Elemental Mastery: This dragon can breathe all elements.
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 five attacks: two with its bite and three with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 24 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.
Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Spell cast: once a turn after all other actions have been taken can cast a spell
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 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Elemental nova: Creates an orb of pure elemental energy around it and releases it after 5 rounds if you’re unable to disturb it by the end of turn five take 3 d20 elemental damage
How to disturb elemental nova: use the opposite elemental spell to the nova the dragon is preparing and deal at least 25 damage to disturb it’s charging
Instant Dispel: If ally is hit with a status spell or polymorph, twice per turn ignore effects
Description
Pitch black scales. Golden horns and claws. Galaxies shown in it’s wings. Build and shape of a red dragon. This dragon is something to avoid at all costs. Some say even the Tarasque cowers when it comes out to hunt. However this fear is misplaced, if you ever find one they are actually quite pleasant to be around unless you manage to piss them off. TIan at had made them to be the ultimate killing machines but thanks to some tampering from Bahamut they were chaotic good instead of chaotic evil.
Lair and Lair Actions
Galaxy Dragon den
Carved into the sides of ancient mountains this dragon keeps away from all humans. If you see a dark hole while exploring, RUN. If you enter you will find a large chamber with the dragon laying on it’s golden hoard. The chamber appears transparent with visions of galaxies. Due to the power gifted to them by Bahamut they can turn there dens into pocket dimensions completely under their control the walls of the dens are a
Lair Actions
On initiative count 20 (losing initiative ties), 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:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 25 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
- Terrain control: Can manipulate the ground around it, making it harder to hit
Regional Effects
The region containing a Galaxy dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 12 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
If the dragon dies, these effects end immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/13/2021 11:01:10 AM
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1
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1
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5e
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Coming Soon
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10/13/2021 8:42:35 PM
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5
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1
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Coming Soon
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10/19/2021 12:09:49 AM
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5
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2
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Coming Soon
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