Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Faerie Ring (3/Day). The dragon can use an established Faerie Ring to transport itself and/or others to another lair under it's possession on any plain of existence. If you step inside the Faerie Ring uninvited you cannot exit until the start of your next turn. The dragon can choose to keep the Faerie Ring open or destroy it at will.
Misty Skip (1/Day). The dragon can move it's full speed (flying/swim/walking/etc) up to an additional 1d4 times. It briefly materializes every 40ft opening it to opportunity attacks.
Keen Senses: The dragon has Advantage on CHA saving throws and Deception/Perception checks against you if it knows your true name. If YOU know the Dragon's true name it has Disadvantage on the same abilities when rolling against you.
Joyful 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 16 CHA saving throw or become charmed 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 Joyful Presence for the next 24 hours.
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (3d10) radiant damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 10 (2d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Shapechange. You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once.
Breath Weapon (Recharge 5–6). The dragon uses one of the following breath weapons:
Refractile Breath. The dragon exhales roses in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. *Functions like Prismatic Spray.
Prismatic Breath (1/Day). The dragon exhales a beam of roses in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. *Functions like Prismatic Wall.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):
At will: faerie fire
2/day each: calm emotions, dispel magic, invisibility, revivify
Phantasmal Petals (2/Day). Splendora dissipates into a flurry of petals and appears to be in two places at once. These unoccupied spaces where she reappears must be within 80ft of her last known location. One is an illusion that will last until either Splendora exceeds a 300ft radius, is dispelled by Splendora, or physical interaction with the image reveals it to be an illusion. It seems completely real, including sounds, smells, and is the appropriate temperature. As long as Splendora is within range of the illusion, the image acts on her turn. The illusion cannot cause physical damage.
Scratch That (3/Day). A reaction, which you take when a creature you can see within 100 feet of yourself succeeds on an attack roll, ability check, or a saving throw. You magically distract the triggering creature . The momentary uncertainty, causes the creature to reroll the d20 and use the lower roll.
Finishing Flourish (1/Day). If an attack would hit Splendora instead it hits an inky clone.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tail. The dragon makes one Tail attack.
Cast a Spell (Costs 2 Actions). The dragon uses Spellcasting.
Re-write (1/Day). Splendora has the ability to change the course of events that have taken place within 500ft of her that she has seen with her own eyes within the last round. Reality reshapes itself to accommodate the new result. Splendora suffers 2 levels of Exhaustion after use of this ability.
Bespoke & Behold. If you look into her eyes she can choose to impose a Charisma saving throw, DC 18. On a fail she knows your most cherished personal qualities and physical features.
Description
Ancient legends suggest that that first dragon to visit the Feywild laid a clutch of eggs. Nathair happened upon the eggs and infused them with Fey magic, which hatched into the first Moonstone Dragons. Their descendants are now found throughout the Feywild. Nathair and his children didn't stop there...the story continued. There are those that have ascended to a higher status, Archdragons. Splendora was the first to hatch of that very clutch. She is the only Archdragon aligned to The Court of Ancients. The Librarian, the keeper of stories. She is known colloquially as Winters Last Rose.
Archdragons are born in the Feywild of all species. They align themselves with the Fey Courts or like many are Courtless. They have gained nearly god-like powers and established a position of preeminence among Fey-kind. Each Archdragon has a unique appearance and set of abilities, most maintain a territory in the Feywild.
Some Archdragons are regarded as deities and granted divine abilities to their worshipers.
As a rule, Archdragon's break the mold. They are all unique and cannot be made to fit into boxes, unless that is what they wish.
Splendora prefers to read stories, all filled with wonder. She weaves the words to life where the impossible becomes the everyday. She'll find a mountain top and some moonbeams to sit under and read until dawn. Her favorite are about heroes who overcame their deepest sorrows and put hope into the heart's of the beings who read them. It reminds her to be grateful and cherish life. She takes many forms; as a dragon her scales often shine a plethora of colors. Most often blue, pink, white, and purple or even combinations of them. As a dragon she prefers the form closest to that of her favorite flower a blue rose. The softness of her petals is misleading for they are as strong as steel. She can sprout retractable black brambles from most any part of her body at will. Her horns are long and curve back, she occasionally adorns them with silks and silver rings. While Splendora can take on the form of any dragon she cannot use nor benefit from any of their skills/abilities. Splendora masquerades as a Changeling Wild Magic Sorceress by the name Alice Cromwell. This is a very well kept secret, known to few. Alice is a very well known Sorceress. She often appears where the veil is thinnest between the Material Plane and The Feywild. Most who encounter her describe her as charming, wonderful, and everybody looks up to her. In this form she dresses in an elegant black dress. Her hair falls to her collar bone and looks like cotton candy; it's pink, purple, blue, and white with fringe. Splendora does choose to maintain her horns in this guise. She is very generous and kind however when she's feeling more mischievous or irritated she can be quite villainous, a beautiful yet dark individual.
Splendora Personality Traits
| Personality | |
|---|---|
| I find mortals fascinating! I live amongst them. Someone has to provide the planes with all the chaos and whimsy of the Feywild. | |
Splendora Ideals
| Ideal | |
|---|---|
| Whimsy. Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders? (Chaotic) | |
| Inspiration. Great are history’s artists and creators. But greater still are those who inspire them. (Any) | |
Archdragon Splendora's Lairs
She considers herself a collector rather than a hoarder. Most notable are:
Willow Grove. A secluded grove in The Feywild. Willow Grove is lavish with wild flowers and has shady areas to lounge under the many willows that thrive there. It has a tiered waterfall and a secret a cave, the entrance to which is at the bottom of the lake. It is a sanctuary for all manner of magical creatures. Splendora forbids destructive and violent behavior here, and anything that threatens the residents. Discretion is the single most important rule for any visitor of the grove. There were those who sought to abuse her hospitality, however they were relatively few and far between, easily dealt with. Her library can be found within the hyperion tree. Splendora's private study is off limits (may or may not contain romantasy smut amongst the old tomes).
Scathach Castle. Found on The Isle of Skye in the Material Plane. Left to Splendora by her disciple. The bridge connects to the castle's imposing archway made of beautiful marble. Fireflies dance with the torchlights where you catch a glint of the silver veins shimmering. The archway repels those who look upon it, unless they have been granted permission to enter; it is the only thing visible if you do not. The castle itself is covered in brambles from which blue roses bloom. It serves as a Bastion for Splendora's beneficiaries. It is vast and adapts to the requirements of the guests. Always present are: The Library, Courtyard, Garden, Kitchen, Dining Hall, Training Field, Lab, Forge, and several bed/bathrooms.
Dreamland. A whimsical amusement park found in the Ethereal Plane. There is a humongous book at it's center. It's in a constant state of flux, the book being the only stationary object within. Splendora keeps her most prized possessions here. She fiercely protects this lair against all intruders with lethal force. The sojourners are welcome, so long as their stay does not extend past two weeks time. The lair changes to best fit the desires of those who venture inside. The entrance fee is the exchange a nostalgic memory.
Archdragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for storage.
Archdragons navigate their multiplanar lairs by opening portals between planes at will. They sometimes forget to close those portals, allowing the inhabitants of one plane to wander into others.
Lair and Lair Actions
An Archdragon’s Lair
For their lairs, Archdragons make them anywhere and everywhere. They establish multiple lairs from a young age. They link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.
The challenge rating of a legendary Archdragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row. 3 lair actions to any given lair:
Stage Fright. The dragon targets a creature it can smell within 50 feet of it and attempt to petrify them. The target must succeed on a DC 20 Charisma saving throw or be turned to statue of your choosing stone/wood/ore/mineral/gem etc. While petrified, the target is incapacitated until initiative count 20 on the next round. The target suffers from any damage taken in statue form.
Plane Scatter. Sigils appear under your feet. The dragon targets creatures of it's choosing that it can see within 120 feet and attempts to send those creatures to another plane. The targets must succeed on a DC 15 Charisma saving throw or be banished until initiative count 20 on the next round. While there, the target(s) is/are stunned. When the effect ends, the target(s) reappear in the space they left or in the nearest unoccupied space.
Dance F*cker, Dance! The dragon targets a creature it can see in its lair, and warped melodies blare that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to mosh.
Shelved. With a snap, threads woven of words spring forth and ensnare the target. The target must succeed a DC 15 Dexterity saving throw or be trapped within the book's pages until initiative count 20 on the next round. An action can be spent to stroke the book's spine and free the target.
Overdue. If the target has taken anything from the lair they must succeed a DC 18 Constitution saving throw or be stamped as Overdue. On a failed save the target takes 12d8+10 bludgeoning damage, or half as much damage on a successful one.
Shhhh! For the duration, no sound can be created within or pass through a 120-foot-radius sphere centered on a point you choose. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Concentration up to 5 minutes.
Regional Effects
The region surrounding a legendary Archdragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
Limbo Lane. The veil between planes is thinned near an Archdragon’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.
If the dragon dies, any portals near the lair close immediately.
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Posted Apr 17, 2026Dedicated to my best friend/DM, who always includes dragons in our games to the dismay and delight of our party. Special thanks to my benefactor, who inspired me to create The Archdragon/Archdragon Splendora. Thank you for your input, kind words, encouragement, and making sure I didn't screw up the math <3