Medium Swarm of Medium beasts, Neutral
Armor Class 15 (natural armor) scales
Hit Points 100 (19d10 + 2)
Speed 40 ft., Fly 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
12 (+1)
INT
25 (+7)
WIS
30 (+10)
CHA
25 (+7)
Saving Throws INT +11, WIS +14, CHA +11
Skills Perception +10
Damage Vulnerabilities Fire, Piercing
Damage Resistances Bludgeoning
Damage Immunities Acid, Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 50 ft., Truesight 100 ft., Passive Perception 20
Languages Abyssal 100 ft., Common, Draconic It can understand Abyssal ,but it cannot speak it.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. 

Magic Weapons. The cursed dragon's weapon attacks are magical.

Amphimbous: this entity can breathe air and water

 

 

Actions

Multiattack. This cursed dragon makes two claw attacks and one headbutt.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 10) slashing damage.

Headbutt. Melee  Weapon  Attack: +5 to hit, adjacent, one target. Hit: 10 (2d8 + 10) bludgeoning damage.

Dragon's Roar (2/Day). The dragon emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the cursed entity and able to hear the roar must make a saving throw.

First Roar. Each creature that fails a DC 15 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Second Roar. Each creature that fails a DC 10 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

The cursed 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 cursed dragon regains spent legendary actions at the start of its turn.

Claw Attack. The cursed dragon makes one claw attack.

Teleport (Costs 2 Actions). The cursed dragon  magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space  it can see.

Regain Lost Power (Costs 3 Actions). The cursed dragon regains all of its lost power(black dragon) for 10 minutes(all ability scores, skills, armor class, etc.) After the 10 minutes are up it must take at least an 2 hour rest to original (cursed) form. Cannot use until 48-hours are up.

Description

History: This entity used to be a proud black dragon, who surprisingly helped humans. It would go to the city's (where it lived) meetings to help maintain order or give advice to the king. Until one day, a bunch of teenagers brought torches and rock to the dragons home, the teenagers were part of a group who hated the dragon, they threw rocks to gets attention and then they threw the torches at it. This enraged the dragons and killed the teenagers and when he went to confront the city he saw that the city's and royal armies were marching to come and kill him. This enraged him beyond comprehension, ever since he helped build the city thousands of years ago, he never felt so mad, In response to this rage he let it all out and destroyed the whole city and its habitats to bones and ash. The rest of the dragons were angry with him, so they fought , what they thought was evil, with an unimaginable force a mind flayer. The dragons and mind flayer worked together to seal the black dragons power and then the dragons killed the mind flayer so the dragon could never be free from its curse.

This dragon will become non-negotiable with ant dragons, dragonborn, and anyone related to the mind flayers.

Till this day he always wonders what group despised him enough to try to kill him. Also, he never stops protecting the treasure of the city he scattered arounf the world.

Lair and Lair Actions

A Cursed Dragon's Lair

A cursed presides over an ancient temple, ruin, or treasure, within which are hidden divine secrets and treasures beyond the reach of mortals.

Lair Actions

On initiative count 18 (losing initiative ties), the cursed dragon can take a lair action to cause one of the following magical effects; the cursed dragon can’t use an effect again until it finishes a short or long rest, or kills an adventure:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The cursed dragon can choose not to reroll.
  • The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (cursed dragon's choice). Only the cursed dragon  is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
  • The cursed dragon shifts itself and up to seven other creatures it can see within in its lair to another plane of existence or one of it's most painful memory's. Once outside its lair, the cursed dragon can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

Previous Versions

Name Date Modified Views Adds Version Actions
2/11/2019 5:05:00 AM
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Dragonborn1221

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