Huge Dragon, Chaotic Evil
Armor Class 21 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 40 ft., fly 80 ft., burrow 40 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +6, CON +12, WIS +8, CHA +10
Skills Perception +12, Stealth +5
Damage Resistances Acid, Cold, Lightning
Damage Immunities Fire, Poison, Thunder
Condition Immunities Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

Know Alignment (Good/Lawful). Abyssal Dragons are able to automatically detect if anyone in their presence within 120 feet are of Good or Lawful alignment.

Aura of Primal Emotion: Abyssal Dragons emotions are at their most raw and primal state. All Abyssal Dragons project one of the following emotions in a 60 foot radius.  All mortals(creatures that are not dragons, elementals, fey, constructs, or undead) must make a Wisdom saving throw (DC 21) at the beginning of each of their turns, or become afflicted by the emotion. If the auras of multiple Abyssal Dragons overlap, only the strongest takes effect, and if multiple Abyssal Dragons with the same power  have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.

  • Anger: Effect is identical to the Rage spell.
  • Arousal: Effect is identical to the Charm Person/Monster spell(s).
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: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) thunder damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Smite Good. Twice per day, an Abyssal Dragon can make a normal attack to deal an additional damage equal to its HD total (maximum +20) against a good target.

Smite Law. As Smite Good, but against lawful target.

 Abyssal Breath (Recharge 5-6). The dragon exhales a horrible gas in a 60 foot cone, infused with the madness of the blackest souls consigned to the Abyss. Each creature in the cone must make a DC 18 Wisdom saving throw, taking 6 (2d6) Wisdom damage on a failed save, and half as much damage on a successful one. This Wisdom damage can be healed with a Long Rest, Greater Restoration, or Wish spells.

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 17 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.

Thunderous Breath (Recharge 5-6). The dragon's voice booms in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) thunder damage 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 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Obsessive and possessive, magenta dragons are greedy to a fault, little issues in this dragon's life consume their being to an almost compulsive nature. Magenta dragons are bipolar, their attitudes and emotions towards things in their lives change at a whim. Unlike most chromatic dragons that find themselves living in natural caves or jungles, Magenta dragons prefer to live in cities molded by gnomes or elves.
A magenta dragon has a lean and slim body and two sets of ornate wings that is prefers to display so that they are admired for their beauty. Magenta dragons lack any horns or spikes to speak of but have incredibly strong hide to make up for its relatively unimposing appearance. A young magenta dragon has dull brown scales with streaks of red scales mixed within. As it ages, these streaks become larger and more varied, giving an adult magenta dragon a worked polished wood like quality.

Spontaneous and Impulsive. Magenta dragons are wild and erratic, changing their desires at the flip of a hat. They find themselves bored at times but when push comes to shove, they are very resourceful using their gale force breath to keep other flying creatures, especially dragons, away from their home and treasures. Magenta dragons are probably the most carefree chromatic dragon enjoying conversation over combat but they will not hesitate when it comes to defending their territory. They treat other races with respect, at least as much respect as they deserve, and are on relatively good terms with them but even so... they are still dragons.

Carved Treasures. A magenta dragon enjoys treasures carved from any style of wood. Their lair is furnished with luxurious wooden sculptures of just about anything, many of them carved by the dragon itself though some are acquired. Magenta dragons prize woodworkers and sculptors to keep their lairs looking well presentable to others that may visit.

 

Lair and Lair Actions

A magenta dragon's lair is a well furnished city that was made and well kept to the point where it is spotless.

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 animates a sculpture within its lair. The sculpture is an ally of the dragon, is immune to the charmed and frightened conditions, and is immune to psychic damage. In addition, the animated sculpture acts on the dragon's initiative.
  • Stray wood splinters converge within 120 feet of the dragon in a 20-foot cube. The wood splinters spread around corners. The wood splinters then explode into enemies. Each creature in the cube must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
  • Wood polish erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot radius puddle. Each creature in the puddle's area must succeed on a DC 15 Dexterity saving throw or fall prone. The puddle is difficult terrain and remains for 1 minute or until the dragon uses this lair action again.
Regional Effects

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

  • Wooden surfaces within 6 miles of the lair have a magically polished sheen to them that does not go dull.
  • Trees within 1 mile of the lair cannot be cut down or otherwise mutilated, unless the dragon allows it, and break any object used to do so.
  • Beasts with an Intelligence score of 2 or less within 1 mile of the lair change to a random alignment every hour.

If the dragon dies, these effects fade over the course of 1d10 days.

Habitat: Urban

BalarRachi

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