Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 4) piercing damage plus 35 (10d6) Force damage.
Chromatic Breath (Recharge 5–6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 70 (20d6) fire, acid, poison, lightning, or cold damage on a failed save, or half as much damage on a successful one.
Metallic Breath (Recharge 5–6). The dragon exhales poison gas in a 15-foot cone. Each creature in that area must make a DC 25 Con saving throw, or they are (the dragon's choice) blinded, charmed, deafened, frightened, incapacitated, paralyzed, poisoned, or stunned. The dragon can also choose to give the disadvantage on ability checks, saving throws, and attack rolls of on ability score (of the dragon's choice )for one minute.
Prismatic Beam (Recharge 6). The dragon exhales fire in a 30-foot line. Each creature in that area must make a DC 25 Dexterity saving throw, taking 35 (175) (10d6) fire, acid, poison, lightning, and cold damage (roll 10d6 for all 5 damages) on a failed save, or half as much damage on a successful one.
has 3 legendary actions, these recharge at the beginning of its turn.
(2 actions) Beam. the Dragon uses its Prismatic Beam attack.
Move. the dragon moves up to half its movement speed without provoking attacks of opportunity.
Frighten. all nearby enemies of the dragon must succeed on a DC 25 Wisdom saving throw, or be frightened.
Description
A prismatic dragon is a mixture of all the different dragons, making it very hard to kill.
Lair and Lair Actions
A Prismatic Dragon’s Lair
Prismatic dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds.
With its hoard well protected deep within the lair, a prismatic dragon spends as much of its time outside the mountain as in it. For a prismatic dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
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:
- Pure Magical Force erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 55 (15d6) force damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 20 Dexterity saving throw or be knocked prone.
- Strong Magical force form a choking cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 20 Constitution saving throw or be paralyzed for 5 minutes. The choking creature cannot breathe while in this gas. It may make the save again at the end of each of its turns.
Regional Effects
The region containing a legendary prismatic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small earthquakes are common within 6 miles of the dragon’s lair.
- Water sources within 1 mile of the lair are supernaturally cold.
- All plants within 1 mile of the lair are triple their natural size.
If the dragon dies, these effects fade over the course of 3d20 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/5/2020 1:12:09 AM
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3
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0
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5e
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Coming Soon
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