Pale Dragon, Young

Family: Dragons

Medium dragon, neutral

Armor Class 16 (natural armor)
Hit Points 117 (18d8 + 36); Wound Threshold 30
Speed 40 ft., swim 40 ft., fly (glide) 40 ft.

17 (+3) 16 (+3) 14 (+2) 21 (+5) 16 (+3) 14 (+2)

Saving Throws Dex +6, Con +5, Wis +6, Cha +5
Skills Insight +6, Investigation +8, Perception* +9, Stealth +6, Survival +6
Damage Immunities psychic
Senses blindsight 40 ft., darkvision 120 ft., passive Perception 19
Languages Draconic, Primordial, Deep Speech or Sylvan, Undercommon, Viatic, telepathy 120 ft.
Challenge 6 (2,300 XP)


  • Lesser Change Shape. As an action, the dragon magically polymorphs into a humanoid that has a challenge rating no higher than its own, or back into its true form. It does not revert to its true form if it dies, but its corpse will resemble that of a half-dragon. In the 1 minute that precedes and follows the change, the dragon is incapacitated. Any equipment it is wearing or carrying is not absorbed by the new form: oversized items fall, while undersized items may crack or split. In its new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, 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.


  • Multiattack. The dragon 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: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Detect Thoughts. The dragon uses an effect similar to the spell detect thoughts (DC 15). Targeted creatures have disadvantage on the saving throw to resist this ability.
  • Psychic Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (4d6) psychic damage.
  • Psychic Breath (Recharge 5-6). The dragon exhales psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Intelligence saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.


As soon as it’s able to fend for itself, a young pale dragon leaves its parents to find its own way. Some are driven by mystical aspirations and a desire to solve ancient mysteries. Others live in the Netherworld, almost indifferent to the passage of time. They hunt and lead simple existences, savoring the beauty of the Netherworld. They’re particularly sensitive to the interplay of echoes, traces, and erosion.

The pale dragon also learns in its youth how to lucid dream. In so doing, it can travel into the Astral Plane as a dreamer.

Section 15: Copyright Notice

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

This is not the complete section 15 entry - see the full license for this page