Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Siege Monster. The dragon deals triple damage to objects and structures.
Magic Weapons. The dragon's attacks are magical.
Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Perfect Regeneration. The dragon regains 50 hit points at the start of each of its turns unless it has 0 hit points. If the Anima Draconia dies it will create a spatial anomaly and reform over a period of 1d12 months in an inert state. After this time it can be reactivated with 5 successful DC 30 Arcana/tinkerers tools Check as per the DMG. The person who reactivates the Anima Draconia will have control of it until dies again. The formation process can be temporarily halted by placing a Sphere of annihilation at the center of the anomaly. Whenever it is removed the formation process resumes from where it left off.
Telos Initiative. When the dragon dies it starts a 2 minute countdown. When the countdown is over it explodes creating a 1000-foot-radius, 100-foot-deep crater. Any creature inside the radius must make a dexterity saving throw. Taking 3600 (600d12) force damage, or half as much on a successful save. All creatures, structures, and nonmagical items inside the radius are disintegrated.
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: +20 to hit, reach 15 ft., one target. Hit: 50 (8d10 + 9) piercing damage plus 20 (4d10) force damage.
Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 33 (6d8 + 9) slashing damage.
Tail. Melee Weapon Attack: +20 to hit, reach 20 ft., one target. Hit: 41 (8d8 + 9) 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 25 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.
Ray/Pulse Abilities: If the dragon has any Ray ability currently down it cannot use another Ray ability. For example if it has not yet recharged your Beta Ray. Then it cannot use it's Omega or Alpha Rays until it returns. Pulses are separate from rays. But if for example, Omega pulse has not yet returned then you may not use either Beta or Alpha pulse until it is done recharging. With the exception of legendary actions.
Beta Ray (Recharge 5–6). The dragon exhales flame in a 240--foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 88 (16d10) fire damage on a failed save, or half as much damage on a successful one.
Alpha Ray (Recharge 7–8). The dragon exhales lightning in a 180--foot line that is 30 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 150 (30d10) lightning damage on a failed save, or half as much damage on a successful one.
Omega Ray (Recharge 11–12). The dragon exhales light in a 120--foot line that is 20 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 240 (40d12) radiant damage on a failed save, or half as much damage on a successful one.
Beta Pulse (Recharge 5–6). The dragon gives off a blast of flame. Each creature within 60-feet of it must make a DC 23 Dexterity saving throw, taking 60 (10d12) fire damage on a failed save, or half as much damage on a successful one.
Alpha Pulse (Recharge 7–8). The dragon gives off a burst plasma. Each creature within 40-feet of it must make a DC 25 Dexterity saving throw, taking 120 (20d12) lightning damage on a failed save, or half as much damage on a successful one.
Omega Pulse (Recharge 11–12). The dragon gives off a pulse of light. Each creature within 20-feet of it must make a DC 27 Dexterity saving throw, taking 180 (30d12) radiant damage on a failed save, or half as much damage on a successful one.
Switch Modes Beta/Alpha/Omega/Zeta. The dragon takes a bonus action at the end of it's turn to swap modes. And the glow beneath it's armor and in it's eyes and mouth changes color to match the current mode.
Beta Mode (Orange). When the dragon enters Beta Mode it's walk speed is increased to 60ft and it has access to the Beta Pulse/Ray abilities.
Alpha Mode (Yellow). When the dragon enters Alpha Mode it's Armor Class becomes 30 and it has access to the Alpha Pulse/Ray abilities.
Omega Mode (White). When the dragon enters Omega Mode the range for it's Truesight becomes 120ft, it can see through up to 10 feet of solid matter and it has access to the Omega Pulse/Ray abilities.
Zeta Mode (Red). When the dragon enters Zeta Mode it can use it's Multiattack twice on a turn. Allowing it to make 2 bite attacks and 4 claw attacks total on a turn, and it has access to use the Zeta Ray.
The dragon can take 7 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 2 spent legendary action at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Beta Pulse (Costs 3 Actions);
The dragon gives off a blast of flame. Each creature within 60-feet of it must make a DC 23 Dexterity saving throw, taking 60 (10d12) fire damage on a failed save, or half as much damage on a successful one.
Alpha Pulse (Costs 5 Actions);
The dragon gives off a burst of plasma. Each creature within 40-feet of it must make a DC 25 Dexterity saving throw, taking 120 (20d12) lightning damage on a failed save, or half as much damage on a successful one.
Omega Pulse (Costs 7 Actions);
The dragon gives off a pulse of light. Each creature within 20-feet of it must make a DC 27 Dexterity saving throw, taking 180 (30d12) radiant damage on a failed save, or half as much damage on a successful one.
The dragon can take 1 mythic action, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. The dragon regains spent mythic actions after a long rest.
Zeta Ray (Recharge on Long rest);
The dragon exhales pure energy in a 80--foot line that is 10 feet wide. Each creature in that line must make a DC 30 Dexterity saving throw, taking 360 (60d12) force damage on a failed save, or half as much damage on a successful one. if the target drops to 0 hit points from the Zeta Ray they are disintegrated in the same manner as the disintegrate spell.
Previous Versions
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