Legendary Resistance (3/Day). If they fails a saving throw, she can choose to succeed instead.
Magic Weapons. The dragons weapon attacks are magical.
Multiple Heads. They can take one reaction per turn, rather than only one per round. They also has advantage on saving throws against being knocked unconscious. If they fails a saving throw against an effect that would stun a creature, one of there unspent legendary actions is spent.
Innate Spellcasting (3/Day). They can innately cast animate dead 3 times a day.
Future Sight: The dragon delves psychically into the mind of one creature, allowing it to predict it's next move. The creature gains a +10 bonus to AC on the next attack made by that creature. If it is a spell effect which instead requires a saving throw, the dragon is granted advantage.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its tail and two with its claws.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 22 (3d8 + 10) piercing 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.
They 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. They regains spent legendary actions at the start of her turn.
Skelton Dragon Head: Necrotic Breath (Costs 1 Action).They breathe a Necrotic shroud in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 48 (16d6) necrotic damage on a failed save, or half as much damage on a successful one.
Ghost Dragon Head: Psychic Scream (Costs 1 Action). They release a ear piercing scream in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 60 (20d6) psychic damage on a failed save, or half as much damage on a successful one.
Zombie Dragon Head: Any Breath (Costs 1 Action).They breathe a blast of energy linked to their previous life in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 72 (12d8) damage based on the dragons colour on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
The 3 headed dragons dwell in the edges of civilization. The dragon’s lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where the dragon rests, and where its victims can ferment. The lair is littered with the pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Skeletons, ravens, and crows infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20, 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:
- A banshee like scream shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- The eyes of the dragon go black as dark necrotic hands appear in a 60ft sphere in the dragon's line of sight. Each creature within the sphere must succeed on a DC 15 Dexterity saving through or be grappled.
- The deathly stench of the lair intensifies filling your nostrils. Each creature in the lair must make a 15 Constitution saving throw or take 8 (2d8) necrotic damage and regains half health for any healing spell used during the next round.
Regional Effects
The region containing a legendary Three Headed Undead Dragon’s lair is full of fungus and mold, which creates one or more of the following effects:
- The smell of decaying flesh lingers in the air within 2 miles of the lair.
- All plant life, within 1 mile, is tainted with a black tar-like substance that oozes odorously.
If the dragon dies, these effects fade over the course of 1d10 days.
why does this exist
Is this dead Grim Matchstick? Did you kill my dragoon? If so I will kill you.
A dragoon is actually a type of pistol, just so you know.
yeah yeah
i know
still
Had to google that sorry, but no it is not had the idea as a smaller tiamat, mixed with an undead dragon. Thought it would be a cool idea
I love this monster, but i think it should be a higher CR for what it is
If it's an undead dragon then its monster type should be undead even though it is a dragon.
lol
I have to say if this were a dead Grim Matchstick, then I would thank you for making this infernal creature even worse than the original version. I hate him so much, but an undead version is torture.
This is basically a o.p dracolich
This is an epic dragon thanks for making it.
Glad you like it!
I agree!