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.
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: +18 to hit, reach 10 ft., one target. Hit: 25 (3d10+10) piercing damage.
Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (3d6+10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 25 (3d8+10) 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 26 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Cold Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 90 (15d10) cold damage on a failed save, or half as much damage on a successful one.
Gaseous Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 26 Constitution saving throw or turn into a gaseous form for 1 minute, as if affected by a gaseous form spell.
Disintegration Breath. The dragon he dragon exhales a beam of blue light in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, or be affected by a 9th level disintegrate spell.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
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.
Tail Attack. The dragon makes a tail attack.
Trembling Strike (Costs 2 Actions). The dragon strikes the ground, triggering an earth tremor. All other creatures on the ground within 60 feet of the dragon must succeed on a DC 26 Strength saving throw or be knocked prone.
Radiant Aura (Costs 3 Actions). The dragon targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Description
Platinum Dragons are the rarest of metallic dragons; in fact, most believed that there was only one platinum dragon. They represented the archetype of good-aligned metallic dragons.
Platinum dragons had platinum scales and are huge, even by dragon standards. Their bodies and eyes radiated powerful auras of light, sometimes making onlookers unable to discern the color of their scales. Two of the only three actually known platinum dragons on Realmspace were wingless wyrms.
Supposedly, the King Strohm IV of Tethyr was said to have been protected by a platinum dragon, but who this dragon was is lost to history.
Lair and Lair Actions
A Platinum Dragon’s Lair
Platinum dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.
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:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary platinum dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.
- Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Comments