Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Change Shape. The dragon 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.
Paper Breath (Recharge 5–6). The dragon exhales small triangles of paper in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 54 (12d8) slashing damage on a failed save, or half as much damage on a successful one.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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.
Information Overload. The dragon targets two creatures within 40 feet of itself. The targets must make a DC 18 Wisdom saving throw or take 3d6 psychic damage and be stunned until the end of their next turn.
Tail. The dragon makes one Tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Paper Dragons make their lairs in the nooks and crannies of The Endless Library. Rare books and artifacts are often found in the lair of older dragons, but never gold. Most despise it and see it as worthless garbage.
The hide of a Paper Dragon is white and mottled with ink lines and letters. Often, the whole life story of a paper dragon can be uncovered by reading what is written on them. As one of these creatures gets older and their life experiences grow, the stories get longer.
These dragons love a good story, and will offer items from their collections to hear a particularly good one. They deal in information and occasionally blackmail to keep themselves hidden.
Lair and Lair Actions
A Paper Dragon’s Lair
Paper dragons make their lairs in well-hidden nooks or up high in The Endless Library, and these sites are often inaccessible without the ability to fly. They fill their lairs with secret passages and hiding places that allow them to escape or ambush visitors if the need arises. Paper Dragon lairs vary wildly from dragon to dragon, but they all fill a few criteria.
The challenge rating of a paper dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Deep Torpor. The dragon casts the slow spell, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18). The spell ends early if the dragon uses this lair action again or if the dragon dies.
Paper Maché: The dragon fills a 20 square foot area with fast hardening paper. Each creature at the start of their turn must make a DC 17 Strength save or get their speed reduced to 5 feet. If the target stays in that area and fails the save again, they are petrified until broken out with a strength check with a DC of 18.
Regional Effects
The region surrounding a paper dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Preservation of Knowledge. Books, letters, and any other physical forms of writing within 6 miles of the dragon’s lair become magically charged and can’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a long rest within 6 miles of the lair, the creature must first succeed on a DC 12 Constitution saving throw or be unable to reduce its level of exhaustion. Creatures immune to the poisoned condition are immune to this effect.
Verdant Growth. Vegetation within 6 miles of the dragon’s lair grows faster and covers a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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7/10/2022 2:32:55 AM
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Coming Soon
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