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  Contents
  Contents
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  Introduction
  Introduction
  What's in this Supplement?
  What's in this Supplement? ......................................
  Clawsmiles
  Clawsmiles
  The Glade of Smiles
  The Glade of Smiles ........................................................
  Smiling Knight
  Smiling Knight ....................................................................
  Clawsmiles's Tales
  Clawsmiles's Tales ............................................................
  Quo'quelgix
  Quo'quelgix ............................................................................
  Firespeaker
  Firespeaker
  Castle Brimstone
  Castle Brimstone ...............................................................
  Firespeaker's Tales
  Firespeaker's Tales ............................................................
  Ixenrenthis
  Ixenrenthis ............................................................................
  Grandmother Rime
  Grandmother Rime
  Monastic Tradition
  Monastic Tradition ......................................................
  White Dragon Monastery
  White Dragon Monastery .......................................
  Grandmother Rime's Tales
  Grandmother Rime's Tales .....................................
  Kifelthran
  Kifelthran .............................................................................
  Strata
  Strata
  Strata's Lair
  Strata's Lair .........................................................................
  Persona and Personality
  Persona and Personality .........................................
  Strata's Tales
  Strata's Tales ......................................................................
  Ulharkaden
  Ulharkaden ..........................................................................
  The Vagrant
  The Vagrant
  The Vagrant's Inn
  The Vagrant's Inn ...........................................................
  The Vagrant's Tales
  The Vagrant's Tales ......................................................
  Vuthasjach
  Vuthasjach .............................................................................
  Extras
  Extras
  Created by /u/TheOtherHelvegen  
  Cover image: "Forest Dragon" by Sandara Tang
  
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  Introduction
  Introduction
  What's in this Supplement?
  What's in this Supplement?
  D
  ragons! Hands-down the most iconic of all D&D
  monsters and creatures immortalized
  throughout history, frequently occupying the
  spot of a campaign's final boss. Different age
  categories, alignments, ecologies and great
  intellect combine to create one of the most
  versatile monster types in all of Dungeons &
  Dragons. Anywhere that can be adventured to, there just
  might be a dragon waiting, bent on the adventurers'
  undoing... or not, in the case of the benevolent metallic
  dragons.
  But what about chromatic dragons? Generally framed as
  evil overlords or destructive monsters, they take that role and
  work with it wonderfully, with each one occupying a unique
  villainous niche. Want a relentless, vengeful predator? White
  dragon. A mysterious, lurking horror? Black dragon. A
  scheming, manipulative courtier? Green dragon. A vain,
  pedantic spymaster? Blue dragon. An unstoppable engine of
  rage, fire and perdition? Red dragon.
  That's not what this supplement is about. Here, we explore
  the other, mostly ignored side of the chromatic dragon coin,
  taking some of the best aspects of these mighty creatures and
  turning them to the adventurers' benefit - and the dragons'.
  Here we find the lord of a fey forest seeking worthy
  servants; an ages-old oracular king, by whose claws the
  tapestry of fate unfolds; a teacher and a grandmother, trying
  her best to protect her chosen people; a stripling seeking to
  carve out a place for herself in the world, and a selfish,
  lawless vagabond in search of the choicest enchanted
  treasures. All share one thing in common: their willingness to
  work with the lesser races to achieve their ends. Some may
  be more pleasant company than others, but each and every
  one can be a unique and interesting patron to an adventuring
  party, granting them quests, succour, and perhaps even
  rewards.
  The Patrons
  The Patrons
  Following this is a quick rundown of each of the chromatic
  dragon patrons presented in this supplement:
  Clawsmiles
  Clawsmiles
  Chaotic neutral adult green dragon druid lairing in the
  Feywild, looking for people to serve his ends in the Material
  Plane.
  Firespeaker
  Firespeaker
  Lawful neutral great wyrm red dragon. A powerful diviner
  whose only real concern is keeping the Great Wheel spinning
  as fate intends.
  Grandmother Rime
  Grandmother Rime
  Neutral good ancient white dragon. Record-keeper and
  grandmaster of an iceberg monastery, and protector of those
  who train within.
  Strata
  Strata
  Lawful evil young blue dragon. Kicked out of her parents' lair
  and in the process of figuring out how she fits into the world,
  seeking to establish a hoard and lair of her own.
  The Vagrant
  The Vagrant
  Chaotic evil ancient black shadow dragon. Looking for tasty
  little morsels - ahem - mortals to bring back magic items to
  his mobile lair.  
  And now, on to the Stars of the Show!
  And now, on to the Stars of the Show!
  
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  Clawsmiles
  Clawsmiles
  Quo'quelgix
  Quo'quelgix
  Q
  uo'quelgix, known to his servants and
  auxiliaries as Clawsmiles, is an adult
  green dragon lairing in the Feywild.
  Jovial and easygoing, he rejects Tiamat
  and most draconic conventions in favour
  of a life of apostasy in a realm where
  most things are governed by wild magic -
  in which Clawsmiles is very proficient.
  Of all the chromatic dragon patrons presented in this
  supplement, Clawsmiles is the one most likely to send the
  characters help via his fey servants. Alternatively, he makes
  for a roguish rival, or a villainous mastermind.
  Clawsmiles is a determined but affable sort who sees every
  challenge in life as a standard to measure his wit and brawn
  against. If he is competing with the characters for the
  acquisition of a magic item, he will do so sportingly, taunting
  them encouragingly along the way. If attacked, though, he will
  respond as ferociously as any chromatic dragon would.
  Image Used: "Green Crystal Dragon" by Sandara Tang
  The Glade of Smiles
  The Glade of Smiles
  Clawsmiles's unsettlingly named lair is, in spite of that name,
  truly a place of laughter and joy. Constant music ripples
  through the glade from eladrin harps. Satyrs prance about,
  perpetually inebriated, chasing beautiful nymphs who always
  stay a step ahead of them. Dryads grow their trees here, in
  return for taxes of fruits and nuts, for they know that in doing
  so they gain a fearsome guardian. Fey of both the Summer
  Court and the Gloaming Court reside here, setting aside their
  eternal rivalry for a life of relative peace and simplicity.
  Clawsmiles is the ruler of this place, and does so in the
  manner of a feudal lord. While he exacts tolls from his
  people, he does not do so in excess, knowing that a content
  court is a loyal one. And a court it is; every creature within
  the glade is bound to Clawsmiles by oath, serving him in one
  way or another. At a moment's notice, those drunken satyrs
  might decide that they aren't so drunk as to be unable to draw
  a bowstring, and those singing eladrin might suddenly start
  chanting spells instead of lyrics.
  Clawsmiles draws his druidic power from the nature around
  him, as little birds whisper secrets into his ears.
  
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  The Glade of Smiles is far from defenseless, and is outright
  deadly to those who would threaten its peace and sanctity. Its
  inhabitants know exactly how to exploit the terrain for
  advantageous combat, knowing every inch of ground within
  its limits and using it all to bolster themselves, each other,
  and especially Clawsmiles himself.
  At any given moment, the Glade of Smiles contains any
  combination of the following creatures - the green dragon's
  guests and courtiers:
  3d4 blink dogs, companions to the eladrin.
  2d4 centaurs, patrolling the outskirts of the Glade. They
  intercept unescorted and unfamiliar creatures,
  questioning them as to their intentions.
  2d10 dryads, picking fruits from trees or gently rebuking
  over-greedy satyrs.
  1d8 autumn eladrin lutenists. They try their best to
  defuse conflicts with violent creatures.
  1d8 spring eladrin flutists. Their answer to proffered
  violence is laughter, even if they reach the point of having
  to fight.
  1d8 summer eladrin cellists. They are quick to answer
  slights with violence.
  1d10 faerie dragons, playing about the branches of the
  trees, prepared to neutralize potential threats with their
  Euphoria Breath.
  1d4 druids, Clawsmiles's apprentices. These are young
  humanoids from the Material Plane, usually elves,
  gnomes or halflings.
  1d6 nereids, come swimming downriver to laugh at the
  satyrs.
  3d12 pixies, who spend most of their time invisibly
  filching crumbs and berries from the feasting satyrs. They
  heal wounded creatures that stumble into the Glade,
  which by Fey Law dictates that the healed creatures are
  now in debt to them and, by extension, to Clawsmiles.
  3d6 drunken satyrs, accompanying the eladrins' playing
  on their pipes and feasting on the fruits of the dryads'
  trees.
  6d12 sprites, the dedicated guardians of the glade.
  1d4 treants, which have a 50% chance of being disguised
  as trees. They are content to silently observe, but may
  offer wisdom if prompted.
  1d6 quickling runners, ferrying messages between the
  Glade of Smiles and other fey domains.
   
  The Glade of Smiles is protected by a Mythal in the form of a
  threshold. Any fey that enters the glade without an invitation
  loses all features, resistances, and immunities, and has
  disadvantage on attack rolls, ability checks and saving
  throws.
  While the alignments of the Glade of Smiles's residents
  vary greatly, they are all unflinchingly loyal to Clawsmiles.
  They and the dragon are in an unending mutual state of debt,
  wherein he provides them with protection and guidance
  while they sustain him and serve his ends.
  Beyond simply being a guardian, Clawsmiles has made
  sure to cultivate good relations with the fey of his domain,
  and can often be seen laughing at the Satyrs' jokes, putting
  words to the eladrin music, and assisting the druids and
  dryads in their craft.
  Smiling Knight
  Smiling Knight
  Agreeing to have Clawsmiles as a character's patron does
  more than simply link that character to the dragon; they gain
  physical and mental attributes upon joining in this fey
  bargain, their bodies and minds changing as they are joined
  with their new master. A Smiling Knight gains at least one of
  the following positive features, taking the corresponding
  restrictive feature for every positive feature they take. They
  can gain a new Smiling Knight feature any time they take a
  long rest within the Glade of Smiles.
  Smiling Knight Corresponding Features
  Smiling Knight Corresponding Features
  Positive Feature
  Positive Feature
  Restrictive Feature
  Restrictive Feature
  Timeless Speech
  Faerie Law
  Wild Eyes
  Cruel Sun
  Quickling Steps
  Fey Weakness
  Gloaming Voice
  Unseelie Aura
  Wild Hunter
  True Courtier
  Smiling Knight Features
  Smiling Knight Features
  Becoming affiliated the fey is a dangerous and tricky prospect
  for anyone, but it is not without its advantages. Clawsmiles is
  a particularly lenient lord as far as fey go, and his boons are
  generous ones, considering the payment the Queens might
  extoll on their servants for similar gifts.
  Timeless Speech
  Timeless Speech
  Prerequisites: Faerie Law  
  A long, bizarrely stilted yet inexplicably natural conversation
  with Clawsmiles has left your powers of speech forever
  changed. You gain the ability to speak Abyssal, Celestial,
  Draconic, Infernal, and Sylvan. Additionally, whenever you
  make a Wisdom or Charisma check when interacting with
  Celestials, Fey, or Fiends, your proficiency bonus is doubled if
  it applies to the check.
  Faerie Law
  Faerie Law
  You become completely incapable of telling lies under any
  circumstances. Additionally, you cannot willingly break any
  promise or deal you make, even if it would cause you harm or
  loss to follow through on such an agreement.
  Wild Eyes
  Wild Eyes
  Prerequisites: Level 4, Cruel Sun  
  Time spent in the Feywild has granted you conditional sight
  beyond sight. You gain darkvision out to 60 feet. Additionally,
  while in forests or swamps, you have truesight out to 30 feet
  and have advantage on all Wisdom checks.
  Cruel Sun
  Cruel Sun
  You gain the Sunlight Sensitivity trait. Additionally, you have
  disadvantage on saving throws against being blinded or
  stunned by effects that use light.
  
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  Quickling Steps
  Quickling Steps
  Prerequisites: Level 8, Fey Weakness 
  Time flows strangely in the Feywild, and that fact seems to
  have integrated itself into your physiology. Your walking
  speed doubles, and you can take the Disengage and Dash
  actions as bonus actions on your turn.
  Fey Weakness
  Fey Weakness
  You gain one of the following weaknesses. You cannot gain
  the same weakness twice.
  The touch of iron burns your flesh like fire. You cannot
  wield nonmagical weapons made with iron; additionally,
  weapon attacks made against you with weapons that have
  iron in them automatically deal critical damage if they hit.
  If you cross a body of running water and touch the water
  in doing so, none of your class features can be used until
  you finish a long rest, including extra attacks, archetype
  features, and spellcasting. If you cross a body of running
  water without touching the water, you instead suffer a
  level of exhaustion.
  You cannot enter the home of any creature with an
  Intelligence score of over 5 (-3) unless you are invited
  inside.
  Gloaming Voice
  Gloaming Voice
  Prerequisites: Level 12, Unseelie Aura  
  You can flawlessly imitate the rasp of the fell night wind
  through otherworldly leaves. You are able to summon a
  number of fey with a total CR equal to or lower than your
  level divided by 3 (rounded down). These fey are loyal to you
  and will help you in combat until your next short or long rest.
  Once you use this feature, you cannot use it again until you
  finish a long rest.
  Unseelie Aura
  Unseelie Aura
  The aura of the gloaming court follows you like a whisper in
  the air, subtly tainting the sight and hearing of those you
  speak to. You have disadvantage on all Charisma (Deception,
  Persuasion) checks made against creatures who are not
  familiar with you. Rolling a 1 on such a check causes you to
  cast the vicious mockery cantrip on the creature you are
  making the check against.
  Wild Hunter
  Wild Hunter
  Prerequisites: Level 16, True Courtier.  
  Clawsmiles has spoken highly of you, and sent you to join the
  Wild Hunt for a night. Returning from that inimitable
  experience, you are not quite the same person you were ere
  you went. Your weapon attacks always count as dealing
  magical damage. Additionally, you have advantage on any
  attack roll or saving throw you make against a celestial, fiend,
  or fey, and deal critical damage on a roll of 16 or higher.
  True Courtier
  True Courtier
  Having attained a certain degree of status within the Feywild,
  you are expected to adhere to and uphold the customs of the
  Fey, including their nature. Your creature type becomes Fey.
  You gain two of the weaknesses detailed in the Fey Weakness
  feature, and, as long as you are in the Feywild, are incapable
  of causing any direct harm to a fey or humanoid who does not
  belong to the same court as you unless you are attacked by
  that creature beforehand.
  Clawsmiles's Tales
  Clawsmiles's Tales
  The antlered green dragon prefers to tell his stories in the
  same manner as he lives: with fitting music playing in the
  background, ample food and surrounded by beauty. After all,
  what's a story without ambiance to enliven it?
  Clawsmiles greatly values uncovering what is lost - objects,
  places, people and history. To that end, he has great use for
  treasure hunters. He gets along especially well with druids,
  with whom he shares a calling. Unlike most green dragons,
  he also values things of light and beauty, and will reward
  characters for beating back corruption where it springs up.
  Curse of Strahd. As a native of the Feywild, beings from
  the Shadowfell are Clawsmiles's mirror opposites. Count
  Strahd, a vampire, takes that opposition and turns it into a
  raging flame of hatred. There are few beings, living or dead,
  that the green dragon dislikes as much as the lord of
  Ravenloft. While Clawsmiles cannot interact with the
  characters directly in Ravenloft, he can hijack their dreams -
  particularly a druid's dream - providing helpful visions,
  sudden sparks of knowledge, and giving the dreaming
  character advantage on all Perception checks.
  If the characters succeed in the end and return to the
  Material Plane, Clawsmiles appears to them and reveals that
  there is a castle in the Feywild waiting for them: a bright and
  wondrous reflection of Ravenloft.
  Lost Mine of Phandelver. Reidoth is one of Clawsmiles's
  contacts in the Material Plane. If the characters deal with
  Venomfang, Reidoth tells Clawsmiles about it, and
  thenceforth the dragon will take interest in the characters.
  Occasionally, sprites and pixies will mysteriously turn up to
  assist the characters in combat, disappearing at once
  afterwards without an explanation.
  At the end of the adventure, when the Black Spider is
  defeated and Phandalin is saved, Clawsmiles will intercept
  the characters as they're leaving along the Triboar Trail and
  offer them to join his court and become Smiling Knights.
  Adventures and the campaign thenceforth can be undertaken
  with Clawsmiles as a patron.
  Tales from the Yawning Portal. A consummate and
  practiced teller of tales, Clawsmiles and his Glade of Smiles
  could conceivably take the place of Durnan and the Yawning
  Portal entirely, should the characters chance upon him. Since
  the collective Tales range across all levels, simply having him
  point the characters in the right direction is a simple enough
  matter - after they accept his patronage, of course.
  If they refuse his patronage, he sends them on their way
  with completely inaccurate information, instead sending a
  party of eladrin to race them to their goal. If the characters
  encounter a rival party, Clawsmiles continues to be their
  ardent rival until they accept his patronage. If they kill the
  rival party, the dragon shifts gears and becomes a murderous,
  scheming enemy of the characters, tolerating no harm done
  to his subordinates.
  
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  Quo'quelgix
  Quo'quelgix
  Huge dragon, chaotic neutral
  Armor Class
  Armor Class 19 (natural armor)
  Hit Points
  Hit Points 304 (33d12 + 90)
  Speed
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  23 (+6) 12 (+1) 21 (+5) 18 (+4) 22 (+6) 17 (+3)
  Saving Throws
  Saving Throws Dex +6, Con +10, Wis +11, Cha +8
  Skills
  Skills Deception +8, Insight +7, Perception +12,
  Persuasion +8, Stealth +6
  Damage Immunities
  Damage Immunities poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 22
  Languages
  Languages Abyssal, Celestial, Common, Draconic,
  Druidic, Infernal, Sylvan
  Challenge
  Challenge 21 (33,000 XP)
  Amphibious.
  Amphibious. Quo'quelgix can breathe air and water.
  Legendary Resistance (3/Day).
  Legendary Resistance (3/Day). If Quo'quelgix fails a
  saving throw, he can choose to succeed instead.
  Spellcasting.
  Spellcasting. Quo'quelgix is a 15th-level spellcaster
  (spell save DC 19, +11 to hit with spell attacks). He
  has the following druid spells prepared:
  Cantrips (at will): druidcraft, guidance, produce flame,
  thorn whip 
  Level 1 (4 slots): cure wounds, entangle, faerie fire,
  speak with animals 
  Level 2 (3 slots): animal messenger, beast sense, hold
  person 
  Level 3 (3 slots): conjure animals, meld into stone,
  water breathing 
  Level 4 (3 slots): charm monster, conjure woodland
  beings, polymorph, stoneskin 
  Level 5 (2 slots): geas, mass cure wounds, tree stride,
  Level 6 (1 slot): heal, heroes' feast, sunbeam 
  Level 7 (1 slot): plane shift 
  Level 8 (1 slot): sunburst
  Actions
  Multiattack.
  Multiattack. Quo'quelgix can use his Frightful Presence.
  He then makes three attacks: one with his bite and two
  with his claws.
  Bite.
  Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one
  target. Hit 17 (2d10 + 6) piercing damage plus 7 (2d6)
  poison damage.
  Claw.
  Claw. Melee Weapon Attack: +11 to hit, reach 5ft., one
  target. Hit 13 (2d6 + 6) slashing damage.
  Tail.
  Tail. Melee Weapon Attack: +11 to hit, reach 15ft., one
  target. Hit 15 (2d8 + 6) bludgeoning damage.
  Frightful Presence.
  Frightful Presence. Each creature of Quo'quelgix's
  choice that is within 120 feet of him and aware of him
  must succeed on a DC 16 Wisdom saving throw or
  become frightened for 1 minute. The creature can
  repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success. If a creature's
  saving throw is successful or the effect ends for it, the
  creature is immune to Quo'quelgix's Frightful Presence
  for the next 24 hours.
  Soporific Poison Breath (Recharge 5-6).
  Soporific Poison Breath (Recharge 5-6). Quo'quelgix
  exhales poisonous gas in a 60-foot cone. Each creature
  in that area must make a DC 18 Constitution saving
  throw, taking 56 (16d6) poison damage on a failed
  save, or half as much damage on a successful one. If
  the creature fails the save, they must repeat the saving
  throw at the start of their next turn, becoming
  poisoned for 1 minute on a failed save. If the creature
  fails the second save, they must repeat the saving
  throw at the start of their next turn, falling asleep for
  10 minutes on a failed save. This effect ends for a
  creature if the creature takes damage or someone uses
  an action to wake it. A successful saving throw ends all
  effects.
  Legendary Actions
  Quo'quelgix can take 3 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature's turn. Quo'quelgix regains spent
  legendary actions at the start of his turn.
  Cantrip.
  Cantrip. Quo'quelgix casts a cantrip. 
  Detect.
  Detect. Quo'quelgix makes a Wisdom (Perception)
  check. 
  Tail Attack.
  Tail Attack. Quo'quelgix makes a tail attack. 
  Wing Attack (Costs 2 Actions).
  Wing Attack (Costs 2 Actions). Quo'quelgix beats his
  wings. Each creature within 10 feet of him must
  succeed on a DC 19 Dexterity saving throw or take 13
  (2d6 + 6) bludgeoning damage and be knocked prone.
  Quo'quelgix can then fly up to half his flying speed.
  
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  Firespeaker
  Firespeaker
  Ixenrenthis
  Ixenrenthis
  I
  xenrenthis, known to the lesser races as Firespeaker,
  is a blind great wyrm red dragon whose mountain
  fortress in the Elemental Plane of Fire occasionally
  slips into the Material Plane. Having exchanged his
  sight for oracular powers, he is knowledgeable
  beyond measure, likely predicting what the
  characters will do and what they desire before they
  themselves even know.
  Unlike most red dragons, Firespeaker does not go out of
  his way to wreak violence, nor is he particularly concerned
  with inspiring awe and terror. His only goal is to have the
  stories of past, present, and future collide and unite as they
  were always intended to. To this end, he seeks out bands of
  worthy adventurers, telling them tales of deceit, ruin and
  upheavals past, prompting them to go and investigate the
  current state of these legends and shape their futures. He is,
  in his own words, “an enabler of greatness”.
  Firespeaker cares for little beyond coaxing the tales into
  unfolding, and he will feel no remorse if the characters die on
  one of his given quests.
  Firespeaker is by far the most powerful of the chromatic
  dragon patrons, easily able to crush archfiends, elder
  elementals and even demigods should they come to blows
  with him. He is one of the mightiest beings on the Material
  Plane; as such, any fight in which he directly aids the
  characters will be quite trivial. Be aware of this when using
  him.
  Castle Brimstone
  Castle Brimstone
  It happens gradually, slowly. Subtly, even. You do not really
  notice the flakes of ash falling from the sky until they are
  greying the tops of your heads and shoulders, but once you
  see them, it all becomes impossible to miss. Your blood
  temperatures rise, just enough for you to feet an unusual
  warmth beneath your skin. Small cracks appear in the earth,
  beneath which you can see the shine of molten rock. In the
  distance, one of the mountains on the horizon, which you
  could’ve sworn was normal-sized just a moment ago, is now
  triple the size of the peaks beside it. A second glance reveals
  that the side of the mountain facing you is, in fact, a great
  bronze fortress, whose tower-tops glow with fiery light.
  Firespeaker’s lair is a huge fortress made of bronze and black
  stone, seamlessly built into a great mountain, the likes of
  which only exist in the Elemental Plane of Fire. It is big
  enough for him to dwell comfortably within it and to have
  room for the city of kobolds underneath. Some ten thousand
  of them live in Mount Brimstone. The characters are
  welcome to use the higher levels of the castle as a base, so
  long as they do not kill or bully the kobolds.
  Firespeaker presides over the kobolds as a dictator,
  protecting their population at large in exchange for their
  servitude. He is unyielding and merciless, and does not
  tolerate failure, but is a fair ruler and has proved to be a
  mostly beneficial leader for the Brimstone kobolds.
  The kobolds have been specially trained by Firespeaker to
  analyze magic items, and have received a boon from him,
  allowing them to cast certain divination spells.
  Firespeaker’s servants are kobolds of any variant, with the
  following features:
  The kobolds are immune to fire.
  They speak Common, Draconic, and Ignan.
  They are lawful neutral.
  They can innately cast detect magic and identify.
  When Castle Brimstone manifests in the Material Plane, it
  activates the same regional effects that a legendary red
  dragon’s lair would. Firespeaker can use his lair actions
  anywhere within the mountain and castle.
  The mountain-fortress is inherently loose from planar
  bindings, but by itself, its crossing from one plane to the other
  is sporadic and unpredictable by mundane means. Through a
  remarkable combination of divination, magical power and
  technological ingenuity, Firespeaker has gained control over
  Castle Brimstone's plane-shifting, and shifts in and out of the
  Material Plane as he sees fit.
  When Castle Brimstone enters the material plane, it warps
  an existing mountain to its own shape. The mountain it
  warps must be smaller than itself.
  The mountain-fortress is enough of a dungeon that even its
  residents carry around detailed maps with them. Without
  such a map, the characters might wander around lost for
  days without finding the great hall where Firespeaker's hoard
  lies.
  Firespeaker's Tales
  Firespeaker's Tales
  Firespeaker relates his visions of the past to the characters
  with practiced grace and simple elegance. He cares little for
  poetry beyond its historical significance, preferring to speak
  eloquently and leave it at that.
  Princes of the Apocalypse. Firespeaker speaks of the
  Princes themselves, of their dark origins and of the cultists of
  Elemental Evil, warning the characters of the consequences
  of their summoning and of the destruction they will wreak
  across the land if left unchecked. Firespeaker has a vested
  interest in the outcome of their adventure, since his home is
  in the Plane of Fire. Firespeaker will have some of his
  kobolds scatter throughout the land, tracking the Eternal
  Flame agents and assisting the characters whenever they
  can.
  
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  Storm King’s Thunder. Sensing greatness on the horizon
  in the shadows of giants, Firespeaker weaves a tale of ancient
  might, telling the characters of the long-ago war between the
  dragons and the giants, the fall of Ostoria, and of the ordning.
  Now, he says, he believes the ordning to be collapsing, and
  chaos will be soon to follow. He directs the characters to the
  village of Nightstone, or, if they are higher level, to Bryn-
  Shander, Goldenfields, or Triboar - whichever is closest.
  Tyranny of Dragons. Firespeaker tells of the queen of evil
  dragons, Tiamat, and of the destruction she would wreak
  upon the Material Plane should she be summoned. He then
  tells of the Cult of the Dragon who serve in her name, and
  informs the characters that they are currently hatching a
  particularly nefarious plot.
  If the characters face down Tiamat at the climax of The
  Rise of Tiamat, the sky fills with evil dragons intent on
  striking them down before the real battle even begins. All
  seems lost, until Firespeaker comes hurtling from the clouds
  and engages the flying dragons one to many, allowing the
  characters to fight Tiamat on more even terms. In the end, he
  perishes from myriad wounds, leaving Castle Brimstone to
  the characters. However, at this level they can probably
  resurrect him if they so choose.
  Image used: "Dragonfire" by Kekai Kotaki
  The Redcrosse Hero faces mighty Firespeaker's wrath on the
  battlements of Castle Brimstone.
  
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  Ixenrenthis
  Ixenrenthis
  Colossal dragon, lawful neutral
  Armor Class
  Armor Class 26 (natural armor), 28 (from haste)
  Hit Points
  Hit Points 1,103 (86d20 + 200)
  Speed
  Speed 60 ft., climb 60 ft., fly 160 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  30 (+10) 10 (+0) 30 (+10) 30 (+10) 22 (+6) 24 (+7)
  Saving Throws
  Saving Throws Dex +11, Con +21, Wis +17, Cha +18
  Skills
  Skills Insight +17, Perception +28, Stealth +11
  Damage Resistances
  Damage Resistances bludgeoning, piercing and slashing
  damage from magical attacks
  Damage Immunities
  Damage Immunities fire; bludgeoning, piercing and
  slashing damage from nonmagical attacks
  Condition Immunities
  Condition Immunities charmed, frightened, paralyzed,
  stunned
  Senses
  Senses truesight 120 ft, passive Perception 38
  Languages
  Languages Celestial, Common, Draconic, Dwarvish,
  Elvish, Giant, Gnomish, Goblin, Ignan, Halfling,
  Infernal, Orc, Primordial
  Challenge
  Challenge 44 (740,000 XP)
   
  Arcane Recovery (1/Day).
  Arcane Recovery (1/Day). Ixenrenthis regains expended
  spell slots. The spell slots can have a combined level
  that is equal to or less than half his spellcasting level
  (rounded up), and none of the slots can be 6th level or
  higher.
  Greater Portent.
  Greater Portent. Each day, Ixenrenthis rolls three d20s
  and records the numbers rolled. He can replace any
  attack roll, saving throw, or ability check made by him
  or a creature that he can see with one of these
  foretelling rolls. He must choose to do so before the
  roll, and he can replace a roll in this way only once per
  turn. Each foretelling roll can be used only once.
  Expert Divination.
  Expert Divination. When Ixenrenthis casts a divination
  spell of 2nd level or higher using a spell slot, he regains
  one expended spell slot. The slot he regains must be of
  a level lower than the spell he cast and can’t be higher
  than 5th level.
  Fire Absorption.
  Fire Absorption. Whenever Ixenrenthis is subjected to
  fire damage, he takes no damage and instead regains a
  number of hit points equal to the fire damage dealt.
  Magic Resistance.
  Magic Resistance. Ixenrenthis has advantage on saving
  throws against spells and other magical effects.
  Legendary Resistance (3/Day).
  Legendary Resistance (3/Day). If Ixenrenthis fails a
  saving throw, he can choose to succeed instead.
  Siege Monster.
  Siege Monster. Ixenrenthis deals double damage to
  objects and structures.
  Spellcasting.
  Spellcasting. Ixenrenthis is a 20th-level spellcaster
  (spell save DC 29, +21 to hit with spell attacks). He
  has the following wizard spells prepared:
  Cantrips (at-will): booming blade, fire bolt, minor
  illusion, prestidigitation, toll the dead 
  Level 1 (4 slots): detect magic, find familiar, identify,
  magic missile 
  Level 2 (3 slots): detect thoughts, locate object, mirror
  image, misty step 
  Level 3 (3 slots): clairvoyance, counterspell, haste~,
  hypnotic pattern, major image, tongues 
  Level 4 (3 slots): arcane eye, locate creature,
  polymorph, wall of force 
  Level 5 (3 slots): contact other plane, legend lore,
  scrying, telepathic bond 
  Level 6 (2 slots): globe of invulnerability, mass
  suggestion 
  Level 7 (2 slots): crown of stars~, forcecage, plane shift 
  Level 8 (1 slot): maze 
  Level 9 (1 slot): foresight~
  ~ Ixenrenthis casts these spells on himself before
  combat.
  Spell Mastery.
  Spell Mastery. Ixenrenthis can cast identify and misty
  step without expending any spell slots.
  Signature Spells.
  Signature Spells. Ixenrenthis can cast thunder step and
  fireball once each without using a spell slot.
  Actions
  Multiattack.
  Multiattack. Ixenrenthis can use his Frightful Presence.
  He then makes five attacks: one with his bite, two with
  his claws and two with his tail.
  Bite.
  Bite. Melee Weapon Attack: +21 to hit, reach 15 ft.,
  one target. Hit: 26 (3d10 + 10) piercing damage plus
  28 (8d6) fire damage.
  Claw.
  Claw. Melee Weapon Attack: +21 to hit, reach 10 ft.,
  one target. Hit: 20 (3d6 + 10) slashing damage.
  Tail.
  Tail. Melee Weapon Attack: +21 to hit, reach 20 ft., one
  target. Hit: 23 (3d8 + 10) bludgeoning damage.
  Frightful Presence.
  Frightful Presence. Each creature of Ixenrenthis’s choice
  that is within 240 feet of him and aware of him must
  succeed on a DC 29 Wisdom saving throw or become
  frightened for 1 minute. A creature that is frightened is
  also paralyzed. A creature can repeat the saving throw
  at the end of each of its turns, ending the effect on
  itself on a success. If a creature’s saving throw is
  successful or the effect ends for it, the creature is
  immune to Ixenrenthis’s Frightful Presence for the
  next 24 hours.
  
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  Image used: "Ancient Red Dragon" by Zack Stella
  Ixenrenthis (Cont'd)
  Ixenrenthis (Cont'd)
  Legendary Actions
  Ixenrenthis can take 5 legendary actions, choosing
  from the options below. Only one legendary action
  option can be used at a time and only at the end of
  another creature’s turn. Ixenrenthis regains spent
  legendary actions at the start of his turn.
  Fire Breath (Costs 3 Actions).
  Fire Breath (Costs 3 Actions). Ixenrenthis exhales fire
  in a 150-foot cone. Each creature in that cone must
  make a DC 29 Dexterity saving throw, taking 140
  (40d6) fire damage on a failed save, or half as much
  damage on a successful one. 
  Cast Spell (Costs 3 Actions).
  Cast Spell (Costs 3 Actions). Ixenrenthis casts a spell. 
  Tail Attack.
  Tail Attack. Ixenrenthis makes a tail attack. 
  Wing Attack (Costs 2 Actions).
  Wing Attack (Costs 2 Actions). Ixenrenthis beats his
  wings. Each creature within 20 feet of Ixenrenthis
  must succeed on a DC 29 Dexterity saving throw
  or take 17 (2d6 + 10) bludgeoning damage and be
  knocked prone. Ixenrenthis can then fly up to half
  his flying speed.
  
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  Grandmother Rime
  Grandmother Rime
  Kifelthran
  Kifelthran
  K
  ifelthran, known to the White Dragon monks
  that live beneath her lair as Grandmother
  Rime, is an ancient white dragon dwelling in
  the far north. She is very old, and, while not
  terribly intelligent, cares a great deal for the
  White Dragon monks, who she thinks of as
  grandchildren. Rime possesses great wisdom,
  accumulated over centuries of experience, and is the only
  good-aligned chromatic dragon patron presented in this
  collection.
  Having lived for her entire life in the company of kindly,
  sagacious monks, Rime has elected to emulate them and put
  her great strength towards helping her chosen people. The
  original name of her monastery is lost to history; now it is
  known as the White Dragon Monastery, of which she is the
  record-keeper. The monks turn to her stories for guidance in
  the Way of the White Dragon.
  The White Dragon monks follow the Way of the White
  Dragon, created by Grandmother Rime herself. The brutal
  cold they live in steels their minds and toughens their bodies
  as they train in the shadow of the Grandmother’s cave. They
  treat Rime as a combination of cherished grandmother and
  revered grandmaster, and initiates who would progress
  beyond martial arts and commit themselves to this monastic
  tradition must prove themselves before Grandmother Rime,
  ascending to her lair for that most important of tests.
  Monastic Tradition
  Monastic Tradition
  Monks have the following Monastic Tradition Option, in
  addition to those in the Player's Handbook.
  Way of the White Dragon
  Way of the White Dragon
  Monks of the Way of the White Dragon have trained and lived
  under Grandmother Rime for years, and studied the scrolls
  she herself has dictated and refined over the centuries. This
  tradition is meant to allow mere humanoids to emulate the
  might and ferocity of white dragons, and eventually even gain
  a draconic form, if they master this chosen path.
  Claws of Winter
  Claws of Winter
  Starting when you choose this tradition at 3rd level, you can
  manifest part of a white dragon's natural weaponry to fight.
  You can spend 1 ki point to grow fearsome claws and scales
  around your limbs for 1 minute, which grant the following
  effects:
  Your unarmed attacks deal an additinal 1d4 of slashing
  damage. This bonus increases to 1d6 at 5th level, a 1d8 at
  11th level, and a d10 at 17th level.
  Your unarmed attacks have an additional 5 feet of reach.
  You have resistance to cold damage.
  Mark of the Wyrm
  Mark of the Wyrm
  At 6th level, the power of the white dragon has suffused your
  body so long that it has become part of your physiology. You
  gain blindsight out to 60 feet, and darkvision out to 120 feet.
  Additionally, you gain a burrowing speed and a swimming
  speed equal to your Unarmored Movement speed.
  Chill Soul
  Chill Soul
  Beginning at 11th level, you learn to cast spells that channel
  the cold brutality of the white dragon, using only your ki. You
  can cast any of the following spells by spending an amount of
  ki points equal to the spell's level:  
  Level 0: ray of frost  
  Level 1: absorb elements, ice knife  
  Level 2: dragon's breath, Snilloc's snowball swarm  
  Level 3: fear, sleet storm  
  Level 4: ice storm  
  Level 5: cone of cold  
  Level 6: investiture of ice, Otiluke's freezing sphere, wall of
  ice
  The Dragon Unleashed
  The Dragon Unleashed
  At 17th level, you have truly mastered the Way of the White
  Dragon. You can cast the shapechange spell, but only to
  assume the form of a white dragon. Once you use this ability,
  you cannot use it again until you finish a long rest.
  White Dragon Monastery
  White Dragon Monastery
  The White Dragon Monastery is situated within an iceberg
  that floats off northern coasts, forever preserved by magic.
  Carved into the iceberg is a series of stone-walled chambers
  tunnels, which lead to Grandmother Rime's lair and the
  monks' chambers. Initiates are gifted rings of warmth, which
  they may use while outside of training.
  Grandmother Rime can use her lair actions anywhere
  within the monastery.
  The monks have constructed a temple, decorated with
  columns, statuettes and likenesses of Grandmother Rime.
  This is their training ground, where they spend eight to ten
  hours each day practicing their martial arts. Outside, there is
  a ledge where the more experienced monks go to meditate.
  They sleep in cots, in a large chamber beside a circular mess
  hall, which features a round table and a wooden stove to heat
  frozen food. The monks' diet consists mainly of seabirds, fish,
  and plants that they dive for. Learning to dive like a dragon is
  part of every monk's training - one of their rites of passage
  consists of retrieving a pearl from the freezing ocean floor.
  There is a library, proofed from the cold by a great pair of
  doors, that houses most of the scolls detailing Grandmother
  Rime's techniques, along with references to those ancient
  monks who taught her the beginnings of what came to form
  her monastic tradition.
  
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  A winding path outside the monastery proper leads around
  the side of the iceberg to Rime's lair, above the lower levels.
  Echoing tunnels allow her to hear what goes on below; if she
  believes her grandchildren to be in danger, she surges from
  her lair, flying off the cliff that serves as her threshold, and
  dives down to the monastery entrance.
  The White Dragon monks are martial arts adepts (VGtM
  216) with the following additional features that changes their
  challenge rating to 4 (1,100 XP):
  The monks are resistant to cold damage.
  They speak Draconic and one other language.
  Claws of Winter.
  Claws of Winter. The White Dragon monk's
  Unarmed Strikes do an additional 3 (1d6) damage
  and have an additional 5 feet of reach.
   
  Grandmother Rime's Tales
  Grandmother Rime's Tales
  Rime is easily provoked into nostalgic retellings of past
  events, recalling legends and memories from hundreds of
  years ago as if they were yesterday's events. She tells stories
  like an archetypal wise, kindly grandmother, and is extremely
  patient, simply telling curious characters to wait until the
  story is finished to ask questions, but subtly incorporating the
  answers into her stories as they flow. She has an almost
  childlike sense of wonder and is easily entertained, but is no
  fool - this wonder is tempered with the wisdom of ages, and
  she can sort fact from fiction - and lies from truth - with
  startling ease.
  Lost Laboratory of Kwalish. Kwalish is an old friend of
  Rime's, whose research she once sponsored. With rumours of
  his disappearance floating around, she has become worried
  about what might have happened to him, and sends out the
  word that she would be willing to pay handsomely for his
  return.
  If the characters fail to bring back Kwalish, but succeed at
  providing proof that they found him, Grandmother Rime is
  saddened, but understanding. Though they did not complete
  the task she set them out to do, she still rewards them with
  the deed to an abandoned monastery near Neverwinter.
  If the characters succeed, she is happy to see her old friend
  again, even if he is a bit different than how she remembers
  him. She grants them the deed to the abandoned monastery
  near Neverwinter, along with the following treasure:
  1,200 cp.
  8,000 sp.
  2,300 gp.
  40 pp.
  3 small mirrors set in painted wood frames worth 25 gp
  each.
  Gold locket with a painted portrait inside worth 25 gp.
  2 carved bone statuettes worth 25 gp each.
  Potion of cloud giant strength. 
   
  Image used: "Ancient White Dragon" by Lars Grant-West
  Storm King's Thunder. Grandmother Rime has flown
  inland, seeking help against the frost giants that have
  attacked her iceberg. She can either replace Arveiaturace, the
  ancient white dragon in Icewind Dale, or fly to the defense of
  Bryn-Shander, and afterwards beseeches the characters to
  assist her. Rime has identified the source of her troubles as
  the frost giant Jarl Storvald, and knows that stopping him will
  help the characters end the giant problem at large.
  In return for defeating Storvald and helping her, Rime
  teaches the characters a mantra. Once per day, they can
  summon a number of white dragons or White Dragon monks
  whose cumulative CR is equal to the level of the highest level
  character in the party. Summoned dragons or monks help the
  party as best they can unless doing so would mean death for
  them, and leave after one hour. Additionally, the characters
  gain a good reputation in monasteries, and can take shelter in
  them unless they show themselves to be a danger to the
  residents.
  Tomb of Annihilation. This is their adventure hook:
  Grandmother Rime appears on the mainland to any
  characters native to Faerûn, and will provide them with safe
  passage on her iceberg monastery across the Sea of Swords
  to Chult.
  The journey there can be an adventure in and of itself. The
  way to Chult is no small distance, and there is room for all
  manner of encounters to take the characters from level 1 to 5.
  From slave-hunting corsairs, to fearsome bands of shark-
  riding sahuagin,, to kraken cultists, and gargantuan sea
  monsters rising from the depths, the Sea of Swords is rife
  with danger and wonder.
  When they arrive, Grandmother Rime reveals that she did
  have an ulterior motive in bringing the characters to Chult.
  The ring of winter, a powerful magical artifact that she was
  keeping safe in her hoard, was stolen by a well-meaning
  human named Artus Cimber, who believed he was relieving
  an evil dragon of an evil artifact. Rime is irritated that the
  man stole from her, but is more concerned about the fate of
  the ring, and is certain that powerful evils will be hunting it.
  She knows she is better capable of keeping it safe than Artus,
  and wants the players to give it back to her, willing to reward
  them handsomely for that service.
  Her iceberg waits for them in Port Nyanzaru. If they come
  back to find her and give her the ring, she reveals that 
  she has ordered her monks to commission 
  an airship to be built for them. It is 
  waiting for them in the port, 
  disguised as a normal 
  ship, and acts as one 
  until they set 
  sail.
  
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  Kifelthran
  Kifelthran
  Gargantuan dragon, neutral good
  Armor Class
  Armor Class 20 (natural armor)
  Hit Points
  Hit Points 511 (35d20 + 144)
  Speed
  Speed 70 ft., burrow 70 ft., fly 110 ft., swim 70 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  26 (+8) 10 (+0) 26 (+8) 10 (+0) 24 (+7) 18 (+4)
  Saving Throws
  Saving Throws Str +14, Dex +6, Con +14, Int +6, Wis
  +13, Cha +10
  Skills
  Skills History +6, Insight +13, Perception +19,
  Persuasion +10, Stealth +6
  Damage Resistances
  Damage Resistances
  Damage Immunities
  Damage Immunities cold, poison
  Condition Immunities
  Condition Immunities poisoned
  Senses
  Senses blindsight ft., darkvision ft., passive Perception
  Languages
  Languages all
  Challenge
  Challenge 23 (50,000 XP)
   
  Ice Walk.
  Ice Walk. Kifelthran can move across and climb icy
  surfaces without needing to make an ability check.
  Additionally, difficult terrain composed of ice or snow
  doesn't cost her extra movement.
  Legendary Resistance (3/Day).
  Legendary Resistance (3/Day). If Kifelthran fails a saving
  throw, she can choose to succeed instead.
  Slow Fall.
  Slow Fall. Kifelthran can use her reaction while falling to
  reduce any falling damage she takes by an amount
  equivalent to five times her CR.
  Stunning Strike (3/Day).
  Stunning Strike (3/Day). Any time Kifelthran hits another
  creature with a melee weapon attack, that creature
  must succeed on a DC 21 Constitution saving throw or
  be stunned until the end of Kifelthran's next turn.
  Ki-Empowered Strikes.
  Ki-Empowered Strikes. Kifelthran's unarmed strikes
  count as magical for the purpose of overcoming
  resistance and immunity to nonmagical attacks and
  damage.
  Evasion.
  Evasion. When Kifelthran is subjected to an effect that
  allows her to make a Dexterity saving throw to take
  only half damage, she instead takes no damage if she
  succeeds on the saving throw, and only half damage if
  she fails.
  Stillness of Mind.
  Stillness of Mind. Kifelthran can use her action to end
  one effect on herself that is causing her to be charmed
  or frightened.
  Purity of Body.
  Purity of Body. Kifelthran is immune to disease.
  Diamond Soul (3/Day).
  Diamond Soul (3/Day). If Kifelthran fails a save, she can
  reroll it and use the second result.
  Timeless Body.
  Timeless Body. Kifelthran suffers none of the frailty of
  old age, can't be aged magically, and cannot die of old
  age. In addition, she does not need food or water to
  sustain herself.
  Innate Spellcasting.
  Innate Spellcasting. Kifelthran's spellcasting ability is
  Wisdom (spell save DC 21, +13 to hit with spell
  attacks). Kifelthran can innately cast the following
  spells, requiring no material components:
  At will: ray of frost 
  3/day each: absorb elements, detect thoughts,
  dragon's breath, ice knife, Snilloc's snowball swarm 
  2/day each: fear, ice storm, sleet storm 
  1/day each: cone of cold, Otiluke's freezing sphere,
  investiture of ice, wall of ice
  Actions
  Multiattack.
  Multiattack. Kifelthran can use her Frightful Presence.
  She then makes six attacks: one with her bite, four with
  her claws and one with her tail.
  Bite.
  Bite. Melee Weapon Attack: +14 to hit, reach 15ft., one
  target. Hit 19 (2d10 + 8) piercing damage plus 9 (2d8)
  cold damage.
  Claw.
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
  one target. Hit: 15 (2d6 + 8) slashing damage.
  Tail.
  Tail. Melee Weapon Attack: +14 to hit, reach 20ft., one
  target. Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence.
  Frightful Presence. Each creature of Kifelthran's choice
  that is within 120 feet of her and aware of her must
  succeed on a DC 16 Wisdom saving throw or become
  frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to Kifelthran's Frightful Presence
  for the next 24 hours.
  Cold Breath (Recharge 5-6).
  Cold Breath (Recharge 5-6). Kifelthran exhales an icy
  blast in a 90-foot cone. Each creature in that area must
  make a DC 21 Constitution saving throw, taking 72
  (16d8) cold damage on a failed save, or half as much
  damage on a successful one.
  Legendary Actions
  Kifelthran can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn . Kifelthran regains spent legendary
  actions at the start of her turn.
  Deflect Projectile.
  Deflect Projectile. When Kifelthran is hit by a ranged
  weapon attack, the damage she takes is reduced by
  1d10 + her Strength modifier + her CR. If the damage
  is reduced to 0 and the projectile is 2 or more size
  categories smaller than her, she can make a ranged
  attack (20/60 feet) with the weapon or piece of
  ammunition, as part of the same legendary action. She
  makes this attack with proficiency, regardless of her
  weapon proficiencies. 
  Detect.
  Detect. Kifelthran makes a Wisdom (Perception) check. 
  Tail Attack.
  Tail Attack. Kifelthran makes a tail attack. 
  Wing Attack (Costs 2 Actions).
  Wing Attack (Costs 2 Actions). Kifelthran beats her
  wings. Each creature within 15 feet of Kifelthran must
  succeed on a DC 21 Dexterity saving throw or take 15
  (2d6 + 8) bludgeoning damage and be knocked prone.
  Kifelthran can then fly up to half her flying speed.
  
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  Strata
  Strata
  Ulharkaden
  Ulharkaden
  U
  lharkaden is a young blue dragon who goes by
  the name of Strata. Having only left her
  parents' lair a few weeks ago (on rather bad
  terms with said parents, it should be
  mentioned), she is in search of a new home
  and is eager to begin accumulating a hoard.
  This gives her a natural reason to have the
  characters in her employ, both to keep her safe from danger
  and to give her a cut of treasure they find. Any gold she
  receives is treated with miserly love, and she will not part
  with any of it.
  In general, Strata acts like a particularly vain and
  narcissistic young woman, albeit one whose tempers are far
  deadlier than the average humanoid adolescent's. She will
  temporarily curb these tendencies if something important to
  her is on the line, the most obvious example being her
  treasure, but a character who she considers particularly
  valuable might also find themselves unexpectedly rescued.
  It's a well-known fact that dragons sometimes take
  consorts from humanoid races, and it is possible that Strata
  may develop an 'interest' in one of the characters, particularly
  if they rescue her from danger, provide more treasure than
  their fellow party members, and speak to her about things
  besides adventuring and treasure-gathering. Engaging in
  witty back-and-forth is something Strata takes great pleasure
  in, and she will take note if one of the characters does it
  often.
  Starting at 10th level, Strata can actually join the party on
  adventures if they are short a party member. She can innately
  cast any three Sorcerer spells of 3rd level or lower (spell save
  DC 15).
  Strata's Lair
  Strata's Lair
  As of her first meeting with the characters, Strata does not
  have a fixed lair. Anything she might reside in at that point is
  a temporary solution, and if the characters convince her to
  become their patron (or if she convinces them to work with
  her), she will journey with them until she finds a suitable
  place to lair more permanently, eating her treasure in order
  to transport it and regurgitating it once she arrives at her new
  home. She does not find anything strange about this process,
  and denounces anyone who thinks otherwise as being
  strange themselves.
  In regards to scoping out a potential lair, Strata prefers dry,
  arid regions such as deserts and tropical coastlines where
  storms rage frequently. As she is not yet a legendary dragon,
  her lair will not create the regional effects that such a
  dragon's would, but she is able to use lair actions in a place
  she deems her own. Strata will never lair in cold places,
  despising low temperatures in general.  
   
  Image used: "Young Blue Dragon" by Ben Wootten
  Persona and Personality
  Persona and Personality
  As previously mentioned, Strata is a vain, prideful young
  dragon who is just beginning to find her way in the world,
  seeking out new experiences and trying to figure out what
  works best for her. As a result, the notion of working with the
  characters (who she will privately think of as her minions) at
  once makes her nervous and excited to see what will come of
  it. She may come across as surprisingly trusting and naive,
  and she is, but it would be a mistake to think of her as stupid.
  Strata is always calculating which outcome would serve
  her best in any given situation. Already more intelligent than
  the average human, she enjoys making people look silly or
  buffoonish by verbally outmaneuvering them or tricking them
  into courses of action that make her come out on top. Her
  lack of insight makes her susceptible to misinformation, and
  if any of the characters grows close to her, she will admit that
  her trusting nature is a flaw she is struggling to overcome.
  Around those she considers her minions, she can be rude,
  crass, and inconsiderate  
  while retaining her  
  draconic dignity.  
  In unfamiliar  
  social scenes  
  she puts  
  on a more  
  polite  
  facade.
  
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  Strata's Tales
  Strata's Tales
  Strata has no stories yet to tell, nor has she the manner to tell
  them; rather, her stories are being born alongside the
  characters as they journey through the world together and
  find their place within it. Her tales, then, are closely tied to
  those of the characters, and only grow closer the more they
  interact. It is quite possible for Strata and the characters to
  become more than grudging allies and develop genuine
  friendships with one another.
  Strata lends herself better to featuring in shorter
  adventures rathen than lengthy campaigns, although she can
  appear in most modules without seeming completely out of
  place. Anything set in the desert is a natural fit for her, but
  her temporary lairing situation means that she could be
  holed up anywhere until the characters stumble across her.
  Additionally, as the characters progress from one
  adventure to another, her continued presence across modules
  makes more sense since they'll have already met her in a
  previous adventure and will therefore have a reason for
  continued interaction with her.
  Against the Giants. In the Steading of the Hill Giant
  Chief, the hill giant tower guard in location 1B has been
  quietly slaughtered by Strata, who has stealthed her way in
  through the front doors and is now realizing she didn't fully
  think her infiltration through. Initially suspicious of the
  characters, it should be clear that their goals - killing the hill
  giants - align fairly well, and that working together nets them
  better odds. She is fully capable of being stealthy, and will
  refrain from breathing lightning if it means alerting the hill
  giants to their presence.
  When the characters head North to deal with Grugnur,
  Strata stays in the south to hunt down a pack of ogres who
  fled the Steading. When they go to the Hall of the Fire Giant
  King, she reappears to help them out, and thereafter offers to
  begin a partnership as allies and equals. If the characters
  were previously patronized by her, this finally puts them on
  even ground with her.
  Lost Mine of Phandelver. This is the most
  straightforward implementation of Strata in any adventure,
  though it is best suited for players who are playing through
  this adventure a second time. A simple but significant change
  is substituting Strata for Venomfang, thus making the tower
  at Thundertree a very different encounter. While she is still
  evil, Strata is more curious than aggressive, and will want to
  engage in conversation with the characters to find out who
  they are and what they want.
  Noting that they seem fairly capable, Strata will offer them
  her patronage, and will help them clear out the rest of
  Thundertree if they haven't already. From then on, they can
  have her assist them with any encounters they run into in the
  woods.
  When the characters defeat the Black Spider and leave
  Phandalin, Strata leaves with them.
  Waterdeep: Dragon Heist. In the Yawning Portal, one
  barmaid's shifty golden eyes betray her as a person of
  intrigue. This is, of course, Strata in disguise. She has a
  singular goal in Waterdeep: to make off with the embezzled
  dragons and start her hoard.
  The events in the bar following the troll attack cause her to
  take interest in the characters, and from then on she follows
  their progress until they reach Trollskull Alley. Outside the
  Bent Nail, she greets them and suggests that they become
  business associates, offering to give them information about
  the factions in the city in exchange for convening with her,
  telling her about the developments they uncover and granting
  her a cut of the eventual profits. The characters joining
  factions is nothing but advantageous to her, allowing her to
  gain unsuspecting connections in high places through the
  characters.
  If the characters return from the Vault of Dragons alive,
  Strata appears in her dragon form and joins the fight against
  the villains outside, likely granting the characters a big
  advantage over them. Afterwards, she reveals herself,
  demanding a cut of the gold and stating that she would like to
  work with the characters again in the future before
  disappearing from the city.
  
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  Image used: "Pathfinder: Kavazon" by Will O'Brien
  Ulharkaden
  Ulharkaden
  Large dragon, lawful evil
  Armor Class
  Armor Class 18 (natural armor)
  Hit Points
  Hit Points 156 (16d10 + 64)
  Speed
  Speed 40ft., burrow 20 ft., fly 80 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
  Saving Throws
  Saving Throws Dex +4, Con +8, Wis +5, Cha +7
  Skills
  Skills Deception +7, Perception +9, Persuasion +7,
  Stealth +4
  Damage Immunities
  Damage Immunities lightning
  Senses
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages
  Languages Common, Draconic
  Challenge
  Challenge 9 (5,000 XP)
  Change Shape.
  Change Shape. Ulharkaden magically polymorphs
  into a female human martial arts adept or back into
  her true form. She reverts to her true form if she
  dies. Any equipment she is wearing or carrying is
  absorbed or borne by the new form (Ulharkaden's
  choice). 
    In martial arts adept form, Ulharkaden retains her
  alignment, hit points, Hit Dice, ability to speak,
  proficiencies, Legendary Resistance, lair actions,
  and Intelligence, Wisdom and Charisma scores, as
  well as this action. Her statistics are otherwise
  replaces by those of the new form.
  Innate Spellcasting.
  Innate Spellcasting. Ulharkaden's spellcasting ability
  is Charisma (spell save DC 15, +7 to hit with spell
  attacks). She can innately cast three sorcerer spells
  of 3rd-level or lower once a day each, requiring no
  material components.
  Actions
  Multiattack.
  Multiattack. Ulharkaden makes three attacks: one
  with her bite and two with her claws.
  Bite.
  Bite. Melee Weapon Attack: +9 to hit, reach 10ft.,
  one target. Hit: 16 (2d10 + 5) piercing damage
  plus 5 (1d10) lightning damage.
  Claw.
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
  one target. Hit: 12 (2d6 + 5) slashing damage.
  Lightning Breath (Recharge 5-6).
  Lightning Breath (Recharge 5-6). The dragon exhales
  lightning in a 60-foot line that is 5 feet wide. Each
  creature in that line must make a DC 16 Dexterity
  saving throw, taking 55 (10d10) lightning damage
  on a failed save, or half as much damage on a
  successful one.
  
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  The Vagrant
  The Vagrant
  Vuthasjach
  Vuthasjach
  V
  uthasjach, known to the denizens of the
  Shadowfell as ‘the Vagrant’, is a wandering
  ancient black shadow dragon. Ages of active
  malice have boiled down into a mostly benign
  selfishness, and while his days of laying waste
  to settlements are mostly done, he still wings
  his way overland, temporarily claiming
  swamps as his territory before moving on. None but him
  know exactly where his hoard lies, but all agree it is a vast
  trove of unimaginable value.
  A profoundly selfish creature, the Vagrant enjoys making
  bargains with the lesser races, particularly adventurers who
  can plunder dungeons that his own great size prevents him
  from entering. He is also very fond of his own sibilant voice,
  and when he is not doing business (or hunting), the Vagrant
  tells stories of centuries past, preferring those with dark or
  morbid endings. He is a repository of folk history, and may
  even trade in stories, using legend lore to pull tales from out
  of thin air. Most of the time, though, his bargains consist of
  getting lesser races to seek out magic items that suit his
  fancy.
  The Vagrant’s favourite spell is secret chest. He uses this
  spell to store what treasures he receives in the Shadowfell.
  His hoard is there, in a sprawling dungeon of illusions and
  phantasms. For his temporary lair, he transforms areas he
  settles in using mirage arcane, making whatever place he
  claims appear as a mile-wide swampland.
  When he seeks to return to his hoard beyond the material
  plane, the Vagrant casts plane shift.
  The Vagrant's Inn
  The Vagrant's Inn
  The Vagrant jokingly refers to his illusory swamp as his ‘inn’,
  where resident creatures find themselves suddenly living and
  being forced to adapt to this strange, unpleasant ecosystem.
  The entirety of the territory covered by his major image
  counts as his lair, and he can use lair actions anywhere within
  it.
  Quite suddenly, what seems like solid ground becomes thick
  muck, slowing your footsteps as you are bogged down in it. All
  around, the ground begins to turn wet and soft, as the grasses
  rise higher and twisted, gnarled trees sprout from the earth.
  The smell of rotting vegetation and foul water pervades the air,
  as you find yourselves standing in a dark, humid swamp.
  The Vagrant's Tales
  The Vagrant's Tales
  The Vagrant’s tales are straight and to the point, though he
  enjoys stressing the more morbid and unpleasant aspects of
  any story he tells. He does not value the information nearly as
  much as he covets the magic items he might gain from the
  characters’ adventures, but he puts just enough flair into it for
  the adventurers to be intrigued. He is especially good at
  making things seem dark, mysterious and foreboding.
  Curse of Strahd. As a native to the Shadowfell, the
  Vagrant is able to access the Demiplane of Dread using plane
  shift. He makes his Vagrant's Inn in the Svalich woods
  around Lake Zarovich; Strahd cannot see through his ravens
  into the illusory swamp, so if the characters manage to get on
  the Vagrant's good side, they will have an actual private place
  to rest... in the company of a dangerous and temperamental
  dragon. The first time the characters enter the Vagrant's Inn,
  they are unable to exit until they find him (which he wants
  them to).
  There are three things the Vagrant desires: the Holy
  Symbol of Ravenkind, the Icon of Ravenloft, and the
  Sunsword. He wishes to add all three to his hoard, and to
  rule over Barovia in Strahd’s stead.
  If the characters fail, the Vagrant discreetly departs
  Barovia, leaving no hint that he was ever there.
  If the characters succeed and grant the Vagrant the
  wondrous items he desires, he rises out of his swamp to
  claim Castle Ravenloft as his new lair, exchanging places with
  Strahd as the dark overlord of the Demiplane of Dread. He
  allows the characters to return to the Material Plane and
  invests in their adventures henceforth, paying for any
  expenses they require (up to 10,000 gp per adventure) as long
  as they continue to bring him magic items they find. The total
  value of the magic items they give him afterwards must
  exceed his investment.
  Storm King's Thunder. The Vagrant sees Iymrith's
  deception as troublesome meddling, though he himself covets
  the Korolnor Scepter and the Wyrmskull Throne.
  If the characters deliver both of these wondrous items to
  him, he becomes friendly towards them and sponsors their
  adventures henceforth, paying for any expenses they require
  (up to 10,000 gp per adventure) as long as they continue to
  bring him magic items they find. The total value of the magic
  items they give him afterwards must exceed his investment.
  If they bring him one of these wondrous items, he is
  somewhat pleased, and secretly retreats to the Shadowfell to
  gloat over his prize. The characters will likely never see him
  again should this occur.
  If they bring him none of these wondrous items, he
  becomes hostile, and antagonizes the characters from then
  on until they track him down into the Shadowfell and kill
  him.
  
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  Waterdeep: Dungeon of the Mad Mage. There are many
  magic items hidden in Halastor's dungeon that the Vagrant
  covets, but cannot reach himself. For that, he requests the
  characters' assistance, and offers to sponsor each excursion
  they make into Undermountain. For each new level of the
  dungeon they reach, he will grant them a corresponding
  amount of gold in sponsorship (level x 1000), assuming they
  bring him one or more magic items of cumulative value equal
  to or greater than what he has paid.
  If the characters are unable to grant him the requisite
  amount, he withdraws his sponsorship and returns to the
  Shadowfell.
  If they defeat Halastor Blackcloak while having retained
  his favour all the way, a courier will find them with a letter
  addressed to them. It reads thusly:
  Letter from Vuthasjach
  Letter from Vuthasjach
   
  Esteemed Minions,
  Over the course of my hundreds of years, I have held many
  retainers in my service - so many, in fact, that I have forgotten
  most of their names altogether. Inevitably, each of these
  retainers proved to be a disappointment in the end; whether
  they met some grisly fate on their missions, failed to pay me,
  or lost my interest and were eaten by myself, all eventually
  proved insufficient for my causes. Thus have I been
  disappointed, time and time again, and had lost what little
  belief I held in the value of the lesser races.
  That is, until you far exceeded my expectations.
  I have looked on in wonder as, constantly, reliably and
  infallibly, you have returned from certain death with my prizes
  and your own clutched in those frail little hands of yours. I
  often wondered, as we did business, how such small hands
  could possess such strength. The answer is one that has
  forever eluded my kind, and eludes me still. However, it is one
  that I am determined to seek out.
  With this end in mind, I have decided to take a little tour of
  the Material Plane in search of answers. I will not rest until
  either my bones are dust, or I uncover the truth. I do not think
  we will meet again - at least, not in your mortal lifetimes - so I
  have left you a parting gift. Together as one, speak the words
  "darastrix tichii" when you are prepared to claim your reward.
  You hold in your hands the good faith and gratitude of a
  dragon - something not easily earned. Remember this, and me,
  for no others will.
  Your Friend,
  Vuthasjach the Vagrant.
  If the characters speak the words "darastrix tichii" as the
  Vagrant suggests, they will be transported to the Shadowfell,
  at the forefront of his lair. All the traps and defenses have
  been disarmed, leaving them free to walk through it. At the
  end of it, they find Vuthasjach's hoard, which, in addition to all
  the magic items they have given him over the course of their
  adventures, contains:
  36,000 gp.
  36,000 pp.
  Gold cup set with emeralds worth 9,00 gp.
  Gold jewelry box with platinum filigree worth 7,500 gp.
  Painted Gold Child's Sarcophagus worth 6,000 gp.
  2 transparent blue-white diamonds worth 6,000 gp each.
  2 deep crimson rubies worth 3,500 gp each.
  2 transparent fiery orange jacinths worth 5,000 gp each.
  2 translucent lustrous black sapphires with glowing
  highlights worth 8,500 gp each.
  +3 leather armor (2)
  Staff of the magi
  +2 breastplate
  Cloak of invisibility
  Sword of answering
  +3 chain mail
  Ring of fire elemental command
  Image used: "Ancient Black Dragon" by Craig J. Spearing
  
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  Vuthasjach
  Vuthasjach
  Gargantuan dragon, chaotic evil
  Armor Class
  Armor Class 22 (natural armor)
  Hit Points
  Hit Points 367 (21d20 + 147)
  Speed
  Speed 50 ft., climb 40 ft., fly 120 ft., swim 50 ft.
  STR
  STR
  DEX
  DEX
  CON
  CON
  INT
  INT
  WIS
  WIS
  CHA
  CHA
  27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
  Saving Throws
  Saving Throws Str +15, Dex +9, Con +14, Wis +9, Cha
  +11
  Skills
  Skills Acrobatics +9, Intimidation +11, Perception +16,
  Stealth +16
  Damage Resistances
  Damage Resistances necrotic; bludgeoning, piercing
  and slashing damage from nonmagical weapons
  Damage Immunities
  Damage Immunities acid
  Senses
  Senses blindsight 120 ft., darkvision 240 ft., passive
  Perception 26
  Languages
  Languages Common, Draconic
  Challenge
  Challenge 24 (62,000 XP)
  Amphibious.
  Amphibious. Vuthasjach can breathe air and water.
  Bloodied Breath.
  Bloodied Breath. When Vuthasjach drops below half his
  maximum hit points, his breath attack recharges and
  he uses it as a reaction.
  Legendary Resistance (3/Day).
  Legendary Resistance (3/Day). If Vuthasjach fails a
  saving throw, he can choose to succeed instead.
  Living Shadow.
  Living Shadow. When in dim light or darkness,
  Vuthasjach has resistance to damage that isn’t force,
  psychic, or radiant.
  Magic Resistance.
  Magic Resistance. Vuthasjach has advantage on saving
  throws against spells and other magical effects.
  Magic Weapons.
  Magic Weapons. Vuthasjach’s weapon attacks are
  magical.
  Shadow Stealth.
  Shadow Stealth. While in dim light or darkness,
  Vuthasjach can take the Hide action as a bonus action.
  Strafing.
  Strafing. When Vuthasjach is flying, he can add his
  movement to the length of his breath weapon attack.
  Sunlight Sensitivity.
  Sunlight Sensitivity. While in direct sunlight, Vuthasjach
  has disadvantage on attack rolls, as well as on Wisdom
  (Perception) checks that rely on sight.
  Innate Spellcasting.
  Innate Spellcasting. Vuthasjach’s spellcasting ability is
  Charisma (spell save DC 19). He can innately cast the
  following spells, requiring no material components:
  1/day each: legend lore, mirage arcane, plane shift,
  secret chest
  Actions
  Multiattack.
  Multiattack. Vuthasjach can use his Frightful Presence.
  He then makes three attacks: one with his bite and two
  with his claws.
  Bite.
  Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one
  target. Hit: 19 (2d10 + 8) piercing damage plus 9
  (2d8) acid damage.
  Claw.
  Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
  one target. Hit: 15 (2d6 + 8) slashing damage.
  Tail.
  Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
  target. Hit: 17 (2d8 + 8) bludgeoning damage.
  Frightful Presence
  Frightful Presence Each creature of the dragon’s choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 19 Wisdom saving throw or
  become frightened for 1 minute. A creature can repeat
  the saving throw at the end of each of its turns, ending
  the effect on itself on a success. If a creature’s saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon’s Frightful Presence
  for the next 24 hours.
  Legendary Actions
  Vuthasjach can take 3 legendary actions, choosing
  from the options below. Only one legendary actions
  option can be used at a time and only at the end of
  another creature’s turn. Vuthasjach regains spent
  legendary actions at the start of its turn.
  Detect.
  Detect. Vuthasjach makes a Wisdom (Perception)
  check. 
  Tail Attack.
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions).
  Wing Attack (Costs 2 Actions). Vuthasjach beats his
  wings. Each creature within 15 feet of Vuthasjach must
  succeed on a DC 23 Dexterity saving throw or take 15
  (2d6 + 8) bludgeoning damage and be knocked prone.
  Vuthasjach can then fly up to half his flying speed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Chromatic Dragon Patrons for D&D 5e.pdf