Huge Dragon, Neutral Good
Armor Class 17 (natural armor)
Hit Points 168 (16d12 + 84)
Speed 35 ft., climb 40 ft., fly 90 ft.
STR
23 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
17 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +7, CON +11, WIS +9, CHA +8
Skills Perception +7, Persuasion +8, Stealth +6
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Senses Blindsight 60 ft., Darkvision 120 ft., Truesight 90 ft., Passive Perception 22
Languages Celestial, Common, Draconic, Telepathy 90 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The Dragon's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring only verbal components: 

At will: detect evil and good, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield

Magic Weapons. The Dragon's weapon attacks are magical.

Shielded Mind. The Dragon is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.

Actions

Multiattack. The dragon can use its Divine 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.The target must succeed on a DC 14 constitution saving throw or be poisoned for 24 hours Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake

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.

Divine 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 Stunned 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 Divine Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Radiant Breath. The dragon exhales Radiant Energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 63 (14d8) Radiant damage on a failed save, or half as much damage on a successful one.

Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

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.

Legendary Actions

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.

Lair and Lair Actions

A Celestial Dragon’s Lair

Celestial dragons dwell in in Mt Celestia or when upon the material Plane, in the highest of mountains or among the humanoid races in secret. There, they 

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

Regional Effects

The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  •  The dragon’s smiling visage can be seen faintly in the clouds within 6 miles of the dragon’s lair, and cloud cover is more prevalent near it's lair.
  • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Celestial while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
  • Intelligent creatures within 1 mile of the dragon’s lair are prone to fits of giggling. Even serious matters suddenly seem amusing.

If the dragon dies, the faces in the clouds fade over the course of 1d10 days. The other effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
12/1/2018 12:56:04 PM
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Habitat: MountainUrban

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