Cloak of Light. A prismatic dragon is protected by a shield of shimmering light. When a creature makes an melee attack roll against the prismatic dragon roll a d6. On a 1, the attacker is distracted by the random pattern of color surrounding the prismatic dragon and misses.
Immune to Light and Blindness. Prismatic dragons cannot be harmed by any light, including spells such as Sunbeam, Prismatic Spray and Prismatic Wall.
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 three attacks: one with its bite and two 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.
Prismatic Breath (Recharge 5–6). The dragon exhales a prismatic spray in an 90-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in that area of effect must make a DC 24 Dexterity saving throw, and each creature also rolls a d8 to see which color ray affects it:
- Red. The target takes 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 66 (12d10) poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 66 (12d10) cold damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, the target is restrained. It must then make a DC 24 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
- Violet. On a failed save, the target is blinded. It must then make a DC 24 Wisdom saving throw at the end of its next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Change Shape. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.
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 24 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.
Description
Prismatic dragons are flamboyant, personable, and charming, quite unlike the aloof force dragons, despite being their undeniable superiors. They enjoy the wild diversity of life, particularly the incredible spectrum of human personality. Though they rarely venture into humanoid communities, they enjoy visitors to their remote lairs and rarely attack any creature unless provoked, preferring to engage in conversation to expand their experience of the quirks and foibles of other creatures.
A young prismatic dragon is covered in tiny, brightly reflective scales and surrounded by a shimmering aura of multicolored light. Even the scales of great wyrm are very small and fine, making its skin appear as smooth as a snake’s, though the brilliant scales are virtually invulnerable. Like force dragons, prismatic dragons are completely odorless.
Lair and Lair Actions
A Prismatic Dragon’s Lair
Prismatic dragons make their lairs wherever they please. While some prefer remote fastnesses far from any sign of civilization, others choose to live in sea caves just outside a port city, in the ruins overlooking a bustling trading town, or in the forest just beyond a hamlet’s pasture land. They seem to eat a small amount relative to their size, and are generally careful to hunt over a wide range of territory to avoid depleting resources or angering local cattle herders. They eat any kind of meat, and may in fact derive sustenance from light.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point that it can see within 120 feet and a shimmering, multicolored plane of light appears. It forms a up to 60 ft long, 20 feet high, and 1 inch thick vertical opaque wall. The wall sheds bright light out to a range of 60 feet and dim light for an additional 60 feet. The wall disappears when the dragon uses another lair action or the dragon dies. If a creature that can see the wall moves to within 10 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded until the end of its next turn. When a creature attempts to reach into or pass through the wall, the creature must make a DC 15 Dexterity saving throw and roll a d6 to determine which layer of light affects it.
- Red. The target takes 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.
- Special. The target is struck by two layers. Roll twice more, rerolling any 6.
- The dragon chooses a 30-foot-cube area that it can see within 120 feet. For a moment a twisting pattern of colors weave through the air and then vanish. Each creature in the area who sees the pattern must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes charmed or the duration. While charmed by this effect, the creature is incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage, if someone else uses an action to shake the creature out of its stupor, the dragon uses this lair action again or until the dragon dies.
Regional Effects
The region containing a legendary prismatic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Small beasts such as hedgehogs, foxs and bats that are usually active in the night are now also during daytime while within 6 miles of the dragon’s lair. These creatures seem to enjoy the sunlight, even if its against their nature.
- Whenever a creature closes its eyes for at least one minute while being within 6 miles of the dragon’s lair, and then opens their eyes will now see everything in different color schemes. This effect ends again after 5 minutes.
- Plants, rocks and stones within 1 mile of the dragon’s lair sparkle in sunlight, reflecting light into randomly directions.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
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