Large Dragon, Neutral Good
Armor Class 17 (natural armor)
Hit Points 71 (13d10 + 39)
Speed 40 ft., fly 80 ft.
STR
15 (+2)
DEX
15 (+2)
CON
11 (+0)
INT
16 (+3)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +5, INT +6, WIS +4, CHA +5
Skills Arcana +6, Insight +4, Perception +4, Religion +6
Damage Vulnerabilities Psychic
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic, Telepathy 120 ft.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Psionics

Charges: 13

Recharge: 1d6

Fracture: 10

DC: 15, + 7 to hit

BELIEVE Casting Time: 1 action Range: 60 feet Duration: 1 round Charges: 10 Target one creature. The dragon infects the mind of the target with a new belief. The target must succeed on an Intelligence saving throw or suffer an effect chosen from the list below.

Friends: Until the end of its next turn, the target will not attack enemy combatants, and enemies have advantage on their next attack against this target.

Enemies: On its next action, the target will move to the closest ally and attack it.

Chasm: The target perceives a chasm opening up beneath it. It falls prone and takes 1d8 psychic damage. This belief persists—at the start of each of its turns, the target makes an Intelligence saving throw. On a failed save, it continues feeling as though it is falling into an infinite abyss, taking 1d8 psychic damage.

Wonder: The target does nothing during its next turn.

Disaster: The target feels the world is ending and flees during its next turn.

DISTANCE Casting Time: 1 action Range: 30 feet Duration: Instantaneous Charges: 1 per target Space contorts and twists. Choose any number of targets the dragon can see within 30 feet. Each target must succeed on an Intelligence saving throw or be pushed back 30 feet.

ELSEWHERE Casting Time: 1 action Range: 30 feet Duration: Instantaneous Charges: 2 per 5 feet Pick a target within 30 feet. The target must succeed on an Intelligence saving throw or be teleported 5 feet per 2 charges spent. The destination must be within sight of the dragon and not currently occupied.

FLAY Casting Time: 1 bonus action Range: Self (60-foot cone) Duration: 1 round Charges: 2 per d6 of damage As a bonus action, the dragon blasts pure psionic energy from its eyes, frying the brains of all creatures in a 60-foot cone. Each creature in that area must make an Intelligence saving throw. On a failed save, it takes psychic damage of a d6 per 2 charges spent, or half as much damage on a successful one.

FORGET Casting Time: 1 action Range: 60 feet Duration: Special Charges: 5 + 1 per spell level if a spell is chosen... The dragon reaches into an enemy’s mind and plucks a critical memory from their cortex, either the knowledge of a spell or of a weapon. This effect lasts until the target finishes a long rest. The dragon can only use this manifestation once per 10 minutes on the same target. Saving against the manifestation means the target is immune to forget for 24 hours. Spells: Pick a target and choose a spell the target knows. Spend charges equal in number to 5 plus the spell level. The target must make a Wisdom saving throw. On a failed save, the target cannot cast that spell until the effect of this manifestation ends. Weapons: Pick a target and choose a weapon. Spend 3 extra charges. The target must make a Wisdom saving throw. On a failed save, the target does not gain the benefit of their proficiency bonus with the chosen kind of weapon while the effect lasts. (For example, they might forget how to use a longsword, but still gain their proficiency benefit with shortswords.)

MINDSCAPE Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Charges: 3 + 1 charge per round The dragon implants a vision of a new landscape in the target’s mind, making them blind to their actual surroundings, causing them to move randomly and erratically. Choose a target to make an Intelligence saving throw. On a failed save, this manifestation becomes active. If the target chooses to move while the manifestation is active, it moves 10 feet in a random direction (roll 1d8) instead of the distance and direction it intended.

THE REAL Casting Time: 1 action Range: Self Duration: Concentration, up to 1 hour Charges: 4 The dragon sees the real reality. It can tell what is an illusion, and it sees invisible creatures and creatures hidden or disguised by magic. Magical darkness does not affect it, and it can see into the Ethereal Plane.

REFLECTION Casting Time: 1 action Range: Self Duration: 1 minute Charges: 10 + reflection rank The dragon reaches through time and plucks an ally from the timescape to come and fight alongside it. Choose a row from the Servitors chart (page 31). The cost of manifesting a reflection is 10 charges plus the type of the summoned creature on the table. (For example, summoning the Inexorable of Nature costs 16 charges: 10 plus the Inexorable’s type of 6.)

SYMPATHY Casting Time: 1 reaction Range: 30 feet Duration: Instantaneous Charges: 2 charges per d8 The dragon violently reacts to being hurt, raking its enemy’s nervous system with sympathetic psionic vibrations. As a reaction to taking damage from something the dragon can see within 30 feet, the dragon expends charges to force the damaging creature to make an Intelligence saving throw. On a failed save, the target takes 1d8 psychic damage per 2 charges spent. The maximum damage this can deal equals the damage dealt to the dragon that prompted this manifestation.

WEIGHT Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Charges: 3 + 1 charge per round The gemstone dragons know that the weave of the timescape isn’t a true force—it’s little more than a quirk of geometry. One they can enhance or reverse at their discretion. Choose a target within range and select either Levitas or Gravitas. The target must succeed on an Intelligence saving throw or suffer the effect described below. Levitas: At the start of each of its turns, the target rises 10 feet. A levitating target can repeat its saving throw at the end of each of its turns, until it saves. When the target eventually hits the ground, it takes 1d6 damage per 10 feet fallen, with the maximum dice equal to their level (e.g., 5d6 for level 5). Gravitas: The target’s movement is reduced to 10 feet.

AMPLIFY Casting Time: 1 action Range: Self Duration: 1 minute Charges: 4 The dragon focuses the power of its mind and wreaths its teeth, claws, and tail in glowing psionic force. For the next minute, all of its melee attacks deal an extra 3d8 psychic damage.

Uplift Aura.  All allies within 30 feet gain +2 on Intelligence checks and saving throws.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

 

Description

At the end of each of its turns, roll the recharge die and restore that many charges.

Each dragon also has a Fracture score. Each time it takes more damage than its Fracture score in a single turn, its crystalline form fractures, diminishing its ability to recharge its power. Roll the recharge die and reduce the dragon’s maximum charges by the result. This damage heals itself upon finishing a long rest.

bucketmaster

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