Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Twinkling Multicolor. At the beginning of the dragons turn, her color can shift. The twinkling lights on back shift from one of four colors; red, green, yellow, blue. Roll 1d8 for each color. The color with the highest count on the die is dominant until the start of the dragon's next turn. If there is a tie, all colors that are tied are dominant. The dominant color influences the dragon's immunities and resistances for the turn as well as the damage of the breath weapon. After taking 1/4 hp of total damage, one color's bulbs are broken and no longer work. Roll a 1d4 to determine which color is broken.
1=Red, 2=Green, 3=Yellow, 4=Blue
Twinkling Resistance. If the dragon has one dominant color, then it has immunity to that type of damage. If the dragon has more than one dominant color, then it has resistance to the damage types of each dominant color.
Red = Fire, Green = Poison, Yellow = Lightning, Blue = Cold
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: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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.
Twinkling Breath (Recharge 5–6). The dragon exhales a blast of energy based on its dominant color in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 30 (10d6) dominant color damage on a failed save, or half as much damage on a successful one. If the dragon has more than one dominant color, add 10d6 for each dominant color.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most festive and jolly of true dragons, twinkling multicolor dragons are as changing as the shifting colors on their scales. They are recognized by the scales that look like colored bulbs that are constantly shifting in color.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action. The lair action is determined by the dominant color of the dragon at the beginning of initiative count 20. In the event of a multi-color turn, the dragon may choose. Each bulb lasts until the dragon's next lair action.
- Red: A 5ft wide bulb erupts from a point on the ground that the dragon can see within 120 feet of it. This bulb creates a 20 foot radius glow of light. Each creature in the light's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The bulb melts away when the dragon uses this lair action again or when the dragon dies.
- Green: A 5ft wide bulb erupts from a point on the ground that the dragon can see within 120 feet of it. This bulb creates a 20 foot radius glow of light. Holly vines erupt in affected area. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The holly and bulb melt away when the dragon uses this lair action again or when the dragon dies.
- Yellow: A 5ft wide bulb erupts from a point on the ground that the dragon can see within 120 feet of it. This bulb creates a 20 foot radius glow of light. The light spreads around corners. Each creature in the light must succeed on a DC 15 Constitution saving throw or be blinded until the next lair action. The bulb melts away when the dragon uses this lair action again or when the dragon dies.
- Blue: A 5ft wide bulb erupts from a point on the ground that the dragon can see within 120 feet of it. This bulb creates a 20 foot radius glow of light. The light radiates intense cold causing ice to form in the affected area. That area becomes difficult terrain, and each creature starting their turn or moving 5ft or more through the area must succeed on a DC 15 Dexterity saving throw or fall prone. The ice and bulb melts away when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a twinkling multicolor dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Within 1 mile of the dragon’s lair, all creatures must make a DC 15 Wisdom save, or are required to sing their favorite holiday songs. The creature may make a save every minute of singing. Upon successful save, a creature is immune to this effect for 24 hours. The dragon is made aware of the location of anyone who is singing.
Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. - Within 1 mile of the dragon's lair, the weather conditions result in a well packed snow cover. Evergreen trees and snowmen dot the landscape. Snowmen within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. The may act as sentries and guards for the dragons terrain.
- Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means.
If the dragon dies, the snowmen revert to lifeless objects. The snow cover remains, but within 1d10 days, it begins to melt and match the prevailing weather of the region.
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