Amphibious. The archdragon can breathe air and water.
Legendary Resistance (3/Day). If the archdragon fails a saving throw, it can choose to succeed instead.
Multiattack. The archdragon can use its Necrotic Release. It then makes three attacks: one with its Bite and two with its Claws.
Bite. Melee Weapon Attack:+ 15 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) piercing damage plus 9 (3d6) fire damage.
Claws. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (4d6 + 9) slashing damage.
Fire Breath (Recharge 5-6). The archdragon exhales fire in a 90 ft. line that is 10ft. wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.
OR
Focused Breath (Recharge 5-6). The archdragon exhales fire into the groun in front of it. Each creature within a 15 ft. cone in front of the archdragon must make a DC 23 Constitution saving throw, taking 24 (8d6) fire damage on a failed save, or half as much damage on a successful one.
Necrotic Release. The archdragon releases the corrupting energies within itself. Each creature within 60 ft. of the archdragon must succeed on a DC 20 Wisdom saving throw. A creature recieves 26 (4d12) Necrotic damage and is Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Frightened 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 Frightened effect of the archdragon's Necrotic Release for the next 24 hours.
Tail. The archdragon swipes its tail. Each creature within 15 ft. of the archdragon must make a DC 19 Dexterity saving throw. A creature recieves 22 (3d8 + 9) bludgeoning damage on a failed throw.
The archdragon 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 archdragon regains spent legendary actions at the start of its turn.
Radiant Beam (Costs 2 Actions). A searing beam of pure radiant energy surges forth from the archdragon's maw. Each creature within a 60 ft. cone must make a DC 19 Dexterity saving throw. A creature recieves 84 (14d12) radiant damage on a failed save, or half as much damage on a successful one.
Tail Attack. The archdragon makes a Tail attack.
Wing Attack (Costs 2 Actions). The archdragon beats its wings. Each creature within 15 ft. of the archdragon must succeed on a DC 19 Dexterity saving throw or take 21 (3d8 + 9) bludgeoning damage and be knocked Prone. The archdragon can then fly up to half its flying speed.
Description
The archdragons were created- and eventually abandoned- by the gods, in an attempt to fight back against their primordial foes. Ageless and near undying, many entered a millenia long dormancy following their abandonment and even those of a more conscious mind forgot their original purpose long ago.
Based largely on Darkeater Midir from Darksouls 3.
Artwork 'Darkeater Midir - Dark souls 3' by Fenrir00197 on Deviantart.
Comments