Pale Dragon, Ancient

Family: Dragons

Huge dragon, neutral

Armor Class 18 (natural armor)
Hit Points 287 (23d12 + 138); Wound Threshold 72
Speed 50 ft., swim 50 ft.

25 (+7) 18 (+4) 22 (+6) 29 (+9) 20 (+5) 17 (+3)

Saving Throws Dex +10, Con +12, Wis +11, Cha +9
Skills Arcana +15, History +15, Insight +11, Investigation +15, Perception* +17, Stealth +10, Survival +11
Damage Immunities psychic
Senses blindsight 80 ft., darkvision 120 ft., passive Perception 27
Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft.
Challenge 20 (25,000 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 ancient 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: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage.
  • Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
  • Detect Thoughts. The dragon uses an effect similar to the spell detect thoughts (DC 19). 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. In addition to granting the ability to read minds, the dragon can also use this ability to explore the memories of the target creature.
  • Psychic Bolt. Ranged Spell Attack: +15 to hit, range 80 ft., one target. Hit: 18 (6d6) 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 20 Intelligence saving throw, taking 56 (16d6) psychic damage on a failed save, or half as much damage on a successful one.
  • Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 6) 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.


Pale dragons are among the most secretive of their kind, and this peculiarity is reflected in their regional effects, which are generally so subtle as to be attributed to the area’s ambiance, or at most, to some strange natural or geomagical oddity.

  • Poetic Erosion. Rocks in the pale dragon’s domain are shaped with great beauty by erosion and accretion. Even if the pale dragon doesn’t consciously shape their appearance, the rocks are testament to its sensibilities. The interplay of echoes and acoustics is particularly remarkable.
  • Audible Thoughts. The thoughts of creatures within the pale dragon’s domain are diffused as very faint whispers, echoing in random places as brief murmurs. Unless one is focused on them, they seem to be no more than natural rustling, and even a creature with very sharp hearing can only hear fragments of sentences.
  • Mind Perception. The pale dragon is aware of any creature in its domain with 5 or more Intelligence. It doesn’t know their position, appearance, equipment, or anything else about their physical presence, but can discern their emotional state and immediate intentions. The latter is limited to single-word summaries of their objectives: destroy, protect, search, etc.
  • Thought Detection. Using an action, the pale dragon can use its detect thoughts ability on any creature perceived through the mind perception regional effect. If a creature’s saving throw is successful against this effect, the creature is immune to it for the next 24 hours, but the creature will be unaware of being targeted even on a successful roll. At most, they’ll have the feeling of being watched.
  • Breath Weapons (Recharge 4-6). When the dragon is in its lair, its breath weapons recharge on 4-6 instead of 5-6.


The dragon’s magic changes its environment to suit its shape and grant it an edge in its domain.

Inside its lair, the dragon can take a lair action on initiative count 20 (losing all initiative ties).

  • Movement. The dragon can move a number of feet equal to its speed.
  • Sturdy Scales. Until its next lair action, the dragon has resistance to nonmagical bludgeoning, piercing, and slashing damage.
  • Inhale. The dragon tries to catch its breath. Roll a d6. On a 6, it can use the Breath Weapons action again.
  • Magic Resistance. Until its next lair action, the dragon has advantage on saving throws against spells and other magical effects.
  • Knowledge Loss. The dragon chooses a creature it can see. Until the dragon’s next lair action, this creature’s proficiency bonus is considered to be +0.
  • Psychosomatic Disruption. The dragon chooses a point within 60 feet. Any creature inside a 20-foot-wide sphere centered on this point must succeed on a Constitution saving throw (DC 20 for an adult dragon, or DC 23 for an ancient dragon)or lose its reaction, and on its next turn may use either an action or bonus action, but not both.


Ancient pale dragons typically spend most of their time sleeping or roaming the Astral Plane. Now living on the same time scale as stone, it knows fault lines, and contemplates the growth of mountains. It meditates on the nature and interlacing of destinies. It’s the closest thing in existence to the ancient Travelers and it ponders on this similarity.

Section 15: Copyright Notice

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

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