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Ancient Pearl Dragon
Gargantuan Dragon, Chaotic Good
- Armor Class 21
- Hit Points 350 (20d20+140)
- Speed 30ft., swim 80ft.
STR DEX CON INT WIS CHA 28 (+9) 20 (+5) 25 (+7) 18 (+4) 12 (+1) 20 (+5)
- Saving Throws Dex +12, Con +14, Wis +8, Cha +12
- Skills Stealth +19, Perception +8, Animal Handling +8
- Damage Resistances fire, lightning
- Condition Immunities condition_Immunities
- Senses blindsight 60ft, darkvision 120ft, passive Perception 18
- Languages Common, Draconic, Aquan
- Challenge 21 (27,500 XP)
Legendary Resistance (3/day) If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15ft., one target. Hit 20 (2d10+9) piercing damage
Claw. Melee Weapon Attack: +16 to hit, reach 5ft, one target. Hit 18 (2d8+9) slashing damage
Tail. Melee Weapon Attack: +16 to hit, reach 20ft, one target. Hit 18 (2d8+9) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120ft of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Boiling Breath. The dragon exhales a stream of heat in a 90-foot line that is 10 feet wide, causing the water to instantly boil. Each creature in that line must succeed a DC 22 Dexterity saving throw, taking 63 (14d8) fire damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales a toxic gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice.) In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Legendary Actions
The Dragon can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Elusive. The dragon takes the hide action.
Tail Attack. The dragon makes a tail attack.
Whirlpool (Costs 2 Actions). The dragon swishes its tail back and forth rapidly. Each creature within 15ft of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6+9) bludgeoning damage and be pushed 15ft away. The dragon can then swim up to half its swimming speed.
Adult Pearl Dragon
Size, Alignment
- Armor Class 18
- Hit Points 184 (16d12+80)
- Speed 30ft, swim 80ft.
STR DEX CON INT WIS CHA 24 (+7) 20 (+5) 20 (+5) 16 (+3) 10 (0) 18 (+4)
- Saving Throws Dex +10, Con +10, Wis +5, Cha +9
- Skills Stealth +15, Perception +5, Animal Handling +5
- Damage Resistances fire, lightning
- Senses blindsight 60ft, darkvision 120ft, passive Perception 15
- Languages Common, Draconic, Aquan
- Challenge 14 (11,500 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10ft, one target. Hit: 18 (2d10+7) piercing damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit: 13 (2d6+7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15ft, one target. Hit: 16 (2d8+7) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120ft of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Breath weapons (Recharge 5-6). The dragon uses one of the following breath weapons.
Boiling Breath. The dragon exhales a stream of heat in a 60-foot line that is 5 feet wide, causing the water to instantly boil. Each creature in that line must succeed a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales a toxic gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Young Pearl Dragon
Large Dragon, Chaotic Good
- Armor Class 17 (natural armor)
- Hit Points 119 (14d10+42)
- Speed 30ft., swim 80ft.
STR DEX CON INT WIS CHA 20 (+5) 20 (+5) 17 (+3) 14 (+2) 10 (0) 17 (+3)
- Saving Throws Dex +8, Con +6, Wis +3, Cha +6
- Skills Stealth +8, Perception +3, Animal Handling +3
- Damage Resistances fire, lightning
- Senses blindsight 30ft, darkvision 120ft, passive Perception 13
- Languages Common,Draconic, Aquan
- Challenge 7 (2,900 XP)
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +8 to hit, reach 10ft, one target. Hit: 16 (2d10+5) piercing damage
Claw. Melee Weapon Attack: +8 to hit, reach 5ft, one target. Hit: 12 (2d6+5) slashing damage.
Breath Weapon. The dragon uses one of the following breath weapon.
Boiling Breath. The dragon exhales a stream of heat in a 40-foot line that is 10 feet wide, causing the water to instantly boil. Each creature in that line must succeed a DC 14 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales a toxic gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pearl Dragon
The pearl dragon, known for being elusive and secretive, in one of the few known aquatic dragons, amphibious, but with their wyrmlings staying exclusivly underwater until reaching maturity. They are characterized by their opalescent scales and fish-like appearance, having a tail instead of back legs and fins on their head, spine, and arms. These dragons have no wings. A pearl dragon wyrmling has eggshell-white scales, which gain shine and reflect more colors as they grow older. Their eyes are typically blue, matching the shade of the water they live in.
Elusive Tricksters. A pearl gradon is a rare sight, something that is by design. They avoid direct contact with intelligent races, but have been known to play tricks on unsuspecting divers.
Pearl Dragon Wyrmling
Medium dragon, chaotic good
- Armor Class 16 (natural armor)
- Hit Points 22 (4d8+4)
- Speed 20ft., swim 60ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 14 (+2) 10 (0) 14 (+2)
- Saving Throws Dex +5, Con +3, Wis +2, Cha +4
- Skills Stealth + 5, Perception +2
- Damage Resistances fire, lightning
- Senses blindsight 10ft, darkvision 60ft, passive Perception 12
- Languages Draconic, Aquan
- Challenge 1 (200xp)
Water Breathing. The dragon can only breathe underwater.
Actions
Bite. Melee Weapon Attack: Attack Bonus to hit, Reach/Range, one target. Hit: 7 (1d10+2) piercing damage
Breath Weapon (Recharge 5-6). The dragon uses one of the following breath weapons.
Boiling Breath. The dragon exhales a stream of heat in a 20-foot line that is 5 feet wide, causing the water to instantly boil. Each creature in that line must succeed a DC 14 Dexterity saving throw, taking 40 (9d8) fire damage on a failed save, or half as much damage on a successful one.
Blinding Breath. The dragon exhales a toxic gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Even when they grow to large sizes, they are excellent at hiding in the ocean, and this is utilized to confuse and scare away anyone who gets too close to their lair. On the rare occasion that a pearl dragon talks to a lucky humanoid, they are known to have a robust sense of humor and a knack for riddles. It is rumored that humans who can stump them in wordplay choose a treasure from theor hoard. Pearl dragons have never been known to attack unprovoked.
Hidden Treasures. Upon first inspection, a pearl dragon’s lair may look barren, but underneath the ocean sand lays a lifetime of treasure. The most prized possessions are things that can only be obtained on the surface, and pearl dragons are notorious for being the first to raid a shipwreck in search of new items to covet.
A Pearl Dragon's Lair
A pearl dragon's lair is typically a coral reef, underwater cave, or large shipwreck.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong current begins flowing through the dragon’s lair. Each creature within 60ft of the dragon must make a DC 15 strength saving through or be pushed 30ft in a direction of the dragon’s choosing. Each creature is pushed in the same direction. If this would cause a creature to hit a solid object, they take 1d6 bludgeoning damage for every 10ft traveled before they hit the object.
- The silt at the bottom of the dragon’s lair erupts in a 20ft radius sphere centered on a point the dragon can see within 120ft. The sphere spreads around corners. Each creature in the cloud is considered blinded until they exit, and creatures within or behind the cloud are considered heavily obscured and have ¾ cover. The dragon is immune to the effects of the cloud.
Regional Effects
The region containing a legendary pearl dragon’s lair is warped by the dragon’s magic, which creates one of more of the following effects:
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Fish within 1 mile of the dragon’s lair are aware of its presence, friendly to the dragon, and will divert attention away from the lair if a humanoid makes clear intentions to find it.
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Within 6 miles of the dragon’s lair, intelligent creatures will occasionally hear strange noises or see shadows flitting through the water. A DC 20 intelligence check reveals that they are illusory.
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The waters within 6 miles of the dragon’s lair are unnaturally calm, allowing safe passage of any friendly ship and causing hostile creatures to be unable to locate humanoids that have not harmed the dragon.
If the dragon dies, all the effects end immediately