High Fliers. The dragon can breathe in any area that has an amount of air, no matter how thin. It can hold it's breath for up to ten minutes at a time.
Sun Scales. The dragon's scales glimmer in the open sun. When the sun's rays touch the dragon, ranged attacks against it have disadvantage, and creatures within five feet who enter the area or start their turn there make a DC 18 constitution saving throw or are blinded, repeating the save at the start of each turn. If the dragon would take fire damage, it instead heals for that amount.
Multiattack. The dragon makes three attacks: one with its bite and two with its tail.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 4 (1d8) fire damage.
Tail. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit. 1d12+7 bludgeoning damage.
Cloud Breath (Recharge 5-6). The dragon exhales cloudy flame in a 60ft cone in front of it. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (12d8) fire damage on a failed save, or half as much damage on a successful one. Creatures who fail the saving throw also ignite, taking 4d8 fire damage at the start of their turn. Any creature may use it's action to douse the flame. An ignited creature's attacks deal 2d6 additional fire damage on a hit.
Claw (3/day). The dragon forces a creature within 5ft of it to make a DC 18 STR save or be knocked prone.
Previous Versions
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5/4/2022 11:26:57 AM
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Coming Soon
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