Everlasting stonescales. The archdragons are covered in grey or black stonelike scales which grant immortality to the dragon. The scales give immunity to any kind of physical damage, from both magic and non magic weapon, aswell as poison and illness immunity. This scales can only be broken by lightning damage. When the dragon is hit by an eletric attack roll 1d10 to determine what part of the dragon has been damaged (1 head, 2 right arm, 3 left arm, 4 right wing, 5 left wing, 6 right leg, 7 left leg, 8 tail, 9 chest, 10 back), the stonescales in that part are broken and the second lair of normal sclaes is revealed, roll the 1d10 everytime the dragon is hit until all the stonescales are broken, the hp of the dragon are damaged only if a non covered part is hit. If the dragon has extra limbs change the value of the die to determine what part has been hit.
Legendary resistance (3/day usage). If the dragon fails a saving throw can decide to succed instead.
Hunter instinct. If an enemy falls prone due a claw attack by the dragon himself, he can bite the enemy as bonus action.
Magic fire. The fire breath of an archdragon is considered magical when dealing with resistance.
Multiattack. An archdragon does 3 attack 1 bite and 2 claws attack.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 42 (4d12 + 10) piercing damage plus 16 (4d6) fire damage.
Claw attack. Melee weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 40 (5d10 + 10) slashing damage. After being hit the target has to succed ona a DC 20 dexterity or costitution saving throw in order to not fall prone.
Breath of the archdragon. The dragon breath a cone of fire 100 ft. long and 30 ft. wide. Everybody in the range has to take a CD 24 dexterity saving throw, taking 120 (20d10) fire damage and continuing to burn taking 16 (4d6) fire damage per turn for one minute or until the target succed on a DC 20 dexterity saving throw to turn off the flames, on a failure, half the damage on succesful one.
Calamity mark (2/day usage). While using this ability a scale on the head of the dragon emits a bright orange light. The target of the dragon must take a DC 22 wisedom saving throw taking on failure 24 (6d6) necrotic damage and from that point for 8 (1d8+3) rounds taking double damage. If the saving throw is succesful the target only gets half the damage. Whether the target has or not succeded the test he is immune to that ability for the next 24 hours.
An 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.
Detect. The Archdragon makes a Wisdom (Perception) check.
Roar (Costs 2 Action). The archdragon roars, everyone in a radius of 40 ft. must take a DC 20 costitution saving throw taking 36 (6d10) thunder damage and being stu ned for a minute on a failure, taking half the damage on a succes.
Fireball. Ranged attack, +15 to hit, one target, 40 (10d6) fire damage.
Description
The Archdragons are one of the oldest species of dragon that still exist, often called the everlasting dragons they are immortal thanks to their scales. Their only weakness is electricity, which has been used to kill the majority of them by a league of ancient gods. They never stop growing. The majority of them has 6 limbs but some has 4 (2 wings and 2 legs), some 10 (6 legs and 4 wings), some instead of legs have lots of tentacles that they use to move onto the ground. They are a vey few number, that's why they are so aggressive and never trust someone.
Comments