Huge Dragon, Unaligned
Armor Class 18 (natural armor)
Hit Points 216 (20d12 + 96)
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
STR
16 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
20 (+5)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws STR +8, DEX +5, CON +9, INT +10, WIS +12, CHA +9
Skills Insight +10, Perception +12, Stealth +11
Damage Vulnerabilities Fire
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Petrified, Poisoned, Stunned
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 30
Languages Draconic Any language or code written in any tomb in the dragons lair or body
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Tomb Walk. The dragon can move across or through books,, shelves, or piles of tombs, and climb shelves without needing to make an ability check. Additionally, difficult terrain composed of books don't cost it extra movement.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spell Caster. The dragon counts as a 16th level sorcerer, and can cast

  • 5) 1st level spells
  • 4) 2nd level spells
  • 4) 3rd level spells
  • 4) 4th level spells
  • 3) 5th level spells
  • 2) 6th level spells
  • 2) 7th level spells
  • 1) 8th level spell

Hidden in plain sight. If the dragon doesn't move for 1 hour it is indistinguishable from a pile of books or tombs.

Actions

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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) psychic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 14 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.

Maddening Breath (Recharge 5–6). The dragon exhales an psychic barrage of every language it speaks in a 60-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw, taking 54 (12d8) psychic damage and stunned until the end of their next turn on a failed save, or half as much damage on a successful one.

Legendary Actions

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

A Book Dragon’s Lair

Book dragons lair in ancient libraries or in the towers of arch magi. They favor ancient and forbidden texts, and can be bribed by offering valuable tombs or forbidden knowledge. Book dragons love vertical heights in their caverns, flying up to the ceiling to latch on like bats.

A legendary book dragon’s innate magic deepens the ability to learn and comprehend advanced magical tbs and ancient languages. A white dragon can often detect intruders when intruders touch or interact with any text in their lair.

A bool dragon rests on high book shelves or within giant piles of books on the floor, around it a treacherous morass of books, tombs, and scrolls. As foes struggle to move toward it, the dragon flies from perch to perch and destroys them with its maddening breath.

Often times mimics inhabit the lair under the controll of the book dragon to protect its hoard.

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:

  • Passages from the books fill the minds of all within a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The radius spreads around corners, and its area makes it difficult to concentrate on spells. Each creature in the area when it appears must make a DC 10 Wisdom saving throw, taking 10 (3d6) psychic damage and can not concentrate on spells on a failed save, or half as much damage on a successful one. A creature that ends its turn in the area takes 10 (3d6) psychic damage. The effect lasts until the dragon uses this lair action again or until the dragon dies.
  • Books fall from the ceiling, or nearby shelves and fly towards up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) bludgeoning damage.
  • The dragon creates an splid wall of books on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

Regional Effects

The region containing a legendary book dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Magical tombs randomly teleport into the dragons lair from within 6 miles of the dragon’s lair.
  • Ghostly words narrate magical books that are read within 6 miles of the dragon’s lair.
  • Walls of books block off areas in the dragon’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
    If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.

If the dragon dies, the effects fade within 1 day. The book walls fall apart, and magical books are randomly returned over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/1/2021 5:45:07 AM
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1
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Coming Soon
Insanius_Rex

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