Amphibious. Chromillia can breathe air and water.
Ice Walk. Chromillia can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Regeneration. Chromillia regains 10 hit points at the start of her turn.
Color Change. Chromillia can become resistant to either Fire, Acid, Cold, Lightning and Poison Damage. (Identical to Deathwalker's Ward from Critical role). To swap elemental resistances requires a bonus action. Chromillia is also resistant to all Piercing, Bludgeoning and Slashing damage from non-magical weapons.
Telepathic Bond. Chromillia can contact Tiamat (and Vice Versa) regardless of her location, as long as they are both alive and conscious.
Human Form. Chromillia may shape change into a human for any intents and purposes. (Blending in, size convenience, etc)
Legendary Resistance (3/Day). If Chromillia fails a saving throw, she can choose to succeed instead.
Multiattack. Chromillia can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) elemental damage. (Element Determined by whatever Chromillia's active resistance is.)
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Chromillia's choice that is within 120 feet of her and aware of it must succeed on a DC 16 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 Attacks
- At the start of her turn, Chromillia may roll 1d8. She regains a charge of a respective breath or spell attack based on the roll, as shown below. She has 1 charge of each breath attack and spell.
Acid Breath (Recharge 3). The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Cold Breath (Recharge 4). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.
Fire Breath (Recharge 5). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Lightning Breath (Recharge 6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Poison Breath (Recharge 7). The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.
Prismatic Spray (Recharge 8). Chromillia may cast the spell Prismatic Spray
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 10 feet of the dragon must succeed on a DC 20 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
You see before you an adult dragon, but the color is off. It looks like it's covered in oil after a rainy day, rainbow shimmering across it's scales and wings.
Chromillia is a terrifying abomination of a dragon, not born from an egg, but crafted, stitched and grown in a terrifying experiment by Tiamat, the dragon queen, to act as her reigning presence across the worlds. Her only goal is to maintain a minor semblance of order and sovereignty over any other chromatic dragons, to make sure they are still sowing chaos and hoarding riches, and to do the same herself. Her primary goal is to destroy civilization, hoard riches, and kill the followers of Bahamut, and desecrate their temples, wherever they are.
Loot
Chromillia's body can be made into various pieces of powerful loot, if the players are intuitive enough to do so.
- Chromillia’s Blood
- Requires alchemy tool check DC 20 to properly extract enough blood to be useful.
- Used as temperament for a Melee weapon of any kind
- Weapon type chosen by the player, crafted by a blacksmith, using whatever material to grant whatever properties, I.E. could make a regular Greatsword, or an Adamantine Greatsword if you have the Materials.
- Creating the weapon by an NPC would take 2 weeks of time, and whatever materials and monetary compensation to craft it.
- Creating the weapon by a player requires a total check of DC 100, made with 6 roles. Advised to have someone assist to have advantage on these rolls.
- The weapon created is considered a +3 weapon, and deals an additional 2d6 of elemental damage based on whatever element is active at the moment. The weapon can switch elements using a bonus action.
- Chromillia’s Hide
- requires leatherworking check DC 20 to properly carve off
- Can be made into +3 Dragon hide armor that can swap elemental resistances on the fly, just like Chromillia could, using a bonus action.
- Chromillia’s Strength
- Requires a Medicine Check DC 17 and a Leatherworking check DC 20 to properly carve off
- The Muscles, Tendons and Bones of Chromillia, ideal to carve and string a bow out of.
- Creating the bow/longbow/crossbow by an NPC would take 2 weeks of time, and whatever materials and monetary compensation to craft it.
- Creating the bow/longbow/crossbow by a player requires a total check of DC 100, made with 6 roles. Advised to have someone assist to have advantage on these rolls.
- The weapon created is considered a +3 weapon, and deals an additional 2d6 of elemental damage based on whatever element is active at the moment.
- Chromillia’s Horns
- Requires a Leatherworking Check DC 25 or a Strength Check DC 20 to properly detach/carve off
- Can be used to craft the Wand of the Chaos Queen, which can be used to cast the following spells at base level, with the given amount of charges shown.
- After a long rest, roll 1d8. Whatever number is rolled, that spell regains all charges. If you roll an 8, roll twice and both spells charges are fully restored, and re-roll any 8 rolled in this way.
- 1. Chromatic Orb (5 Charges)
- 2. Fireball (3 charges)
- 3. Vitriolic Sphere (2 charges)
- 4. Cloudkill (2 Charges)
- 5. Cone of Cold (2 Charges)
- 6. Chain Lightning (1 Charge)
- 7. Prismatic Spray (1 Charge)
- Requires a Leatherworking Check DC 25 or a Strength Check DC 20 to properly detach/carve off
Lair and Lair Actions
Chromillia shares her lair with Tiamat and other Chromatic Dragons, As she has no lair in the mortal worlds. See Tiamat's or other Chromatic Dragons lair actions description for details.
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Posted Dec 28, 2020It’s a lot better than something I could do, that’s for sure