Planar Dragons Part II: Paragons of Good and Planar Loners

With the release of Fizban’s Treasury of Dragons now in the rearview it is time to dive into some of the other dragons from D&D’s history that have not been ported over into Fifth Edition. There are still a bunch of dragons out there to explore, so over the next few weeks we are going to dive into and stat up around 20 different types of dragons for your games. Considering that in Fifth Edition there are four stages of growth for each dragon, we are talking nearly 80 statblocks. So expect these next couple articles to be light on text and heavy on stats.

Last week we went through the traditionally evil aligned dragons from across the planar system. While those are the types of dragons that a typical D&D party will end up fighting, there are still plenty of reasons to have stats for more good or neutral aligned dragons. Of course, no game (or dragon) is the same, so your party may still come into conflict with these planar dwellers. Or, maybe you want to use one of these dragons as a group patron, social encounter, or political rival. 

Without further ado, six more planar dragons! Presented in alphabetical order:


Astral Dragons

Native Plane: The Astral Sea

Alignment: Neutral 

Description: Long, slender, snake like bodies with small limbs and no wings. 

Key Traits: Despite their apparent lack of wings, astral dragons are able to fly thanks to a unique organ in their brains. They do not age like normal dragons, instead taking on new strengths and abilities after they are joined with a mate. 

Astral dragons are neutral-aligned planar travelers. While they make their homes in the Astral Sea, they love to travel around the planes. Rather than aging like a typical dragon, an astral dragon has two forms: unmated and mated. An unmated astral dragon is relatively small and weak, similar to a dragon wyrmling. Once they find a mate, however, a 100 foot long magical chain connects the two dragons and they each grow massively in size and power. These dragons mate for life and consider their chain to be a divine blessing. As such, a mated astral dragon is never found alone, they are always found in pairs. Like many of their kin, astral dragons desire treasure. They will frequently raid githyanki ships and waystations, since they often have magical, gem-encrusted armor. Sometimes the pair will demand tribute from planar travelers passing through their domain- and the travelers would be wise to give it!

Lair Actions

On initiative count 20 (losing initiative ties), the dragons takes a lair action to cause one of the following effects; the dragons can’t use the same effect two rounds in a row:

  • The astral dragons draw in the fog from the astral sea, filling a 20 foot radius sphere centered on a point the dragons can see within 120 feet. The area is heavily obscured to creatures other than the dragons. This effect lasts until the dragons use this lair action again or until one of the dragons die.

  • Psychic winds echo throughout the lair. Each creature within 60 feet of one of the dragons must make an DC 15 Intelligence saving throw, taking 16 (3d10) psychic damage on a failed save. 

  • Psychic winds echo throughout the lair. Each creature within 60 feet of one of the dragons must make an DC 13 Intelligence saving throw, becoming stunned for one minute  on a failed save. A stunned creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • The astral dragons control the presence and location of any color pool within 1 mile of their lair. 

  • The astral dragons can cause any psychic wind within 6 miles of its lair to dissipate, if they so choose. 

  • The astral dragons know the location of any living creature within 6 miles of their lair. 

If the dragon dies the effects fade after 1d10 days.

Battle Dragons

Native Plane: The Heroic Domains of Ysgard

Alignment: Neutral Good

Description: The color of their scales varies in accordance to their activity levels. At rest, their scales appear as a dull brown. When in combat or flight, their scales take on a brilliant golden sheen. They have long, sharp horns and large, patterned wings.

Key Traits: Battle dragons love the exhilaration that comes from armed conflict. They are optimistic and have many supportive capabilities, along with being one of the few true dragons that regularly serve as mounts to warriors. 

Battle dragons find glory and purpose in conflict, but are amongst the less egotistical of the true dragons. They often allow renowned humanoid and celestial warriors to ride them into battle and will use their buff and debuff abilities as often as their damage dealing ones. Before flying into conflict, they will use their spells and other abilities to give their allies an edge. In battle, a battle dragon typically opens with its Shakening Breath to debilitate its foes before moving into close combat. On the Material Plane, battle dragons often make mutual defense pacts with their humanoid neighbors. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.

  • The dragon lets out a furious battle cry. The dragon and any of its allies within 60 feet of it gain 5 temporary hit points. 

  • The dragon shouts a command to one of its allies within 60 feet that can hear it. That creature can use their reaction to make a weapon attack against a target within its range. 

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Creatures with a good alignment feel emboldened and confident within 1 mile of the dragon’s lair. 

  • The faint sounds of singing can be heard on the wind within 1 mile of the dragon’s lair. 

  • Creatures that spend 1 year within 10 miles of the dragon’s lair exhibit a high sense of bravery and are drawn to nearby battles. 

If the dragon dies the effects fade after 1d10 days.

 

Chaos Dragons

Native Plane: The Olympian Glades of Arborea (Good), Limbo (Neutral), and the Abyss (Evil)

Alignment: Any Chaotic Alignment

Description: While each individual shares the same draconic shape (four limbs, wings, and a long serpentine neck), chaos dragons are all unique in their colors, markings, and patterns.

Key Traits: Chaos dragons seek to tear down civilizations and order, whether for good intentions (to spark change and progress) or bad (to spread violence and danger). 

A chaos dragon, while not as intelligent as some of their kin, do engage in long-term planning and strategy. Older chaos dragons have the ability to temporarily appear as dragons of other types (through the seeming spell) and may do so to gain access and information that would otherwise elude them. They do not seek to rule or control, but rather to bring down existing power structures and allow the world to return to chaos. They rarely make long-lasting alliances, but may work with like-minded individuals towards a mutual end. About half of all chaos dragons are chaotic neutral, while 25% are evil and 25% are good.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Chaotic whispering fills the mind of a creature the dragon chooses within 60 feet of it. The target creature must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 14 (4d6) psychic damage and uses its reaction to move up to its speed in a random direction. 

  • Magical darkness fills a 20-foot-radius sphere centered on a point that the dragon chooses within 120 feet of itself. The darkness disappears when the dragon uses this lair action again or when the dragon dies.

  • A surge of energy occurs in a 15-foot-radius sphere centered on a random enemy of the dragon. Roll using the random energy scale for the dragon’s breath weapon. Any creature within the area takes 10 (3d6) of the randomly determined damage type. 

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Random surges of elemental energies occur within 1 mile of the dragon’s lair. Occasionally these surges materialize as elemental creatures. 

  • The natural landscape grows and changes in mysterious ways within 1 mile of the dragon’s lair. Any Wisdom (Survival) checks to track a creature or navigate through the area are made with disadvantage.

  • Creatures that sleep within 6 miles of the dragon’s lair have vivid dreams of overthrowing governments, destabilizing regimes, and other visions of mass chaos.

If the dragon dies the effects fade after 1d10 days.

 

Ethereal Dragons

Native Plane: The Ethereal Plane

Alignment: Neutral

Description: Pearlescent brownish-gray scales with needle-like claws and teeth.

Key Traits: They are naturally curious and enjoy spying on the Material Plane from the Border Ethereal. They are greedy and may steal the items that catch their eye while scrying. 

Among the weakest of the true dragons, ethereal dragons will avoid direct conflict when they can. Their ability to hop back and forth from the Material Plane to the Ethereal Plane makes them difficult to track down. Their curious and neutral nature makes them ideal informants, an ethereal dragon is likely to know many of the hidden secrets of the rich and powerful that live near their lair.  Although, they are likely to ask a heavy price for this knowledge. If there are reports about the area that valuable items (gems, art pieces, magic items) are going missing without a trace, there may be an ethereal dragon nearby. While they are not spellcasters, they like to hoard, and use, magic items and scrolls. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • The dragon uses a magic item or spell scroll. 

  • The dragon draws the veil of the Ethereal Plane closer, visibility is reduced from 60 feet to 20 feet until initiative count 20 on the next round. 

  • The dragon calls on the ghostly spirits that inhabit the Ethereal Plane, which gather in a 20-foot-radius sphere within 120 feet of the dragon. Each creature in the sphere must make a DC 13 Wisdom saving throw, taking 17 (5d6) psychic damage on a failure. 

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Within 1 mile of the dragon’s lair, mist and fog swirl around the Ethereal Plane. Non-native creatures have disadvantage on Wisdom (Perception) checks. 

  • Within 1 mile of the dragon’s lair, ghostly servants wander and watch for intruders. 

If the dragon dies the effects fade after 1d10 days.

 

Oceanus Dragons

Native Plane: Wherever the River Oceanus flows in the Upper Planes; Arborea, The Beastlands, Bytopia, Elysium, Mount Celestia, and Ysgard.

Alignment: Neutral Good

Description: Massive eel-shaped creatures with translucent wings and glittering multi-colored scales. They have short limbs with webbed fingers. 

Key Traits: They are guardians of the River Oceanus, seeking to eliminate evil while protecting and aiding good-aligned travelers. 

Oceanus dragons are most comfortable swimming in the waters of the River Oceanus, but they are capable of flight if the situation demands it. They make their lairs in hidden caves, either along the riverbank or submerged deep underwater, but they rarely spend time there. Most often, they are found patrolling the river. They are friendly and eager to assist good-aligned travelers. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.

  • The waters around the dragon glow with a mystical light, providing the dragon a glimpse into the future. The dragon has advantage on attack rolls, ability checks, and saving throws, while attack rolls against it have disadvantage, until initiative count 20 on the next round. 

  • The dragon focuses its attention on an ongoing spell effect within 120 feet of it. The dragon casts dispel magic, at the 5th level, requiring no components.

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • A light layer of mist sparkles in the air within 1 mile of the dragon’s lair.

  • The dragon can sense when an evil or selfish act occurs within 6 miles of its lair. 

  • The water within 6 miles of the dragon’s lair is supernaturally sweet and refreshing.

If the dragon dies the effects fade after 1d10 days.

 

Radiant Dragons

Native Plane: The Seven Heavens of Mount Celestia 

Alignment: Lawful Good

Description: Their perfectly shaped white-gold scales glow with a divine light. They stand proud and regal, with commanding voices that echo through the heavens.

Key Traits: They are staunch defenders of justice and good, serving as valuable allies to deities and celestials. When they encounter those who would promote chaos or evil, they mercilessly wipe them out.

Radiant dragons are reminiscent of the paladin or cleric who takes their oath and their faith a bit too seriously. They are paragons of good and defenders of justice; there is no length they will not go to in order to defend their ideals and they have little sympathy for those who oppose it. Unfortunately for would-be evil doers, they are amongst the most powerful of dragonkind. A radiant dragon could serve as a party patron and quest-giver, a divine guide for a member of the party, or the leader of a holy order. They make their lairs in areas with lots of sunlight and decorate it with glittering gems of all shapes, sizes, and types. 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Warm light fills a 30-foot-radius sphere centered on the dragon; each creature in that area must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.

  • Divine light shines down from the heavens and spreads in a 30-foot-radius sphere centered on the dragon. The dragon and any allies in the sphere add 1d4 to all attack rolls, saving throws, and ability checks until initiative count 20 on the next round.

  • The dragon creates a clear wall of force on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. The wall can only be destroyed by a disintegrate spell. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.

  • The dragon can sense the location of any evil creature within 1 mile of its lair. 

  • Within 6 miles of the dragon’s lair, evil creatures suffer painful headaches and discomfort. Such creatures must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls and ability checks for the next hour. 

If the dragon dies the effects fade after 1d10 days.

 
 

Next Week: the forgotten dragons of the Material Plane.

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The Chromatic Dragons that Fizban Forgot About

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Planar Dragons Part I: Evil Aligned Dragons from Across the Planes