Pale Dragon, Adult

Family: Dragons

Large dragon, neutral

Armor Class 17 (natural armor)
Hit Points 171 (18d10 + 72); Wound Threshold 43
Speed 50 ft., swim 50 ft.

21 (+5) 18 (+4) 18 (+4) 25 (+7) 18 (+4) 16 (+3)

Saving Throws Dex +9, Con +9, Wis +9, Cha +8
Skills History +12, Insight +9, Investigation +12, Perception* +14, Stealth +9, Survival +9
Damage Immunities psychic
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft.
Challenge 13 (10,000 XP)


  • Change Shape. As an action, 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 Resistance (3/Day). If the adult pale dragon fails a saving throw, it can choose to succeed instead.


  • Multiattack. The dragon can use its detect thoughts. It then makes three attacks: one with its bite and two with its claws. It can use a psychic bolt in place of one of these attacks.
  • Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
  • Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Detect Thoughts. The dragon uses an effect similar to the spell detect thoughts (DC 17). Targeted creatures have disadvantage on the saving throw to resist this ability. As long as the dragon concentrates on a creature, it has advantage on attack rolls, skill checks, and saving throws against this creature, which has disadvantage on its attack rolls and saving throws against the dragon.
  • Psychic Bolt. Ranged Spell Attack: +12 to hit, range 80 ft., one target. Hit: 17 (5d6) psychic damage.
  • Psychic Breath (Recharge 5-6). The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw, taking 45 (13d6) psychic damage on a failed save, or half as much damage on a successful one.
  • Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage..


The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.


As it ages, a pale dragon takes on a serpent’s sinuous grace. It slithers through its domain as if one with the environment. Its aura is such that it influences the world around it, creating a lair with poetic echoes. The most prosaic pale dragons are peaceful predators, especially of fish. Others gain a passion for ancient knowledge and accumulate a treasure trove of texts, relics, and other precious remnants of the past.

In any case, pale dragons still hold the bitter memory of the fall of the Travelers, which could have led to their extinction. To avoid the risk of another such catastrophe, they remain in touch with one another through their deep dreams, during which they travel across the Astral Plane.

Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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