Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Jewelsight. At will, Acerous can look at a creature and know the creature's alignment. If he makes a Wisdom (Perception) check, he can see other things (memories, thoughts, class, spells, ect.)
Sight of a God. (Mythic Trait; recharge Short or Long Rest.) When Acerous reaches half health, he subconsciously taps into the Jewel of Sight's true power. After this trait is activated, all of his attacks automatically hit and Mythic Actions become available.
Jewel's Curse. Acerous' vision and depth perception are bad, giving him disadvantage on all physical attack rolls.
Spellcasting. Acerous is a 20-level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +15 to hit with spell attacks). Acerous has following Wizard spells prepared:
Cantrips (at will): Dancing Lights, Message, Mending, Minor Illusion, True Strike
1st level (10 slots): Sleep, Charm Person, Alarm, Identify, Feather Fall
2nd level (9 slots): Locate Object, Hold Person, Suggestion
3rd level (8 slots): Remove Curse, Clairvoyance, Dispel Magic
4th level (7 slots): Wall of Fire, Conjure Minor Elementals
5th level (6 slots): Scrying, Animate Objects, Geas, Hold Monster
6th level (5 slots): Mass Suggestion, Move Earth, Disintegrate, Chain Lightning
7th level (3 slots): Symbol, Teleport, Delayed Blast Fireball, Plane Shift
8th level (2 slots): Sunburst, Control Weather
9th level (1 slot): Time Stop, Wish
Multiattack. Acerous can use its Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 59 (5d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 53 (8d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 55 (6d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the Acerous' choice that is within 120 feet of him and aware of him must succeed on a DC 20 Wisdom saving throw or become frightened for 5 minutes. 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 Acerous' Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). Acerous uses one of the following breath weapons.
Fire Breath. Acerous exhales fire in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 90 (13d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. Acerous exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or fall unconscious for 15 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Acerous 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. Acerous regains spent legendary actions at the start of his turn.
Detect. Acerous makes a Wisdom (Perception) check. This reveals all creatures within sight and factors in his Truesight.
Tail Attack. Acerous makes a tail attack.
Wing Attack (Costs 2 Actions). Acerous beats its wings. Each creature within 10 feet of the him must succeed on a DC 20 Dexterity saving throw or take 63 (15d6 + 6) bludgeoning damage and be knocked prone. Acerous can then fly up to half his flying speed.
Once Acerous' Sight of a God trait is active, the following Mythic Actions (Legendary Actions) are available:
Future Glimpse. Acerous glimpses into the future, knowing when his foes will next strike. The next time Acerous is targeted by an attack, it automatically misses.
Jewel God's Fury. (Costs 3 Actions) A blast of psychic energy explodes from the Jewel of Sight, dealing 120 psychic damage (10d10 + 30) to all foes and 37 psychic damage to Acerous himself.
Description
Acerous is an ancient brass dragon and figure of legend. He is noted for his unique appearance and great wisdom. He makes his lair in the Solshade Canyon, and will gladly share his knowledge and loves to chat with adventurers for hours. Acerous is unique, as he has no horns and a large, glittering gem is ingrained into his skull. This gem is the Ajuzulkthu, or Jewel of Sight, a strange artifact from the Far Realm inserted into his skull as an experiment by a long-dead mad wizard from ancient times when he was a wyrmling. The Jewel's mysterious powers have strange effects on Acerous and give him incredible powers.
Acerous loves to talk to passerby and spy on the creatures passing by Solshade Canyon from his lair in the depths of the canyon. Whenever he can, he invites adventurers into his lair to talk and rest. Many inquire about the Jewel, but that's the one thing he hasn't learned anything about. It gives him a multitude of powers, such as truesight, extended blindsight, and other, latent powers. Even Acerous is unaware of the strength of the artifact and doesn't know just how powerful it is. But if his life is in danger, the foe may just be unlucky enough to find out...
Acerous' greatest fear is being forgotten. One of his closest friends, a human bard, wrote ballads about the 'Brass Sage' in Solshade before the bard died, their name lost to Acerous' memory. Acerous loves the world and learning about it, but also wishes to pass on and see what lies on the other side of the cycle of life and death. Unbeknownst to him, however, the Jewel makes it so Acerous cannot die by natural means. As a result of this and a brass dragon's perfect memory and thirst to learn, Acerous has stockpiled more knowledge than three imperial libraries worth. He's been around for ages, watched empires rise and fall, eras begin and end, cities be founded and felled, heroes be born and die.
The Jewel of Sight gives Acerous mythical powers usually restricted to tales of gods and heroes, including being able to cast the most powerful magic known to the planes. Some speculate it could be the eye of a dead god, floating in the Far Realm until fate bound it to Acerous' head. There are drawbacks as well; Acerous' normal vision and depth perception are both terrible, and he cannot shapeshift.
Lair and Lair Actions
Acerous' Lair
Acerous' lair is the Solshade Canyon.
Lair Actions
On initiative count 20 (losing initiative ties), Acerous takes a lair action to cause one of the following effects:
- A strong wind blows around the him. Each creature within 60 feet of Acerous must succeed on a DC 20 Strength saving throw or be pushed 15 feet away from him and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point Acerous can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 20 Constitution saving throw or be blinded for 10 minutes. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing a legendary brass dragon’s lair is warped by the dragon’s magic. Acerous is no exception, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the his lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that he prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of Solshade Canyon. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence ([Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of Solshade Canyon, Acerous becomes aware of the creature’s presence and location. The creature also appears on the Jewel of Sight's surface.
If Acerous dies, the tracks fade in 1d10 days, but the other effects fade immediately.
Really Good but one suggestion. Up the health. The Tarrasque has almost double his base health, even though he actually has 1 1/2 of the health points shown, he still doesn't have much.
Another Suggestion. As I looked over this again, I realized that his mythic revival is a bit overpowered. It auto grants him hits, which would ruin armor, so a party could just ditch armor, and get better movement possibly. I would recommend having it instead of being instant hit, be advantage. Also, his true sight just allows him to see through magical darkness, and the like, so Detect should instead factor in blindsight.