Large Dragon (Changeling, Shapechanger, Sorcerer), Chaotic Neutral
Armor Class 21 Natural Armor
Hit Points 132 (11d12 + 3)
Speed 30 ft., burrow 15 ft.
STR
14 (+2)
DEX
17 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CHA +7
Skills Persuasion +14, Survival +10
Damage Resistances Acid, Cold, Fire, Lightning, Poison
Senses Darkvision The dragon can see black, and white in the dark, Passive Perception 13
Languages Draconic, and Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Changing Scales. The Changewing Dragon Wrymling can shapeshift into any creature it can see within a 45-ft radius of it's choosing for 5-minute. It gains the creature abilities but can't be higher than its level.

Spellcasting. The Changewing Dragon is a 5-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17 +3 to hit with spell attacks). The Young Changewing Dragon has following Sorcerer spells prepared:
Cantrips (at will): [Acid Splash], [Fire Bolt], [Poison Spray], [Shocking Grasp], [Ray of Frost]
3rd level (4 slots): [Cure Wounds], [Chromatic Orb], [ScorchingRay], [Protection from Energy], [Polymorph], [Wall of Stone]

Actions

Fire Breath Weapon. The Changewing Dragon exhales a breath weapon of fire in a 15-foot cone. All creatures within attack must take a DC 15 Con Save. Each creature takes 4d6 damage on a failed save, and half damage on a successful save.

Bite. Bite: + 3 to hit, reach 5 ft., 1 target. Hit: 21 (3d6 + 3) Piercing damage. 

Tail Barb. Tail Barb Attack: +3 to hit, range 10/30 ft., 3 targets. Hit: 15 (2d6 + 3) Piercing damage.

Claw. Claw: + 3 to hit, reach 5 ft., 1 target. Hit: 21 (3d6 + 3) Slashing damage.

Bonus Actions

A Young Changewing Dragon can use bonus action once per turn. It can either use its Bite Attack, Tail Barb Attack, Breath Weapon, Claw, or Reflect actions. It can use two of these actions once per turn, but has a limit to how many times. 

It has 8 times to do bonus actions on each of its turns but after it uses a bonus action on either of its turns 8 times, bonus actions can't be used again.

Reactions

Reflect. The Changewing Dragon Wrymling can reflect any magic attack back at the caster 3 times, and can't use it any more than once.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Changewing Dragons are the smallest of the Draconic races. Their Wrymlings hatch from eggs that resemble, and can blend into whatever habitat, or environment the eggs are in. 

The Wrymlings once hatched learn how to fend for themselves, and create their own personalities, wants, and desires. Each member of the species is different n their own way. They learn how to shapeshift as they age, and tend to do so to manipulate their prey, or enemies. 

If an egg is hatched with twins, then the two share and care for each other for their entire lives. They learn how to cooperate with each other, and do activities together, they love each others company that much. However, if a twin is killed then the other goes through depression for the rest of its long life. This can cause the Wrymling to become more evil as it ages.

Young Changewing Dragons begin to seek out a lair the size of a huge courtroom. Why? Because the place where it makes its lair, remains its lair for the rest of it's long life. The dragon can however reshape the area to it's own liking that reflects it own personality, as these dragons like to differ themselves from other dragons of their kind. 

If twins survive together into this stage of their life then they seek out a much more gargantuan place where both of them can live, collect, and control simultaneously. The twin dragons share their food, and treasure, but when it comes to controlling their area one takes the role as a commander of any creatures that choose, or they enslave into an army, cult, and housecleaning. The other takes the role as a planner, mastermind, and reshape of the entire environment. This twin seeks out more territory as both twins get older so they can purge, and manipulate unsuspecting peoples, biomes, and wildlife. But when it comes to fighting other dragons of their kind, or the larger dragons of metallic, and chromatic heritage both dragons work together with their shapeshifting, manipulative magic, and armies to root out their enemies.

Never underestimate the small.

They begin to seek out food that mostly contains larger lizards, humanoids, and young cattle. They can hunt by force, or use a more manipulative route by shapeshifting into a member of that species, and lead them back to it lair where the unsuspecting prey gets devoured. 

Adults begin to take advances in their region as the age. They begin to expand their territory, making them larger, and create armies of creatures, and undead native to its territory. If any humanoid villages are in the area when its advancing it will send its armies to raid, and enslave the people. Making them work, and train for its growing military, or slaves to work in the expansion.

If the dragon comes into contact with other dragons of it's kind or of metallic, and chromatic heritage it will manipulate them, with its magic, and seek the destruction of them. If the Changewing Dragon wins, it will take the treasures that spark its interest, and persona from the loser's lair, and force it to leave. It does however let the loser take its treasure it didn't take, however it does take possession of that dragons most powerful relic. Some records state that sometimes the dragon will eat the loser for sustenance.

If the Changewing Dragon loses. It only forces its expansion back away from the winners territory. If the Winner sees an opportunity to attack the Changewing Dragon it will do so. Kill it. Or eat it.

Some Changewing Dragons however may not seek to destroy. Some will expand their territories, but will bribe, and set up trade routes with local villages, and creatures of the area its expanding into.

These ones love to seek trade, and work well with other dragons of it's kind who seek the same thing. Alongwith humanoids. It does grow its armies only for supervising the allies, trade, and when enemies come, they will attack, and protect at any cost from the invaders.

Twin dragons can do whatever. One may seek the expand and destroy opposing humanoids, and other creatures. While the other twin seeks allies, and trade routes to benefit them, and the locals.

They are Neutral creatures after all.

Lair and Lair Actions

If the lair only has one dragon living in it, it is the size of a huge courtroom filled with the treasures the spark its interests, persona, and overall power over the lair. It can reshape it any time it wants to make theft nearly impossible. 

If the lair holds twin dragons the lair is a more gargantuan size with many different treasures of each dragons interests, and persona. The lair is constantly changing, even when the dragons are gone. Making theft all of the impossible.

 

Changewing Dragons choose whatever terrain they feel most comfortable in, and live the rest of their long years there. Eating, sleeping, collecting, and controling all of the region, and its creatures.

Lair Actions

On initiative count 17 (losing initiative ties), the Young Changewing Dragon takes a lair action to cause one of the following effects; the Young Changewing Dragon can’t use the same effect two rounds in a row:

  • Alter Terrain. The dragon reshapes its lair to make it more difficult for players to attack it, causes players to have disadvantages on attacks, and reduces their speed by 5 ft. While the dragon gains a +4 bonus to attacks, and gains a 40 ft walking speed.
  • It can summon an army of the native creatures of its territory to help it attack enemies in its lair. Number of allies is 2d12.

Regional Effects

The region containing a legendary Changewing Dragon’s lair is an ever so shapeshifting terrain which creates one or more of the following effects:

  • Alter Territory: The Dragon reshapes it's territory every 30 minutes. Making traveling ever so difficult.
  • Geysers: The dragons can create geysers of pure energy of the elements it's immune too. Causing lots of damage to unsuspecting travelers every 1 hour of each day.
  • The dragon can also summon creatures of it's chosen territory whenever it wants as patrols. It can also do the same with undead.
  • Mist: The region surrounding the dragon's lair is covered in a mist from day in to day out every day. It can cause a decrease to vision if tis thick enough.

If the Changewing Dragon dies, these effects fade over the course of 3d12days.

Monster Tags: Shapechanger

Habitat: ArcticCoastalDesertForestMountainSwampUnderwater

RahziigrosClericOfTiamat

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