Emerald Dragon Transformation Table (1d20)

Roll (1d20) Transformation Mechanics
1 Claws Emerge: Fingernails harden and grow into sharp, emerald-hued claws. Gain natural weapons: 1d6 slashing damage. However, fine manipulation (writing, lockpicking) becomes harder (Disadvantage).
2 Emerald Hunger: The transformation increases your appetite unnaturally. You must consume double the food daily or gain 1 level of exhaustion at dawn.
3 Wings Sprout Painfully: Small wing stubs emerge but cause discomfort and strain. Gain a gliding ability: reduce falling damage by 1d10 per character level, no prone on landing.
4 Psionic Aura: Your mind becomes sharper but unstable. Gain Resistance to psychic damage, but Disadvantage on Insight checks due to mental overload.
5 Tail Growth: A tail forms, throwing off your balance. Gain a tail attack (1d8 bludgeoning, reach 10 ft) but suffer Disadvantage on Dexterity checks and saves.
6 Emerald Fire: Scales start to shimmer with heat-resistant magic. Gain Resistance to fire damage, but take an extra 1d6 psychic damage when failing a Wisdom save.
7 Disorienting Breath (Minor): You exhale a burst of psychic energy. Once per short rest, exhale a 15-ft cone (Int save DC 13). On a fail, creatures take 3d6 psychic damage and have Disadvantage on their next attack roll.
8 Scales Harden: Scales cover more of your body, restricting movement. Gain +1 AC but suffer -10 ft to movement speed.
9 Paranoia: You begin sensing magical presences constantly, even where none exist. Gain the ability to cast Detect Magic once per short rest but must pass a Wisdom save (DC 13) to avoid being overwhelmed by paranoia for 1 minute.
10 Dragon Resilience: Resistance to psychic damage, but your body becomes weaker to radiant energies. Gain Resistance to psychic damage but Vulnerability to radiant damage.
11 Emerald Crown: Crystalline horns grow, making it harder to wear headgear. Gain +1 Charisma but can no longer wear helmets or hats.
12 Draconic Roar: A terrifying roar frightens enemies but alienates allies. As an action, all creatures (including allies) within 30 ft must make a Wisdom save (DC = 8 + Prof Bonus + Cha mod) or be frightened until the end of your next turn.
13 Increased Size: Your body grows, but it puts strain on your joints. Gain +5 ft of movement but suffer Disadvantage on Dexterity saving throws.
14 Dragon’s Wrath: You lose your patience and temper more easily. Advantage on Intimidation checks, but you must pass a Wisdom save (DC 12) to avoid escalating conflicts unnecessarily.
15 Tunneler’s Instinct: You develop the dragon’s burrowing ability. You can burrow at a speed of 10 ft per round through earth, but each use exhausts you (1 level of exhaustion per hour).
16 Mystic Bond: Gain telepathic communication, but it starts to intrude on your mind. Gain Telepathy (30 ft) but make a Wisdom save (DC 13) after using it or be distracted for 1 hour.
17 Enhanced Reflexes: Your reflexes improve, but your reaction to danger becomes instinctive and violent. Gain Advantage on Dexterity saves but must attack the nearest hostile creature as a reaction when surprised.
18 Lustrous Glow: Scales emit a faint light, making stealth difficult. Emit dim light in a 10-ft radius (cannot be suppressed), and suffer Disadvantage on Stealth checks.
19 Emerald Psionics: Your mental abilities awaken, but they sap your energy. Gain the ability to cast Mage Hand and Minor Illusion at will, but lose 2 HP each time you use these abilities.
20 Full Transformation: Complete the evolution into a majestic Emerald Dragon, losing some of your humanity. Gain Dragon Shape (Polymorph into Young Emerald Dragon once per long rest) but suffer -2 Charisma permanently due to alien behavior.