Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
At will: mind sliver (4d6), minor illusion
3/day each: protection from energy (self only), shield, slow
1/day each: confusion, dispel evil and good, mislead
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: +13 to hit, reach 10ft., one target. Hit: 18 (2d10 + 7) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15ft., one target. Hit: 16 (2d8 + 7) 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 20 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons:
Fluctuating Breath. The dragon unleashes the chaotic magic pent up within it as a blast of...you know what, we're about to find out...in a 15 feet wide cone. Each creature in that line must make a DC 21 saving throw, the type of which is determined by the breath weapon. Roll 1d10 and see the table below to determine the breath weapon used. The dragon cannot use its Fluctuating Breath in the area of an anti-magic zone.
Confusion Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Wisdom saving throw or fall under the effects of the confusion spell for 1 minute. The creature can make this saving throw again at the end of its turn, a success ending the effect early.
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.
The dragon may choose to sacrifice its access to Legendary Resistances and Lair Actions in exchange for any class features the new form may have. For example, if the dragon chooses to turn into a humanoid Warlock of The Twisted One, it would retain its alignment, hit points, Hit Dice, ability to speak, proficiencies, statistics, this action, and would gain the following capabilities described more specifically below.
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 10feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
1: Caustic Glitter Breath (Dexterity). A coughed up burst of shimmering, glimmering glitterdust that corrodes everything it touches. Creatures take 21 (6d6) acid damage and 21 (6d6) radiant damage, both halved on a successful save. If a saving throw fails by 5 or more, the creature is also blinded until the end of its next turn. Objects are also affected.
2: Ensnaring Bubble Breath (Dexterity). An exhalation of rapidly growing pink bubbles made of viscous, floating glop. On a failed save, a creature is restrained. The creature can make a DC 21 Strength saving throw at the end of each of its turns to end the effect. The area is difficult terrain for the next 10 minutes, after which the residue dries.
3: Tornado Breath (Strength). On a failed saving throw, a creature takes 21 (6d6) magical bludgeoning damage and is flung 5x1d10 feet in a randomly determined direction (roll 1d4): 1-2: straight up, 3: towards the dragon, possibly being flung behind, 4: Away from the dragon. A creature takes an additional 4 (1d6) magical bludgeoning damage for every 5 feet it was flung if it makes an impact with an object or creature. If a creature impacts with another creature, the latter may make a Strength or Dexterity saving throw (creature's choice); on a fail, it takes the same amount of impact damage, or half on a success. On a successful save, a creature takes half the bludgeoning damage and is not flung.
4: Dandelion Breath (Constitution). The area is affected as if by a fog cloud spell for the next minute. Creatures in the area of effect that fail their saving throw are poisoned and spend their turns sneezing. An affected creature can repeat the save at the end of each of its turns, ending the effect on a success.
5: Antigravity Breath (Dexterity or Strength). Gravity reverses for all creatures and objects in the cone. On a successful save, a creature finds something to hold onto and hangs upside down from the ground. If there are no handholds or the save fails, a target floats 15 feet up into the air. It falls at the end of its turn, unless it has managed to secure itself before then.
6: Mosquito Plague Breath (Constitution). A horrifying cloud of bloodsucking insects issues forth from the dragon's maw. Creatures without blood are immune to this breath weapon. Creatures take 21 (6d6) necrotic damage, halved on a successful saving throw, and the dragon magically regains hit points equal to half the damage dealt.
7: Snowball Fight Breath (Dexterity). Snow falls in the area of the attack, dousing all nonmagical flames. Creatures (and objects) that fail a Dex save take 21 (6d6) cold damage and 21 (6d6) magical bludgeoning damage. Magical snowballs remain in each space affected by the area until they melt or are dealt fire damage. A creature can pick up and throw a snowball as a ranged improvised weapon attack using Strength or Dexterity. The snowballs have a range of 20/60. On a hit, a snowball deals 1d4 cold damage plus 1d8+(the attacker's Strength or Dexterity modifier) magical bludgeoning damage. The snowballs lose their magic after 1 minute.
8: Sleep Breath (Constitution). Each creature that fails its save falls asleep for 1 minute, until it takes damage, or until a creature uses an action to wake it up. Creatures with at least 1 level of exhaustion make this save with disadvantage and fall into natural sleep after 1 minute if not woken up.
9: Perfume Breath (Wisdom). Creatures without a sense of smell are immune to this breath weapon. Creatures that fail their saving throw are charmed by the dragon until the end of the dragon's next turn or until hurt by the dragon. Nonhostile creatures are charmed for a maximum of 1 minute. A hostile creature remains hostile to the dragon's allies. Additionally, all creatures in the area of affect smell powerfully of perfume until they can wash it off, giving other creatures advantage on checks to track them by the smell of the perfume until it is washed off. However, creatures have disadvantage on recognizing the scent of the target underneath the overwhelming smell of the perfume.
10: Surprise! The dragon generates a wild magic surge (roll on the Wild Magic Surge table.) Reroll to determine a breath weapon affect, ignoring 10's.
CHANGE SHAPE: SPELLCASTER VARIANT
Spellcasting. The Warlock is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It has the following warlock spells prepared:
Cantrips (at will): chill touch, eldritch blast, mind sliver, minor illusion, thunderclap
1/day each: mental prison, finger of death, maddening darkness, true polymorph
1st-5th level (4 5th level slots): armor of agathys, blight, counterspell, danse macabre, enervation, far step, hold person, misty step, phantasmal killer, spirit shroud, summon undead, synaptic static, vampiric touch, witch bolt
Disorienting Vertigo (1/day). Your presence alone is enough to make the world twist and spin. Whenever a creature starts their turn within 5 ft of you, you may use your reaction to force it to make a Wisdom saving throw (DC 20). On a fail, the creature becomes nauseous or disoriented as the world seems to distort around them, imposing disadvantage on attack rolls and causing them to treat solid ground as rough terrain until the end of your next turn.
Lair and Lair Actions
A Chaos Dragon’s Lair
Chaos dragons loose some of the elemental affinities of their progenitor species, but they nonetheless favor similar environments, if at times preferring lesser elemental extremes. They are drawn to areas saturated in magic, especially wild magic, and find places connected to lively and chaotic outer planes or the Feywild appealing. At times the magic in a chaos dragon's lair is so intense that mundane creatures find it nauseating. Their lairs often feature seemingly impossible magical effects and may evolve and shift over time.
Chaos dragon hoards are certainly eclectic, and often disorganized, but nonetheless composed of the high quality treasures that all dragons favor. They prefer hardy items that can stand the outbursts of their wild magic without warping unfavorably, and they especially enjoy collecting magic items with an unpredictable nature.
Lair Actions
On initiative count 20 while in its lair, a legendary chaos dragon can use one of the following effects, determined at random. (1d8)
1: Mutate Creature. The dragon irradiates a creature it can see in the lair with mutagenic magic. That creature must succeed on a DC 15 Constitution saving throw or be poisoned. A shapechanger makes this save with advantage. A poisoned creature can repeat the save on initiative count 20 of the next round. On a failure, the creature is effected by a permanent cosmetic mutation of the DM's choice. This can be ended by remove curse, greater restoration, or similar magic. On a success, the poisoned condition ends. On each successive round at initiative 20, the creature can repeat the save to end the poisoned condition.
2: Warp Space. Reality bends and distorts in bizarre ways in the lair. Until initiative count 20 of the next round, all space is difficult terrain for any creature but the dragon, and ranged attack rolls, Athletics checks, and Acrobatics checks have disadvantage.
3: Brain Swap. Two creatures within line of sight of each other and of the dragon in the hoard must make DC 15 Charisma saving throws. If one fails, both take 13 (2d12) psychic damage (halved on a success), and they swap bodies until the initiative count 20 of the next round. If both fail, they permanently swap bodies. A bodyswapped creature retains its personality, memories, and alignment but completely switches hit points, conditions, powers, ability scores, racial traits, gender, and capabilities with the other creature. This effect can be ended by remove curse, greater restoration, or similar magic cast on both creatures.
4: Witchlights. Strobing lights pulse in a 20 foot radius sphere centered on a point the dragon can see. Any creature other than the dragon in the sphere concentrating on a spell must make a DC 15 concentration saving throw or lose concentration. Additionally, each creature of the dragon's choice must make a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 of the next round.
5: Animate Tongues. Each creature of the dragon's choice it can see in the lair must make a DC 15 Constitution saving throw or begin vocalizing incoherently at impossible volumes. Such a creature and any creature within 5 feet of it take 7 (1d12) thunder damage. Additionally, objects in the hoard begin wailing, babbling, singing, and screaming. All creatures in the lair are deafened, including the dragon, and those who failed their saving throw cannot do verbal components for spells or abilities.
6: Universal Invisibility. All creatures in the lair turn invisible until initiative count 20 of the next round.
7: Squishify. Everything in the lair becomes squishy, as do all creatures. All Dexterity based rolls have disadvantage and all creatures gain resistance to bludgeoning damage until initiative count 20 of the next round.
8: Wild Magic Surge. The dragon rolls twice on the wild magic surge table and picks which result activates.
Regional Effects
The region surrounding a legendary chaos dragon's lair is warped by the dragon's magic, creating one or more of the following effects. Additionally, if you wish, the area within 6 miles of the lair might be affected by an Unraveling Magic Zone or even Mirror Zone (from Tasha's Cauldron of Everything).
- Wild Magic. Whenever a creature casts a spell, even a cantrip, within 6 miles of the lair, roll a d20. On a 1 or a 20, the creature generates a wild magic surge.
- Evolving Landscape. Unpredictable changes affect the surrounding land within 6 miles. A volcano might simply appear one morning, caves may twist and turn in the night, anomalies may manifest, such as giant edible taffy crystals, solid clouds in the shape of faces, swarms of color changing butterflies, skies full of giant bubbles, or storms that rain fish that then learn to breathe air. The time of day might not match the surrounding region.
- Antimagic Pockets. 2d6 small pockets of antimagic dot the nearby landscape, perhaps visible as glowing hemispheres.
- Weird Dreams. Creatures within 6 miles have bizarre dreams, which they remember perfectly upon waking up.
If the dragon dies, the effects fade over 1d10 days.
Previous Versions
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