I tried my hand at homebrew and came up with the idea of a dragon made of trash. I'm looking for some feedback as I'd like to make it as good as it can be so I can eventually use it in one of my games. Please let me know what you think of it and what I can improve. I know it's a lot of reading, but any help is greatly appreciated.
Trash Form- Being made of trash the dragon does not need to breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack:+11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 4 (1d8) poison damage.
Claw. Melee Weapon Attack:+11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) poison damage.
Tail. Melee Weapon Attack:+11 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage.
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 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 the dragon's Frightful Presence for the next 24 hours.
Smog Breath (Recharge 5–6). The dragon exhales smog in a 30-foot diameter cloud that remains for 1 turn. When a creature enters the cloud for the first time on a turn or starts its turn there, must make a DC 19 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature must make another DC 17 Constitution saving throw, on a failure become blinded until they leave the cloud or the cloud disappears, and on a success resist effects.
Legendary Actions
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Tornado of Trash. The dragon exhales a large gasp of air, forming a small tornado. The tornado casts the Dust Devil spell at 4th Level, ignoring components and concentration, and automatically gains the additional 10 feet to its radius. The dragon can summon up to 2 dust devils this way.
Dust Devil-
2nd-level conjuration
Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust) Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Storm of Glass (Cost 2 Actions)- The dragon shoots glass from itself into the air, the shards raining down on its opponents Every creature within 15ft of the dragon must make a DC 17 Dexterity saving throw. If a creature fails the saving throw, it takes 12 (3d8) and begins to bleed immensely, taking 8 (2d8) slashing damage at the beginning of each of its turns until it spends and action to close the wounds, or is healed. On a success, a creature takes half damage and does not receive the additional effect.
Tail Attack- The dragon makes a tail attack
Description
A trash dragon is formed when a dragon makes an enemy with a powerful magic user. This greater being will cast a dark ritual that convert the dragon and its hoard. The mounds of treasure guarded by a red dragon, or the ancient artifacts kept by a black dragon, gone. All of it turned into mounds and mounds of trash. As the centuries old collection turns to filth, so too does the dragon. Though it still resembles the shape of a dragon, it is composed of hundreds, if not thousands, of pieces of junk. It must now collect trash, instead of treasure, to keep itself alive. The shamed dragon must spend the rest of its days in this rancid form, shadowed by its other dragon brethren.
Though it has been cursed with this awful form, it is not completely powerless. It still is a dragon, and therefore has the power, and ego, of any other dragon. It will seek to make sure that all that surrounds it is as miserable as itself. It pollutes the land that surrounds it, causing decay of nature. It also has a tight grip over towns near it, forcing them to waste as much as possible so it can use their excess to survive. Should the town not meet the dragon's needs, it is more than willing to teach them a lesson. The trash dragon is a disgusting creature that is not one to be trifled with.
Effortlessly Exasperated. The trash dragon is quickly aggravated, as its new form can easily drive it mad. The dragon may destroy an entire acre of land just to satisfy its sudden rage. While the beast is already an irritable one, should a creature dare mention the current state of the dragon, they have just made themselves a powerful enemy. The trash dragon hates being reminded of the massive loss it took getting to its current state, and has no issue killing a creature that mentions anything about its trashiness.
Freak of Nature. While trash dragons are still dragons, many other dragons don't see it that way. Other dragons view trash dragons as weak abominations that are a disgrace to all other dragons. Other dragons aren't likely to cooperate with trash dragons and most would rather destroy them than negotiate. However, trash dragons are still quite powerful, and even a normal dragon may have trouble defeating one.
Mountains of Trash. The trash dragon gains its power from a magical core, a sphere within the center of the dragon. This core is able to add more junk to the mass of the monster, pulling it from the dragon's hoard. The core gets its energy from trash, and as such, the dragon must consume trash to fuel it. Should the dragon ever not be able to consume enough trash, the core dies, and the dragon along with it. As such, the dragon must be constantly accumulating more trash for the ever-hungering core. While the dragon dies when the core dies, the core still remains operational after the dragon has perished. As trash dragons are exceedingly rare, a functioning core from one is highly coveted and sought after. They make a great treasure for a rival dragon that may defeat a trash dragon, or a very profitable haul for a group of adventurers.
Lair and Lair Actions
The trash dragon's ideal location for a lair is in a forest, though any spot it can decay its surrounding land works fine. The dragon looks for a lair that can cause the most damage, perhaps under a large cliff in a forest where it can destroy the life and greenery of the area. Or maybe a coastal cave where the dragon's hoard can pollute the body of water surrounding it. Inside the lair is even more repelling than the land that surrounds it. It is filled with large piles and piles of waste, with even the ground being composed of the dragon's reserve of trash, leading to repulsive sights and smells. Not a hint of life can be found in this abomination's putrid palace.
Lesser Beings- Due to the nature of a trash dragon's hoard, many smaller, filthy creatures are attracted to it. It is not uncommon to find creatures like giant rats and centipedes rummaging through the layer. The core of the trash dragon also occasionally forms creatures as waste product, some common creatures being dust mephits and oozes, though anything related to trash is possible. These creatures are loyal to the dragon, assisting it in its accumulation of garbage, and defending it from invaders.
Mounds of Rubbish- The ground of a trash dragon's lair is covered in the junk it has collected. As such, the dragon is able to burrow its way through its hoard at a speed of 40ft. If the dragon comes up from under a creature, the creature must make a DC 17 Dexterity saving throw, taking 10 (2d10) bludgeoning damage and be knocked prone on a failure, or half damage and no affect on a success.. The unkempt garbage that lines the floor also causes the ground of the lair to be considered difficult terrain.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
The dragon absorbs trash from its collection, recovering 30 (7d6+6) hit points.
The dragon selects a spot it can within 60 feet of it and creates a depression in the trash. A 15ft radius of trash centered on the spot the dragon chooses drops 10ft, and any creature in this radius must succeed a DC 17 Dexterity saving throw or be knocked prone.
The dragon forms a 15ft diameter rolling ball of trash within 120 feet of it. The dragon chooses the direction the ball rolls in, and the ball rolls in a 30 ft line. Each creature within the line must make a DC 15 Dexterity saving throw, avoiding the attack on a success, and on a failure taking 18 (6d6) bludgeoning damage and be knocked prone.
Regional Effects
The region containing a legendary trash dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
Enemies of the dragon are prone to the lair's supernaturally worsened smell. A creature within 1 miles of the dragons layer must make a DC 14 Constitution saving throw once an hour, and on a fail, become poisoned for 1 hour. If a creature succeeds this save twice in a row, they are immune to this effect for 24 hours.
Whenever an enemy of the dragon consumes food or water within 3 miles of the lair, it must make a DC 18 Constitution saving throw or be poisoned for 1 hour as it becomes supernaturally fouled.
A smog lightly obscures the land within 6 miles of the lair.
If the dragon dies, effects fade over 1d10 days.
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I tried my hand at homebrew and came up with the idea of a dragon made of trash. I'm looking for some feedback as I'd like to make it as good as it can be so I can eventually use it in one of my games. Please let me know what you think of it and what I can improve. I know it's a lot of reading, but any help is greatly appreciated.
https://www.dndbeyond.com/monsters/3750040-adult-trash-dragon
Trash Form- Being made of trash the dragon does not need to breath.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage plus 4 (1d8) poison damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 4 (1d8) poison damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 6) bludgeoning damage.
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 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 the dragon's Frightful Presence for the next 24 hours.
Smog Breath (Recharge 5–6). The dragon exhales smog in a 30-foot diameter cloud that remains for 1 turn. When a creature enters the cloud for the first time on a turn or starts its turn there, must make a DC 19 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. In addition, a creature must make another DC 17 Constitution saving throw, on a failure become blinded until they leave the cloud or the cloud disappears, and on a success resist effects.
The dragon 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. The dragon regains spent legendary actions at the start of its turn.
Tornado of Trash. The dragon exhales a large gasp of air, forming a small tornado. The tornado casts the Dust Devil spell at 4th Level, ignoring components and concentration, and automatically gains the additional 10 feet to its radius. The dragon can summon up to 2 dust devils this way.
Dust Devil-
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Storm of Glass (Cost 2 Actions)- The dragon shoots glass from itself into the air, the shards raining down on its opponents Every creature within 15ft of the dragon must make a DC 17 Dexterity saving throw. If a creature fails the saving throw, it takes 12 (3d8) and begins to bleed immensely, taking 8 (2d8) slashing damage at the beginning of each of its turns until it spends and action to close the wounds, or is healed. On a success, a creature takes half damage and does not receive the additional effect.
Tail Attack- The dragon makes a tail attack
Description
A trash dragon is formed when a dragon makes an enemy with a powerful magic user. This greater being will cast a dark ritual that convert the dragon and its hoard. The mounds of treasure guarded by a red dragon, or the ancient artifacts kept by a black dragon, gone. All of it turned into mounds and mounds of trash. As the centuries old collection turns to filth, so too does the dragon. Though it still resembles the shape of a dragon, it is composed of hundreds, if not thousands, of pieces of junk. It must now collect trash, instead of treasure, to keep itself alive. The shamed dragon must spend the rest of its days in this rancid form, shadowed by its other dragon brethren.
Though it has been cursed with this awful form, it is not completely powerless. It still is a dragon, and therefore has the power, and ego, of any other dragon. It will seek to make sure that all that surrounds it is as miserable as itself. It pollutes the land that surrounds it, causing decay of nature. It also has a tight grip over towns near it, forcing them to waste as much as possible so it can use their excess to survive. Should the town not meet the dragon's needs, it is more than willing to teach them a lesson. The trash dragon is a disgusting creature that is not one to be trifled with.
Effortlessly Exasperated. The trash dragon is quickly aggravated, as its new form can easily drive it mad. The dragon may destroy an entire acre of land just to satisfy its sudden rage. While the beast is already an irritable one, should a creature dare mention the current state of the dragon, they have just made themselves a powerful enemy. The trash dragon hates being reminded of the massive loss it took getting to its current state, and has no issue killing a creature that mentions anything about its trashiness.
Freak of Nature. While trash dragons are still dragons, many other dragons don't see it that way. Other dragons view trash dragons as weak abominations that are a disgrace to all other dragons. Other dragons aren't likely to cooperate with trash dragons and most would rather destroy them than negotiate. However, trash dragons are still quite powerful, and even a normal dragon may have trouble defeating one.
Mountains of Trash. The trash dragon gains its power from a magical core, a sphere within the center of the dragon. This core is able to add more junk to the mass of the monster, pulling it from the dragon's hoard. The core gets its energy from trash, and as such, the dragon must consume trash to fuel it. Should the dragon ever not be able to consume enough trash, the core dies, and the dragon along with it. As such, the dragon must be constantly accumulating more trash for the ever-hungering core. While the dragon dies when the core dies, the core still remains operational after the dragon has perished. As trash dragons are exceedingly rare, a functioning core from one is highly coveted and sought after. They make a great treasure for a rival dragon that may defeat a trash dragon, or a very profitable haul for a group of adventurers.
Lair and Lair Actions
The trash dragon's ideal location for a lair is in a forest, though any spot it can decay its surrounding land works fine. The dragon looks for a lair that can cause the most damage, perhaps under a large cliff in a forest where it can destroy the life and greenery of the area. Or maybe a coastal cave where the dragon's hoard can pollute the body of water surrounding it. Inside the lair is even more repelling than the land that surrounds it. It is filled with large piles and piles of waste, with even the ground being composed of the dragon's reserve of trash, leading to repulsive sights and smells. Not a hint of life can be found in this abomination's putrid palace.
Lesser Beings- Due to the nature of a trash dragon's hoard, many smaller, filthy creatures are attracted to it. It is not uncommon to find creatures like giant rats and centipedes rummaging through the layer. The core of the trash dragon also occasionally forms creatures as waste product, some common creatures being dust mephits and oozes, though anything related to trash is possible. These creatures are loyal to the dragon, assisting it in its accumulation of garbage, and defending it from invaders.
Mounds of Rubbish- The ground of a trash dragon's lair is covered in the junk it has collected. As such, the dragon is able to burrow its way through its hoard at a speed of 40ft. If the dragon comes up from under a creature, the creature must make a DC 17 Dexterity saving throw, taking 10 (2d10) bludgeoning damage and be knocked prone on a failure, or half damage and no affect on a success.. The unkempt garbage that lines the floor also causes the ground of the lair to be considered difficult terrain.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Regional Effects
The region containing a legendary trash dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
If the dragon dies, effects fade over 1d10 days.