Underwater flames The dragon can perform a Fire Stream, even if its underwater.
Warmth. If the dragon has Fire Jacket on, they are immune to cold damage.
Keen Smell The dragon has an advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Fisher The dragon has an advantage on Dexterity and Strength rolls when fighting small or tiny beasts (specifically fish) when they are submerged in water
Hatchling Venom If the dragon is two years old or less, when they perform a bite the creature they are biting must make a DC 13 Saving throw, on a failed throw they will take 1d8 poison damage.
Fire Stream (Recharge 1-2) The dragon exhales fire in a 60-foot line. Each creature in that area must make a DC 14 Dexterity saving throw, taking 24 (1d8) fire damage on a failed save.
Crunch. Melee Weapon Attack: +10 to hit, range 10 ft., 1 target. Hit: 11 (1d4 + 2) slashing damage.
Grapple If the dragon performs a bite on a medium or smaller creature, the creature must perform a DC 10 Dexterity saving throw or be grappled, taking 8 (1d4+3) slashing damage per turn. If a target is already being grappled, the dragon cannot perform another crunch. The grapple ends when the dragon drops the target next turn.
Tail Melee Weapon Attack: +11 to hit, reach 15 ft; one target. Hit: 12 (2d8+3) bludgeoning damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5ft. one target. Hit: 9 (1d4) slashing damage.
Wing Clap The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 12 Dexterity saving throw, taking 12 bludgeoning damage on a failed one and being knocked prone. The dragon then can fly up to half its flying speed.
Fire Jacket The dragon can engulf its entire body in flames any creature that performs a melee attack on the Nightmare will take 2d8 fire damage. If a hit lands that does 8 or above damage, the dragon must succeed on a DC 15 Constitution roll or their Fire Jacket will be disabled for three turns.
Gel Release Whenever the Nightmare is hit, it must roll 1d20, on a successful roll it will drop a 5 by 5 area of Nightmare Gel from where the dragon is standing, if an attack with fire damage on it hits the gel, the area will ignite. Any other gel touching the ignited area will be set on fire to. Creature that step into this area must perform a DC 12 saving throw or take 2d8 fire damage every turn.
Flame Loss. If the dragon is struck with an ice attack that does 21 damage or more, or is below 10 health, the dragon must perform a DC 15 Constitution roll or be unable to use Fire Stream or Fire Jacket.
Large Size. The dragon has a disadvantage on Dexterity rolls when dodging an object. They also have a disadvantage on Stealth checks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
| Monstrous Nightmares are known as some of the most ferocious and aggressive dragons. As a member of the Stoker Class, these dragons are hot-headed and have a particularly strong ability to breathe fire. Monstrous Nightmares are known for setting their entire body on fire. These dragons are incredibly fearsome and can also fly at a high speed. These creatures are usually either purple or scarlet in color with snake-like features. Sly and sneaky, Monstrous Nightmares also use their claw-tipped wings to crawl along the ground. Their intimidating glowing eyes strike fear to those who come near. While these dragons might appear intimidating at first, it is important to remember that they can be trained. All that these belligerent dragons need is a firm hand and a confident trainer! |
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.
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