Thorny. Any creature that touches the Hergling takes 2(1d4) piercing damage and 2(1d4) poison damage.
Hergling. The Hergling will follow orders from any Herg it encounters.
Multiattack. The hergling makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 target. Hit: 14 (1d20 + 4) piercing damage. If target is a Beast, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity, it must make a DC 15 saving throw. On a failed throw, the target becomes a Hergling and changes the following ways.
- The creatures size increases by one size.
- The creatures strength increases by 4.
- The creatures intelligence becomes 10.
- The creature gains one hit dice.
- The creature gains this bite attack, which replaces any previous bite attacks and is exactly the same except for the reach.
- The creatures type changes to Aberration.
- The creatures skin, fur, scales, or feathers take on a green shade.
- The creatures eyes become orange.
- The creatures alignment changes to Chaotic Evil.
- The creature sprouts small thorns all over its body.
- The creature gains the following traits.
- Thorny. Any creature that touches the Herg takes 2(1d4) piercing damage and 2(1d4) poison damage.
- Hergling. The Hergling will follow orders from any Herg it encounters.
- The creature becomes immune to poison and acid damage.
- The creature becomes immune to the conditions Exhaustion, Frightened, and Poisoned.
- If the creature has any attacks that deal poison damage, it's poison attacks gain one extra damage die.
- If the creature has arms/forelegs and hands/paws/talons, it gains a claw attack [10(1d20) slashing damage] if it does not already have one.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Breath Weapons (Recharge 5–6). The hergling uses one of the following breath weapons.
Fire Breath. The hergling exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Sleep Breath. The hergling exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Description
A huge, muscular brass dragon, covered in thorns, with green tinted scales and orange eyes.
Lair and Lair Actions
A brass dragon hergling's desert lair is typically a ruin, canyon, or cave network with ceiling holes to allow for sunlight.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- A strong wind blows around the hergling. Each creature within 60 feet of the hergling must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the hergling and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the hergling can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded 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.
Regional Effects
The region containing a legendary brass dragon hergling's lair is warped by the dragon magic, which creates one or more of the following effects:
- Tracks appear in the sand within 6 miles of the hergling’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the hergling prefers to remain undisturbed.
- Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the hergling becomes aware of the creature’s presence and location.
If the hergling dies, the tracks fade in 1d10 days, but the other effects fade immediately.
Previous Versions
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