TEXT: Council of Wyrms
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  Table Of Contents
  Cover
  Foreword
  2.1 A Brief History of the Council of Wyrms
  2.1.1 Notes Regarding the Adaptation
  2.2 So You Want to Be a Dragon
  Dragon Breeds, Families, and
  Racial Traits
  3.1 Chromatic Dragons
  3.1.1 Black Dragon
  3.1.2 Blue Dragon
  3.1.3 Green Dragon
  3.1.4 Red Dragon
  3.1.5 White Dragon
  3.2 Gem Dragons
  3.2.1 Amethyst Dragon
  3.2.2 Crystal Dragon
  3.2.3 Emerald Dragon
  3.2.4 Sapphire Dragon
  3.2.5 Topaz Dragon
  3.3 Metallic Dragons
  3.3.1 Brass Dragon
  3.3.2 Bronze Dragon
  3.3.3 Copper Dragon
  3.3.4 Gold Dragon
  3.3.5 Silver Dragon
  Classes
  4.1 Proficiencies and “Melee Weapon Attacks”
  4.2 Draconic Fighting Styles
  4.3 Extra Attacks
  4.4 Class Considerations
  4.5 Natures
  4.5.1 Ambitious
  4.5.2 Avaricious
  4.5.3 Competitive
  4.5.4 Inquisitive
  4.5.5 Guardian
  4.5.6 Mediator
  4.5.7 Predator
  4.5.8 Sophont
  Dragon Age Categories, Ability
  Scores, and Advancement
  5.1 Wyrmling
  5.2 Young
  5.3 Adult
  5.4 Ancient
  Treasure Hoards and Dragons
  Feats
  7.1.1 Assume Vassal Form
  7.1.2 Draconic Senses
  7.1.3 Impenetrable Scales
  7.1.4 Improved Resilience
  7.1.5 Kindredbond
  7.1.6 Powerful Lungs
  Aging and Mortality
  Aerial Combat
  9.1.1 Action Variant
  9.2 Conditions and Flight
  9.2.1 High Winds
  9.2.2 Minimum Flight Speed
  Designing Encounters
  Supplementary Rules
  11.1 Half-Dragons
  11.1.1 Half-Dragon Racial Characteristics
  Campaign Options
  12.1 Stewards of the Council
  12.2 Playing Vassal Characters
  12.3 Other Campaigns
  A Vision of the Io’s Blood Isles
  13.1 Dragon Clans
  13.2 Alignment and the Council of Wyrms Setting
  13.3 Dragon Culture and Lifestyle
  13.4 The Human Menace
  13.5 Council Aerie: The Center of Dragon Civilization
  The Dragon Nations
  14.1 All Clans Island
  14.2 The Icy Reaches
  14.2.1 Clans of the Icy Reaches
  14.3 The Exaurdon League
  14.3.1 Clans of the Exaurdon League
  14.4 The Starshine Principalities
  14.4.1 Clans of the Starshine Principalities
  14.5 The Azure Sea Compact
  14.5.1 Clans of the Azure Sea Compact
  14.6 The Burning Isles
  14.6.1 Clans of the Burning Isles
  14.7 The Fireshore Republic
  14.7.1 Clans of the Fireshore Republic
  14.8 Giantbane Archipelago
  Dragon Equipment
  Io's Blood Isles Bestiary
  16.1 Dragon Slayers
  16.2 Ogre Egg Hunter
  16.3 Vassal
  16.3.1 Clan Jadress Concierge
  16.3.2 Uniquet Earth Elementalist
  16.4 Wild Gods Warlord
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  Foreword
  D
  ragons. They fascinate and inspire so many
  designers of roleplaying games, regardless of
  genre. From fantasy to science fiction, dragons
  lurk in the shadows, soar in the skies, and stalk
  beyond the edges of all our meticulously-
  designed maps, their presence marked by the
  adage that goes with those uncharted territories:
  “Here Be Dragons.”
  With this document, I took on the task of updating old rules
  and design conceits to match those laid out by Wizards of the
  Coast in their latest edition of the Dungeons and Dragons
  roleplaying game. It is my sincere hope that these rules lead
  to campaigns in which the players have the power to
  command the mightiest of creatures against equally fearsome
  opponents.
  Go then, and let all living things shudder at your terrible
  approach!
  A Brief History of the
  Council of Wyrms
  The setting presented in the Council of Wyrms box is one
  where the dragons are center-stage. Their civilization
  dominates the known world, with all others living beneath
  them or in contest for territory.
  In the distant past, the dragons fought their own kind in
  endless war. Great Io, the Ninefold Dragon, looked upon them
  and found them wanting. Should not his creations, as
  powerful as they were, rule over the whole of the world in
  unchallenged dominion? Why then were they scattered like
  leaves in a storm, quibbling and slaughtering one another?
  Angered, Io shed his own blood over the empty seas. Divine
  ichor poured into the steaming oceans of the ancient world
  and a mighty chain of islands was born, to which he bade the
  dragons migrate and rule.
  Despite this supernal gift, the dragons continued to make
  war upon one another, and Great Io saw that his work was not
  yet done. He visited lands across the sea, lands inhabited by
  lowly and crude human tribes. Io gifted them with great
  knowledge of weapons, armor, and magic, and set them
  against his own children. The humans, led by fearsome
  dragon slayers, landed upon the shores of the Io’s Blood Isles
  and slaughtered even ancient dragons with their techniques,
  sorcery, and ingenuity.
  Yet again, Great Io appeared before the mightiest of his
  progeny and gave them the key to their salvation -- unity of the
  dragon clans against the threat of the humans. Only together
  could they stand against the tide of fecund creatures that,
  though puny, nevertheless slaughtered the isolated clans.
  Thus united -- metallic, gem, and chromatic -- they drove the
  humans from the Io’s Blood Isles.
  Despite this temporary alliance, the dragons fell back to
  infighting for treasure and territory. Great Io, infuriated,
  appeared to his children yet again in visions, inspiring them to
  create the foundations of a society that would endure through
  the eons. To Exaurdon the Gold, Io gave the dream of an
  enormous aerie where dragons could peacefully gather in
  great numbers. Io guided Bloodtide the Red to construct a
  system of rites and challenges that would replace endless
  conflict and slaughter. He inspired Starratiel the Amethyst to
  create the Council itself, where the wyrms could air
  grievances and reach solutions equitable for all the clans.
  The lifespans of dragons are long, and their ideological
  differences vast. Yet the Council has endured, though forces
  both within and without constantly challenge its unity. The
  hate between the breeds is strong, strong enough perhaps to
  defy the edicts of Great Io one more time. Giants raid the
  shores of clan strongholds, monsters breed and haunt the
  wilderness, and the shadow of the dragon slayers waits
  beyond the horizon.
  Notes Regarding the Adaptation
  I’ve taken care to preserve as much of the flavor of the original
  Council of Wyrms as possible, but many of their rules and
  design conceits do not have good corollaries to the latest
  edition. To that end, some sacred cows were slaughtered, and
  some were transmuted into pigs or sheep.
  Some things that you’ll find to be different if you’re familiar
  with the old rules include, but are not limited to, the following:
  You won't be playing a direct import from the Monster
  Manual. Player character dragons start out slightly weaker
  than that, and grow into their power. As with "monster"
  versions of the standard player races, monsters are
  monsters and players are players. You won't be immune to
  energy right away, nor have the full gamut of dragon
  powers as you level.
  There is no strict adherence to age category as your level.
  Dragons in this adaptation gain levels as would normal
  player characters, using the classes presented in the
  Player’s Handbook, though they may find themselves
  limited in power by their age.
  Age categories have been slimmed down from AD&D’s
  original twelve to four from the current edition. The
  categories have much more dramatic effects on the player
  character’s power, and overall power steadily increases as
  the dragon gains class levels.
  There is a much less drastic striation of power between
  dragon breeds, which is generally supported by the update
  to dragons in the current edition -- though a red dragon
  from the Monster Manual is stronger than a white of
  similar age. There should not be a massive inherent
  disadvantage to playing the breed one wants to play, but
  slight power differences may be apparent. A Dungeon
  Master should take care, lest they be surrounded by six
  player character gold dragons.
  3
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  Metallic dragons are slightly stronger as-written due to
  breath weapon varieties. To that end, chromatic and gem
  dragons receive some extra tricks that echo some of their
  old abilities, as well as bonus proficiencies.
  Not every dragon gets innate spells or psionic powers. A
  dragon that chooses a class without these features does
  not receive them.
  Dragons are not limited to the alignment of their breed,
  though dragons with minor differences are considered odd
  and greater differences are revolting to their own breed.
  Current edition rules offer a much broader variety of
  classes, and combinations that were previously not
  possible or might be considered bizarre. Dragons can be
  fighters, wizards, clerics, warlocks, paladins, and more.
  Dragons benefit fully from all ability score bonuses, rather
  than not benefiting at all. This means a dragon with a high
  Dexterity score has an excellent AC, represented by
  preternatural awareness and reflexes. A dragon with
  immense Strength (which most have, eventually) will deal
  great amounts of damage with their physical attacks.
  All dragon family tongues were merged together into
  Draconic.
  Finally, this adaptation includes, for better or worse, rules
  for playing chromatic dragons. Many Dungeon Masters
  may want to ban their use as player characters, but for
  those who can play evil responsibly and not tear apart their
  gaming groups with backstabbing and vindictiveness may
  find great joy in playing a terrifying chromatic wyrm.
  So You Want to Be a
  Dragon
  Playing a dragon is in many ways like playing a character of a
  standard Player’s Handbook race. You generate your ability
  scores (whether rolling, point buying, or using the standard
  array as your Dungeon Master sees fit), apply racial bonus to
  the scores, choose a class, and begin play.
  There are, of course, some notable differences. A dragon
  player character is much stronger than an equivalent level
  human, elf, or dwarf, and only gets more powerful from there.
  However, dragons cannot benefit from many class
  proficiencies, such as weapons and armor, since none are
  designed with dragons in mind (with a few exceptions).
  Further, dragons don’t use most equipment, so one would
  ignore the starting gear provided by class and background if it
  cannot benefit the dragon. The player may instead roll for
  their starting gold, which is a small pittance they’ve collected
  and carried with them. This sum may contribute to their
  bonded hoard.
  Additionally, some skills and many tool kit proficiencies are
  irrelevant for dragons. They either have better means of
  accomplishing the task with their natural strength and size (or
  servants), or lack the manual dexterity to use the skill or tools
  in question at all. Dragons have special rules for Dexterity
  (Sleight of Hand) checks and other roguish skills, outlined
  later in this document.
  4
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  Dragon Breeds, Families, and Racial
  Traits
  W
  hen Great Io created the dragons, he divided
  the dragons into three families, creating a
  balance of power and ideologies. The
  chromatic dragons tended toward cruelty and
  domination, using their strength to gain status
  and quell subordinate dragons within their
  clan. Metallic dragons were on the opposite
  end of the spectrum from the chromatics, comprised of
  dragon breeds that were noble and generally just. Between
  them, the gem dragons were introspective and wise, tending
  toward neither wickedness or benevolence.
  All player character dragons belong to one of these families
  and their respective breeds. Other dragon breeds, or hybrids
  of any two dragon breeds, are almost completely unknown in
  the Council of Wyrms setting.
  Regardless of family or breed, all dragons have the
  following qualities in common:
  Speed. Your base movement speed is 30 feet. You also
  possess a flight speed of 60 feet. At young age and older, your
  movement speed increases to 40 feet and your flight speed to
  80 feet.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim light.
  You cannot discern color in darkness, only shades of gray.
  Breath Weapon. Your draconic heritage gives you a breath
  weapon. It inflicts damage of an energy type, volume, and
  range based on your breed, as listed in the breed’s entry. This
  breath weapon becomes stronger as you gain in levels. As an
  action, you can exhale this breath upon your enemies, forcing
  your enemy to make a saving throw (listed under your breed
  entry). If they succeed, a victim suffers only half damage from
  the attack. The saving throw DC is equal to 8 + your
  proficiency bonus + your Constitution modifier. You cannot
  use this ability again until you complete a short rest. If your
  breed allows you to use more than one type of breath attack,
  you can only use one or the other before requiring a short
  rest.
  Fangs. Almost all dragons (unless otherwise noted) possess
  a natural bite attack that inflicts 1d10 points of piercing
  damage, plus your Strength modifier. At young age and older,
  this damage increases to 2d10.
  Resistance. You possess resistance to an energy type in
  accordance with your breed, as listed in its respective entry.
  Scales. Dragon hide is tough, and your AC can never be
  worse than 13 plus your Dexterity modifier.
  Toughness. You possess additional maximum hit points
  equal to your class’s starting hit point value. For example, if
  your dragon’s first class level is fighter, you begin play with 10
  extra hit points.
  Languages. You can speak, read, and write the Draconic
  language. Dragons rarely employ ink and quills to write in the
  Draconic language (especially as they grow larger), but carve
  letters into stone or wood with their claws.
  Chromatic Dragons
  The chromatic wyrms are ordered by color, per the family’s
  name. Often recognized as the most powerful -- and certainly
  as the most terrifying and cruel -- are the red dragons, whose
  progenitors achieved their status by crushing their foes utterly
  and without mercy.
  Black Dragon
  Preferring territory in swamps and bogs across the Io’s Blood
  Isles, most black dragons are savage and temperamental
  creatures.
  Ability Score Increase. Your Strength, Dexterity,
  Constitution, and Intelligence scores each increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Insidious Stalker. You are proficient in Stealth.
  Acid Breath. You can exhale a 15-foot line of acid as your
  breath weapon. This attack deals 2d8 acid damage and
  increases by 1d8 per character level beyond 1st. At young age,
  the range increases to 30 feet. At adult age, it increases to 60
  feet. At ancient age, your acid breath has a 90-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Acid Resistant. You are resistant to acid damage.
  Blue Dragon
  The arid deserts and rocky badlands of the islands are the
  domain of the blue dragons. They are cunning and intelligent,
  knowing when to parley, when to fight, and when to flee.
  Ability Score Increase. Your Strength score increases by
  4. Your Intelligence and Wisdom scores both increase by 2.
  Sandwalker. You feel no discomfort from natural desert
  heat, and can burrow at a speed of 15 feet. This speed
  increases to 20 feet at young age, 25 feet at adult age, and 30
  feet at ancient age.
  Lightning Breath. You can exhale a 30-foot line of lightning
  as your breath weapon. This attack deals 1d10 lightning
  damage per level. At young age, the range increases to 60 feet.
  At adult age, it increases to 90 feet. At ancient age, your
  lightning breath has a 120-foot range. Victims who succeed at
  a Dexterity saving throw suffer only half damage.
  Lightning Resistant. You are resistant to lightning damage.
  Green Dragon
  Deep, dark forests and jungles are often the territory of the
  fearsome green dragons. Devious and predatory, they use
  guile and intimidation to overcome enemies.
  5
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  Ability Score Increase. Your Strength, Constitution,
  Intelligence, and Charisma scores each increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Devious Wyrm. You are proficient in Deception.
  Poison Breath. You can exhale a 15-foot cone of poison gas
  as your breath weapon. This attack deals 3d6 poison damage
  and increases by 1d6 per character level beyond 1st. At young
  age, the range increases to 30 feet. At adult age, it increases to
  60 feet. At ancient age, your poison breath has a 90-foot
  range. Victims who succeed at a Constitution saving throw
  suffer only half damage.
  Poison Resistant. You are resistant to poison damage.
  Red Dragon
  Self-proclaimed kings and queens of the chromatic dragons,
  reds are ambitious, arrogant, and aggressive. They strike first
  and hardest to obliterate opposition.
  Ability Score Increase. Your Strength score increases by
  4. Your Constitution and Charisma scores both increase by 2.
  Fearsome Mien. You are proficient in Intimidation.
  Fire Breath. You can exhale a 15-foot cone of fire as your
  breath weapon. This attack deals 4d6 fire damage and
  increases by 1d6 per character level beyond 1st. At young age,
  the range increases to 30 feet. At adult age, it increases to 60
  feet. At ancient age, your fire breath has a 90-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Fire Resistant. You are resistant to fire damage.
  White Dragon
  Frozen seas and glaciers are the home of the white dragons,
  for whom instinct is greater than logic and the thrill of the
  hunt is the best sensation.
  Ability Score Increase. Your Strength, Dexterity,
  Constitution, and Wisdom scores each increase by 2.
  Ice Walk. You can move across and climb icy surfaces
  without needing to make an ability check. Difficult terrain
  comprised of ice or snow doesn’t cost you extra movement.
  You have a burrow speed of 15 feet, which increases to 20 feet
  at young age, 25 feet at adult age, and 30 feet at ancient age.
  Natural Predator. You are proficient in Survival.
  Ice Breath. You can exhale a 15-foot cone of ice and cold as
  your breath weapon. This attack deals 2d8 cold damage and
  increases by 1d8 per character level beyond 1st. At young age,
  the range increases to 30 feet. At adult age, it increases to 60
  feet. At ancient age, your cold breath has a 90-foot range.
  Victims who succeed at a Constitution saving throw suffer
  only half damage.
  Cold Resistant. You are resistant to cold damage.
  Gem Dragons
  Usually seen as aloof to their kin, gem dragons prefer reason
  and introspection to the chromatics’ belligerence or the
  metallics’ righteousness. They are the most likely to be
  psionically endowed, but gem dragons who do not cultivate
  these skills are as bereft of them as their chromatic and
  metallic cousins.
  Amethyst Dragon
  Wise and even-tempered, amethyst dragons are councilors,
  mystics, and the strongest proponents of the Council of
  Wyrms. Without the amethysts, the Council would dissolve
  and the clans would revert to dragon war once again.
  Ability Score Increase. Your Wisdom score increases by 4.
  Your Strength and Intelligence scores both increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Explosive Breath. You can exhale an explosive lozenge up
  to 30 feet away, which instantly explodes in a 10-foot radius.
  This attack deals 3d6 force damage and increases by 1d6 per
  character level beyond 1st. At young age, the range increases
  to 60 feet and explosion radius to 15 feet. At adult age, it
  increases to 90 feet and explosion radius to 20 feet. At ancient
  age, your explosive lozenge has a 120-foot range with a 25-
  foot explosion radius. Victims who succeed at a Dexterity
  saving throw suffer only half damage.
  Force Resistant. You are resistant to force damage.
  Crystal Dragon
  Capricious creatures, crystal dragons are seen as flighty and
  untrustworthy. There’s some truth to this, but crystal dragons
  live in the moment more than any other dragon breed and
  prefer talking to fighting.
  Ability Score Increase. Your Dexterity score increases by
  4. Your Intelligence and Charisma scores both increase by 2.
  Size. Your size is Small. Your natural bite attack only deals
  1d8 damage instead of 1d10. This damage increases to 2d8 at
  young age and older.
  Charming Wyrm. You may use the dancing lights and
  friends cantrips.
  Crystal Breath. You can exhale a 15-foot cone of glowing
  crystal shards as your breath weapon. This attack deals 2d4
  damage and increases by 1d4 per character level beyond 1st.
  Half of this damage is slashing, and the other half is radiant.
  The slashing component of this attack is treated as though it
  were dealt by a magical weapon for purposes of resistance
  and immunity. At young age, the range increases to 30 feet. At
  adult age, it increases to 60 feet. At ancient age, your crystal
  breath has a 90-foot range. Victims who succeed at a
  Dexterity saving throw suffer only half damage.
  Radiant Resistant. You are resistant to radiant damage.
  Crystal Dragons are Small?
  These dragons are traditionally the most lithe and agile of
  dragonkind. What they lose in mass and strength they make up
  for in swiftness and guile.
  6
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  Emerald Dragon
  The fierce chromatics consider emerald dragons to be difficult
  opponents, for the emeralds have an affinity for traps and
  misdirection. Some cite this as proof of the emeralds’ devious
  true nature, but in fact, they merely wish to be left alone to
  contemplate mysteries.
  Ability Score Increase. Your Strength, Constitution,
  Intelligence, and Wisdom scores each increase by 2.
  Introspective. You are proficient in Insight.
  Shockwave Scream. You can exhale a 15-foot cone of
  sonic energy as your breath weapon. This attack deals 2d8
  thunder damage and increases by 1d8 per character level
  beyond 1st. At young age, the range increases to 30 feet. At
  adult age, it increases to 60 feet. At ancient age, your sonic
  breath has a 90-foot range. Victims who succeed at a
  Dexterity saving throw suffer only half damage.
  Concussion Resistant. You are resistant to thunder
  damage.
  Sapphire Dragon
  Among the reserved gem dragons, sapphires are the most
  given to respond to aggression in kind. They are the physically
  strongest of the gem dragons and train for battle constantly.
  Ability Score Increase. Your Strength score increases by 4.
  Your Intelligence and Wisdom scores both increase by 2.
  Subsonic Scream. You can exhale a 15-foot cone of
  subsonic psychic energy as your breath weapon. This attack
  deals 3d4 damage and increases by 1d4 per character level
  beyond 1st; half of this damage is psychic, and the other half is
  thunder. In addition, creatures with a Challenge Rating equal
  to or less than your level are frightened for 1 minute. They
  may make a new saving throw at the end of each of their turns
  to shake off the frightened effect. Creatures may attempt a
  Wisdom saving throw to halve the damage from your breath
  weapon and ignore the frightened effect. At young age, the
  range increases to 30 feet. At adult age, it increases to 60 feet.
  At ancient age, your subsonic scream has a 90-foot range.
  Fear Resistant. You have advantage on saving throws
  against effects that cause you to be frightened.
  **Untrappable.**You have advantage on saving throws
  against effects that inflict the restrained or paralyzed
  conditions.
  Topaz Dragon
  Brusque and unfriendly, topaz dragons are very unlike their
  fellow gem dragons. They rarely participate in Council activity
  unless their personal interests are at stake, and have a laissez-
  faire attitude toward most things.
  Ability Score Increase. Your Strength, Dexterity,
  Constitution, and Wisdom scores each increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Desiccating Breath. You can exhale a 15-foot cone of
  desiccation as your breath weapon. This attack deals 4d4
  necrotic damage and increases by 1d4 per character level
  beyond 1st. Targets who fail a Constitution saving throw
  against this effect suffer one level of exhaustion. At young age,
  the range increases to 30 feet. At adult age, it increases to 60
  feet. At ancient age, your desiccating breath has a 90-foot
  range. Victims who succeed at the above Constitution saving
  throw suffer only half damage.
  Necrotic Resistant. You are resistant to necrotic damage.
  Metallic Dragons
  Beloved by their subjects, the metallic dragons are seen as the
  paragons of nobility and justice in the world they rule.
  Nevertheless, they are fierce when angered, and their morality
  can be choking to those who would live a less righteous
  existence.
  Brass Dragon
  Talkative and cheerful, brass dragons are the breed most likely
  to drive one to distraction with constant chatter. They have
  many friends as a result, but equally as many enemies.
  **Ability Score Increase.**Your Strength, Dexterity, Wisdom,
  and Charisma scores each increase by 2.
  Fire Breath. You can exhale a 30-foot line of fire as your
  breath weapon. This attack deals 2d6 fire damage and
  increases by 1d6 per character level beyond 1st. At young age,
  the range increases to 60 feet. At adult age, it increases to 90
  feet. At ancient age, your fire breath has a 120-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Sleep Breath. You can exhale a 15-foot cone of sleep gas as
  your breath weapon. Those caught in the area of effect must
  succeed a Constitution saving throw with a DC equal to 8 +
  your proficiency bonus + your Constitution modifier or fall
  unconscious for 10 minutes. This effect ends if the creature
  takes damage or someone uses an action to wake it. At young
  age, the range increases to 30 feet. At adult age, it increases to
  60 feet. At ancient age, your sleep gas has a 90-foot range.
  Fire Resistant. You are resistant to fire damage.
  Bronze Dragon
  Courageous and daring, bronze dragons are champions of
  good and defenders of the weak, ruling coastal settlements
  with a fair but firm claw.
  Ability Score Increase. Your Strength, Constitution,
  Wisdom, and Charisma scores each increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Lightning Breath. You can exhale a 30-foot line of lightning
  as your breath weapon. This attack deals 1d10 lightning
  damage per level. At young age, the range increases to 60 feet.
  At adult age, it increases to 90 feet. At ancient age, your
  lightning breath has a 120-foot range. Victims who succeed at
  a Dexterity saving throw suffer only half damage.
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  Repulsion Breath. You can exhale a 15-foot cone of repulsion
  gas as your breath weapon. Those caught in the area of effect
  must succeed a Constitution saving throw or be pushed 30
  feet away from the dragon. At young age, the range increases
  to 30 feet and pushes the victim 40 feet away. At adult age,
  range increases to 60 feet and the target is pushed 50 feet
  away. At ancient age, your repulsion gas has a 90-foot range
  and pushes targets 60 feet away.
  Lightning Resistant. You are resistant to lightning damage.
  Copper Dragon
  Eminent tricksters, copper dragons dwell in the badlands of
  the Io’s Blood Isles and often skirmish with the more-
  ferocious blues for territory. They make up for their physical
  detriment by cajoling and berating their enemies into making
  mistakes.
  Ability Score Increase. Your Strength, Dexterity,
  Intelligence, and Charisma scores each increase by 2.
  Deft Climber. Your claws are well-adapted for scaling cliffs
  and narrow gulches where your wings would be of little use.
  You climb at full speed and do not need to make checks to
  avoid falling.
  Acid Breath. You can exhale a 20-foot line of acid as your
  breath weapon. This attack deals 2d8 acid damage and
  increases by 1d8 per character level beyond 1st. At young age,
  the range increases to 40 feet. At adult age, it increases to 60
  feet. At ancient age, your acid breath has an 80-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Slowing Breath. You can exhale a 15-foot cone of slowing
  gas as your breath weapon. Those caught in the area of effect
  must succeed a Constitution saving throw or have their speed
  halved, and be unable to make more than one attack per turn.
  In addition, the target cannot use reactions, and can use only
  an action or bonus action (but not both) on its turn. At the end
  of each turn, the victim may make another saving throw to end
  this effect. At young age, the range increases to 30 feet. At
  adult age, it increases to 60 feet. At ancient age, your slowing
  breath has a 90-foot range.
  Acid Resistant. You are resistant to acid damage.
  Gold Dragon
  Resplendent and mighty, gold dragons are held in awe by both
  vassal races and most fellow dragons -- save for the chromatic
  wyrms who loathe them above all others. Red dragons in
  particular will clash with golds over any perceived slight,
  seeing them as challengers for supremacy among all dragons.
  Ability Score Increase. Your Strength score increases by
  4. Your Intelligence and Charisma scores both increase by 2.
  Amphibious. You can breathe both air and water. You can
  swim at a speed of 40 feet.
  Fire Breath. You can exhale a 15-foot cone of fire as your
  breath weapon. This attack deals 2d10 fire damage and
  increases by 1d10 per character level beyond 1st. At young
  age, the range increases to 30 feet. At adult age, it increases to
  60 feet. At ancient age, your fire breath has a 90-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Weakening Breath. You can exhale a 15-foot cone of
  weakening gas as your breath weapon. Those caught in the
  area of effect must succeed a Strength saving throw or have
  disadvantage on Strength checks, Strength-based attack rolls,
  and Strength saving throws for 1 minute. At the end of each
  turn, the victim may make another saving throw to end this
  effect. At young age, the range increases to 30 feet. At adult
  age, it increases to 60 feet. At ancient age, your weakening gas
  has a 90-foot range.
  Fire Resistant. You are resistant to fire damage.
  Silver Dragon
  Where gold dragons inspire awe, silver dragons inspire hope.
  They are the most beloved by their subjects and the most
  easily riled to defending the weak or the Council’s wishes.
  Ability Score Increase. Your Strength score increases by
  4. Your Wisdom and Charisma scores both increase by 2.
  Cold Breath. You can exhale a 15-foot cone of ice and cold
  as your breath weapon. This attack deals 2d8 cold damage
  and increases by 1d8 per character level beyond 1st. At young
  age, the range increases to 30 feet. At adult age, it increases to
  60 feet. At ancient age, your fire breath has a 90-foot range.
  Victims who succeed at a Dexterity saving throw suffer only
  half damage.
  Paralyzing Breath. You can exhale a 15-foot cone of
  paralyzing gas as your breath weapon. Those caught in the
  area of effect must succeed a Constitution saving throw or be
  paralyzed for 1 minute. At the end of each turn, the victim may
  make another saving throw to end this effect. At young age,
  the range increases to 30 feet. At adult age, it increases to 60
  feet. At ancient age, your weakening gas has a 90-foot range.
  Cold Resistant. You are resistant to cold damage.
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  Classes
  D
  ragons find themselves masters of most pursuits
  they focus on, and can excel in almost every class
  and archetype in the Player’s Handbook. There
  are some considerations, however, given the
  physiology of dragons in general, as well as a
  small handful of outright restrictions.
  Proficiencies and “Melee
  Weapon Attacks”
  The claws of dragons, while fairly dexterous, cannot hold
  weapons or tools in any useful manner. Likewise, their natural
  defenses render armor moot. As such, any class’s weapon,
  armor, and tool proficiencies are ignored for dragons. They
  gain the class’s saving throw and skill proficiencies, however.
  The dragon’s natural attacks (be they bite, claw, tail, or wing)
  count for any situation in which a class ability references a
  melee weapon attack. For example, a barbarian’s Reckless
  Attack ability can be performed with a dragon’s bite attack.
  Draconic Fighting Styles
  Any class that affords a dragon fighting styles does not allow
  them access to the standard array of styles (Great Weapon
  Fighting, etc.). Instead, the dragon uses styles to gain
  additional natural attacks and augments to its already-
  formidable combat prowess. A list of dragon fighting styles is
  provided below.
  Aerial Superiority
  If you have moved any portion of your fly speed on your turn,
  you gain a +2 bonus to attacks made against opponents who
  are smaller than or the same size as you, and your AC
  increases by 2 against opponents larger than you, until the
  beginning of your next turn.
  Battering Wing
  Requirement: You must be of adult or ancient age to take this
  style.
  Whenever you are hit by a melee attack, you may use your
  reaction to perform a special wing buffet attack. Make a melee
  attack against all enemies within 10 feet of you. If this attack
  hits, they suffer bludgeoning damage equal to your claw
  attack, and must make a Strength saving throw with a DC
  equal to 8 + your Strength modifier + your proficiency bonus.
  If they fail, they are knocked prone. You may immediately fly
  up to half of your fly speed.
  Brutal Impact
  If you end your turn adjacent to an enemy after moving at
  least half of your fly speed, you can crash into them as a
  reaction. Make a single melee attack; on a hit, deal
  bludgeoning damage equal to your bite attack. Regardless of
  whether or not you hit, melee attacks made against you have
  advantage until the end of your next turn.
  Deep Breath
  Your breath weapon is more fearsome. You deal additional
  dice of damage with your damaging breath weapon equal to
  your Constitution modifier, based on its die type. If your
  breath weapon uses a d4 or d6 as its damage die, add two
  dice per point of Constitution modifier. If it uses a d8 or d10,
  you add one die per point of Constitution modifier.
  For example, a 15th level black dragon (16d8 acid damage)
  with a Constitution of 21 (+5 modifier) has a 21d8 acid
  damage breath weapon.
  Elemental Jaws
  Whenever you make a bite attack, you deal additional damage
  of a type that is the same as your damaging breath weapon, of
  a value based on your age. If you are a sapphire dragon, this
  damage type is thunder. If you are a crystal dragon, this
  damage type is radiant.
  Wyrmling: 1d6
  Young and Adult: 1d10
  Ancient: 2d10
  Fang and Claw
  You gain the ability to make two claw attacks as a bonus
  action whenever you make a bite attack. These claws deal
  slashing damage and have reach according to your age. Add
  your Strength modifier to the damage of these attacks.
  Wyrmling: 1d4, 5-foot reach
  Young: 1d6, 5-foot reach
  Adult: 1d8, 10-foot reach
  Ancient: 1d10, 10-foot reach
  Frightful Presence
  Requirement: You must be of adult or ancient age to take this
  style.
  Whenever you make a melee attack, you cause all creatures
  within 120 feet to make a Wisdom saving throw or become
  frightened for one minute. A frightened creature can repeat
  the saving throw at the end of each of its turns. If it succeeds a
  saving throw, it is immune to your frightful presence for 24
  hours. The DC for the saving throw is 8 + your proficiency
  bonus + your Charisma modifier.
  Other dragons are immune to your frightful presence ability.
  Ironscale Defense
  Your Armor Class increases by 2.
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  Lashing Tail
  You gain a tail attack that you can use as a bonus action. This
  attack gains your Strength modifier to damage. The base
  damage and reach are determined by your age. This attack
  deals bludgeoning damage.
  Wyrmling: 1d6, 10-foot reach
  Young: 1d8, 10-foot reach
  Adult: 2d8, 15-foot reach
  Ancient: 2d8, 20-foot reach
  Lunging Maw
  Your bite attack always has at least 10-foot reach regardless of
  your age. When biting opponents that are not within 5 feet of
  you, you deal an additional 1d8 piercing damage.
  Sly Talon
  Your bite, claw, tail, and wing attacks gain the finesse quality,
  allowing you to use your Dexterity modifier for attack and
  damage bonuses instead of Strength. Furthermore, you gain a
  +2 bonus to initiative rolls.
  Extra Attacks
  Dragons do not benefit from extra attacks in the same way
  that standard player characters do. On any level at which the
  dragon would receive this ability, they instead select one
  additional dragon fighting style of their choice.
  Class Considerations
  Barbarian
  There are no restrictions or further considerations for dragon
  barbarians save those listed above. The class appeals to the
  brutal chromatics, whites and reds most of all. A raging
  dragon can destroy entire villages with ease.
  Bard
  While they are incapable of playing conventional instruments,
  dragons can and often do sing well if they apply themselves to
  it. They may be bards without restriction, though most dragon
  bards are crystal and copper dragons.
  Cleric
  The dragons have a small pantheon of gods to which they give
  homage, with Great Io chief among them. The major gods
  have domains in accordance with their spheres of influence.
  Any dragon may be a cleric.
  The Dragon Pantheon
  Deity
  Domains
  Great Io
  Knowledge
  Chronepsis
  Life, Knowledge
  Aasterinian
  Trickery
  Bahamut
  Light, War
  Tiamat
  Tempest, War
  Faluzure
  Death
  Druid
  Dragons rarely belong to any official druidic societies; their
  natural impulses and commanding presences complicate
  such structures. Nevertheless, dragons can be druids, though
  they rarely bother to assume wild shape unless the shape
  grants them a mode of movement or other adaptation they
  would not otherwise possess.
  Fighter
  Although dragons lack prowess with wielded weapons, they
  excel as fighters and can belong to any archetype. Silver, blue,
  and sapphire dragons are most commonly fighters. They learn
  a number of draconic combat styles throughout their lives and
  are formidable opponents even among dragons.
  Monk
  There are few, if any, examples of dragon monks. While they
  may possess the mental and physical fortitude to accomplish
  the same goals, they find it difficult to focus ki energy like
  vassal races might. A dragon using monk fighting styles would
  be particularly deft and smooth in their motions, and there are
  few reasons they could not carry the class to its full potential.
  Mystic
  Psionic powers are extremely rare among any dragons except
  gem dragons, and even for their family, they are sometimes an
  afterthought. Amethyst dragons are most commonly mystics.
  For a “proper” old-fashioned game, the mystic class should be
  restricted to gem dragons only. If the Dungeon Master is less
  strict about such things, other psionic dragons are possible,
  albeit very rare.
  Paladin
  While not exclusively limited to the family, most paladins are
  metallic dragons. The Oaths tend to be flavored towards the
  belief systems of their societies and draconic families. In
  particular, gold dragons are often paladins.
  Ranger
  Dragon rangers can belong only to the Hunter archetype.
  Their natural combat capabilities render the assistance of an
  animal companion moot, nor would they find it fitting to bond
  with such base beasts (vassal races are a different matter, at
  least to most dragons). In place of Whirlwind Attack or Volley
  at 11th level, dragons choose from the styles listed above.
  Bronze and green dragons frequently advance as rangers.
  Rogue
  The idea of a dragon rogue may be hilarious to most, as they
  imagine an enormous wyrm picking the pocket of an
  unsuspecting elf in a shadowed alley. While this situation is
  unlikely, dragons can make good rogues, commanding
  criminal enterprises within vassal settlements. They are
  particularly adroit and cunning wyrms, inflicting savage bite
  attacks against the unwary and dismantling mechanisms with
  a flick of their talons. Crystal, brass, and black dragons make
  good rogues.
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  Dragons who select the rogue class automatically treat their
  attacks as though they possess the finesse quality, enabling
  them to use either their Strength or Dexterity to determine
  the attack and damage bonus.
  Rogue dragons cannot be proficient in thieves’ tools, as
  their claws do not allow for such fine manipulation even at
  wyrmling age. However, they may employ vassal servants to
  do this for them, or attempt to trigger a trap without harm to
  themselves by using the Dexterity (Sleight of Hand) skill.
  Dragons who pick certain archetypes may replace
  proficiency with disguise kits and poisoner’s kits with the
  following trait:
  Toxic Bite
  You become inured to ingested poisons, and are no longer
  subject to their deleterious effects. You can consume a number
  of doses of poisons equal to 1 + your Constitution modifier.
  Whenever you deal damage with your bite attack, you may
  force the victim to make a poison saving throw for one of the
  poisons you have consumed or be subject to its effects. That
  dose of poison is then flushed from your system.
  Naturally, logic and reason dictate if a dragon can remain
  hidden with a Dexterity (Stealth) check. Keep in mind that a
  dragon’s much larger body requires larger objects to fully
  break line of sight with an enemy.
  Sorcerer
  Dragons may select any sorcerer archetype they desire. The
  Draconic bloodline option presents unusual story
  possibilities: are you the scion of a particularly legendary
  wyrm? Are you imbued with the power of another breed?
  Great concern and comment may shadow the dragon sorcerer
  if the latter is true.
  Warlock
  While rare, dragon warlocks can and do exist. Chromatic
  dragon warlocks are especially fearsome, with black and
  green dragon warlocks most common of all. Emerald and
  topaz dragons might also be drawn to the power and insight
  that otherworldly entities can provide.
  For dragons who select Pact of the Blade, the form of the
  “pact blade” might be a single blackened claw or fang. Be
  creative!
  Wizard
  Magic comes as easily to dragons as swimming does to fish,
  and so many dragons become wizards. Their grimoires tend
  to be much larger and more sturdy than a human or elf
  wizard’s spellbook, and are often inscribed on lacquered wood
  plates, stone tablets, or pages enchanted to resist tearing as
  they peruse the volume with their talons.
  Natures
  Draconic natures replace backgrounds for player characters
  in the Council of Wyrms setting. They supplant the
  functionality of backgrounds entirely, granting some of their
  benefits while also providing different features and inherent
  goals for player characters.
  A nature is a combination of supplementary player power
  and roleplaying hook. Since most dragon player characters
  begin at wyrmling age (and often not long after they are
  hatched), it might not make sense to give them a broad back
  history.
  However, dragons are powerfully instinctual creatures,
  driven to pursue goals instilled within them from their time in
  the egg. Caretakers, whether vassal or dragon, whisper and
  sing to the nascent wyrm to fill their growing bodies with
  knowledge and drive. Through this process, a wyrmling can
  speak, act, and think clearly very shortly after breaking out of
  its shell.
  Sometimes what is said to the dragon in its egg helps
  determine its nature, but just as often a dragon will prove to
  be a surprise to its progenitor -- not always in a good way,
  either.
  A special feature of natures is their inclusion of objectives.
  These are your dragon’s goals, and by completing them you
  gain benefits in accordance with their entries. A wise
  Dungeon Master and respectful player should never leverage
  these as brute instruments to determine how a dragon is to be
  played, nor should objectives be used to abuse or undermine
  other players, unless everyone in the group has agreed to it.
  Ambitious
  Dragons with this nature are primed for ascension into the
  ranks of clan politics when they come of age. They understand
  that to attain power, one must be willing to seize opportunities
  and hold them with an iron claw. While not all ambitious
  dragons are deceitful or belligerent, they know when to apply
  those two qualities to get what they want.
  Bonus Proficiencies: Deception, Intimidation
  Objectives and Features: Power and Influence
  When interacting with individuals of station, you
  instinctively sense their pecking order and can deftly navigate
  the waters of their power relationships. You can determine
  whether a particular creature is worth negotiating with, or
  whether your time would be best served finding their superior.
  Your Dungeon Master will call for ability checks to make this
  determination, if necessary.
  Furthermore, you can acquit yourself in such a way that
  clan dominates or Council representatives recognize your
  savvy and treat you as befits your ambition, though this rarely
  manifests in such a way that you gain anything more than a
  token audience with such individuals.
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  Whenever you acquire titles or accolades, such as control over
  a vassal tribal government or appointment as a clan dominate,
  you have advantage on Charisma checks made to influence
  individuals to which those titles apply. Additionally, you may
  treat titles and accolades you receive as contributions to your
  bonded hoard. Your Dungeon Master will determine the
  approximate value of a given title based on its importance and
  treat it as a magical item for purposes of calculating its cost
  (based on common, uncommon, rare, very rare, or legendary).
  For example, Scorchfang the red dragon adult is appointed
  as a clan dominate, after years of maneuvering and
  assassinating his superiors. Such devious activity earns him
  the grudging respect of his lord, and the unending spite of his
  subordinates and those who failed to climb to the same
  position. Nevertheless, they know not to cross him.
  Scorchfang has advantage on Charisma checks when dealing
  with his clan, up to and including his lord -- though the lord
  will be watching Scorchfang carefully for signs that the
  ambitious dragon seeks to replace him one day.
  Avaricious
  Though all dragons hoard treasure and have an avaricious
  side, these dragons are particularly greedy. While their own
  moral compass may discourage them from theft or
  manipulating their fellow dragons, they usually feel no
  compunction about doing so to vassal races or humanoid
  tribes.
  Avaricious dragons instinctively sense the approximate
  worth of valuable objects and can determine when an object is
  a forgery or otherwise replicated from an original piece that
  they know about. These makes them shrewd customers when
  dealing with merchants, be they dragon or otherwise, and oft
  sought after for identifying the qualities of rare items.
  Bonus Proficiencies: Deception, Sleight of Hand
  Objectives and Features: It’s Mine!
  The accrual of material wealth is tied with whatever your
  other goals may be, and you will rarely agree to perform a task
  without some form of compensation. The growth of your
  hoard goes beyond mere necessity -- it is the only thing that
  brings you true peace.
  You can determine the approximate value (in gold pieces) of
  any object you spend an action to study. Additionally,
  whenever your accumulating hoard is greater than the value
  of your bonded hoard, you may use the identify spell. Once you
  have done so three times, you may not do so again until you
  complete a long rest.
  For example, the obsessive amethyst dragon, Malvistryl, is
  an avaricious worm that counts his hoard daily. As the rest of
  his comrades acquire treasure, they bring magical items to
  Malvistryl in order to determine their approximate value and
  their mystical properties. Of course, Malvistryl then tries to
  negotiate a trade that will benefit him.
  When Malvistryl achieves a new level, his bonded hoard
  subsumes a value from his accumulating hoard in order to
  keep him from deteriorating, and so he immediately rallies his
  fellow dragons to embark on another adventure, this time to
  sack an orcish kingdom said to be particularly fat on the
  riches of their plunder. That they are also decimating nearby
  vassal villages is simply the impetus to convince them to go.
  Competitive
  Even dragons can have a competitive streak, and those with
  this nature are particularly prone to undertake challenges for
  which they might not be ready. While this nature does not
  supply the dragon with a death wish, it is likely the wyrm will
  seek to confront dangers rather than circumvent them --
  unless, of course, the challenge is to do just that.
  Bonus Proficiencies: Athletics, Intimidation
  Objectives and Features: Challenge Accepted
  Whenever you are presented with a task that might be
  deemed difficult, you are usually eager to chance it, especially
  if someone uses the age-old phrase, “That’s impossible!”
  When you do triumph, it only goads you on to try more risky
  endeavors. Succeeding on skill or ability checks with a DC of
  20 or higher, or being part of a group that defeats an
  encounter with a CR equivalent to a Hard encounter or
  greater, grants you the ability to use the guidance cantrip until
  you take a long rest.
  Inquisitive
  Particularly among crystal dragons, inquisitive wyrms have a
  habit of unearthing tidbits of information in such a way as to
  draw the ire of those who would rather see secrets buried.
  Driven by more than simple curiosity, dragons with this nature
  are almost obsessive with their need to poke their snouts
  where they don’t belong.
  Bonus Proficiencies: Investigation, Perception
  Objectives and Features: What’s This?
  Whenever you are told that a place is forbidden, you simply
  have to know why. Your elders won’t ever fully understand or
  support your need to dig into abandoned ruins, seek out
  dragon graveyards, or unearth peculiar mysteries. As such,
  you should always try to spur discovery or encourage a
  venture to a place left yet unexplored. The Io’s Blood Isles are
  huge, and even its masters do not know every corner of the
  land.
  Discovering new places or secrets is of great interest to you,
  and your natural inclinations give you a sense of where
  secrets might hide. You may use one of the following spells
  once: detect evil and good, detect magic, or detect poison and
  disease. You regain the use of this ability after completing a
  short rest.
  If you are directly involved in any effort that has the express
  goal of uncovering a lost location or unearths some great
  secret, you operate under the effects of the bless spell until
  the task is complete.
  Guardian
  Dragons don’t exclusively hoard and dominate, but few seek
  out a group or place to actively protect. Those with the
  guardian nature are among those few, who are compelled to
  shepherd a small flock or watch over a particular place. The
  dragon’s charge may be a small tribe of vassals, a natural
  landmark, or a precious bauble of some unknown purpose.
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  Players who choose the guardian nature should work with the
  Dungeon Master to determine what they protect. People will
  not generally accompany you on endeavors, and they should
  never be used as cannon fodder. A bauble is typically non-
  magical, though secret qualities may be revealed throughout
  your adventures.
  Bonus Proficiencies: Perception, Survival
  Objectives and Features: Protectorate
  Your protectorate is deeply important to you, and anything
  that puts it at risk incurs your wrath. While in active defense
  of object, location, or people of your protectorate, you gain
  advantage on saving throws against aggressors. You do not
  gain this bonus if you willingly put your protectorate at risk,
  such as using a village as bait for a raid or placing your prized
  heirloom in the midst of a battlefield to draw attention.
  The bond between you and your protectorate energizes you
  and regenerates your wounds. While resting in the presence
  of your protectorate, you double the amount of hit points
  regained by expending hit dice for a short rest and regain all
  of your hit dice expended after a long rest.
  Should your protectorate ever be stolen or removed, you
  operate under the effects of the bestow curse spell unless you
  are in direct pursuit of retrieving it. If your protectorate is
  destroyed (such as your village of vassals being completely
  slaughtered), you suffer the same effect until you replace it
  with a new protectorate, after a period of mourning no less
  than one month.
  Mediator
  Dragons quickly master any pursuit they put their minds to,
  and as such are notoriously adept at disagreeing with one
  another. The various dragon wars throughout the millennia
  are proof enough of this, and it takes a strong leader skilled at
  mediation to keep the clans from killing one another.
  A wyrm with the mediator nature is one such dragon. While
  they may not necessarily hold leadership positions, they have
  a knack and a desire to keep the peace between entities and
  prevent conflict from erupting.
  Bonus Proficiencies: Insight, Persuasion
  Objectives and Features: Adept Negotiator
  Dragons with this nature frequently adjudicate disputes or
  act as advocates on a party’s behalf. Mediators may find
  themselves representing a vassal village’s petition to secede
  from their clan, or act as the judge in a Challenge of Claw and
  Wing. Regardless of their breed, a mediator dragon is seen as
  an impartial party until their actions prove otherwise.
  You are always treated at least neutrally by dragons
  belonging to any Council-affiliated clan (that is to say, every
  clan that is not on the outs with the Council for some reason
  or another) and may be asked to intervene in some matter or
  other. Even when dealing with breeds at odds with your own,
  they show you due respect -- at least, until your back is turned.
  If you are mediating a particularly tense dispute, such as
  one where the consequences include a battle, a declaration of
  war, or an execution, you have advantage on Charisma ability
  checks and skills for the encounter.
  Predator
  Particularly among the brutal chromatic breeds, hunting and
  devouring prey is one of the greatest joys a dragon can
  experience. Whether it is a white dragon dragging a slain
  whale to shore to gorge upon it, or a copper dragon pouncing
  upon and outfoxing a giant scorpion, all wyrms feel this
  instinct.
  For some, however, it goes beyond just instinct, and is
  woven into their very nature. These dragons are truly apex
  predators, and their ability to strike first is uncanny.
  Bonus Proficiencies: Stealth, Survival
  Objectives and Features: First Strike
  The cohorts of a dragon with this nature may find their ally
  wandering off to chase small prey or toying with helpless
  creatures, even if they never deal a killing stroke. In some this
  can manifest as tormenting the poor victim, but in others it is
  simply harmless play that belies a pinnacle predator instinct.
  These wyrms are cat-like in their actions, which may seem
  precocious when they are young, but is terrifying when they
  are massive and can shred steel as easily as paper.
  Predator dragons are adept at getting the drop on enemies.
  They have advantage on Dexterity checks to determine
  initiative and Wisdom (Perception) checks to avoid surprise.
  Furthermore, when a dragon with the predator nature
  successfully attacks a target that is surprised or does not
  otherwise detect their presence (such as when hidden or
  invisible), that target suffers disadvantage when attacking the
  dragon until the end of the dragon’s next turn.
  Sophont
  While the vassal races establish academies of learning and
  institutions of magic, dragons rarely bother with such
  organizations. Most are naturally intelligent and have superb
  memories that are as sharp and long as their claws, but
  sophont dragons resemble the sages and scholars of the
  vassal races more than they do the rest of dragonkind.
  Eagerly devouring (at least, in the figurative sense) books,
  art, poetry, and music, sophonts spring at the opportunity to
  learn new things and experience new sensations. To them, the
  greatest wisdom is not in being the master, but being the
  student.
  Bonus Proficiencies: Choose two from among Arcana,
  History, Nature, Religion.
  Objectives and Features: Broad Knowledge
  Sophont dragons eagerly seek out new experiences and are
  diligent learners. They rarely turn down the opportunity to try
  something they have not tried before, and practically never
  call something they do not understand “stupid” or “pointless,”
  regardless of its absurdity. Sophonts prefer to determine that
  for themselves.
  The innate willingness to learn makes a sophont dragon
  pick up secrets from its handlers while still in the shell, more
  than that imparted by simple care and racial memory. You
  may pick one spellcasting class that uses cantrips, and select
  three cantrips from its spell list. You may use these cantrips
  innately, without the use of spellbooks, prayer, or material
  components.
  13
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  Dragon Age Categories, Ability Scores,
  and Advancement
  D
  ragons tend to be stronger, tougher, and smarter
  than most mortal races. Their racial ability score
  bonuses are wildly beyond the scope of standard
  player characters, and their upper bounds are
  much higher as well.
  A standard Player’s Handbook character has a natural
  upper limit of 20 for an ability score. For dragons, this limit
  increases as the dragon’s age category improves. A starting
  dragon character is considered a wyrmling, and their ability
  score maximum is the standard 20. When a dragon achieves
  the young age category, their limit increases to 22. Adult
  dragons increase this yet further to 25. Finally, the mighty
  ancient wyrms have an ability score limit of 30.
  Why the Level Caps?
  Some might ask about the level limitations of age categories
  and why they should wait literal centuries before advancing to
  the height of their power. Unlike vassal races, dragons really do
  have all the time in the world. They may be strong, intelligent,
  or charming, but there's a limit to what they can do as
  immature representatives of their species.
  Dragons experience time differently than most races. For
  them, a short holiday might be a year or two on a dwarf's
  calendar, while a long quest to achieve a goal could take
  decades. Draconic memories are sharp and they won't easily
  forget people they dealt with years ago, though as the dragon
  matures they might be less surprised when they find their
  contacts old and gray the next time they see them.
  As such, most campaigns for the Council of Wyrms game
  take place on a larger, more stretched-out time scale. That is
  not to say that dragons ignore imminent threats by those who
  live day to day, but when considering a danger, dragons take
  the long view. Immediate action may not be prudent or even
  necessary. This aloofness, even apparent passivity, might chafe
  vassal races, and especially irritates humans and goblinoids
  who deal with dragons.
  Wyrmling
  Newborn dragons are still powerful creatures. Wyrmlings
  emerge from their shells with impressive physical prowess
  and knowledge imparted to them, through their innate
  magical nature and the murmurings of their egg caretakers. A
  wyrmling dragon can be anywhere from the size of an average
  dog (such as in the case of crystal dragons, the smallest
  breed) to that of a full grown half-orc (red dragons are born
  the largest of all wyrms, even outpacing golds for a time).
  All wyrmling dragons are Medium sized creatures, except
  for crystal dragons, who begin as Small creatures. Their exact
  dimensions are up to the player to determine within this
  boundary, though dragon tails are rarely longer than their
  body length and wingspan is usually as broad as the dragon’s
  whole length (body and tail).
  Wyrmlings have practically no influence in dragon society.
  They are rarely accorded any status, save by vassal races;
  parentage almost never grants them stature. The duty of a
  wyrmling is to watch and learn from its betters, performing
  small tasks as clan or Council mandates and preparing for
  advancement through society as the years pass.
  The dragon’s physiology and limitations prevent it from
  advancing beyond 5th level throughout its wyrmling stage.
  Experience may continue to accrue as it is earned (if the
  Dungeon Master wishes), but no wyrmling may advance to 6th
  level or beyond.
  A wyrmling remains such until its thirtieth year of life, at
  which time it enters a dragon sleep within its lair. During this
  dragon sleep, the dragon bonds with its hoard and its territory,
  drawing supernatural strength from the land and the ambient
  magic of its treasures. At the end of this dragon sleep, which
  lasts no less than six months, the wyrmling emerges as a
  young dragon.
  Young
  At this point, the young dragon grows to Large size (or
  Medium, for crystal dragons) and its physical attacks become
  more formidable. All ability scores increase by +2, up to a
  maximum of 22. The dragon’s maximum hit points increase by
  30, and it gains a +1 bonus to AC. Young dragons receive only
  slightly more respect than wyrmlings, but have begun to learn
  and perform at a level where they better serve clan and
  Council.
  When dragons muster to war, most who fight are young
  dragons, under the command of adults. They are strong
  enough to do battle with the dragons’ usual enemies, but are
  never spent frivolously (save in the chromatic clans, who know
  that the weak are expendable). Young dragons are most easily
  compared to an “adventurer” caste among vassal races, and
  frequently interact with them as they go about their duties.
  All dragons of this age are expected to leave the nests and
  aeries of their birth and found a lair of their own, usually
  within their clan’s territory. Stewards and aides of the Council
  often receive a lair within the Council Aerie itself while they
  conduct their duties.
  A young dragon cannot advance beyond 10th level in their
  chosen class. Experience may continue to accrue, as above
  with wyrmlings (with the Dungeon Master’s approval), but no
  young dragon may advance to 11th level or beyond.
  14
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  Young dragons that reach their two hundredth year once
  again sink into dragon sleep, bonding with hoard and land to
  grow stronger. At the end of one year’s sleep, the dragon
  emerges as an adult.
  Adult
  Dragons of adult status truly come into their own, gaining
  status and power as befits the mightiest creatures in the
  world. Adult dragons grow to Huge size (Large for crystal
  dragons) and they gain a +2 bonus to all ability scores, to a
  maximum of 25. The dragon’s maximum hit points increase by
  30, and it gains a +1 bonus to AC.
  The Council employs adult dragons to conduct special
  missions, act as envoys for important diplomatic endeavors,
  and battle dangerous threats to dragon society -- even pitting
  them against the feared dragon slayers. Vassals settle in the
  territory of an adult dragon, if they are permitted to do so, and
  consider that dragon their lord, second only to the clan
  leadership.
  Adult dragons often control large swaths of territory and
  negotiate treaties with (or subjugate, in the case of the
  chromatics) local tribes of vassal or monster races. In this
  way, the dragon’s influence grows.
  An adult dragon cannot advance beyond 15th level in their
  chosen class. Experience may continue to accrue (with the
  Dungeon Master’s approval), but no adult dragon may advance
  to 16th level or beyond.
  Adult dragons remain so a very long time, and are not
  called to dragon sleep again until their seven hundredth year.
  The dragon will once again enter dragon sleep, emerging one
  year later as an ancient dragon.
  Ancient
  Unfathomably powerful compared to most creatures, the
  ancient wyrms are the greatest of dragonkind, for whom the
  passing centuries bring only greater might. Ancient dragons --
  and only ancient dragons -- qualify for seats on the Council of
  Wyrms itself, shaping policy and peace for the generations
  ahead.
  Ancient dragons increase in size to Gargantuan (or Huge,
  for crystal dragons) and gain a +2 bonus to all ability scores,
  to a maximum of 30. Their maximum hit points increase by
  50, and they gain a +2 bonus to AC.
  When ancient dragons are dispatched by the Council, it is
  for a truly monumental purpose, such as summoning clan
  heads for a moot or vanquishing a truly terrible opponent,
  such as a giant king and his army. Even ancient dragons have
  been taught caution when facing a force of human dragon
  slayers, however. The dragons’ arrogance was their downfall
  once before.
  Ancient dragons may advance up to 20th level in their
  chosen class. There is no category beyond ancient.
  15
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  Treasure Hoards and Dragons
  D
  ragons hoard treasure because it pleases them
  to look at it, to collect it, and to feel it trickle
  between their claws and scales as they rest atop
  its glimmering beauty. More than that, though, a
  hoard is an integral part of its supernatural
  physiology, and a dragon that fails to accrue
  sufficient treasure for its hoard (or has its
  treasures stolen by thieves) finds itself stunted and weakened.
  In game terms, a dragon must have at least as many gold
  pieces of value in its hoard as it requires for experience points
  to reach its current level. This value is known as its bonded
  hoard. A hoard can only be counted if it is kept within the
  dragon’s current lair. A dragon cannot divide its bonded hoard
  between multiple lairs. Any additional treasure belongs to the
  dragon’s accumulating hoard.
  A dragon can convert treasure from accumulated to bonded
  when it completes a long rest in its lair. For that reason, most
  dragons return to their lairs after gaining a level or a large
  sum of treasure, resting and bonding with their hoard once
  more. The bonded hoard can never be larger than the
  minimum value required for the dragon to be its level.
  If a dragon loses any amount from its bonded hoard, it
  begins to weaken and may eventually die, if the hoard is not
  replaced or recovered. Dragons protect their hoards fiercely
  not only because it is a theft of their property, but because it
  can kill them.
  For as long as the dragon’s bonded hoard is depleted, it
  gains ever increasing exhaustion that cannot be removed by a
  long rest or any magical effect. The magnitude and rate of this
  exhaustion depends on how much of the hoard is missing.
  Hoard Losses
  Hoard Missing
  Time Per Exhaustion Level
  less than 25%
  One Year
  25% to 50%
  One Month
  50% to 75%
  One Week
  75% or more
  One Day
  For example, Agkaras the silver dragon paladin is level
  three. Her bonded hoard must always contain 900 gold pieces
  worth of treasure, or she begins to suffer exhaustion. One day,
  a pack of ogres slaughters her vassal guards and makes off
  with 500 gold pieces worth of treasure before they are chased
  out. Each week, Agkaras suffers one level of exhaustion until
  she can replenish the lost value. After six weeks, if Agkaras
  has not staved off the loss somehow, she dies.
  16
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  Feats
  D
  ragons have access to a small selection of racial
  feats. These feats broaden the dragon’s abilities
  and resources within the setting.
  Assume Vassal Form
  Prerequisite: You must be a gold, silver, or bronze dragon of
  adult or ancient age.
  Special: Traditionally, only gold, silver, and bronze dragons
  adopt these forms. With Dungeon Master permission, any
  dragon may take this feat.
  As an action, you may transform into a dwarf, elf, or gnome
  and remain in that form for up to one hour. You may return to
  dragon form as a bonus action on your turn. While
  transformed, you do not benefit from your natural Armor
  Class and cannot use your natural attacks or breath weapon,
  but you may cast spells or use class features, within their
  usual restrictions. You retain your ability scores in this form
  and may wield weapons or wear armor, but you are not
  proficient in either.
  The exact features of your vassal form are yours to
  determine and remain the same between uses of this ability,
  but many have a shock of hair color, skin tone, or iris hue that
  betrays their true nature. With Dungeon Master permission,
  you may be able to adopt other forms so long as they are
  humanoid and of Small or Medium size.
  Once you transform into a vassal form, you may not do so
  again until you complete a short rest.
  Draconic Senses
  You harness the full potential of your keen dragon senses. You
  gain blindslight out to 20 feet, and your darkvision range
  increases to 120 feet.
  Impenetrable Scales
  Your dragon scales racial trait improves, granting you an AC
  of 15. You cannot benefit from more than a +2 Dexterity
  modifier to your AC.
  Improved Resilience
  Your Constitution score increases by 1 and you become
  immune to the effects and damage types to which your breed
  is resistant. For example, red dragons become immune to fire,
  while sapphire dragons become immune to the frightened,
  paralyzed, and restrained conditions.
  Kindredbond
  The dragon adopts a kindredbond, which is a member of one
  of the three vassal races (dwarf, elf, and gnome). This
  character has the statistics of a standard member of the race
  and class the player chooses. The alignment of the
  kindredbond is always the same as its dragon, and the level of
  the kindredbond is always three less than the level of the
  dragon to which it is bonded.
  A kindredbond is tied to the dragon, usually acclimated to
  the dragon’s presence around the time of its hatching, until it
  is ready for be accepted by the dragon when it takes this feat.
  The dragon and the kindredbond participate in a ceremony
  overseen by a representative of the Council of Wyrms or the
  dragon’s clan, and at the end of the ceremony the two are
  bonded.
  This bond is metaphysical and carries no connotations
  other than servitude of the kindredbond to its dragon master.
  The dragon knows where its kindredbond is at all times, and
  can detect thoughts as per the spell on their kindredbond
  whenever it desires and from any distance. The two share a
  telepathic communication link while within 120 feet of one
  another.
  The kindredbond cannot knowingly commit an action that
  endangers its master, though the dragon feels no such
  compunction in turn. While the kindredbond can debate and
  communicate with the dragon, it generally acquiesces to any
  command that does not subject it to grievous bodily harm.
  In certain situations, the Dungeon Master may allow the
  player to take direct command of their kindredbond in order
  to go into locations where the dragon might not fit. The
  kindredbond follows the dragon into combat if so ordered, but
  the death of a kindredbond carries some risk for the dragon.
  Should a kindredbond die, even if it is later raised from death,
  the dragon suffers an immediate level of exhaustion that lasts
  for a period of one month and cannot be removed by any
  means.
  Further, allowing a kindredbond to be slain costs status
  among other dragons, even chromatic ones. After all, if a
  dragon cannot protect their possessions, do they deserve to
  have them?
  Should your kindredbond die due to old age or because you
  forsake or release them from this bond, you do not suffer this
  penalty. Instead, you may petition a dragon of authority (be it a
  Council of Wyrms representative or a figurehead from your
  clan) to grant you leave to adopt another kindredbond. This
  kindred may be a relative of your previous one (there are
  dynastic families of kindredbond raised for this purpose) or
  any other suitable kindred you select.
  Only dwarves, elves, and gnomes may typically be selected
  for kindredbond. With special Dungeon Master dispensation,
  you may consider other races as your kindred, but it must be a
  humanoid creature of Small or Medium size. Attempting to
  adopt a human as your kindredbond will invite scorn from the
  Council and your clan, due to the enmity between humans and
  dragons.
  Powerful Lungs
  The dragon gains one additional use of a breath weapon
  before requiring a short rest.
  17
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  Aging and Mortality
  D
  ragons may live for thousands of years if they
  avoid the dangers of the world around them.
  Though among the mightiest of creatures in
  existence, they are not invincible, despite what
  some red dragons will tell you. Marauding frost
  giants slaughter white dragons wholesale for
  hides and bones to make their armor, fire giants
  raid copper and red dragon hoards for treasure, and should
  the dragon slayers ever return, they will be an even greater
  threat.
  Nevertheless, there are dragons who make it to an extreme
  old age, whereupon their strength gives out at last. To
  determine this exact age, multiply the dragon’s Constitution
  score at ancient age by 100 for metallic dragons, 75 for gem
  dragons, or 50 for chromatic dragons, and add 1000.
  When a dragon reaches this age, it enters dragon’s
  twilight, marked by a steady, irreversible decline of strength,
  wits, and finally body. In the first year of twilight, the dragon
  must roll a Constitution saving throw against DC 10,
  increasing by 1 for each additional year that passes. On a
  failed saving throw, the dragon expires in the course of that
  year. Many chromatic clans tear their old ones apart to spare
  them the loss of dignity from this decline, and to divide up
  their hoards.
  There are, however, options to avoid this grim fate.
  Guardianship is chosen by many gem and metallic
  dragons. After the onset of twilight, a dragon that elects this
  method seeks out a secluded spot in the wilderness and
  transports their hoard to that location. The dragon enters a
  final torpor, melding with their hoard over the course of time
  to create a natural feature of the player’s choice.
  Some dragons abandon or distribute their hoards to worthy
  vassals and leave the Io’s Blood Isles for places unknown,
  never to return. Adventurers and treasure hunters suspect the
  existence of a remote dragons’ graveyard somewhere beyond
  the isles, holding a vast field of valuable dragon bones and
  glimmering scales.
  Others may complete quests of great import to the dragon
  gods, venturing beyond the Material Plane and wandering the
  multiverse. Even among dragons, this possibility is mere
  legend.
  Death need not be the end for the vilest wyrms, either.
  There exist terrible arcane formulae and rituals that
  transform a dragon of advanced age and considerable magical
  might into a dracolich. These rotting and grotesque
  monstrosities retain their insidious intellect and gain undead
  powers in accordance with their foul alteration. Should the
  Council learn of one’s existence, they summon dragons from
  across the Isles to hunt it down.
  18
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  Aerial Combat
  W
  ith natural flight, dragons are not restricted to
  scrapping on the ground like common
  humanoids. In any situation where they can
  spread their wings, dragons use them to their
  advantage. This adds more than the usual
  degree of three-dimensional complexity to
  combat.
  Of course, in the world of the Council of Wyrms, most
  enemies plan accordingly. Every hoard or egg-raiding party
  equips itself with ranged weapons and nets to drag the wyrms
  back to the ground, where long pikes and sharp axes can do
  their work.
  Vassal troops learn combat formations that mitigate
  dragons’ aerial advantage, such as using turtle-shell
  formations with tower shields to provide cover against dragon
  breath. The Council cannot stop all of the periodic raids and
  blood feuds among clans, who use their vassal troops
  accordingly.
  A flying dragon does have risks to consider, most of which
  involve gravity and weather.
  Action Variant
  There is one action that can be performed only while in flight.
  Dive
  Dive enables a flying creature to move up to five times its
  flight speed, but only if the dragon loses some of its altitude in
  accordance with the direction it moves. Furthermore, class
  abilities that allow a character to Dash as a bonus action also
  apply to Dive.
  For example, a young crystal dragon rogue with a fly speed
  of 80 enters a Dive in order to surprise a dragon slayer riding
  a griffon below it. The dragon moves up to 300 feet toward the
  target, but loses at least half that distance in altitude (but
  never more than the full distance of the dive).
  If there is insufficient altitude to complete the Dive, the
  dragon suffers half of the damage it would sustain for having
  fallen the same distance.
  Conditions and Flight
  To remain aloft, dragons must be able to spread their wings
  and beat them unhindered. While players and Dungeon
  Masters should not concern themselves with mass, lift, and
  minimum speed to avoid stalling, a few guidelines represent
  these conditions.
  Firstly, a dragon must have a sufficient quantity of air
  beneath it to take off and remain flying. If a spell or other
  effect (such as a trip to an extraplanar realm) removes the air
  from a given space, a dragon cannot fly.
  Furthermore, a dragon must have enough space to keep its
  wings moving. Should the space around a dragon ever
  become insufficient, such as needing to squeeze through a
  place that is narrower than its space, the dragon begins to fall
  if they end their turn in the space and are not holding onto a
  surface or protrusion of some kind. For example, if a Large
  copper dragon (10’ by 10’ space) is forced to fly through a very
  narrow bend in a canyon (a 5’ space), it must grab onto
  something that can support its weight, or fall.
  If a dragon loses control of its wings or its fly speed
  becomes zero, it falls. Conditions that create this situation
  include the grappled, paralyzed, petrified, prone, and
  restrained conditions. If the condition ends before the dragon
  hits the ground, the dragon can catch itself and avoid a
  devastating crash, so long as it can use its fly speed.
  When a creature enters a free fall, it plummets 600 feet per
  round on its turn. For example, a blue dragon is 400 feet
  above the desert sands when a brass dragon wizard attacks.
  The brass dragon banks close and casts hold monster on the
  blue dragon, who fails its saving throw. On the blue dragon’s
  turn, it falls and hits the ground at full speed, suffering falling
  damage (20d6, for falling 200 or more feet).
  In the same example, if the blue dragon flies at 1000 feet,
  falls 600 feet on its turn, and at the end of the same turn
  succeeds its saving throw to end the hold monster spell, it
  does not crash. The dragon is no longer falling, and does not
  suffer falling damage when its turn comes around again
  (though it is only 400 feet above the ground now, at risk of
  being affected a second time).
  The grappled condition presents a special case, wherein
  both the grappler and its victim are in a clinch and fall
  together. In such situations, falling occurs on the victim’s turn,
  and not on the grapple initiator’s turn.
  High Winds
  Flying creatures have a harder time negotiating the skies
  when subject to inclement weather, but larger creatures can
  tolerate higher wind speeds.
  A Small or smaller flyer treats all flight-based movement as
  difficult terrain in conditions where the wind exceeds 30 miles
  per hour (or 48 kph). Medium and Large flyers have a
  threshold of 50 mph (80 kph), and Huge and Gargantuan are
  unaffected by winds up to 75 mph (120 kph). No creature can
  fly in conditions in excess of twice its threshold, becoming
  subject to the violent gales and possibly entering a free fall.
  Creatures native to the Elemental Plane of Air, such as djinn
  and air elementals, ignore the effects of high winds.
  Minimum Flight Speed
  An optional rule that some Dungeon Masters may want to use
  involves maintaining a minimum speed to avoid losing
  altitude. Dragons are huge, heavy creatures and despite their
  wingspan, they must maintain a forward momentum to avoid
  stalling.
  If your DM uses this optional rule, you must move at least
  half of your flight speed each turn to maintain your altitude.
  On any turn in which you fall to move this speed, you must
  succeed on a Strength (Athletics) check or begin to fall. The
  DC for this check is based on your age; 10 for wyrmling, 15
  for young, 20 for adult, and 25 for ancient. The older a dragon
  is, the greater the mass it must keep aloft.
  19
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  Designing Encounters
  D
  ragons are quite a bit stronger than standard
  characters of equivalent level. As such,
  encounters that would threaten dragons need to
  be adjusted accordingly. You may consider any
  encounter that is Hard for a group of standard
  characters as an Easy challenge for an
  equivalent group of dragons.
  It’s not as though dragons need fear many of the same
  dangers as their vassal servants, so what sorts of creatures
  pose enough threat to actually be willing to challenge a
  representative of dragonkind?
  Council territories are rife with bandits and lawless
  humanoids, but these brigands tend to limit their prey to
  vassals. Should entanglements with a dragon prove necessary,
  or should they happen upon a lone wyrmling, things can get
  ugly. Such opponents know well the sting of even a very young
  dragon’s breath weapon, and position themselves in such a
  way to minimize the dragon’s advantages.
  The single greatest disadvantage of a dragon is its reliance
  on being relatively close to their enemies. A dragon’s breath
  weapon may command impressive distance, and a
  spellcaster’s talents may also provide some ranged capability,
  but bandits and raiders know the best way to battle a dragon
  is from range. Hails of arrows, ample use of cover, and
  fighting withdrawals are how their ilk engage their far
  stronger opponents.
  As the size of a dragon grows, so too do their common
  enemies. Ogres, bugbears, and other large brutish enemies
  are rarely intimidated by young dragons and bring impressive
  physical prowess to bear against them. Singly, they may not be
  as dangerous, but no opponent is too proud to spurn the aid of
  allies to battle dragonkind.
  Once a dragon achieves adult age, their list of willing
  opponents grows thinner, but the enemies on that list are
  individually much more powerful. It is at this stage where
  dragons find themselves in conflict with equally dangerous
  creatures, such as giants in the north and south, genies in the
  desert islands of the Azure Sea, and desperate rogue dragons
  belonging to no clan. When smaller creatures are forced to do
  battle with dragons, they pit their champions against them or
  attack in great numbers. Even an adult dragon may be slowed
  or injured by a horde of blood-drunk gnolls in the midst of a
  pack frenzy.
  Ancient dragons face the greatest threats to their kind;
  dangers both terrestrial and cosmic, ranging from devious
  krakens in the deep seas to fierce giant kings and fey lords
  who compete for territory and influence on the world scale.
  However, there are few greater threats to ancient dragons
  than their own kind, and the political arena can be more
  savage than the most hate-fueled of grudges resulting in the
  Challenge of Claw and Wing.
  The echelon of dragon society also dictates the form of a
  dragon’s challenges. Dragons who act as Council stewards
  may find themselves at the bargaining table or in complicated
  webs of intrigue more than they do on the battlefield. Clan
  lordlings and those attempting to earn station among their
  own kind must also contest with rivals, assassins, and
  belligerent vassals who may not so readily accept their
  position.
  Other dragons are the arm of clan militaries to engage and
  scatter tribal humanoids or counter giant raiding parties.
  These dragons become hard-bitten warriors who are forged in
  the fires of battle and earn their hoards through the spoils of
  war.
  Some dragons are free-spirits, however, and form roving
  flights that travel from one territory to another. Though still
  beholden to their clans, these dragons come to the aid of
  embattled vassal settlements, rescue captured dragons, and
  root out wilderness dangers -- all with the express purpose of
  accumulating vast hoards to fuel their rise to power.
  20
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  Supplementary Rules
  Half-Dragons
  Dragons that are capable of adopting vassal forms are known
  to dally with those races. Sometimes, this is out of sheer
  boredom or curiosity, but rarely it may occur out of genuine
  mutual adoration. Whether a given dragon breed considers
  such activity repugnant varies from clan to clan; at best this is
  seen as a shameful indulgence to be kept secret, and at worst
  it is an abhorrent denigration of the pride and purity of
  dragonkind.
  Sometimes, offspring are born of these temporary unions.
  These half-dragons are not like the dragonborn of other
  campaign settings; they are usually sterile, often alien-looking
  or monstrous, and rarely find comfort in any but the most
  accepting clan territories. Rarely, their dragon parent will
  sponsor the half-dragon child in the same way a medieval lord
  would give a measure of status to their bastard, but a half-
  dragon has no claim to the lordship of a clan nor would they
  be welcome in the Council of Wyrms in any capacity.
  Nearly all half-dragons have a vassal parent that belongs to
  one of the standard vassal races; that is, dwarf, elf, or gnome.
  Human half-dragons are almost unheard of and would be
  spurned by most humans or dragons. Half-dragons of other
  types may be possible, but would likewise be exceedingly rare.
  Again, half-dragons are not dragonborn; the latter could
  possibly be the eventual evolution of half-dragons breeding
  true with one another, but do not exist on the Io’s Blood Isles.
  Half-Dragon Racial
  Characteristics
  Ability Score Increase. A half-dragon increases its ability
  scores based on its parentage, as outlined below.
  Dragon Breed Parent
  Breed
  Ability Score
  Increase
  Black, Blue, Gold, Red, Sapphire, Silver +2 Strength
  Amethyst, Bronze, Emerald, Topaz,
  White
  +2 Wisdom
  Brass, Copper, Crystal, Green
  +2 Charisma
  Vassal Race Parent
  Race
  Ability Score Increase
  Dwarf
  +1 Constitution
  Elf
  +1 Dexterity
  Gnome
  +1 Intelligence
  Age. Half-dragons are exceptionally long-lived. They mature
  at the same rate as their vassal parent, but double their
  maximum lifespan.
  Alignment. Half-dragons typically gravitate toward the
  alignment of their draconic parent, but the circumstances of
  their existence always weigh heavily and may drive them to
  the heights of heroism or the depravity of villainy.
  Size. A half-dragon is always Medium size. Half-dragons
  are about a foot taller on average than their vassal parents,
  making even gnomish half-dragons as tall and broad as
  dwarves.
  Speed. Your base speed is 30 feet.
  Darkvision. You have superior vision in dark and dim
  conditions. You can see in dim light within 60 feet of you as if
  it were bright light, and in darkness as if it were dim light. You
  can’t discern color in darkness, only shades of gray.
  Dragon Breath. A half-dragon can call upon the breath
  weapon of their dragon parent. They may not use this ability
  again until they complete a short rest. For chromatic and
  metallic half-dragons his attack is identical to the breath
  weapon of a dragonborn of the half-dragon’s dragon parent
  color. Half-dragons that belong to one of the gem dragon
  breeds use the following table.
  Half-Dragon Breath Weapon
  Breed
  Area of Effect
  Damage
  Amethyst 30 ft range, 5 ft
  explosion
  2d6 force
  Crystal
  15 ft cone
  1d6 slashing and 1d6
  radiant
  Emerald 15 ft cone
  2d6 thunder
  Sapphire 15 ft cone
  1d6 psychic and 1d6
  thunder
  Topaz
  15 ft cone
  2d6 necrotic
  A half-dragon also selects one of the following racial traits,
  which further determine its appearance and abilities.
  Draconic Visage. You are born of a vassal father and a
  dragon mother. Your body is covered in tough scales and your
  head is far more draconic than it is vassal, complete with
  horns, crests, and fangs. Your AC can never be worse than 13
  + your Dexterity modifier, and you gain a +1 bonus to your
  Strength or Charisma score (in addition to any bonus from
  your draconic parentage).
  Vassal Visage. You are born of a vassal mother and a
  dragon father. You appear much like a regular representative
  of your vassal parent’s race, but your hair and skin are tinged
  the color of your dragon parent’s scales and your eyes are
  large and draconic. If your vassal parent is an elf, you gain the
  elf’s Fey Ancestry quality. If they are dwarven, you gain the
  dwarf’s Dwarven Resilience quality. If they are gnomish, you
  gain the gnome’s Gnome Cunning quality.
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  Campaign Options
  Stewards of the Council
  The most common way to provide a campaign template for a
  party is to have them hatched at the Council Aerie and raised
  as servants of the Council of Wyrms directly. This removes
  them from the immediacy of clan politics and keeps them
  together for their formative years while they learn about
  Council society firsthand.
  Clans will frequently send eggs to be hatched as wards of
  the Council. Sometimes this is due to the parents of the
  dragons in question being slain in battle or exiled for crimes,
  and the clan either cannot or will not take responsibility for
  them. For others, it is out of an agreement or responsibility to
  the Council, or perhaps as penance for some offense.
  The dragons typically serve the council until they reach the
  adult stage of their lives, at which time they are given the
  option to return to their clans or remain as a permanent
  servant of the Council of Wyrms. In both cases, much will be
  expected of the dragon, as the clan will seek to utilize their
  experience for their own needs, and the Council will trust the
  dragon will ever more important responsibilities.
  Playing Vassal Characters
  While the Council of Wyrms setting was designed with
  dragons as player characters in mind, that doesn’t mean
  Dungeon Masters and their players should feel limited to
  dragons as the only playable creatures. Just as much fun could
  be had by a party of standard adventurers making their way
  through life in the shadow of the dragons.
  Dragon society is so elevated above the concerns of their
  vassals that an entire campaign of exploration and heroic
  activities can go on right under the snouts of the wyrms.
  Indeed, many dangers unnoticed by dragons that would
  threaten their way of life are handled, in secret, by their
  vassals.
  Playing under the rule of the Council has disadvantages, of
  course. All it takes is one obstructionist wyrm to issue an edict
  or level blame on a party of vassal adventurers, putting their
  activities in that clan territory under withering scrutiny. The
  very idea of vassals opposing their lords is anathema, and
  should a group of vassals prove the equal or better of an adult
  or ancient dragon, the Council itself may step in to intervene --
  usually to step on the impertinent vassals.
  Vassals may also be a dragon’s kindredbond, and for a
  player that elects (or is chosen) to be one, they may safely
  ignore the restriction in level advancement placed upon
  kindred NPCs as listed under the feat entry. Kindred may be
  called upon to speak with their master’s voice at clan
  gatherings, or may even find themselves teamed up with the
  kindred of rival dragons to rescue that master.
  Other Campaigns
  For something very different, you and your players may
  choose to play as human dragon slayers, freshly arrived from
  the isles to the far east, with dreams of glory and conquest
  over the arrogant dragons. These types of campaigns may be
  the most dangerous of all, for the humans are alone and pitted
  against the entirety of Council society -- including vassals who
  can root them out in places dragons cannot go.
  Players and Dungeon Masters might also enjoy playing as
  rogue dragons, banding together out of necessity and
  spurning (or exiled by) Council society. Perhaps they learned
  the truth of Great Io’s meddling and forced intervention in the
  kind’s history, or found the Council’s glacial attitude towards
  issues of importance irresponsible. Rogue dragons are usually
  hunted by Council society, and rogues that reach advanced
  age are quite rare.
  22
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  A Vision of the Io’s Blood Isles
  T
  he world presented to us by TSR for the
  Council of Wyrms setting is one where the
  maps are only given the lightest of details, the
  intricacies of its politics drawn only in pencil.
  We, as the players and Dungeon Masters, are
  free to fill in the gaps as we see fit, to tell the
  stories we want to tell and run the epic
  adventures we wish our players to experience.
  As relatively little is given as gospel, below is one vision of
  how the world may be fleshed out -- a sweeping tale of devious
  political maneuvering, of clandestine deals with the worst
  enemies of dragonkind, and the small beings that scamper
  underfoot. Big ideas are made bigger, cities expand to
  dimensions far beyond those of our world, and the contrast
  between the dragons’ civilization and the primeval wilderness
  beyond is sharper than the edge of a vorpal sword.
  Note that everything contained below is purely conjecture
  and homebrewed, and is inspired by the original vision of the
  Council of Wyrms setting. Rewrite, throw out, or modify as
  you see fit.
  Dragon Clans
  Dragons of a particular breed are further grouped into clans,
  which are an admixture of political bodies with representation
  on the Council of Wyrms as well as allied families of wyrms.
  While the dragons themselves have little use for the
  contrivances that drive the societies of lesser creatures, they
  possess many of the same vices. Chief among these are a lust
  for power and wealth that even the most altruistic gold wyrm
  cannot deny.
  Clan territories are vast, as dragons -- even ones affiliated
  with one another -- are territorial and require great stretches
  of land in which to hunt and thrive. A region or city-state
  congested with a populace of both vassal races and dragons
  quickly becomes an oppressive environment as the enormous
  beasts attempt to coexist in places not typically built for their
  kind.
  There are a total of thirty-two metallic clans, twenty-four
  gem clans, and thirty-two chromatic clans of varying power
  and influence on the Council. Many are old, so ancient as to
  have chronicled the formation of mountain ranges. Some are
  new, formed from defeated clans or clans that grew so large
  that they split so as to avoid internal feuding over territory and
  resources.
  While each clan of a particular dragon breed adheres to
  similar moral and ethical precepts, not every metallic clan is
  wholly benevolent and not every chromatic clan comprised of
  terrible overlords. As with governments elsewhere, clan
  politics and motivations are just not that simple.
  Alignment
  For this vision of the Council of Wyrms, dragons are best left
  without strict alignments -- and if you and your players can
  accept it, playing without alignments at all. Good and evil in
  this version of the setting are not so clear cut, and hard
  choices must sometimes be made to ensure the survival of the
  clan -- or the destruction of another.
  Dragon Culture and
  Lifestyle
  Dragons neither want nor need many of the luxuries common
  in the development of other civilizations. As a simplified
  example, most breeds do not feel significant discomfort from
  inclement or extreme weather and find most indoor
  environments claustrophobic, and so have never needed to
  devote their considerable mental faculties to the development
  of advanced architecture.
  Naturally, they support (perhaps a bit condescendingly) the
  needs of their vassal servants to do the same, but when the
  dragons control the funding and approval of such endeavors,
  technological advancement is understandably slow. In the
  thousands of years the Council and dragonkind has been in
  control of the isles, its vassal races have seen little
  development beyond the confines of their late medieval and
  early Renaissance level societies.
  There is great development within those confines, however,
  and one should never underestimate the power that magic
  provides in replacing some of the creature comforts that more
  advanced societies enjoy. Furthermore, the spread of learning
  institutions, funded and governed by the dragons, is supported
  by all but the most tyrannical wyrms. Vassal races and their
  dragon masters are generally better educated and enjoy a
  greater standard of living than those who exist outside of
  Council society.
  Dragons of Council society, regardless of their nation and
  clan, are distinct from their counterparts in other worlds of
  the multiverse. The dragon language has a well-developed
  written form, and Council dragons do not shy away from
  composing elaborate scriptures and treatises for distribution
  in libraries; these are, of course, copied down in smaller
  versions for consumption by vassals, who may find it quite
  troublesome to lift a seven hundred pound book bigger than
  themselves. Many dragons enjoy reading, and literature is
  traded amongst clans as vassals might trade in gold or grain.
  Perhaps affected by their time among their vassals, some
  dragons even enjoy wearing simple garments or jewelry. A
  sash across the throat, a gem-encrusted gold chain, a claw
  glittering with rings, or even wing piercings are not unheard
  of for a dragon to wear. This separates them, they claim, from
  clanless “rogue” dragons who are more rough around the
  edges and cannot manage such luxuries.
  The many centuries that dragons endure risk the onset of
  terrible ennui, and so some wyrms stave off their boredom
  with games, hunting, and other activities to sate their needs.
  Clan Jadress, for example, brings in much of its wealth by
  playing host to various gaming dens and the preparation of
  elaborate cuisines to fulfill any dragon’s appetites.
  23
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  Of course, few dragons will admit they can fall prey to such
  mortal afflictions as boredom. Dragons are nothing if not
  proud and so sure of themselves as the pinnacle of creation,
  so ordained by the Ninefold Dragon. A vassal that speaks out
  of turn about their benefactors can expect to be devoured in a
  red dragon clan, and at the very least be visited with scorn and
  condescension by a silver or gold clan. How could a dragon be
  anything other than right?
  On the subject of vassals, each clan and breed treats theirs
  differently. The culture of vassal sometimes affects dragon,
  and vice versa, so across the generations they often grow to
  reflect one another. The elves, dwarves, and gnomes that
  populate most of the isles alongside their masters have long
  recognized their place in the society, which even in the best of
  circumstances is as second class citizens.
  Naturally, metallic and gem clans treat their vassals better,
  but this is not always the case. Stories of gold wyrms who
  exile dissenters, even well-meaning ones, for the simple crime
  of flouting the dragons’ decrees for the greater good are not
  unknown. Likewise, even brutal red and white clans realize
  the value of their vassals, even if they are eminently
  expendable. Clan Vermillion, for example, has a surprising
  system of meritocracy where even a powerful vassal
  champion can achieve great status in the clan -- provided they
  can continue to maintain it against the constant stream of
  challengers.
  Regardless of clan or breed, vassals perform many of the
  tasks dragons cannot (or will not) perform. The claws of
  dragons, despite their relative dexterity, cannot weave nets or
  form pottery, or quarry stone. Emerald dragon philosophers
  correctly surmise that Council society, and even individual
  clans, simply cannot survive as they are now without the
  support, labor, and love (or fear) of their vassal servants.
  The Human Menace
  In ages past, the dragon slayers came and wreaked havoc
  across the isles until the dragons banded together to fight
  them. Though they were defeated after decades of warfare,
  the scars the humans have left on dragonkind are
  psychologically profound. Humans are the one thing that
  dragons truly fear, and that is never easy to admit.
  Human tribes, long degenerated from their heyday as the
  dragon slayers of old, still dwell on the isles. These remnants
  of the abandoned or vanquished dragon slayer armies have no
  knowledge of their ancient and glorious past, and rarely rise
  above the status of nomads or savages. Occasionally, a
  charismatic human warlord will rise and raid vassal villages,
  and it is then that the dragons act to cull the herd.
  Despite this, humans have proven remarkably resilient and
  difficult to excise from the isles completely. Somewhere over
  the eastern horizon, the rest of their race lives still. The
  dragons quietly offer prayers that they do not return.
  The land of the humans, should it ever be visited, is a
  monster-infested wilderness dotted with crumbling kingdoms
  and decadent city-states. Human civilization never truly
  recovered after the grand crusade of the dragon slayers, even
  thousands of years later -- tyrants and petty nations rise and
  fall, with society never advancing beyond a perpetual dark age.
  The ancient grandmasters of the dragon slayers live on,
  however, as monstrous undead lords in crumbling Gothic
  citadels on the fringes of known lands -- cursed by Great Io for
  performing the very duty he charged them with in days of
  yore, hated and feared by the rest of humanity for leading
  their kind to disaster in a failed crusade. Recruits are few and
  far between, usually criminals or other outcasts that find
  shelter from justice or the depredations of monsters in the
  dragon slayer citadels. The choice the grandmasters and their
  servants give them is simple: join the slayers, or join the dead.
  Their land has its own dragons, of a sort -- degenerate
  drakes, sinuous linnorms, and inbred hybrids exiled from the
  Io’s Blood Isles centuries or millennia before. The dragon
  slayers continue to hunt and slay these creatures, a mere
  shadow of what they once were, but begrudgingly allowed to
  exist for this service they provide to the rest of their kind.
  The dragon slayer grandmasters have not forgotten the Io’s
  Blood Isles or the dragons who dwell upon them. Even
  thousands of years later, they boil with hatred of the dragons
  and their manipulative creator, the Ninefold Dragon, who
  deceived them into being his tools and then abandoned them
  to suffering and undeath.
  Council Aerie: The Center
  of Dragon Civilization
  The immense Council Aerie is a mystically-constructed city of
  lairs on the vast plains of All Clans Island. It is a neutral site
  where conflict is forbidden, save that initiated by the
  Challenge of Claw and Wing. Dwarfing some vassal cities in
  sheer size, the Aerie itself is lair to dozens of individual
  dragons. Many lair here only temporarily, as their duties to the
  Council ensure that they remain away from their own
  domains for long periods at a time. Others still, such as long-
  standing Council members, have mostly forsaken clan bonds
  and adopt positions of detached governance, so that they may
  better serve all dragons.
  The dragons are not the only inhabitants of the Council
  Aerie, however. Each dragon that lairs at the Aerie has an
  attache of vassals that attend its needs and run minor errands
  on behalf of their master. Furthermore, a diligent, hand-picked,
  and deeply scrutinized cadre of vassals dwells here with the
  single duty of guarding and tending to dragon eggs left in the
  Council’s care. Orphaned wyrmlings also fall under the
  purview of these tenders, who despite the assurances of the
  dragon lords of the Council, are not always incorruptible.
  Beyond these, visitors and delegates from myriad
  independent tribes and clans wander the honeycombed
  passages of the Council Aerie or the small trade villages
  surrounding it, trading news and jockeying for favor among
  the dragon lords. The Io’s Blood Isles are vast enough that
  even the grasping dragons do not have full control of all that
  dwell upon them, but the independents know who the real
  masters of the land are and do well to placate or ingratiate
  themselves with the Council and its clans.
  24
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  The Dragon Nations
  T
  hough the Council acts as a sort of binding
  entity to which all dragons nominally pay
  homage, the reality of the situation is that the
  Io’s Blood Isles are simply too massive and too
  spread out to suitably govern under such terms.
  Even in a society where the citizens of average
  standing can fly across vast distances in the
  span of a day, and where magic might allow even more
  expedient travel, the Council simply can’t be everywhere.
  Io’s divine mandate keeps the more credulous dragon lords
  in line, along with respect for the mediating presence of the
  Council and its stewards. However, each major territory of the
  isles is broken up into one or more smaller nations, which
  vary in influence and power as well as composition.
  All Clans Island
  The Council Aerie and its environs remain neutral territory
  and are not technically part of any of the dragon nations. It is
  here that political disputes can be mediated without territorial
  claims interfering with matters of justice. While the Aerie is
  itself a populous city, numerous smaller settlements of vassal
  races and tribal humanoids dot the island, most of which are
  free to govern themselves so long as they pay regular tribute
  to the dragons and do not interfere with the wyrms’ business.
  Unfortunately, this autonomy comes at a price; few ever
  come to the aid of the vassal races outside of Council-
  established edicts and are prey for the tribal humanoids and
  each other. Visiting chromatic and gem dignitaries are also
  known for organizing cruel hunts where, like others would
  hunt foxes by running them down with dogs, elder dragons
  accompany younger ones as they stalk and slay errant
  humanoids and demihumans that do not fall under Council
  rule.
  The current Grand Custodian of the Council of Wyrms, the
  amethyst dragon Mykell, is the nominal leader of the Council
  of Wyrms. The position is, by tradition, always held by an
  amethyst dragon, though whether a given individual is of the
  quality required to hold the Council together has not always
  been consistent. The Grand Custodian is assisted by a small
  group of other dragon custodians, along with a large number
  of vassal retainers.
  Age is the deciding factor in the influence one can carry on
  the Council. There are two major governing bodies in the
  Council: the Platform of Wyrms and the Platform of
  Dominates. The former consists of any ancient dragon chosen
  as a representative of its clan, and each clan can appoint only
  one dragon to the role at a time. How each clan chooses its
  Platform of Wyrms representative is up to the individual clan
  (or in at least in the case of the Fireshore Republic, whether
  the dragon has been elected to the position of senator). Only
  ancients that are part of this body can cast votes brought up
  before the Council, which can affect whether a given clan is
  sanctioned or whether a new clan is recognized.
  Currently, there are only eighty-eight seats on the Platform
  of Wyrms, some of which are not filled; some clans either
  have not appointed a representative, or are still young enough
  that they have no dragons of ancient age to speak for them. In
  extremely rare cases, they may select another breed’s
  dignitary of ancient age to speak for them on their behalf.
  Dragons on the Platform of Wyrms are known as councilors,
  and should they serve for more than five hundred years, grand
  councilors. The latter title is merely ones of respect and
  distinction, nothing more.
  The much larger Platform of Dominates consists of any
  dragon that holds a rank of any significance within a given
  clan. While there has never been a call to enforce it, a little-
  known law prevents a given clan from allowing more than five
  dominates at a given Council meeting. Dominates cannot cast
  votes on the Council, but serve as a gallery of debate and
  influence that may drive the votes of the ancients on the
  Platform of Wyrms.
  Furthermore, while only dragons may represent a clan on
  the Platform of Wyrms, a dominate may instead be
  temporarily represented by an influential kindred or related
  dragon. The former find it difficult for their voices to be heard
  above the growls and susurruses of their superiors, but the
  rare respected kindred may rise to such prominence that their
  words carry the weight of their master.
  Council law is a tricky thing to enforce. With the collective
  power of one or more of the dragon nations, it would be
  difficult to bring a rebellious territory to heel under normal
  circumstances. As with all things draconic, however,
  circumstances are anything but normal, and the Council
  exercises its influence in three ways.
  Firstly, the divine mandate of Io hangs over the head of all
  dragons, and the Council remembers this fact. Were they to
  erupt in full-scale dragon war once more, the risk of the
  Ninefold Dragon visiting yet another calamity upon
  dragonkind is a very real possibility. Not all give due homage
  to the dragon pantheon, though, and secular dragon clans
  rarely give credence to the myths.
  To wit, the Council also maintains an extensive network of
  agents throughout the isles. The Eyes of the Council, as they
  are collectively known, consist of a well-trained cadre of vassal
  and dragon spies seeded throughout the isles with the
  primary mission of reporting discord or feuding directly to the
  Council stewards. These agents forswear any allegiance to the
  clan of their birth, in essence becoming “rogue” dragons by
  purest definition, but still beholden to the wishes of the
  Council. Bemused clan lords who become aware of the Eyes
  note that this gives the Council convenient plausible
  deniability as it pertains to these agents.
  Finally, the Council has an impressive standing army of
  some of the mightiest vassal troops and dragons on the Isles.
  Though sustained force projection is nearly impossible, many
  of these soldiers are trained to work together in disciplined
  teams which are the equal of many dragon lords. Some clans
  decry these teams as potential assassins used to silence
  dissent or deal with troublesome lords. Regrettably, they were
  used to do just that in the past by less scrupulous Grand
  Custodians.
  25
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  Despite these three tools, the Council still has its collective
  hands full moderating the disputes and governing the whole
  of dragon society. To that end, each region of the Io’s Blood
  Isles is considered its own “nation” and is given a reasonable
  amount of autonomy. Within these nations, examples of tribal
  councils, theocracies, republics, and even stranger forms of
  draconic governments can be found.
  The Icy Reaches
  Far to the north of the rest of the isles, the frigid Icy Reaches
  are surrounded by choppy seas and icebergs that carve
  unprepared ships to pieces before they can reach the few
  trading ports with open access to the sea. Sixteen dragon
  clans are part of the Icy Reaches, a loose affiliation of dragons
  that band together for a single purpose: defense against the
  frost giants from the northwest.
  White dragons make up the bulk of dragon population here,
  and their vassals are a sullen lot. While the white dragons are
  restrained enough to avoid dining on their own servants, they
  do not treat them fairly or with more than a token amount of
  appreciation. Fortunately, most of their vassals avoid being
  outright slaves, but are expected to pay exhaustive tributes to
  their masters to avoid exile into the unforgiving arctic
  wastelands.
  The amethyst and crystal dragon clans temper the
  aggression of the white dragons and keep attention focused
  on the giants from the northwest. Agreements and truces, like
  the length of the days in this place, are bitterly short before
  the dragons return to their isolation.
  Of the dragon clans, four are of particular importance in the
  Icy Reaches. Clan Corum is ruled by Corum the Fifth,
  descendant of the clan’s founder, and its capital of Cold
  Stream Junction is a trade fortress as well as home to an
  academy of psionic arts whose like is unknown anywhere else
  in the isles. Dragons of any breed who wish to learn more
  about the powers of the mind travel here to train with Corum’s
  psychic masters.
  Crystal clans Sparkle and Moonlight are capricious
  domains of carved ice, with dragon lords of such similar,
  playful mein that they might as well be siblings. Glimmerglow,
  the patriarch of Clan Moonlight, visits frequently with the
  ancient Luminus of Clan Sparkle. Together they develop
  strategies to confound frost giant raiders that frequent the Icy
  Reaches and are responsible for designing deadly traps and
  ambushes to break their advance.
  Clan Desolate is the largest and most fearsome of the white
  dragon clans in the Icy Reaches, and its lord, the behemoth
  Winterwing, is of such size and age that he finds it difficult to
  leave his lair at times. Winterwing’s holdings and hoard are
  the envy of the other white dragon clans, who periodically raid
  Desolate holdings in an attempt to draw the old wyrm out to
  be slaughtered by packs of predatory dragons waiting in the
  wastelands. Winterwing may not be a scholar, but he is a
  cunning warrior and knows that the smaller wyrms cannot
  hope to defeat him so long as he remains ensconced in his
  clan’s capital city, a fortress of ice and iron that is constructed
  over his lair.
  Trade is a difficult affair for the Icy Reaches, but it does
  transpire. Dragon whalers haul enormous carcasses to shore
  to be butchered by vassals for meat, bone, and ambergris, the
  latter of which is sent south to make luxuries that the
  southern clans enjoy. Thick hides from polar owlbears or
  mammoths are similarly popular elsewhere, and gemstones
  mined from the Mountains of Dawn make up the rest of the
  Icy Reaches’ exports.
  Clans of the Icy Reaches
  The following clans make up the Icy Reaches.
  Amethyst: Corum, Regalen
  Crystal: Coldshard, Luckwing, Moonlight, Sparkle,
  Starlight, Sunlight
  White: Chillblood, Coldfire, Desolate, Everwinter,
  Frostwind, Glare, Iceteeth, Illsnow
  The Exaurdon League
  Let not the temperate climes, rolling hills, and gentle forests
  fool you; the Exaurdon League is a dangerous wilderness, and
  the civilization afforded by the federation of dragon clans
  keeps devastating forces at bay. Glittering cities of gold and
  jade gleam in the daylight hours as beacons of law and justice,
  but as night falls even they give way to the fearsome monsters
  beyond.
  Long have the gold and green clans of Exaurdon Isle lived
  in unwary truce with one another, occasionally clashing over
  minor territorial or resource disputes. When the lord of Clan
  Exaurdon, Magnern the Gold, proposed truces to deal with
  the island’s indigenous dangers, the other clans on the island
  were swayed by the lord’s words and promise of peaceful
  coexistence. The two topaz clans on the isle, Deepwater and
  Seaspray, pay lip service to this arrangement if only to keep
  the other dragon breeds from pestering them. Despite their
  misgivings, the metallic, gem, and chromatic dragons of these
  clans understand that only through their treaties and mutual
  defense pacts can they endure against a savage wilderness
  that even the dragons cannot truly tame.
  The forests of Exaurdon Isle’s interior are home to entities
  as old as the dragons themselves, seemingly waiting for the
  wyrms upon their initial arrival to the island chain. These fey
  creatures are hostile to dragons, denying parley and
  assaulting parties of vassals sent to flush them out. In the
  woods beyond clan territory, safety cannot be guaranteed even
  in flight. Swarms of faerie warriors on gossamer-winged giant
  insects or astride enormous hawks have been known to assail
  and entangle flying dragons, heedless of the danger to
  themselves as they stab and gnaw at their quarry during their
  fatal fall.
  The leaders of these fey, known collectively as the Wild
  Gods, are demipowers of significant strength and uncertain
  number. Possessing chaotic forms and a mercurial demeanor,
  the Wild Gods incite the raw powers of natural world to
  challenge the dragons at their own borders. Clashes between
  vassal troops and marauding fey are common. Only during
  rare assaults by enormous beasts -- mundane animals
  enchanted to grow to titanic size -- do the dragons take the
  field to even the odds. Many are the stories of glorious and
  savage combat between an adult dragon and a gargantuan
  wolf, badger, or serpent.
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  Sea travel is safe enough, and ships frequent the calm waters
  around the island’s shores to reach the other major clan
  holdings. Each clan is known for its excellence in a pursuit,
  even if it is not the clan’s sole focus. The dragons of Clan
  Justice in the City of Law are unparalleled scholars of Council
  legal matters, rivaling even the amethyst clans for their sheer
  dedication to the letter of Io’s law. In the City of Gold, the
  dragons of Clan Exaurdon staff the finest universities in the
  Io’s Blood Isles, where all are welcome to partake of the gifts
  of academia free of cost.
  The green dragon clans are less free with their gifts, but not
  short on their dedication to order. In Twin Tree, Clan
  Treesplitter’s druids maintain glyphed henges that work
  against the untamed power of the fey and their Wild Gods.
  The fabled Archdruid of the green dragons, nicknamed
  “Elfbane” for his thwarting of the fey lords, oversees a rigid
  hierarchy of druids from the lowly novitiates up to the
  wandering hierophants that traverse the untamed wilderness
  alone as they seek ways to placate or subdue the Wild Gods.
  Not to be left out of the proceedings, the topaz clans quietly
  and begrudgingly trade their vast wealth of pearls taken from
  giant stone clams for goods they require from the golds and
  greens. Their independent streak sometimes leaves the topaz
  dragons slow to react to fey attacks or ask for help from their
  ostensible allies.
  Clans of the Exaurdon League
  The following clans comrpise the Exaurdon League.
  Green: Foulgrove, Treesplitter
  Gold: Exaurdon, Baraster, Justice
  Topaz: Deepwater, Seaspray
  The Starshine
  Principalities
  Dragons have good cause to be devout; it is no mere myth that
  Great Io once visited calamity upon his brood for the crime of
  slaughtering one another. Religion is a private affair for most
  dragons, and small enclaves of worshipers and priests are
  usually all that thrive in a given clan territory. For most, it is
  enough to recognize that the distant pantheon of dragon gods
  exists, and that is all.
  Starshine is the sole territory in the Io’s Blood Isles where
  worship of the dragon gods is more organized. Magnificent
  temples constructed by devout vassal servants extol the
  virtues of the divine dragons, and none are greater than Great
  Io himself. Though the vassal races are not themselves
  dragons, they often clothe themselves in cloaks cut like wings,
  circlets with horn-like protrusions, and tunics woven with
  shed scales while within the walls of these immense temples.
  The island is home to the Starratiel Clan, whose legacy
  includes the great wyrm of the same name who was
  instrumental in the creation of Council society. The amethyst
  dragons are pious and wise in the ways of the gods, and their
  devotion has inspired the green and gold clans of the island to
  take up similar paths. The majority of clan lords are priests of
  one or more dragon gods, and they are unified by that faith in
  Great Io and his children.
  As such, the Starshine Principalities are stalwart
  proponents of the Council of Wyrms and have significant
  strength of arms to come to its defense should dangers or
  dissent arise. Culturally, the clans are organized in a
  traditional manner, with a dragon lord at the top of the clan
  hierarchy, with dominates beneath it, common dragons below
  that, and vassal races at the bottom. Vassals do not always
  enjoy the fruits of a clan’s prosperity, as with all traditional
  dragon clans, the dragons themselves earn the largest share.
  There are a few exceptions to this otherwise reverent
  society of loosely-allied clans. Clan Jadress breaks from its
  fellow green dragons and maintains a well-developed industry
  of vice, gambling, and hedonism. Its borders are open to
  dragons of all clans, whose agents (dragon and vassal alike)
  visit Jadress’s subterranean dens for gossip, secrets, and
  indulgence. The vassals of Clan Jadress are wealthy as a
  result, much more so than those of other Starshine clans.
  Further, the topaz clans are outright antagonistic towards
  the others for their proselytizing, but fall short of brawling
  with the other clans’ preachers. Dryair and Pazus are more
  favorably inclined towards Clan Jadress than they are towards
  fellow gem dragon clans Majyst and Starratiel, not only
  because they needn’t endure the prattling of clerics, but also
  for Jadress’s unique services and discretion.
  A greater tragedy, and one that is of far more danger to the
  clans of Starshine Isle than lapsed devotion, is the existence
  of vile cabals that worship Faluzure, the dragons’ death god.
  Both dragon and vassal have been swayed by the words of this
  gruesome cult, becoming obsessed with death and existence
  beyond it.
  It is troubling to the clan lords that their divine visions do
  not afford them insight into the leaders or the pervasiveness
  of this cult. Whispers and speculation point to one or more
  dracoliches as the ringleaders of this death-cult -- but the
  Council demands proof before they will devote precious
  resources to intervene.
  Clans of the Starshine
  Principalities
  The Starshrine Principalities are home to these clans.
  Amethyst: Majyst, Starratiel
  Green: Darkcloud, Evilwood, Jadress, Veriste
  Gold: Resplendence, Sunblaze, Triumph
  Topaz: Dryair, Pazus
  The Azure Sea Compact
  A wild, dangerous oceanic realm, the Azure Sea Compact is
  the name given both to the nation and the articles that keep
  the clans from overt feuds. Though the handful of metallic
  clans outnumber, ever-so-slightly, the chromatic dragons on
  these isles, the blue clans collectively rule the Azure Sea with
  a firm claw.
  The Azure Sea’s isles are almost universally hot and dry,
  kept so by the weather currents that push storms past the
  islands rather than over them. As such, the island interiors
  rarely see any rain whatsoever, which suits the dragons just
  fine. Oases and mountain springs help provide the vassal of
  the clans with drinking water, so the Azure Sea is not
  completely uninhabitable by non-dragons -- it simply suits the
  clans that dwell there better than most.
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  The lords of the blue clans of Clearsky, Lightningwing,
  Sandshaper, and Swiftclaw organized the Compact to better
  combat the dangers of the deserts and surrounding seas. The
  dragons are beset by hordes of marauding gnolls and their
  genie overlords from the deep wastes and the waterways are
  rife with sea serpents and sahuagin that prey on trade ships
  and seagoing wyrms. When it became clear that the blues
  would benefit from the inclusion of the metallic clans (as well
  as demonstrate their obvious wisdom and magnanimity), the
  offer to join was extended to them.
  The fiercely independent copper and brass clans, with their
  nomadic vassal tribes, enjoy the mutual protection afforded by
  the Compact but chafe against the tariffs and edicts that the
  blue clan lords pronounce every few years. Debates at the
  Palace of the Bright Sun are as heated as the midday desert,
  and the metallics fall just short of outright fighting with the
  blues.
  That is not to say the blue clans are united in their regime,
  and the territorial wyrms bicker over trading rights and which
  of them is responsible for dealing with a particular threat.
  Gems, spices, and other luxuries pour through the markets of
  their desert cities, and each blue lord vies for dominance over
  the others by hoarding the most wealth and the most
  influence.
  Clans of the Azure Sea Compact
  The isles of the Azure Sea Compact are home to these nine
  clans.
  Blue: Clearsky, Lightningwing, Sandshaper, Swiftclaw
  Brass: Dewfeast, Hotwind, Sandtail
  Copper: Cutharn, Rockclaw
  The Burning Isles
  As the group of islands with the largest concentration of
  dragonkind, the Burning Isles are a constant hotbed of
  intrigue, proxy wars, and conspiracies that range from the
  mundane to the staggeringly complicated (in ways that only
  dragons can make things). Dragons of polar opposite breeds
  find themselves forced to work and conspire together against
  the other feudal domains of dragon lords with greater
  influence on the Council.
  The undisputed master of the Burning Isles is the ancient
  and terrible Firebrand the Red of Clan Bloodtide. A
  domineering schemer, he holds most of the other clans in the
  Burning Isles under some manner of threat, blackmail, or
  largesse. Like most of his breed, Firebrand desires power
  above all else, but goes about it in a different manner than
  other, less-careful red dragons.
  Instead of immolating cities and dominating lesser dragons
  through brute force, Firebrand has constructed a vast network
  of trade routes, treaties, and blackmail with the other clans of
  the Burning Isles. Exotic goods of all kinds flow in and out of
  the streets of the other cities in the region, from delectable
  jungle fruits desired by vassal races to highly addictive
  narcotics that even dragons crave.
  Whenever a clan falls out of line of the red dragon lord’s
  plans, Firebrand merely lifts one claw holding down another
  clan that would just as soon battle its rival for better status in
  the region. The problem typically corrects itself in short order,
  as all of the clans are interested in maintaining the status quo,
  at least on the surface.
  For all that everyone in the Burning Isles feuds with each
  other, they hate Firebrand more, but the dragon and his ilk are
  so powerful that it would take the concerted efforts of three or
  more clans to stand a chance against Clan Bloodtide’s
  fearsome power. In particular, the red clan maintains an order
  of powerful elementalist wizards, the Cabal of the Unquiet
  Earth, comprised of both dragons and favored kindred with
  impressive magical aptitude. A small army of elementals is at
  the Cabal’s command; primarily to hold back the fury of the
  active volcano upon which Malice, Clan Bloodtide’s capital,
  resides in all of its terrible majesty. It would be trivial to turn
  these elementals against would-be invaders, or unleash the
  full destructive power of the volcano upon the same.
  The other clans of this region function in a manner similar
  to the baronies and duchies of medieval societies; the dragon
  lord is the autocratic ruling body, who empowers a select few
  dragons as its dominates to mete out justice, supply it with
  tribute, and oversee the vassals that populate clan territory.
  Alliances with other clans are common, but often short-lived
  as Firebrand’s machinations do not allow them to remain
  allies for long before a scandal or small-scale raid (blamed on
  the other party, of course) drives them apart.
  Unique within these domains is the black dragon clan of
  Darkmoon, a small and winnowing family of dragons
  numbering no more than seventy or eighty individuals and
  their few thousand oppressed vassals. The clan’s lord,
  Deathstream, is a wyrm recently accorded the status of
  ancient whose responsibility it is to bring the clan back to
  greatness.
  Unfortunately, Firebrand knows that Deathstream is a weak
  and vacillating ruler, and so does his part to sabotage the
  ambitions of Clan Darkmoon. What Firebrand does not know
  (and indeed, very few of even Deathstream’s court know) is
  that Deathstream has acquired a new, secret ally -- the red
  dracolich bearing the moniker “Infernus”.
  This eldritch, undead warlock was slain at the claws of
  Baraster, the gold dragon founder of Clan Baraster, many
  thousands of years ago. The insidious red dragon had a
  contingency plan, as well as a small cult of followers, which
  enabled him to rise again in lich form. Infernus is a powerful
  infernal pact warlock who has curried the favor of vile demon
  lords in exchange for his sorcerous might, and has designs of
  conquest over the isles.
  First, he will use Darkmoon to broaden his power-base;
  already, a majority of the Darkmoon vassal populace has
  taken up worship of myriad minor gods that are, in fact,
  demonic generals. In time, Infernus hopes to open gateways
  to bring through a demonic army of conquest and march
  across the face of the world.
  Clans of the Burning Isles
  Many clans call the Burning Isles home.
  Black: Darkmoon, Lurker, Nighthunt
  Blue: Jagtail, Sharpbolt, Swiftclaw
  Brass: Blisterclaw, Drywing, Dustspinner, Sungazer
  Bronze: Battlewing, Seaview
  Copper: Clawstrike, Highjump, Sunleap
  Emerald: Flamestrider, Maragus
  Red: Bloodtide, Firetongue
  Sapphire: Battlecry, Boldtail
  Silver: Coldwing
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  The Fireshore Republic
  Among the clannish society of the Council of Wyrms, the
  Fireshore Republic is a true anomaly. The dragons who dwell
  here pay homage to the Council and its mandates, but
  operates in such a fashion that it can be considered a truly
  stand-alone nation. In fact, that’s exactly how its constituent
  clans view themselves.
  Fireshore lacks the population density of the Burning Isles,
  but has more settled territory and much greater autonomy in
  comparison to its sister nation. Each dragon clan and breed
  appoints a representative on the Council of Wyrms, as normal,
  but that councilor also has the rank of senator on Fireshore.
  The governing body of the Republic is the Senate, where
  dragon senators debate policy on behalf of their clan lords.
  The dragons of Fireshore consider themselves the most
  societally advanced of the Council nations -- indeed, as the
  natural evolution and refinement of the Council of Wyrms
  itself into a more enlightened and coordinated body. There is,
  for the most part, a strong push for equality in the clans and
  their vassals, and relatively open borders between clan
  territories mean trade and cultural mixing are the expected
  norm. Even the surly chromatic clans regularly renew their
  commitment to the Republic through the contribution of gold
  and troops to support Fireshore’s robust military.
  Clan Summit, the sole silver dragon clan on Fireshore,
  serves as the capital territory of the Republic. The diligent
  silvers maintain law and order there, which is not always an
  easy task when visiting senators from former rival clans such
  as Magma and Scorch arrive and throw their literal and
  figurative weight around.
  With that in mind, the Republic is far from free of feuding or
  bias. Fierce disagreements between the bronze clans and the
  red clans over the interpretation of the Republic’s laws are
  common, and it is the firm claw of the militant and influential
  sapphire clans that keep both in line. For example, as written,
  the Republic’s laws do not explicitly disallow the enslavement
  of vassal races, only that of dragons. Red and black clans do
  not attempt to hide the fact that they have complete
  ownership of those vassals pledged to their clans, in exchange
  for protection and a modest share of the clan’s prosperity.
  Senators will often deadlock on issues due to the even
  number of clans. To prevent this, the Republic also has a First
  Minister that is elected once every fifty years from among the
  current presiding lords of the constituent clans. The First
  Minister must bow to the laws and policies imposed upon
  them by the senators, but they serve as a tie-breaker vote in
  situations where the Senate becomes deadlocked.
  The Council stewards chafe at the existence of the Republic
  and its usurpation of draconic governance in that region, but
  so long as the Republic owes its ultimate loyalty to the
  Council of Wyrms and Io’s divine mandate, conflicts will
  remain political rather than military. Still, when a Council
  edict is “put to vote” in the Senate, as though there were some
  question of whether it should be followed, draconic pride is
  put to the ultimate test.
  Clans of the Fireshore Republic
  The clans listed below thrive in the Fireshore Republic.
  Black: Boghold, Mire
  Bronze: Cliffwalker, Tempest, Waveflier
  Copper: Becubard, Fastwing
  Emerald: Firelake, Sharpwail, Sonis
  Red: Magma, Scorch
  Sapphire: Glitterwing, Phlare, Warclaw
  Silver: Summit
  Giantbane Archipelago
  With the coming of dawn, the temperature rises sharply on
  the humid and volcanic Giantbane Archipelago. Over the
  horizon to the south and west, the masts of mighty ships can
  be seen, flying flags of red, black, and orange -- the colors of
  the fire giants and their allies. A scout dragon wheels in the
  sky, their keen eyes spotting the ships from miles off. On quick
  wings they soar back to the safety of the shoreline and alight
  on carved stone spires rising from the surf.
  The dragon roars into the coiled tunnels through the
  basaltic columns, and the sound is magnified many times over.
  The call to battle is sounded, and within minutes dragon and
  giant clash amidst the churning waves. The price for allowing
  a ship to land is too dire to allow.
  The Giantbane dragons are clans in a constant state of war.
  The fire giants to the southwest are far more organized and
  persistent than their counterparts, the frost giants, to the far
  north. Monthly raids, which become weekly in the steaming
  summer season, spur the giants to assault seaside villages
  and port cities for plunder. Though relatively few clans reside
  on the Archipelago, these few are battle-hardened and
  committed to their role as the shield that protects the flank of
  the Council of Wyrms.
  Not once have the Giantbane dragons petitioned the
  Council for aid in this self-appointed charge.
  The Archipelago cannot rightly be called a true dragon
  nation when it is compared to larger and more organized
  territories such as Fireshore or the Burning Isles, and its
  clans are devoted entirely to the Council of Wyrms. However,
  the clans are given free reign to determine the details of their
  defense strategies, though each will disagree on how to
  accomplish their goals.
  The savage and violent dragons of Clan Vermillion
  constantly push and bully the other regional clans into staging
  counterattacks and slaughtering fire giant raiding parties to a
  man (or giant, as the case may be). The reserved silver
  dragons, who outnumber the other clans of the island, are no
  less stalwart but prefer to let raiders escape to spread word of
  the dragons’ prowess.
  The black and copper clans are more devious, luring giant
  raiding parties ashore to be slaughtered by cunning ambushes
  and traps sprung by vassal servants. It is a riskier gamble; at
  sea, the giants are at a disadvantage since they cannot easily
  find cover from marauding dragons and will readily sink to the
  bottom of the ocean if sent overboard. On land, the giants
  organize themselves into tight, shield-protected formations
  with enormous arbalests firing hooked and tethered arrows --
  however, these formations are far more vulnerable to the
  black dragons’ quagmire clan territories or the tight canyons
  of the copper dragons.
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  Life is brutal and short even for dragons on the Archipelago,
  but any dragon seeking glory in battle against implacable and
  relentless foes knows well that there is no better proving
  ground.
  Clans of the Giantbane Archipelago
  Endless wars against the giants are fought by these clans.
  Black: Blackwater, Nightshriek
  Copper: Stoneproud
  Red: Vermillion
  Silver: Brightscale, Cloudwalker, Fog, Pinnacle
  30
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  Dragon Equipment
  U
  nlike their vassals, dragons cannot make use
  of most typical equipment, mundane or
  magical, that is available in core rulebooks.
  That is not to say these items do not exist --
  kindred and other vassals make use of them
  all the time, and the pervasiveness of magic
  and magical items may indeed be higher in
  your campaign.
  Dragons do make use of specialized equipment and have
  developed magical items to suit their impressive size and
  power, though these are typically quite rare. Of the existing
  magical items, dragons can make use of amulets, rings, and
  bracers, as well as rods, staves, and wands. Furthermore,
  most wondrous items work as expected.
  Regrettably, dragons cannot make use of armor, boots,
  cloaks, gloves, or shields of any kind.
  Weapons
  There are several reasons a dragon might utilize crafted
  armaments, not the least of which is for the purposes of
  enchantment. Dragons have as much difficulty causing harm
  to creatures that require magical weapons to penetrate their
  natural resistance as their vassals do, and not every dragon
  can cast the necessary spells to overcome this detriment.
  Intimidation is another factor; a dragon may well be
  terrifying when angered, but other dragons may not be so
  easily cowed. A dragon bristling with spiky plates or barbed
  wing spurs, however, might give others pause before engaging.
  Such weapons must be custom-crafted for the dragon in
  question to be made suitable for its age and size. The time
  and expense in creating standard versions of these
  armaments is not to be overlooked for young dragons, though
  elder wyrms rarely have such concerns with their eternal
  patience and vast wealth.
  Claw Gauntlets
  The claw gauntlet is a gruesome, barbed instrument that is
  fastened around the claws of a dragon. They are almost
  always made in pairs. Claw gauntlets have a fair amount of
  articulation, but are heavy and do not allow the dragon the full
  range of its manual dexterity.
  A dragon wearing claw gauntlets cannot cast spells that
  require somatic components, and is at disadvantage on
  Dexterity checks that involve use of their front claws.
  Spiked Plates
  Affixed to the body of a dragon via straps and chains, spiked
  plates are intimidating, but also allow the dragon to inflict
  terrible wounds on creatures that attempt to engage in a
  grapple. Whenever a dragon wearing spiked plates grapples
  or is grappled by a creature, they may use their bonus action
  to make a single melee attack against the grappler. If this
  attack hits, it deals piercing damage equal to the dragon’s bite
  attack.
  Spiked plates do not increase the dragon’s AC, as they are
  not effective armor compared to their natural defenses.
  Tail Star
  Developed by the dragons of the Giantbane Archipelago to
  better smash the longships of fire giants to kindling, the tail
  star is an enormous, weighted knob of studs, spikes, or razors
  that fits like a cap on the dragon’s tail.
  A tail star can be crafted to cause bludgeoning, piercing, or
  slashing damage. This may render the weapon more useful
  against certain kinds of enemies, and also allows the dragon’s
  tail attacks to strike as magical weapons if the tail star is
  enchanted.
  Wing Spur
  Once a symbol of status, golden wing spurs were worn by
  dragon clan lords to show off their wealth. In time,
  enterprising sapphire dragons turned these into weapons of
  war, forged of tough steel and able to open gaping wounds in
  the flesh of enemies.
  Wing spurs convert the damage caused by the wing attacks
  into slashing damage, and allow these attacks to be enchanted
  by magic normally.
  31
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Io's Blood Isles Bestiary
  Dragon Slayers
  This example of an accomplished dragon slayer is a
  throwback to the time where they were the feared, implacable
  foe of all dragonkind.
  Honing their skills against the beasts of their treacherous
  homeland and schooled in the ancient techniques of dragon-
  killing, this slayer has reached the pinnacle of their art and
  was sent across the sea to hunt and slay dragons. What they
  lack in ranged capability, they make up for in cunning and
  patience.
  32
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Dragon Slayer Champion
  Medium humanoid (human), chaotic neutral
  Armor Class 19 (plate armor)
  Hit Points (212 (25d8+ 100)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5) 13 (+1) 18 (+4) 10 (+0) 12 (+1) 12 (+1)
  Saving Throws Str +10, Dex +6
  Skills Athletics +10, Survival +6, Intimidation +6
  Senses passive Perception 11
  Languages Common, Draconic
  Challenge 16 (15000 XP)
  Death Blow. The dragon slayer champion makes a single
  melee attack against any dragon in lieu of its
  multiattack. If this attack hits, it is an automatic critical
  hit and the dragon slayer champion may expend
  remaining hit points to increase its damage by a similar
  amount. The dragon slayer may not spend more than 75
  hit points, or however many hit points it has remaining,
  to power this ability.
  Evasion. The dragon slayer champion suffers only half
  damage from effects that require a Dexterity saving
  throw, and suffer no damage on a successful save.
  Wyrmtracker. The dragon slayer champion has advantage
  on Wisdom (Survival) checks made to identify or track
  dragons, or to determine the abilities of a given dragon.
  Actions
  Multiattack. The Dragon Slayer Champion makes three
  Greatsword attacks.
  Greatsword. Melee Weapon Attack: +10 to hit, reach
  5ft., one target. Hit: 18 (4d6 + 4) slashing damage.
  Tethered Harpoon. Ranged Weapon Attack: +10 to hit,
  range 20/60 ft., one target. Hit: 14 (3d6 + 4) piercing
  damage. DC 18 Strength saving throw or be knocked
  prone and pulled 10 feet closer to the dragon slayer
  champion.
  Legendary Actions
  The dragon slayer champion can take 3 legendary
  actions, choosing from the options below. Only one
  legendary action can be used at a time and only at the
  end of another creature's turn. The dragon slayer
  champion regains spent legendary actions at the start of
  its turn.
  Chain Attack. The dragon slayer champion makes one
  Greatsword attack against a target in range.
  Fearless. The dragon slayer may end the effect of a
  dragon's Frightening Presence upon itself.
  Aggressive Surge. The dragon slayer champion moves up
  to their speed.
  
  Ogre Egg Hunter
  This ogre is an experienced trapper of wyrmling dragons for
  sale on illicit markets, to be used as slave labor for giants or
  butchered for meat. It is just smart enough to realize that it
  needs to capture a young dragon alive, and will strike with
  that intent.
  Vassal
  Clan Jadress Concierge
  The green dragons of Clan Jadress know that in order to make
  their guests feel most comfortable, they must have the
  meekest and most unassuming caretakers to help plan the
  details of their stay. These gnomes are hand picked by the
  dragon lord, Jadress herself, to supply those needs while also
  collecting any information of import.
  33
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Ogre Egg Hunter
  Large giant, chaotic evil
  Armor Class 17 (half-plate armor)
  Hit Points 102 (12d10 + 36)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
  16 (+3)
  6 (-2)
  7 (-2)
  7 (-2)
  Skills Athletics +8
  Senses passive Perception 8
  Languages Draconic, Giant
  Challenge 5 (1800 XP)
  Hooked Net. The ogre egg hunter throws a hooked
  net up to 50 feet, which affects a 15 foot cube. Any
  creature in the area of effect must succeed at a DC
  15 Dexterity save or become restrained. At the
  beginning of the turn of any victim restrained by the
  net, they suffer 7 (2d6) piercing damage. The victim
  may attempt another saving throw at the end of their
  turn, with success resulting in breaking free of the
  net. The net may also be destroyed by inflicting 10
  points of slashing damage to it.
  Actions
  Multiattack. The ogre egg hnter makes 2 iron
  truncheon attacks.
  Iron Truncheon. Melee Weapon Attack: +8 to hit,
  reach 5ft., one target. Hit: 14 (2d8 + 5) bludgeoning
  damage.
  Javelin. Ranged Weapon Attack: +8 to hit, reach 5ft.,
  one target. Hit: 12 (2d6 + 5) piercing damage.
  Clan Jadress Concierge
  Small humanoid (gnome), lawful neutral
  Armor Class 15 (studded leather armor)
  Hit Points 22 (5d8)
  Speed 25ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 10 (+0) 14 (+2) 12 (+1) 13 (+1)
  Saving Throws De +5, Int +4
  ** Skills ** Investigation +4, Sleight of Hand +5,
  Stealth +5
  Senses darkvision 60 ft., passive Perception 11
  Languages Draconic, Gnomish, Thieves' Cant
  Challenge 3 (700 XP)
  Gnome Cunning. The concierge has advantage on all
  Intelligence, Wisdom, and Charisma saving throws
  against magic.
  Sneak Attack. Once per turn, the concierge deals an
  extra 7 (2d6) damage when it hits a target with a
  weapon attack and has advantage on the attack roll,
  or when the target is within 5 feet or an ally of the
  concierge that isn't incapacitated and the concierge
  doesn't have disadvantage on the attack roll.
  Actions
  Dagger. Melee Weapon Attack: +5 to hit, reach 5ft.,
  one target. Hit 5 (1d4 + 3) piercing damage.
  
  Uniquet Earth Elementalist
  Among Firebrand’s cabal of black magicians, this elf is a fairly
  common example of the type of wizard who finds themselves
  pressed into service taming the raw elements of Malice.
  Twisted and cruel, the elf has an affinity for fire and earth
  spells of all sorts. These cultists rarely appear alone, and are
  frequently guarded by ogres, bugbears, and other chaotic evil
  humanoids and giants enslaved by the red dragons.
  Wild Gods Warlord
  The Wild Gods of Exaurdon Isle are capricious and flighty, but
  they are also extremely lethal. Their champions are brutally
  swift and capable of moving between the trees quicker than
  dragons can track their movements, appearing from thickets
  to spear vassals and young wyrms on swords of shining,
  enchanted crystal.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Unquiet Earth
  Elementalist
  Medium humanoid (elf), chaotic evil
  Armor Class 12 (15 with mage armor)
  Hit Points 54 (12d8)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 10 (+0)
  Saving Throws Int +7, Wis +4
  Skills Arcana +7, History +7
  Senses darkvision 60 ft., passive Perception 11
  Languages Draconic, Elvish
  Challenge 5 (1800 XP)
  Fey Ancestry. The Unquiet Earth elementalist has
  advantage on saving throws against being charmed,
  and magic cannot put them to sleep.
  Spellcasting. The Unquiet Earth elementalist is a 9th
  level spellcaster. Its spellcasting ability is
  Intellligence (spell save DC 15, +7 to hit with spell
  attacks). The elementalist has the following wizard
  spells prepared:
  Cantrips (at will): fire bolt, mage hand, shocking
  grasp, true strike
  1st level (4 slots): burning hands, expeditious
  retreat, mage armor, shield
  2nd level (3 slots): flaming sphere, invisibility,
  scorching ray
  3rd level (3 slots): counterspell, fireball
  4th level (3 slots): fire shield, stoneskin
  5th level (1 slot): wall of stone
  Actions
  Ritual Dagger. Melee Weapon Attack: +5 to hit, reach
  5ft., one target. Hit 4 (1d4 + 2) piercing damage.
  Wild Gods Warlord
  Medium fey, chaotic neutral
  Armor Class 20 (plate armor and shield)
  Hit Points 150 (20d8 + 60)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3) 18 (+4) 16 (+3) 16 (+3) 12 (+1) 16 (+3)
  Saving Throws Dex +8, Cha +7
  Damage Resistances radiant
  Damage Vulnerabilities necrotic
  Senses darkvision 60ft., passive Perception 11
  Languages Sylvan
  Challenge11 (7200 XP)
  Magic Resistance. The warlord has advantage on
  saving throws against spells and other magical
  effects.
  Tree Stride. Once on its turn, the Wild Gods Warlord
  can use 10 feet of its movement to step magically
  into one living tree within its reach and emerge from
  a second living tree within 60 feet of the first tree,
  appearing in an unoccupied space within 5 feet of
  the second tree. Both trees must be Large or bigger.
  Spellcasting. The warlord's spellcasting ability is
  Charisma (spell save DC 15). The warlord can
  innately cast the following spells, requiring no
  material components.
  At will: druidcraft
  1/day each: hunter's mark, pass without trace
  3/day each: entangle, misty step
  Actions
  Multiattack. The warlord makes 3 rapier attacks or 3
  longbow attacks.
  Crystal Rapier. Melee Weapon Attack: +8 to hit, reach
  5ft., one target. Hit 13 (2d8 + 4) piercing damage
  plus 5 (1d8) radiant damage.
  Heartwood Longbow. Ranged Weapon Attack: +8 to
  hit, range 150/600 ft., Hit: 13 (2d8 + 4) piercing
  damage plus 5 (1d8) poison damage.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Council of Wyrms 5e - Conversion.pdf