CR 17

The weather today: Heavy rain

Tonight's moon: New moon

Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Monsters and others
  • Levels 1-4
  • Levels 5-10
  • Levels 11-16
Possible Monster Motives
  • Enthralled by a magic item
  • Protecting territory
  • Protecting their young
  • Guarding treasure
  • Controlled by a bigger bad

Loot Suggestions

1d4 electrum pieces
2d100 copper pieces
A ceramic lance

This extremely impractical item is white and ornately decorated with flowers.

Value 1100 gp

Magic Item
Orb of Dragonkind

Wondrous item, artifact (requires attunement)

Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.

While you are charmed by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.

Random Properties.

An Orb of Dragonkind has the following random properties: 2 minor beneficial properties 1 minor detrimental property * 1 major detrimental property


The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).

You can also use an action to cast the detect magic spell from the orb without using any charges.

Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can’t be used again for 1 hour.

Destroying an Orb. An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.

Spell Scroll
Faithful Hound

4th-level conjuration Casting Time: 1 actionRange: 30 feetComponents: V, S, M (a tiny silver whistle, a piece of bone, and a thread)Duration: 8 hours You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 […]

In case you want to terrify your players...

Dragon Turtle

  • Gargantuan dragon, neutral

    Armor Class 20 (natural armor)
    Hit Points 341 (22d20 + 110)
    Speed 20 ft., swim 40 ft.

    25 (+7)10 (+0)20 (+5)10 (+0)12 (+1)12 (+1)

    Saving Throws Dex +6, Con +11, Wis +7
    Damage Resistances fire
    Senses darkvision 120 ft., passive Perception 11
    Languages Aquan, Draconic
    Challenge 17 (18,000 XP)

    Amphibious. The dragon turtle can breathe air and water.


    Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.
    Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.
    Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
    Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
    Steam Breath (Recharge 5–6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn’t grant resistance against this damage.

    created by Wizards of the Coast

  • Protecting their young

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