You’ve been cursed with some of the power of a Topaz Gem Dragons, a draconthropic character typically inherits the curse from their parents or is afflicted after suffering a wound from another draconthrope. Draconthropy acquired via an injury can be dispelled by Remove Curse, though a draconthrope who inherits the condition from their family can only be cured via Wish.
Shapechanger. The draconthrope can use its action to polymorph into a dragon-humanoid hybrid or into a Topaz Dragon Wyrmling, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in dragon or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
A character who becomes a draconthrope retains his or her statistics except as specified by draconthrope type. The character gains the draconthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the draconthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the draconthrope’s statistics. The character can’t speak while in dragon form.
A non-draconthrope humanoid hit by an attack that carries the curse of draconthropy must succeed on a Constitution saving throw (DC 8 + the draconthrope’s proficiency bonus + the draconthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
When you take a long rest, you must succeed a DC 10 Constitution saving throw or become transformed into hybrid form at a random point during the rest, attacking the nearest available creature a minimum of 3 turns if able. Your actions and bonus actions must be used for melee attacks against other creatures if able during those turns, and attempting to transform back afterwards must also succeed a DC 10 Constitution saving throw. This does not use your limited transformations, and you still gain all the benefits of a long rest if you resume your rest before 30 minutes past. In order to remember the events of this transformation, you must succeed a DC 10 Wisdom saving throw, otherwise you have no recollection of these events.
Amphibious. The dragon can breathe both air and water.
Bite (Hybrid or Dragon Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 + 2 piercing damage plus 1d4 necrotic damage.
Desiccating Breath (Dragon Form Only). The dragon exhales an attack in a 15-foot cone, its type is determined by the dragon . Each creature in that area must make a DC Constitution saving throw. On a failed save, the creature takes 6d6 necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on Strength deal half damage. On a successful save, the creature takes half as much damage and isn’t weakened.
Spellcasting (Psionics)(Dragon Form Only). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
1/day each: bane
Previous Versions
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