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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 22 (3d6 + 8) slashing damage
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (1d12 + 8) 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 19 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.
Healing Breath (Recharge 5–6). The dragon exhales a pink sparking gas from it's mouth at a target. If the target is willing, they will gain (22d6) hit points from the breath.
Rage In battle, the dragon will fight with primal ferocity. On its turn, it can enter a rage as a bonus action.
While raging, the dragon gains the following benefits if it isn't wearing heavy armor:
- It has an advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack using Strength, you gain a bonus to the damage roll that increases by two times the rolled number.
Note that it can't go invisible while in a rage state, and it automatically becomes enraged if it is below 100 hit points.
Invisibility(3/day) The dragon goes invisible for 1 hour. If the dragon makes an attack or is attacked by anything the ability ends.
Invisibility(3/day) The dragon goes invisible for 1 hour. Anything the dragon is wearing or carrying also goes invisible, as long as it is on the dragon's person. The dragon no longer is invisible if it is attacked or if the dragon makes an attack.
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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A beast that is the unequaled ruler of the primordial forests of yore. Weald dragons are some of the most talkative of the aberration dragons, as they seem to value their preservation above all else. They will normally try to persuade allies to their side, before considering attacking. They will guard their allies fiercely and will even heal their allies when they fall.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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5/1/2021 1:32:10 AM
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Coming Soon
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