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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Weavechaos Breath. The dragon exhales a random element in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) Acid, Cold, Fire, Lightining or Thunder damage on a failed save, or half as much damage on a successful one.
Wild Magic Surge The dragon exhales weave tendrils in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or get filled with Wild Magic for 10 minutes. Creatures filled with wild magic roll on the wild magic table once per turn every time it takes an action, bonus action or reaction.
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Wild Magic leech. Every time a Wild magic surge takes affect or the dragon uses a Wild Magic related action, it can recover a number of hit points equal to his constituition bonus plus his proficiency bonus (10)
Lair and Lair Actions
A Wild Magic Dragon’s Lair
A wild magic dragon’s desert lair is typically any region with wild magic area.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong weave surge blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and roll the wild magic table twice getting the worst result ( DM'S choice)
- A myriad of collors swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The colors spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
Regional Effects
The region containing a legendary Wild Magic Dragon dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the dragon’s lair. The tracks lead to random places shifiting all the time and misleading any tracking attempt in the area.
- Images of Large or smaller monsters haunt the area within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature casts a spell or activates a magic item within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
If the dragon dies,all effects fade immediately.
Previous Versions
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5/21/2021 3:18:08 PM
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