air Elemental (Sp): Once per day,
a flurry to grab their victims. an ancient brown dragon can cast summon nature’s ally
Breath Weapon (Su): The brown dragon’s breath VIII to summon one greater air elemental, 1d3 Huge air
weapon is a line of acid. It does not use this attack elementals, or 1d4+1 air elementals of smaller size.
against mounted foes, since it knows that horses are Other Spell-Like Abilities: 1/day – create water,
good eating. disintegrate.
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Monster Compendium: DRAGONS OF FAERUN
COPPER DRAGONS OF THE R EALMS old 31-32 HD (Huge); ancient 34-35 HD (Huge);
For complete game information on Copper Dragons, wyrm 37-38 HD (Gargantuan); great wyrm 40+ HD
refer to Monster Manual page 72. (Gargantuan)
KNOWN COPPER DRAGONS Deep dragons are little known on the surface world.
Dragonjaw Mountains: There are at least two They are the hunters of the Underdark, stalking their
copper dragons in this area of Thesk that engage in an prey with cunning and patience.
annual joke contest with local gnomes. Deep dragons are an iridescent maroon when they
Serpent Hills: Copper dragons battle with red hatch, darkening to deep, rich purple and almost black
dragons for the choicest ridgelines in the Western in the dragon’s older centuries. Their natural forms are
Heartlands, if they aren’t slender and serpentine, with
already occupied by silver sinuous necks and limbs and
dragons. narrow wings. They are
accomplished shapechangers,
DEEP DRAGON however, gaining the ability
Dragon (Earth) to assume different forms as
Climate/Terrain: Underground they age – first a legless
Organization: Wyrmling, very winged snake form, then a
young, young, juvenile, and humanoid form. In these
young adult: solitary or shapes, they make their way
clutch (2-5); adult, mature through narrow tunnels or
adult, old, very old, ancient, move about among the other
wyrm, or great wyrm: races of the Underdark.
solitary, pair, or family (1-2 The “drakes of the depths”
and 2-5 offspring) can eat almost anything, but
Challenge Ratings: Wyrmling they seem to prefer seafood:
2; very young 4; young 6; clams, fish, kuo-toa, and
juvenile 8; young adult 11; aboleth.
adult 14; mature adult 16; old
18; very old 19; ancient 21; COMBAT
wyrm 22; great wyrm 24 Deep dragons love to stalk their prey through the
Treasure: Double standard lightless caverns of the Underdark. They are wary in
Alignment: Always chaotic evil battle, but find combat nearly irresistible. They avoid
Advancement: Wyrmling 7-8 HD (Tiny); very young obvious traps and ambushes, but delight in the hunt,
10-11 HD (Small); young 13-14 HD (Medium-size); pouncing on creatures without warning, and using their
juvenile 16-17 HD (Medium-size); young adult 19- spells to bury opponents under rock falls.
20 HD (Large); adult 22-23 HD (Large); mature Breath Weapon (Su): A deep dragon’s breath
adult 25-26 HD (Huge); old 28-29 HD (Huge); very weapon is a cone of flesh-corrosive gas.
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Monster Compendium: DRAGONS OF FAERUN
True Seeing (Su): Deep dragons have a permanent 14 HD (Medium-size); juvenile 16-17 HD (Medium-
form of true seeing (as the spell). size); young adult 19-20 HD (Large); adult 22-23 HD
Snake Form (Su): A deep dragon can assume it’s (Large); mature adult 25-26 HD (Huge); old 28-29
serpentine (legless) form three times per day at very HD (Huge); very old 31-32 HD (Huge); ancient 34-
young age and four times per day at juvenile age. This 35 HD (Huge); wyrm 37-38 HD (Gargantuan); great
form is the same size as the dragon, but able to move wyrm 40+ HD (Gargantuan)
through smaller tunnels because it has no legs. The
dragon’s AC worsens by –6 in this form. It moves at Dracohydras are hideous, multi-headed winged
30 feet, flies at 10 feet (poor), and swims at 30 feet. It monsters that combine the worst features of dragons
loses all claw attacks in this form, but can constrict and hydras.
opponents, dealing damage depending on it’s size as Dracohydra scales are most often a muddy brown
follows: Small 1d8, Medium-size 2d6, Large 2d8, Huge color, fading to a lighter brown, almost cream on their
3d6, Gargantuan 3d8, Colossal 5d6. bellies. Young tend to have darker and duller scales,
If the dragon hits with this attack, it can make a free for better camouflage. All known dracohydra have had
grapple check (without provoking an attack of red eyes, which seem to go from bright scarlet when
opportunity). If it wins this check, it grabs and young to a darker color similar to dried blood when
constricts its victim, automatically dealing the above older. Dracohydras have been reported with anywhere
damage every round until the opponent breaks free or between two to five heads: 2-25%, 3-50%, 4-15%, 5-
dies. 10%.
Humanoid Form (Su): A deep dragon can Dracohydras are found in inaccessible mountain
polymorph self into a humanoid form three times per areas far from civilization. They prefer snow-covered
day at young age, four times at juvenile age. It can alter peaks and mountains around which storms play often.
the size, shape, hue, and features of its bipedal form to Dracohydras prefer fresh meat, but can, and will, eat
resemble a human, elf (surface or drow), half-elf, almost anything to satisfy their continually voracious
dwarf, duergar, or any similar creature of Medium-size. hunger.
If the dragon wears armor to improve its AC in this The main enemies of dracohydras are storm giants,
form, the armor is destroyed when the dragon changes stone giants, and red dragons – who consider the flesh
shape again. of the creature’s young to be a delicacy.
Other Spell-Like Abilities: At will – detect magic, Dracohydras do not speak common, only draconic.
freedom of movement; 3/day – transmute rock to mud;
2/day – passwall, stone shape.
IN THE REALMS
Deep dragons are most often encountered in
the upper and middle Underdark (to a depth
of perhaps seven miles), particularly near
drow cities. They often work with drow,
serving as guardians in exchange for regular
food (captives, slaves, and condemned
criminals). They are fierce rivals and
enemies of cloakers and mind flayers.
DRACOHYDRA
Dragon (Acid)
Climate/Terrain: Temperate and cold
mountains.
Organization: Wyrmling, very young,
young, juvenile, and young adult: solitary
or clutch (2-5); adult, mature adult, old,
very old, ancient, wyrm, or great wyrm:
solitary, pair, or family (1-2 and 1-2
offspring)
Challenge Ratings: Wyrmling 2; very young
3; young 4; juvenile 6; young adult 8; adult
9; mature adult 11; old 13; very old 15;
ancient 17; wyrm 18; great wyrm 20
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: Wyrmling 7-8 HD (Tiny);
very young 10-11 HD (Small); young 13-
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Monster Compendium: DRAGONS OF FAERUN
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FANG DRAGONS BY AGE Attack Fort Ref Will Ability Drain Fear
Age Size Hit Dice (hp) AC Bonus Save Save Save (Bite) (DC) DC SR
Wyrmling T 3d12+3 (22) 14 (+2 size, +2 natural) +5 +4 +3 +4 1d2 (10) - -
Very Young S 6d12+6 (45) 16 (+1 size, +5 natural) +8 +6 +5 +6 1d3 (12) - -
Young M 9d12+18 (76) 18 (+8 natural) +11 +8 +6 +8 1d4 (14) - -
Juvenile L 12d12+36 (114) 20 (-1 size, +11 natural) +15 +11 +8 +10 1d4 (16) - 16
Young Adult L 15d12+45 (142) 23 (-1 size, +14 natural) +19 +12 +9 +12 1d6 (18) 18 18
Adult L 18d12+72 (189) 26 (-1 size, +17 natural) +23 +15 +11 +14 1d6 (20) 20 20
Mature Adult H 21d12+84 (220) 28 (-2 size, +20 natural) +27 +16 +12 +16 1d8 (22) 22 22
Old H 24d12+120 (276) 31 (-2 size, +23 natural) +31 +19 +14 +18 1d8 (24) 24 25
Very Old G 27d12+135 (310) 32 (-4 size, +26 natural) +33 +20 +15 +20 2d4 (26) 26 27
Ancient G 30d12+180 (375) 35 (-4 size, +29 natural) +37 +23 +17 +22 2d4 (28) 28 28
Wyrm G 33d12+198 (412) 38 (-4 size, +32 natural) +41 +24 +18 +24 2d6 (30) 30 29
Great Wyrm G 36d12+252 (486) 41 (-4 size, +35 natural) +45 +27 +20 +26 2d6 (33) 33 31
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Constitution points drained and the saving throw DC are conversation with Aurus as “like trying to chat with a
given on the accompanying table. volcano that you aren’t quite sure is dormant.”
Increased Damage (Ex): Because of their sharp claws, His resplendence Lareth: Lareth, the Great Wyrm, is
teeth, and scales, fang dragons deal damage as if they were recognized by the others of his race as the most powerful
one size larger. This ability does not enable the dragon to gold dragon on Toril. Despite the title “King of Justice”,
use attack forms normally not allowed to a dragon of its Lareth only rarely must truly rule or dispense justice.
size. Thus, a very young (Small) fang dragon deals 1d8 Lareth is a quiet, calm soul, considering whatever is said to
points of bite damage and 1d6 points of claw damage (as if him – no matter how ridiculous it may seem on the
it were Medium-size), but cannot make wing attacks. surface. Lareth almost always retains his true form. Only
Trip (Ex): A fang dragon that hits with a claw or tail on the rare occasions when he wanders the world does he
attack can attempt to trip the opponent as a free action (see don the guise of another creature – usually a venerable elf
Chapter 8 of the Player’s Handbook). If the attempt fails, mage.
the opponent cannot react to trip the dragon. Nexus: This Great Wyrm has dedicated himself almost
Sound Imitation (Ex): A fang dragon can mimic any exclusively to the study of magic. The power of Nexus
voice or sound it has heard, anytime it likes. Listeners has been described as “almost godlike”, being able to cast
must succeed at a Will save (DC equal to that of the an array of wizard and clerical spells in addition to the
dragon’s frightful presence) to detect the ruse. normal sorcerer allotment. Nexus is a font of magical
Other Spell-Like Abilities: At will – detect magic, wisdom, and, for a price, he will identify any magical item
read magic; 2/day – shield, telekinesis; 1/day – dispel brought to him, cast any spell, or teach individual spells to
magic, spell turn-ing, globe of invulner-ability. aspiring wizards that he deems worthy. His prices are very
high however, usually involving magical items of power.
IN THE REALMS Tamarand: Tamarand is a Great Wyrm in the service of
Fang dragons originally appeared in the Realms in the His Resplendence Lareth, King of Justice, and the most
ruins of Myth Drannor, causing some sages to speculate likely successor. Tamarand is a wise creature, and weighs
that they are somehow connected to the demons that have decisions carefully, but tends to decide and act much
infested the ancient elven city since its fall. They are quicker than Lareth. Tamarand’s lair is a huge cave
commonly found in Starwoods regions of Cormanthor, and complex beneath the highest peaks near Bloodstone Pass.
occasionally in the Border Forest, the Spiderhaunt Woods,
and other forests in the region of the Dalelands, Sembia, GREEN DRAGONS OF
OF THE REALMS
and the Moonsea. For complete game information on Green Dragons, refer to
Monster Manual page 66.
GOLD DRAGONS OF THE REALMS
For complete game information on Gold Dragons, refer to KNOWN G REEN DRAGONS
Monster Manual page 74. Forest of Wyrms: The great redwoods and thick pines
of this wood in the Western Heartlands shelter a multitude
KNOWN G OLD DRAGONS of green dragons who think of themselves, rightfully so, as
Aurus (Neutral alignment): Aurus, as he calls himself, masters of the forest.
is a rogue gold dragon. Before he’d reached the age of Verdant Cloud: This green wyrm lives 80 miles due
500, he’d become cynical about the activities of his elders west of Myth Drannor, and is worshipped by the
and contemporaries. His kin predictably proscribed him, population of Trenahess, a nearby village of humans on the
but he couldn’t have cared less. Aurus has spent some east bank of the River Ashaba. The villagers offer up
time in virtually every part of the Realms, from the visitors and valuables to “Little Verthie” who defends
Moonshae Isles to the lands of distant Kara-Tur. Aurus is them from monsters and other communities.
definitely a loner, preferring the company of humans and
demihumans, especially those who share his “worldly” MERCURY DRAGON
views. Aurus has settled down in Arabel, and started a Dragon (Fire [Light])
trading post in which he’s a silent partner. Aurus’ Climate/Terrain: Temperate to tropical mountains
appearance varies, but he usually chooses the guise of a Organization: Wyrmling, very young, young, juvenile,
tall, slim man with a bald head, aqualine nose, and piercing and young adult: solitary or clutch (2-5); adult, mature
eyes. Acquaintances have been quoted as equating a
MERCURY DRAGONS BY AGE Attack Fort Ref Will Breath Fear
Age Size Hit Dice (hp) AC Bonus Save Save Save Weapon (DC) DC SR
Wyrmling T 3d12 (19) 16 (+1 Dex, +2 size, +3 natural) +4 +4 +5 +4 2d8 (14) - -
Very Young S 6d12+6 (45) 18 (+1 Dex, +1 size, +6 natural) +7 +7 +7 +6 4d8 (17) - -
Young S 9d12+9 (67) 21 (+1 Dex, +1 size, +9 natural) +9 +8 +8 +8 6d8 (18) - -
Juvenile M 12d12+24 (102) 23 (+1 Dex, +12 natural) +13 +11 +10 +10 8d8 (21) - 20
Young Adult M 15d12+30 (127) 26 (+1 Dex, +15 natural) +17 +12 +11 +12 10d8 (23) 20 22
Adult M 18d12+54 (171) 29 (+1 Dex, +18 natural) +20 +15 +13 +14 12d8 (26) 22 24
Mature Adult L 21d12+63 (199) 31 (+1 Dex, -1 size, +21 natural) +24 +16 +14 +16 14d8 (27) 24 26
Old L 24d12+96 (252) 34 (+1 Dex, -1 size, +24 natural) +28 +19 +16 +18 16d8 (30) 26 28
Very Old L 27d12+108 (218) 37 (+1 Dex, -1 size, +27 natural) +30 +20 +17 +20 18d8 (31) 28 29
Ancient H 30d12+150 (345) 39 (+1 Dex, -2 size, +30 natural) +34 +23 +19 +22 20d8 (34) 30 30
Wyrm H 33d12+165 (379) 42 (+1 Dex, -2 size, +33 natural) +39 +24 +20 +24 22d8 (36) 32 31
Great Wyrm H 36d12+216 (450) 46 (+1 Dex, -2 size, +36 natural) +43 +25 +22 +26 24d8 (39) 35 32
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available light into a beam of dazzling brightness. They whereabouts of surface dwellers in the northern Sword
can aim this beam at one enemy per round – at the expense Coast region than any other being alive. Klauth is a
of not being able to use their wing attack that round if vicious predator, instantly attacking any dragon that enters
applicable – and the enemy must make a Reflex save (DC his territory, and actively seeking out and eating eggs and
is same as breath weapon) or be blinded for 1d4+1 rounds. hatchlings, with the exception of red dragon eggs, which
When not using this as an attack, the dragon can use this as he uses in a secret procedure to increase his own size.
a spotlight. Word is spreading of his lair: Klauthen vale, in the
Light Resistance (Ex): A mercury dragon gains a +3 on mountains east of Raven Rock.
all saves versus light and light effects, such as the spells Lux (Chaotic neutral, with good tendencies): Lux was
sunbeam and sunburst. always a small dragon, given more to the world of ideas
Other Spell-Like Abilities: 3/day – mirror image; than his contemporaries. This mature adult dragon has
2/day – polymorph self, telekinesis; 1/day – project image. decided that all sentient life deserves a fair shake, and
prefers to be an observer to the struggle between good and
IN THE REALMS evil, rather than a participant.
Mercury dragons have reportedly been seen in many Serpent Hills: Red dragons battle with copper dragons
different locations in the realms, although sages attribute for the choicest ridgelines in the Western Heartlands, if
most of these to silver dragon sightings from a great they aren’t already occupied by silver dragons.
distance. There are no well-known mercury dragon lairs.
SHADOW DRAGON
RED DRAGONS OF THE REALMS Dragon (Shadow)
For complete game information on Red Dragons, refer to Climate/Terrain: Underground
Monster Manual page 67. Organization: Wyrmling, very young, young, juvenile,
and young adult: solitary or clutch (2-5); adult, mature
KNOWN R ED DRAGONS adult, old, very old, ancient, wyrm, or great wyrm:
Flashburn: This ancient red dragon lives in the High solitary, pair, or family (1-2 and 2-5 offspring)
Moor region, and has used her surprisingly charismatic Challenge Ratings: Wyrmling 2; very young 3; young 5;
personality (cha 30) to build up a cult of orcs that worship juvenile 7; young adult 10; adult 12; mature adult 15;
her as a goddess. She is exceptionally persuasive (Bluff old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
+40), normally soft-spoken, and has a knack for hearing Treasure: Double standard
people’s desires in what they say (Sense Motive +25). Alignment: Always chaotic evil
This is all a façade however, and underneath she is selfish, Advancement: Wyrmling 5-6 HD (Tiny); very young 8-9
vicious, greedy, and everything else a proper red dragon HD (Small); young 11-12 HD (Small); juvenile 14-15
should be. HD (Medium-size); young adult 17-18 HD (Medium-
Guyanothaz: This red dragon is known to inhabit the size); adult 20-21 HD (Large); mature adult 23-24 HD
Smoking Mountains, but hasn’t been seen for centuries. (Large); old 26-27 HD (Huge); very old 29-30 HD
Klauth: Known as the “Dragon of the North”, this (Huge); ancient 32-33 HD (Huge); wyrm 35-36 HD
great wyrm spends his waking time scrying Faerun with (Gargantuan); great wyrm 38+ HD (Gargantuan)
spells, and probably knows more about the deeds and
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Shadow dragons are sly and devious creatures with ties to and creatures gain a +4 bonus on their Hide checks within
the Plane of Shadow. the shadows, and can hide even if directly observed.
Shadow dragons have translucent scales and dark Shadow dragons and other creatures with ties to the Plane
bodies, giving them an indistinct appearance – from a of Shadow gain total concealment within the shadows
distance, they seem to be nothing but a foreboding mass of (50% miss chance), though they can move and attack
shadows. normally. Their attacks gain a +2 bonus and deny their
opponents and Dexterity bonus to AC, because they are
COMBAT considered invisible.
Shadow dragons prefer to attack from hiding, employing Other Spell-Like Abilities: 3/day – mirror image,
their shadow blend ability. They use illusion spells to nondetection; 2/day – dimension door; 1/day – shadow
confuse and misdirect their foes. walk.
Breath Weapon (Su): A shadow dragon’s breath is a
cone of billowing, smoky shadows with an energy drain IN THE REALMS
effect. Creatures within the cone gain the number of Shadow dragons are most often encountered in the deepest
negative levels shown on the accompanying table; the reaches of the lower Underdark – at least ten miles below
saving throw to remove the negative level is shown on the the surface – where ties to the Plane of Shadow are
table as well. A successful Reflex save (against the same strongest. On the surface, they have been found from the
DC) reduces the number of negative levels by half (round Frost Hills to the Thunder Peaks. A number of shadow
down). dragons have joined forces with the Cult of the Dragon,
Shadow Blend (Su): During any conditions other than and at least two shadow dracoliches are known to be
full daylight, a shadow dragon can disappear into the associated with the cult.
shadows, giving it nine-tenths concealment. Artificial Shimmergloom: Perhaps the most famous (relatively
illumination, even a light or continual flame spell, does speaking) shadow dragon of the realms, Shimmergloom
not negate this ability. A daylight spell, however, will. slew most of the dwarves and took possession of mithril
Create Shadows (Su): Three times per day, a great hall. More than 150 years later, Bruenor Battlehammer led
wyrm shadow dragon can conjure a mass of leaping the shield dwarves in reclaiming the hall, with the help of
shadows with a radius of 100 yards and a duration of 1 Drizzt Do’Urden and the heroes of the hall.
hour (this is a creation effect). All normal and magical
light sources are negated within this radius. All characters
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SILVER DRAGONS OF THE R EALMS (Huge); ancient 33-34 HD (Huge); wyrm 36-37 HD
For complete game information on silver dragons, refer to (Huge); great wyrm 39+ HD (Gargantuan)
Monster Manual page 75.
Song dragons are a rare and mysterious race of dragons
KNOWN SILVER DRAGONS that prefer life among humanity to the company of other
Havarlan: This wyrm is the leader (the “Barb”) of the dragons. They can freely take on the form of a human
Talons of Justice, a group of silver dragons who have woman, and in this guise they live among humankind,
sworn an oath to follow the Ptarian Code of Honor. revealing their true nature only in times of personal peril or
Because of her dedication to justice, the dragon gods have great crisis.
granted Havarlan additional powers that are normally the In their natural form, song dragons are slim and splendid
province of paladins. (In fact, Havarlan and a handful of dragons with iridescent silver-blue scales and the general
other Talons are the closest thing that dragons have to shape of a copper dragon. In human form, they
paladins.) Havarlan is a fanatical opponent of evil, and appear to be attractive women of 25-30 years in age.
often travels in the guise of a female warrior with shoulder They retain full knowledge and awareness regardless of
length silver-blonde hair to extend the Talons justice to
humans and demihumans.
Serpent Hills: Silver dragons own the choicest
ridgelines in the Western Heartlands, but must defend them
from copper and red dragons.
SONG DRAGON
Dragon (Electricity)
Climate/Terrain: Any land.
Organization: Wyrmling, very young, young, juvenile,
and young adult: solitary or clutch (2-5); adult, mature
adult, old, very old, ancient, wyrm, or great wyrm:
solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 2; very young 4; young 6;
juvenile 8; young adult 10; adult 13; mature adult 15;
old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always either chaotic good or chaotic neutral.
Advancement: Wyrmling 6-7 HD (Tiny); very young 9-
10 HD (Small); young 12-13 HD (Small); juvenile 15-
16 HD (Medium-size); young adult 18-19 HD (Medium-
size); adult 21-22 HD (Large); mature adult 24-25 HD
(Large); old 27-28 HD (Huge); very old 30-31 HD
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form, and most are consummate actors, so that humans are confinements, without harm to the song dragon.
usually unaware of a song dragon’s identity. True Seeing (Su): Song dragons have true seeing (as
the spell) to a range of 15 feet. This ability is always
COMBAT active.
Song dragons strike quickly and mercilessly with their Tongues (Su): Song dragons can communicate in any
razor-sharp claws and tend to sing joyously as they fight language through the use of an innate tongues ability that
(although they remain silent if the noise would endanger is always active.
their allies or the success of their own attack). In human Other Spell-Like Abilities: 1/hour – light, darkness;
form, song dragons prefer to use slashing edged weapons. 2/day – blink, feather fall, polymorph any object; 1/day –
Breath Weapon (Su): A song dragon has one breath heal, plane shift, teleport.
weapon, a cone of electrically charged gas.
Alternate Form (Su): Song dragons can freely us an IN THE REALMS
ability much like polymorph self to assume human form. Found throughout the Realms, song dragons often serve or
They always appear as human females, and each song cooperate with good mages, Harpers, and groups of
dragon has a unique human form that it assumes each time individuals with similar aims or opportunities to preserve,
it changes shape. The song dragon’s Strength, Dexterity, renew, and protect the land. They are quite common in the
and Constitution scores become human average (Str 10, Moonshae Isles, a fact that leads sages to speculate that
Dex 10, Con 10), but its hit points are unaffected by this they originated in that land. They remain shrouded in
change. A song dragon can employ its spells and special mystery, however – so much that two accidental sightings
abilities – except its breath weapon – in either form. of song dragons assuming their natural form once started a
Changing from dragon to human form requires 2 rounds; panicked rumor that evil wizards were transforming their
reversing the change takes only 1 round. During this time, foes into dragons.
the song dragon cannot move and can only use its spells or
breath weapon; other actions and attacks are impossible. STEEL DRAGON
The change rends all known bonds, clothing, and other Dragon (Air)
Climate/Terrain: Temperate cities.
Organization: Wyrmling, very young, young, juvenile,
and young adult: solitary or clutch (2-5); adult, mature
adult, old, very old, ancient, wyrm, or great wyrm:
solitary, pair, or family (1-2 and 1 offspring)
Challenge Ratings: Wyrmling 2; very young 4; young 6;
juvenile 8; young adult 10; adult 13; mature adult 15;
old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Usually lawful neutral or lawful good.
Advancement: Wyrmling 7-8 HD (Tiny); very young 10-
11 HD (Small); young 13-14 HD (Small); juvenile 16-
17 HD (Medium-size); young adult 19-20 HD (Medium-
size); adult 22-23 HD (Large); mature adult 25-26 HD
(Large); old 28-29 HD (Large); very old 31-32 HD
(Huge); ancient 34-35 HD (Huge); wyrm 37-38 HD
(Huge); great wyrm 40+ HD (Gargantuan)
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