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Table of Contents

Table Of Contents
1 Lesser Gem Dragons
1.1 Greater Gem Dragon Lore
1.2 Sardior
1.3 Lesser Gem Dragon Lore
1.4 Expanded Lore
1.5 Imperfect Representations
2 Amber Dragons
2.1 Amber Dragon Lore
3 Jacinth Dragon
3.1 Jacinth Dragon Lore
4 Jade Dragon
4.1 Jade Dragon Lore
5 Moonstone Dragons
5.1 Moonstone Dragon Lore
6 Pearl Dragon
6.1 Pearl Dragon Lore

1 Lesser Gem Dragons | Lenmos


Lesser Gem Dragons
Greater Gem Dragon Lore Expanded Lore
Gem Dragons are the third largest family of dragons Sadly these lesser Gem Dragons were not expanded very
following behind the chromatic and metallic dragons. Sadly, much on like their greater cousins yet, that doesn't mean bits
mostly every gem dragon does not exist in fifth edition (5e), and pieces of their lore can not be pieced together.
other than the Adult Sapphire Dragon which was released Firstly, it is very unlikely that these two groups of dragons
stand-alone. would be paired together if it wasn't for the fact that
As their name suggests they are based off of gems rather something other than their names tied them together. Other
than a color or metal like the chromatic, metallic, and ferrous ores also come from the ground so by logic we could easily
dragons are. Additionally, gem dragons tend to stay neutral in group both gem and metallic dragons. So, it might be
their allignment where chromatic dragons tend toward evil reasonable to say that these Lesser Gem Dragons also
and metallic tend toward good, where ferrous dragons are the worship Sardior.
exception. Sardior also tends to be a neutral being, it wouldn't be
The gem dragons are also a small family that consist of five against all logic for dragons who are also known as neutral
main gem dragons and an outcast. The main gem dragons dragons to worship the neutral dragon diety. Though it is
are the amethyst, crystal, emerald, sapphire, and topaz never stated that they worship Sardior it is a very easy
dragons where the obsidian dragon is the outcast. The main assumption to make and this extra evidence further mends
dragons look up to Sardior as their diety, yet obsidian that gap.
dragons do not and are generally opposed to Sardior and And furthermore, there are other dragons that could be
other gem dragons. easily shoved into this classification but they aren't. Some
Almost all gem dragons also wield psionic powers which is long lost dragons, from the inception of Dungeons &
another thing that all gem dragons are bound together by. Dragons, such as the Diamond Dragons have never been
recovered, yet it is arguable that they could've easily been
placed into this category if not the true gem dragon category.
Sardior Yet there is another loose link that can tie the two groups of
Sardior was the master of gem dragons and a lesser diety, lesser and greater gem dragons together. Where the greater
additionally he is also the dragon god of night, psionics, and gem dragons have innate psionic powers, the lesser gem
secrets. Unlike Bahamut and Tiamat, Sardior does not have dragons have other innate magical powers. But that brings up
much control over the longevity and general goals of dragon a slight problem, if psionics do not exist within a setting
kind, nor would he want that as he tries to remain impartial nothing differentiates the two dragon varities from one
and fair to both views. another then. This is where the Dungeon Master must take
Furthermore, Sardior was said to be a unique Ruby initiative!
Dragon of which he is the only one to exist. He had a scaly These Lesser Gem Dragons are not very well defined in
body covered in the deepest ruby red scales which often had universe lorewise, when injecting them into your game be
him mistaken for an ancient red dragon. prepared to create additional lore to better fir your current
Sardior was a witty diety that lived in a giant floating castle setting. A good group of people dislike psionics and if they do
named the ruby palace that could planeshift, but generally no exist within the universe you may need to create a reason
stayed in the shadow of the sun. On a rare night you could for why these dragons split into lesser and greater and why
see a small glimpse of it and it would easily be mistaken for a one doesn't believe they are greater than the other.
small red moon.
Imperfect Representations
Lesser Gem Dragon Lore These dragons were intially created four decades, or fourty
It is notable that there are also a set of five lesser gem years, ago in 1980. Since, then they have undergone changes
dragons. These dragons are not "greater" or "true gem as do gods and monsters do in any mythology and with that
dragons" which also doesn't allow them to be a "true dragon" the information on them differs from source to source.
either. Officially these dragons are called "neutral dragons" Between certain editions with certain changes these dragons
and are based of "impure" gemstones and do not wield the had to be changed to just fit the mechanics and therefore
psionic abilties of their fellow gem dragons. They are as some of these dragons aren't a perfect representation of
follows: Amber Dragons, Jacinth Dragons, Jade Dragons, themselves from a certain edition. They are more of a kitchen
Moonstone Dragons, and Pearl Dragons. sink combination of the skills and attributes of the dragon
between editions and then materialized as a manifestation of
them all, using the existing sapphire dragon statblock as a
guide.

Lesser Gem Dragons | Lenmos 2


Amber Dragons
Amber Dragon Lore Spider Climb. The dragon can climb difficult
Amber dragons are a very unique dragon in concept, being surfaces, including upside down on ceilings,
birthed from the forest they possess druidic powers. They are without needing to make an ability check.
neutral in the sense that nature is neutral, but that does not
mean it cannot be cruel or beautiful as well. Another unique Actions
facet of their personalities is that they actually do not care for
material posessions and furthermore they do not keep Multiattack. The dragon can use its Frightful
Presence. It then makes two melee attacks, one
hoards. with its gore and one with its claws.
Surprisingly, they are still territorial and will defend their
land. Normally, these dragons and the fey of the surrounding Claws. Melee Weapon Attack: +14 to hit, reach 10
land can make a deal where they protect one another and ft., one target. Hit: 15 (2d6 + 8) slashing damage.
both benefit. Conversely, they also magnetize people towards Gore. Melee Weapon Attack: +14 to hit, reach 15 ft.,
them which is somewhat comical. one target. Hit: 19 (2d10 + 8) piercing damage.
They enjoy eating the sap of coniferous trees, but not
decidious, to sustain their life and it also shows in their Tail. Melee Weapon Attack: +14 to hit, reach 20 ft.,
breath weapon, which is just a hot ooze of sap. They often are one target. Hit: 17 (2d8 + 8) bludgeoning damage.
found gounging at trees with their sharp triangular nose and Frightful Presence. Each creature of the dragon's
claws to acquire sap as unlike other dragons their teeth are choice that is within 120 feet of the dragon and
small and unimpactful. They instead rely on their rather long aware of it must succeed on a DC 18 Wisdom
claws for protective purposes. saving throw or become frightened for 1 minute. A
They are the most recently discovered neutral dragon. 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 the
Ancient Amber Dragon dragon's Frightful Presence for the next 24 hours.
Gargantuan dragon, neutral Heated Sap Breath (Recharge 5–6). The dragon
exhales heated sap in a 90-foot line that is 10 feet
Armor Class 22 (Natural Armor) wide. Each creature in that line must make a DC 21
Hit Points 299 (18d20 + 110) Dexterity saving throw, taking 56 (16d6) fire
Speed 40 ft., burrow 40 ft., fly 80 ft. damage on a failed save, or half as much damage on
a successful one.
STR DEX CON INT WIS CHA Ledendary Actions
27 (+8) 10 (+0) 25 (+7) 15 (+2) 16 (+3) 19 (+4) The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Saving Throws Dex +6, Con +13, Wis +9, Cha +10 can be used at a time and only at the end of
Skills History +8, Perception +15, Persuasion +10, another creature's turn. The dragon regains spent
Stealth +6 legendary actions at the start of its turn.
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Detect. The dragon makes a Wisdom (Perception)
Perception 25 check.
Languages Common, Draconic Tail Attack. The dragon makes a tail attack.
Challenge 20
Wing Attack (Costs 2 Actions). The dragon beats its
Innate Spellcasting (Druidic). The dragon's innate wings. Each creature within 15 feet of the dragon
spellcasting ability is Wisdom (spell save DC 16). It must succeed on a DC 22 Dexterity saving throw
can innately cast the following spells, requiring no or take 15 (2d6 + 8) bludgeoning damage and be
components: 1/day each: blink, plant growth, knocked prone. The dragon can then fly up to half
shapechange its flying speed.

Legendary Resistance (2/Day). If the dragon fails a


saving throw, it can choose to succeed instead.
Magnetic. When a creature end a turn within 5 feet
of the dragon they become restrained until the
dragon moves.

3 Amber Dragons | Lenmos


Adult Amber Dragon Heated Sap Breath (Recharge 5–6). The dragon
exhales heated sap in a 60-foot line that is 5 feet
Huge dragon, neutral
wide. Each creature in that line must make a DC 18
Armor Class 18 (Natural Armor) Dexterity saving throw, taking 45 (13d6) fire
Hit Points 174 (16d12 + 70) damage on a failed save, or half as much damage on
Speed 40 ft., burrow 30 ft., fly 80 ft. a successful on a successful one.

Ledendary Actions
STR DEX CON INT WIS CHA
The dragon can take 3 legendary actions, choosing
23 (+6) 10 (+0) 21 (+5) 13 (+1) 14 (+2) 17 (+3) from the options below. Only one legendary action
can be used at a time and only at the end of
Saving Throws Dex +5, Con +10, Wis +7, Cha +8 another creature's turn. The dragon regains spent
Skills History +6, Perception +12, Persuasion +8, legendary actions at the start of its turn.
Stealth +5
Detect. The dragon makes a Wisdom (Perception)
Damage Immunities Fire
check.
Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Perception 22 Tail Attack. The dragon makes a tail attack.
Languages Common, Draconic Wing Attack (Costs 2 Actions). The dragon beats its
Challenge 13 wings. Each creature within 10 feet of the dragon
must succeed on a DC 19 Dexterity saving throw
Innate Spellcasting (Druidic). The dragon's innate or take 13 (2d6 + 6) bludgeoning damage and be
spellcasting ability is Wisdom (spell save DC 14). It knocked prone. The dragon can then fly up to half
can innately cast the following spells, requiring no its flying speed.
components: 1/day each: blink, plant growth,
greater restoration
Legendary Resistance (2/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Magnetic. When a creature end a turn within 5 feet
Young Amber Dragon
of the dragon they become restrained until the Large dragon, neutral
dragon moves.
Armor Class 18 (Natural Armor)
Spider Climb. The dragon can climb difficult Hit Points 107 (14d10 + 30)
surfaces, including upside down on ceilings, Speed 40 ft., burrow 30 ft., fly 80 ft.
without needing to make an ability check.

Actions STR DEX CON INT WIS CHA


Multiattack. The dragon can use its Frightful 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 15 (+2)
Presence. It then makes two melee attacks, one
with its gore and one with its claws. Saving Throws Dex +3, Con +6, Wis +4, Cha +5
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., Skills Perception +7, Persuasion +5, Stealth +3
one target. Hit: 13 (2d6 + 6) slashing damage. Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive
Gore. Melee Weapon Attack: +11 to hit, reach 10 ft., Perception 16
one target. Hit: 17 (2d10 + 6) piercing damage. Languages Common, Draconic
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., Challenge 6
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Innate Spellcasting (Druidic). The dragon's innate
Frightful Presence. Each creature of the dragon's spellcasting ability is Wisdom (spell save DC 12). It
choice that is within 120 feet of the dragon and can innately cast the following spells, requiring no
aware of it must succeed on a DC 16 Wisdom components: 1/day each: blink, plant growth,
saving throw or become frightened for 1 minute. A greater restoration
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a Magnetic. When a creature end a turn within 5 feet
success. If a creature's saving throw is successful or of the dragon they become restrained until the
the effect ends for it, the creature is immune to the dragon moves.
dragon's Frightful Presence for the next 24 hours.
Spider Climb. The dragon can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

Amber Dragons | Lenmos 4


Gore. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Actions target. Hit: 15 (2d10 + 4) piercing damage.
Multiattack. The dragon makes three attacks: one with Heated Sap Breath (Recharge 5–6). The dragon exhales
its gore and two with its claws. heated sap in a 40-foot line that is 5 feet wide. Each
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature in that line must make a DC 14 Dexterity
target. Hit: 11 (2d6 + 4) slashing damage. saving throw, taking 42 (12d6) fire damage on a failed
save, or half as much damage on a successful one.

Amber Dragon Wyrmling Innate Spellcasting (Druidic). The dragon's innate


spellcasting ability is Wisdom (spell save DC 12). It can
Medium dragon, neutral
innately cast the following spells, requiring no
Armor Class 16 (Natural Armor) components: 1/day each: blink, plant growth, lesser
Hit Points 20 (4d8 + 2) restoration
Speed 30 ft., burrow 15 ft., fly 60 ft.
Magnetic. When a creature end a turn within 5 feet of
the dragon they become restrained until the dragon
STR DEX CON INT WIS CHA moves.
15 (+2) 10 (+0) 13 (+1) 11 (+0) 10 (+0) 13 (+1) Spider Climb. The dragon can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Saving Throws Dex +2, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +2
Damage Immunities Fire
Actions
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Perception 14 target. Hit: 7 (1d10 + 2) piercing damage.
Languages Draconic
Challenge 1 Heated Sap Breath (Recharge 5–6). The dragon exhales
heated sap in a 20-foot line that is 5 feet wide. Each
creature in that line must make a DC 11 Dexterity
saving throw, taking 14 (4d6) fire damage on a failed
save, or half as much damage on a successful one.

Jacinth Dragon
Jacinth Dragon Lore
The jacinth dragons and their shimmering, flame-bright Ancient Jacinth
orange scales are considered to be the rarest of not only Dragon
lesser gem dragons but arguably all gem dragons as a whole. Gargantuan dragon, chaotic neutral
Additionally, they prefer the lifestyle of an isolationist which
only makes them even harder to find. Furthermore, they are Armor Class 22 (Natural Armor)
amongst the smallest of all dragons which makes them as Hit Points 481 (26d20 + 208)
feared as all other dragons. Even through they aren't as Speed 40 ft., burrow 40 ft., fly 80 ft.
feared as all other dragons, they are very magically adept
though having the abilities of a cleric and a wizard.
Furthermore, jacinth dragons are very unique in how they STR DEX CON INT WIS CHA
interact with the world. Their scales have a hypnotic effect 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
and they have a bonus when it come to betrayal-based
attacks. In the sun they can force a creature to become Saving Throws Dex +7, Con +15, Wis +10, Cha +12
blinded which is another distinct advantage they have. These Skills Perception +17, Stealth +7
skills makes them some of the nastiest diplomancers in the Damage Immunities Fire
multiverse. Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Notably it was one of the first neutral dragons discovered. Perception 27
Languages Common, Draconic
Challenge 23

5 Amber / Jacinth Dragons | Lenmos


Betrayal-Based Attacks. The dragon, gets to roll an Ledendary Actions
extra d6 of damage per peaceful round before the
combat on its first attack roll in a combat. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Innate Spellcasting. The dragon's innate spellcasting can be used at a time and only at the end of
ability is Intelligence (spell save DC 19). It can another creature's turn. The dragon regains spent
innately cast the following spells, requiring no legendary actions at the start of its turn.
components: 1/day each: blink, hypnotic pattern,
mass suggestion Detect. The dragon makes a Wisdom (Perception)
check.
Legendary Resistance (2/Day). If the dragon fails a
saving throw, it can choose to succeed instead. Tail Attack. The dragon makes a tail attack.
Spider Climb. The dragon can climb difficult Wing Attack (Costs 2 Actions). The dragon beats its
surfaces, including upside down on ceilings, wings. Each creature within 15 feet of the dragon
without needing to make an ability check. must succeed on a DC 24 Dexterity saving throw
or take 16 (2d6 + 9) bludgeoning damage and be
Actions knocked prone. The dragon can then fly up to half
its flying speed.
Multiattack. The dragon can use its Blinding Light or
its Frightful Presence. It then makes two melee
attacks, one with its bite and one with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
one target. Hit: 20 (2d10 + 9) piercing damage
plus 11 (2d10) fire damage.
Adult Jacinth Dragon
Huge dragon, chaotic neutral
Claws. Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 16 (2d6 + 9) slashing damage. Armor Class 19 (Natural Armor)
Hit Points 225 (18d12 + 108)
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., Speed 40 ft., burrow 30 ft., fly 80 ft.
one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Blinding Light. Each creature of the dragon's choice
that is within 60 feet of the dragon and aware of it STR DEX CON INT WIS CHA
must succeed on a DC 20 Wisdom saving throw or 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
become blinded for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, Saving Throws Dex +5, Con +11, Wis +7, Cha +9
ending the effect on itself on a success. If a Skills Perception +12, Stealth +5
creature's saving throw is successful or the effect Damage Immunities Fire
ends for it, the creature is immune to the dragon's Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Bliding Light for the next 24 hours. Perception 22
Frightful Presence. Each creature of the dragon's Languages Common, Draconic
choice that is within 60 feet of the dragon and Challenge 16
aware of it must succeed on a DC 20 Wisdom
saving throw or become frightened for 1 minute. A Betrayal-Based Attacks. The dragon, gets to roll an
creature can repeat the saving throw at the end of extra d6 of damage per peaceful round before the
each of its turns, ending the effect on itself on a combat on its first attack roll in a combat.
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the Innate Spellcasting. The dragon's innate spellcasting
dragon's Frightful Presence for the next 24 hours. ability is Intelligence (spell save DC 17). It can
innately cast the following spells, requiring no
Heated Blast Breath (Recharge 5–6). The dragon components: 1/day each: blink, hypnotic pattern,
exhales super-heated air in a 120-cone. Each mass suggestion
creature in that cone must make a DC 23 Dexterity
saving throw, taking 88 (16d10) fire damage on a Legendary Resistance (2/Day). If the dragon fails a
failed save, or half as much damage on a successful saving throw, it can choose to succeed instead.
one. Spider Climb. The dragon can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

Jacinth Dragons | Lenmos 6


Actions Young Jacinth Dragon
Large dragon, chaotic neutral
Multiattack. The dragon can use its Blinding Light or
its Frightful Presence. It then makes two melee Armor Class 18 (Natural Armor)
attacks, one with its bite and one with its claws. Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
one target. Hit: 18 (2d10 + 7) piercing damage
plus 5 (1d10) fire damage. STR DEX CON INT WIS CHA
Claws. Melee Weapon Attack: +12 to hit, reach 5 ft., 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., Saving Throws Dex +4, Con +8, Wis +5, Cha +7
one target. Hit: 16 (2d8 + 7) bludgeoning damage. Skills Perception +9, Stealth +4
Blinding Light. Each creature of the dragon's choice Damage Immunities Fire
that is within 60 feet of the dragon and aware of it Senses Blindsight 30 ft., Darkvision 120 ft., Passive
must succeed on a DC 17 Wisdom saving throw or Perception 19
become blinded for 1 minute. A creature can repeat Languages Common, Draconic
the saving throw at the end of each of its turns, Challenge 9
ending the effect on itself on a success. If a
creature's saving throw is successful or the effect Betrayal-Based Attacks. The dragon, gets to roll an
ends for it, the creature is immune to the dragon's extra d6 of damage per peaceful round before the
Bliding Light for the next 24 hours. combat on its first attack roll in a combat.
Frightful Presence. Each creature of the dragon's Innate Spellcasting. The dragon's innate spellcasting
choice that is within 60 feet of the dragon and ability is Intelligence (spell save DC 17). It can
aware of it must succeed on a DC 17 Wisdom innately cast the following spells, requiring no
saving throw or become frightened for 1 minute. A components: 1/day each: blink, hypnotic pattern
creature can repeat the saving throw at the end of
Spider Climb. The dragon can climb difficult
each of its turns, ending the effect on itself on a
surfaces, including upside down on ceilings,
success. If a creature's saving throw is successful or
without needing to make an ability check.
the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Heated Blast Breath (Recharge 5–6). The dragon Actions
exhales super-heated air in a 90-cone. Each Multiattack. The dragon makes three attacks: one
creature in that cone must make a DC 19 Dexterity with its bite and two with its claws.
saving throw, taking 66 (12d10) fire damage on a
failed save, or half as much damage on a successful Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one. one target. Hit: 16 (2d10 + 5) piercing damage
plus 5 (1d10) fire damage.
Ledendary Actions Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
The dragon can take 3 legendary actions, choosing one target. Hit: 12 (2d6 + 5) slashing damage.
from the options below. Only one legendary action
Blinding Light. Each creature of the dragon's choice
can be used at a time and only at the end of
that is within 30 feet of the dragon and aware of it
another creature's turn. The dragon regains spent
must succeed on a DC 14 Wisdom saving throw or
legendary actions at the start of its turn.
become blinded for 30 seconds. A creature can
Detect. The dragon makes a Wisdom (Perception) repeat the saving throw at the end of each of its
check. turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
Tail Attack. The dragon makes a tail attack. ends for it, the creature is immune to the dragon's
Wing Attack (Costs 2 Actions). The dragon beats its Bliding Light for the next 24 hours.
wings. Each creature within 10 feet of the dragon Heated Blast Breath (Recharge 5–6). The dragon
must succeed on a DC 20 Dexterity saving throw exhales super-heated air in a 60-cone. Each
or take 14 (2d6 + 7) bludgeoning damage and be creature in that cone must make a DC 16 Dexterity
knocked prone. The dragon can then fly up to half saving throw, taking 55 (10d10) fire damage on a
its flying speed. failed save, or half as much damage on a successful
one.

7 Jacinth Dragons | Lenmos


Jacinth Dragon Innate Spellcasting. The dragon's innate spellcasting
ability is Intelligence (spell save DC 17). It can innately
Wyrmling cast the following spells, requiring no components:
Medium dragon, chaotic neutral 1/day each: blink, hypnotic pattern, suggestion
Spider Climb. The dragon can climb difficult surfaces,
Armor Class 17 (Natural Armor) including upside down on ceilings, without needing to
Hit Points 52 (8d8 + 16) make an ability check.
Speed 30 ft., burrow 15 ft., fly 60 ft.

Actions
STR DEX CON INT WIS CHA
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2) target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)
fire damage.
Saving Throws Dex +2, Con +4, Wis +2, Cha +4
Skills Perception +4, Stealth +2 Blinding Light. Each creature of the dragon's choice that
Damage Immunities Fire is within 15 feet of the dragon and aware of it must
Senses Blindsight 10 ft., Darkvision 60 ft., Passive succeed on a DC 11 Wisdom saving throw or become
Perception 14 blinded for 12 seconds. A creature can repeat the
Languages Draconic saving throw at the end of each of its turns, ending the
Challenge 3 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 the dragon's Bliding Light for
Betrayal-Based Attacks. The dragon, gets to roll an extra
the next 24 hours.
d6 of damage per peaceful round before the combat
on its first attack roll in a combat. Heated Blast Breath (Recharge 5–6). The dragon exhales
super-heated air in a 30-cone. Each creature in that
cone must make a DC 12 Dexterity saving throw,
taking 22 (4d10) on a failed save, or half as much
damage on a successful one.

Jade Dragon
Jade Dragon Lore
Jade dragons are often described as the "oriental cousin" of
the emerald dragon. They share many of the features of an STR DEX CON INT WIS CHA
"oriental dragon" being four winged and limbless as opposed 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
to the average winged dragons. Whereas their emerald
cousins have psionic powers the jade dragons have other
innate spellcasting powers. Additionally, not to the extent of Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17,
the jacinth dragon but they are very persuasive. Persuasion +11, Stealth +8
Furthermore, they refuse to eat other sentient and sapient Damage Immunities Thunder
creature. They generally eat other vegetables and animals Senses Blindsight 60 ft., Darkvision 120 ft., Passive
and are very antisocial. Perception 27
Lastly, they were one of the first neutral dragons Languages Common, Draconic
discovered. Challenge 22

Innate Spellcasting. The dragon's innate spellcasting


Ancient Jade Dragon ability is Intelligence (spell save DC 20). It can
innately cast the following spells, requiring no
Gargantuan dragon, lawful neutral components: 1/day each: earth tremor, erupting
earth, maximillian's earthen grasp
Armor Class 21 (Natural Armor)
Hit Points 385 (22d20 + 154) Legendary Resistance (2/Day). If the dragon fails a
Speed 40 ft., burrow 40 ft., swim 40 ft. saving throw, it can choose to succeed instead.
Spider Climb. The dragon can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.

Jacinth / Jade Dragons | Lenmos 8


Actions Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Multiattack. The dragon can use its Frightful Skills Deception +8, Insight +7, Perception +12,
Presence. It then makes three attacks: one with its Persuasion +8, Stealth +6
bite and two with its claws. Damage Immunities Thunder
Senses Blindsight 60 ft., Darkvision 120 ft., Passive
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., Perception 22
one target. Hit: 19 (2d10 + 8) piercing damage Languages Common, Draconic
plus 10 (3d6) thunder damage. Challenge 15
Claws. Melee Weapon Attack: +15 to hit, reach 15
ft., one target. Hit: 19 (2d10 + 8) piercing damage Innate Spellcasting. The dragon's innate spellcasting
plus 10 (3d6) thunder damage. ability is Intelligence (spell save DC 17). It can
innately cast the following spells, requiring no
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., components: 1/day each: earth tremor, erupting
one target. Hit: 17 (2d8 + 8) bludgeoning damage. earth, maximillian's earthen grasp
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and Legendary Resistance (2/Day). If the dragon fails a
aware of it must succeed on a DC 19 Wisdom saving throw, it can choose to succeed instead.
saving throw or become frightened for 1 minute. A Spider Climb. The dragon can climb difficult
creature can repeat the saving throw at the end of surfaces, including upside down on ceilings,
each of its turns, ending the effect on itself on a without needing to make an ability check.
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the Actions
dragon's Frightful Presence for the next 24 hours.
Multiattack. The dragon can use its Frightful
Sonic Breath (Recharge 5-6.) The dragon exhales a Presence. It then makes three attacks: one with its
blast of repulsive energy in a 60-foot cone. Each bite and two with its claws.
creature in that area must succeed on a DC 22
Strength saving throw. On a failed save, the Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
creature takes 60 (17d6) thunder damage and the one target. Hit: 17 (2d10 + 6) piercing damage
creature is pushed 60 feet away from the dragon. plus 7 (2d6) thunder damage.
On a successful save, the creature takes half as Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
much damage and isn't pushed away. one target. Hit: 13 (2d6 + 6) slashing damage.
Ledendary Actions Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action Frightful Presence. Each creature of the dragon's
can be used at a time and only at the end of choice that is within 120 feet of the dragon and
another creature's turn. The dragon regains spent aware of it must succeed on a DC 16 Wisdom
legendary actions at the start of its turn. saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
Detect. The dragon makes a Wisdom (Perception) each of its turns, ending the effect on itself on a
check. success. If a creature's saving throw is successful or
Tail Attack. The dragon makes a tail attack. the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Sonic Breath (Recharge 5-6.) The dragon exhales a
blast of repulsive in a 30-foot cone. Each creature
in that area must succeed on a DC 18 Strength
Adult Jade Dragon saving throw. On a failed save, the creature takes
42 (12d6) thunder damage and the creature is
Huge dragon, lawful neutral
pushed 60 feet away from the dragon. On a
successful save, the creature takes half as much
Armor Class 19 (Natural Armor)
damage and isn't pushed away.
Hit Points 207 (18d12 + 90)
Speed 40 ft., burrow 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)

9 Jade Dragons | Lenmos


Ledendary Actions Jade Dragon Wyrmling
Medium dragon, lawful neutral
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action Armor Class 17 (Natural Armor)
can be used at a time and only at the end of Hit Points 38 (7d8 + 7)
another creature's turn. The dragon regains spent Speed 30 ft., burrow 30 ft., swim 30 ft.
legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) STR DEX CON INT WIS CHA
check.
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
Tail Attack. The dragon makes a tail attack.
Saving Throws Dex +3, Con +3, Wis +2, Cha +3
Skills Perception +4, Stealth +3
Damage Immunities Thunder
Senses Blindsight 10 ft., Darkvision 60 ft., Passive
Young Jade Dragon Perception 14
Large dragon, lawful neutral Languages Draconic
Challenge 2
Armor Class 18 (Natural Armor)
Hit Points 136 (16d10 + 48) Innate Spellcasting. The dragon's innate spellcasting
Speed 40 ft., burrow 40 ft., swim 40 ft. ability is Intelligence (spell save DC 13). It can
innately cast the following spells, requiring no
components: 1/day each: earth tremor, erupting
STR DEX CON INT WIS CHA earth
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
Spider Climb. The dragon can climb difficult
surfaces, including upside down on ceilings,
Saving Throws Dex +4, Con +6, Wis +4, Cha +5 without needing to make an ability check.
Skills Deception +5, Perception +7, Stealth +4
Damage Immunities Thunder Actions
Senses Blindsight 30 ft., Darkvision 120 ft., Passive
Perception 17 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages Common, Draconic one target. Hit: 7 (1d10 + 2) piercing damage plus
Challenge 8 3 (1d6) thunder damage.
Sonic Breath (Recharge 5-6.) The dragon exhales a
Innate Spellcasting. The dragon's innate spellcasting blast of repulsive in a 10-foot cone. Each creature
ability is Intelligence (spell save DC 15). It can in that area must succeed on a DC 11 Strength
innately cast the following spells, requiring no saving throw. On a failed save, the creature takes
components: 1/day each: earth tremor, erupting 14 (4d6) thunder damage and the creature is
earth pushed 60 feet away from the dragon. On a
successful save, the creature takes half as much
Spider Climb. The dragon can climb difficult
damage and isn't pushed away.
surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage
plus 7 (2d6) thunder damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Sonic Breath (Recharge 5-6.) The dragon exhales a
blast of repulsive in a 15-foot cone. Each creature
in that area must succeed on a DC 14 Strength
saving throw. On a failed save, the creature takes
36 (10d6) thunder damage and the creature is
pushed 60 feet away from the dragon. On a
successful save, the creature takes half as much
damage and isn't pushed away.

Jade Dragons | Lenmos 10


Moonstone Dragons
Moonstone Dragon Lore Etherealness. The dragon enters the Ethereal Plane
Moonstone dragons are the largest of the lesser gem dragons from the Material Plane, or vice versa. It is visible
and one of the most powerful. They do not like to enter the on the Material Plane while it is in the Border
material plane very often, they prefer the plane of faerie, Ethereal, and vice versa, yet it can't affect or be
plane of dreams, or atleast the etheral plane. They instead if affected by anything on the other plane.
anything are interested in the affairs of the fey rather than
that of humans. Innate Spellcasting. The dragon's innate spellcasting
ability is Charisma (spell save DC 22). It can
Furthemore, these elusive dragons make those around it innately cast the following spells, requiring no
stare in awe, they retreat into the ethereal plane and then components: 1/day each: crown of madness,
change the memories of those who saw them. They are illusory dragon, moonbeam, revivify
harmed by sunlight, real or artificial, and its part of the
reason they rarely come to the material plane. Legendary Resistance (2/Day). If the dragon fails a
The most unique things about these elusive dragons is that saving throw, it can choose to succeed instead.
they are able to enter the dreams of humans and generally do Spider Climb. The dragon can climb difficult
it to offer guidance to those who need it when it concerns surfaces, including upside down on ceilings,
faeries, shadows, and more. without needing to make an ability check.
They can interestingly enough survive off of moonbeams Sunlight Hypersensitivity. The dragon takes 20
and faerie nectar. They are not carnvirous and will not kill radiant damage when it starts its turn in sunlight.
unless they are otherwise forced into it out of self protection. While in sunlight, it has disadvantage on attack rolls
These dragons were not the most recently discovered and ability checks.
neutral dragon but more recent than most.
Actions
Multiattack. The dragon can use its Frightful
Ancient Moonstone Presence. It then makes three attacks: one with its
bite and two with its claws.
Dragon Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
Gargantuan dragon, lawful neutral one target. Hit: 21 (2d10 + 10) piercing damage.
Armor Class 22 (Natural Armor) Claws. Melee Weapon Attack: +17 to hit, reach 10
Hit Points 487 (25d20 + 225) ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Speed 40 ft., fly 80 ft. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft.,
one target. Hit: 19 (2d8 + 10) bludgeoning
damage.
STR DEX CON INT WIS CHA
Frightful Presence. Each creature of the dragon's
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6) choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 21 Wisdom
Saving Throws Dex +7, Con +16, Wis +9, Cha +13 saving throw or become frightened for 1 minute. A
Skills Arcana +11, History +11, Perception +16, creature can repeat the saving throw at the end of
Stealth +7 each of its turns, ending the effect on itself on a
Damage Immunities Cold, Necrotic success. If a creature's saving throw is successful or
Senses Blindsight 60 ft., Darkvision 120 ft., Passive the effect ends for it, the creature is immune to the
Perception 26 dragon's Frightful Presence for the next 24 hours.
Languages Common, Draconic
Challenge 24 Billowing Breath (Recharge 5-6.) The dragon exhales
a group of light motes in a 90-foot cone. Each
creature in that area must succeed on a DC 21
Aura of Awe. When a creature comes within 20 feet
Constitution saving throw or fall unconscious for
of the dragon they must make a DC 21 Wisdom
10 minutes. This effect ends for a creature if the
saving throw or become stunned until the begining
creature takes damage or someone uses an action
of their next turn.
to wake it. When the creature wakes up they will
Dreamwalker. The dragon can appear in the dreams have no recollection of the dragon's existence.
of anyone who has fallen asleep within 1 mile of it.
To do this, it must concentrate on it as if it were
concentrating on a spell.

11 Moonstone Dragons | Lenmos


Innate Spellcasting. The dragon's innate spellcasting
Ledendary Actions ability is Charisma (spell save DC 20). It can
The dragon can take 3 legendary actions, choosing innately cast the following spells, requiring no
from the options below. Only one legendary action components: 1/day each: crown of madness,
can be used at a time and only at the end of illusory dragon, moonbeam, revivify
another creature's turn. The dragon regains spent
legendary actions at the start of its turn. Legendary Resistance (2/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Detect. The dragon makes a Wisdom (Perception) Spider Climb. The dragon can climb difficult
check. surfaces, including upside down on ceilings,
Tail Attack. The dragon makes a tail attack. without needing to make an ability check.
Wing Attack (Costs 2 Actions). The dragon beats its Sunlight Hypersensitivity. The dragon takes 20
wings. Each creature within 15 feet of the dragon radiant damage when it starts its turn in sunlight.
must succeed on a DC 25 Dexterity saving throw While in sunlight, it has disadvantage on attack rolls
or take 17 (2d6 + 10) bludgeoning damage and be and ability checks.
knocked prone. The dragon can then fly up to half
its flying speed. Actions
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with its
bite and two with its claws.

Adult Moonstone Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 19 (2d10 + 8) piercing damage.
Dragon Claws. Melee Weapon Attack: +13 to hit, reach 5 ft.,
Huge dragon, lawful neutral one target. Hit: 15 (2d6 + 8) slashing damage.
Armor Class 19 (Natural Armor) Tail. Melee Weapon Attack: +13 to hit, reach 15 ft.,
Hit Points 243 (18d12 + 126) one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Speed 40 ft., fly 80 ft. Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 18 Wisdom
STR DEX CON INT WIS CHA saving throw or become frightened for 1 minute. A
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) 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
Saving Throws Dex +5, Con +12, Wis +6, Cha +10 the effect ends for it, the creature is immune to the
Skills Arcana +8, History +8, Perception +11, dragon's Frightful Presence for the next 24 hours.
Stealth +5
Damage Immunities Cold, Necrotic Billowing Breath (Recharge 5-6.) The dragon exhales
Senses Blindsight 60 ft., Darkvision 120 ft., Passive a group of light motes in a 60-foot cone. Each
Perception 21 creature in that area must succeed on a DC 20
Languages Common, Draconic Constitution saving throw or fall unconscious for
Challenge 17 10 minutes. This effect ends for a creature if the
creature takes damage or someone uses an action
Aura of Awe. When a creature comes within 15 feet to wake it. When the creature wakes up they will
of the dragon they must make a DC 18 Wisdom have no recollection of the dragon's existence.
saving throw or become stunned until the begining
of their next turn. Ledendary Actions
The dragon can take 3 legendary actions, choosing
Dreamwalker. The dragon can appear in the dreams from the options below. Only one legendary action
of anyone who has fallen asleep within 1 mile of it. can be used at a time and only at the end of
To do this, it must concentrate on it as if it were another creature's turn. The dragon regains spent
concentrating on a spell. legendary actions at the start of its turn.
Etherealness. The dragon enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible Detect. The dragon makes a Wisdom (Perception)
on the Material Plane while it is in the Border check.
Ethereal, and vice versa, yet it can't affect or be Tail Attack. The dragon makes a tail attack.
affected by anything on the other plane.

Moonstone Dragons | Lenmos 12


Wing Attack (Costs 2 Actions). The dragon beats its Actions
wings. Each creature within 10 feet of the dragon
must succeed on a DC 21 Dexterity saving throw Multiattack. The dragon makes three attacks: one
or take 15 (2d6 + 8) bludgeoning damage and be with its bite and two with its claws.
knocked prone. The dragon can then fly up to half
its flying speed. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Billowing Breath (Recharge 5-6.) The dragon exhales
Young Moonstone a group of light motes in a 30-foot cone. Each
creature in that area must succeed on a DC 17
Dragon Constitution saving throw or fall unconscious for
Large dragon, lawful neutral 10 minutes. This effect ends for a creature if the
creature takes damage or someone uses an action
Armor Class 18 (Natural Armor) to wake it. When the creature wakes up they will
Hit Points 168 (16d10 + 80) have no recollection of the dragon's existence.
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) Moonstone Dragon
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Wyrmling
Skills Arcana +6, History +6, Perception +8, Stealth Medium dragon, lawful neutral
+4
Damage Immunities Cold, Necrotic Armor Class 17 (Natural Armor)
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Hit Points 45 (6d8 + 18)
Perception 18 Speed 30 ft., fly 60 ft.
Languages Common, Draconic
Challenge 9
STR DEX CON INT WIS CHA
Aura of Awe. When a creature comes within 10 feet 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
of the dragon they must make a DC 15 Wisdom
saving throw or become stunned until the begining Saving Throws Dex +2, Con +5, Wis +2, Cha +4
of their next turn. Skills Perception +4, Stealth +2
Damage Immunities Cold, Necrotic
Dreamwalker. The dragon can appear in the dreams Senses Blindsight 10 ft., Darkvision 60 ft., Passive
of anyone who has fallen asleep within 1 mile of it. Perception 14
To do this, it must concentrate on it as if it were Languages Draconic
concentrating on a spell. Challenge 2
Etherealness. The dragon enters the Ethereal Plane
from the Material Plane, or vice versa. It is visible Aura of Awe. When a creature comes within 5 feet
on the Material Plane while it is in the Border of the dragon they must make a DC 12 Wisdom
Ethereal, and vice versa, yet it can't affect or be saving throw or become stunned until the begining
affected by anything on the other plane. of their next turn.
Innate Spellcasting. The dragon's innate spellcasting Etherealness. The dragon enters the Ethereal Plane
ability is Charisma (spell save DC 18). It can from the Material Plane, or vice versa. It is visible
innately cast the following spells, requiring no on the Material Plane while it is in the Border
components: 1/day each: crown of madness, Ethereal, and vice versa, yet it can't affect or be
hallucinatory terrain, moonbeam, revivify affected by anything on the other plane.
Spider Climb. The dragon can climb difficult Innate Spellcasting. The dragon's innate spellcasting
surfaces, including upside down on ceilings, ability is Charisma (spell save DC 14). It can
without needing to make an ability check. innately cast the following spells, requiring no
Sunlight Hypersensitivity. The dragon takes 20 components: 1/day each: crown of madness,
radiant damage when it starts its turn in sunlight. hallucinatory terrain, moonbeam
While in sunlight, it has disadvantage on attack rolls
and ability checks.

13 Moonstone Dragons | Lenmos


Spider Climb. The dragon can climb difficult surfaces, Actions
including upside down on ceilings, without needing to
make an ability check. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) piercing damage.
Sunlight Hypersensitivity. The dragon takes 20 radiant
damage when it starts its turn in sunlight. While in Billowing Breath (Recharge 5-6.) The dragon exhales a
sunlight, it has disadvantage on attack rolls and ability group of light motes in a 15-foot cone. Each creature
checks. in that area must succeed on a DC 13 Constitution
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. When the
creature wakes up they will have no recollection of the
dragon's existence.

Pearl Dragon
Pearl Dragon Lore
A rather interesting entry into the neutral dragon index is the Ancient Pearl Dragon
wingless and seabound pearl dragon. Like other dragons of Gargantuan dragon, chaotic neutral
this family they try to avoid confrontation and feed of fish in
the sea all while hunting for their beloved pearls. Armor Class 21 (Natural Armor)
Additionally, which is strange for a seabound dragon, they Hit Points 350 (20d20 + 140)
had no ability to breath underwater and therefore had Speed 40 ft., climb 40 ft. swim 80 ft.
massive lungs to compensate. And having a nomadic nature
only exasterbates this problem as they are often found STR DEX CON INT WIS CHA
moving every small pearl very meticulously from its last bed
to is next. 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
Furthermore, they have the general innate spellcasting
abilities of the other neutral dragons on top of their ability to Saving Throws Dex +8, Con +14, Wis +10, Cha +11
breath clouds and steam.
Lastly, they were one of the first three neutral dragons
discovered.

Moonstone / Pearl Dragons | Lenmos 14


Skills Deception +11, Perception +17, Stealth +8 Adult Pearl Dragon
Damage Immunities Fire Huge dragon, chaotic neutral
Senses Blindsight 60 ft., Darkvision 120 ft.,
Passive Perception 27 Armor Class 18 (Natural Armor)
Languages Common, Draconic Hit Points 184 (16d12 + 80)
Challenge 21 Speed 40 ft., climb 40 ft. swim 80 ft.

Amphibious. The dragon can breathe air and water.


STR DEX CON INT WIS CHA
Innate Spellcasting. The dragon's innate spellcasting 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
ability is Intelligence (spell save DC 20). It can
innately cast the following spells, requiring no
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
components: 1/day each: control water, tidal wave,
Skills Deception +8, Perception +12, Stealth +6
wall of water
Damage Immunities Fire
Legendary Resistance (2/Day). If the dragon fails a Senses Blindsight 60 ft., Darkvision 120 ft., Passive
saving throw, it can choose to succeed instead. Perception 22
Languages Common, Draconic
Actions Challenge 14
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with its Amphibious. The dragon can breathe air and water.
bite and two with its claws.
Innate Spellcasting. The dragon's innate spellcasting
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., ability is Intelligence (spell save DC 18). It can
one target. Hit: 19 (2d10 + 8) piercing damage. innately cast the following spells, requiring no
components: 1/day each: control water, tidal wave,
Claws. Melee Weapon Attack: +15 to hit, reach 10 wall of water
ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Legendary Resistance (2/Day). If the dragon fails a
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., saving throw, it can choose to succeed instead.
one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of the dragon's Actions
choice that is within 120 feet of the dragon and Multiattack. The dragon can use its Frightful
aware of it must succeed on a DC 19 Wisdom Presence. It then makes three attacks: one with its
saving throw or become frightened for 1 minute. A bite and two with its claws.
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
success. If a creature's saving throw is successful or one target. Hit: 17 (2d10 + 6) piercing damage.
the effect ends for it, the creature is immune to the
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft.,
dragon's Frightful Presence for the next 24 hours.
one target. Hit: 13 (2d6 + 6) slashing damage.
Steam Breath (Recharge 5-6.) The dragon exhales an
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
explosion of hot steam in a 60-foot cone. Each
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
creature in that cone must make a DC 22 Dexterity
saving throw, taking 63 (14d8) fire damage on a Frightful Presence. Each creature of the dragon's
failed save, or half as much damage on a successful choice that is within 120 feet of the dragon and
one. aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A
Ledendary Actions creature can repeat the saving throw at the end of
The dragon can take 3 legendary actions, choosing each of its turns, ending the effect on itself on a
from the options below. Only one legendary action success. If a creature's saving throw is successful or
can be used at a time and only at the end of the effect ends for it, the creature is immune to the
another creature's turn. The dragon regains spent dragon's Frightful Presence for the next 24 hours.
legendary actions at the start of its turn. Steam Breath (Recharge 5-6.) The dragon exhales an
explosion of hot steam in a 45-foot cone. Each
Detect. The dragon makes a Wisdom (Perception) creature in that cone must make a DC 18 Dexterity
check. saving throw, taking 54 (12d8) fire damage on a
Tail Attack. The dragon makes a tail attack. failed save, or half as much damage on a successful
one.

15 Moonstone Dragons | Lenmos


Ledendary Actions Pearl Dragon
The dragon can take 3 legendary actions, choosing Wyrmling
from the options below. Only one legendary action Medium dragon, chaotic neutral
can be used at a time and only at the end of
another creature's turn. The dragon regains spent Armor Class 16 (Natural Armor)
legendary actions at the start of its turn. Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft. swim 60 ft.
Detect. The dragon makes a Wisdom (Perception)
check.
Tail Attack. The dragon makes a tail attack. STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

Saving Throws Dex +3, Con +3, Wis +2, Cha +3


Skills Perception +4, Stealth +3
Young Pearl Dragon Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive
Large dragon, chaotic neutral
Perception 17
Armor Class 17 (Natural Armor) Languages Draconic
Hit Points 119 (14d10 + 42) Challenge 1
Speed 40 ft., climb 40 ft. swim 80 ft.
Amphibious. The dragon can breathe air and water.
STR DEX CON INT WIS CHA Innate Spellcasting. The dragon's innate spellcasting
ability is Intelligence (spell save DC 14). It can
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) innately cast the following spells, requiring no
components: 1/day each: tidal wave, wall of water
Saving Throws Dex +4, Con +6, Wis +4, Cha +5
Skills Deception +5, Perception +7, Stealth +4 Actions
Damage Immunities Fire
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Perception 17 one target. Hit: 15 (2d10 + 4) piercing damage.
Languages Common, Draconic Steam Breath (Recharge 5-6.) The dragon exhales an
Challenge 7 explosion of hot steam in a 15-foot cone. Each
creature in that cone must make a DC 11 Dexterity
Amphibious. The dragon can breathe air and water. saving throw, taking 18 (4d8) fire damage on a
failed save, or half as much damage on a successful
Innate Spellcasting. The dragon's innate spellcasting one.
ability is Intelligence (spell save DC 16). It can
innately cast the following spells, requiring no
components: 1/day each: tidal wave, wall of water

Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 15 (2d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.
Steam Breath (Recharge 5-6.) The dragon exhales an
explosion of hot steam in a 30-foot cone. Each
creature in that cone must make a DC 14 Dexterity
saving throw, taking 40 (9d8) fire damage on a
failed save, or half as much damage on a successful
one.

Moonstone Dragons | Lenmos 16


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, Ravnica, the dragon ampersand,
Theros and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
Author: Lenmos
Art: DM's Guild Creator Resource Dragons Art, DM's Guild Creator Resource Dragons Art 2 - by Dungeon Master's Guild
Disclaimer: I have only ever played fifth edition (5e) but have wondered why we were so limited and then looked through the
internet to see all of what 5e is missing. Since, I have never personally played an older edition nor own the materials to recreate
these older dragons I'm using other sources. Furthermore, even if I did own the materials I'd need to learn the whole system just
to understand how to read their stat block and then update them.
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Subscribe for D&D Content, we're just getting started but hope to be able to grow a community here too.
Also Check Out These Supplements Full of Dragons:
Extra Chromatic Dragons: https://www.dmsguild.com/product/326086/Extra-Chromatic-Dragons
Extra Metallic Dragons: https://www.dmsguild.com/product/329120/Extra-Metallic-Dragons
Gem Dragons: https://www.dmsguild.com/product/329391/Gem-Dragons
Lesser Gem Dragons: https://www.dmsguild.com/product/330055/Lesser-Gem-Dragons
Lost Gem Dragons: https://www.dmsguild.com/product/342455/Lost-Gem-Dragons
Twilight Dragons: https://www.dmsguild.com/product/329208/Twilight-Dragons
Sources:
1d4chan: Gem Dragons: https://1d4chan.org/wiki/Gem_Dragon
Draco Historia: https://dnd.wizards.com/articles/features/draco-historia
Forgotten Realms Wiki: https://forgottenrealms.fandom.com/wiki/Gem_dragon

17 Lesser Gem Dragons | Lenmos

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