Ice Walk. The greatwyrm 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.
Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Metallic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 450 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating the greatwyrm after its Metallic Awakening activates.
Metal Sense. A chromium greatwyrm can sense chromium in any form that is within 360 feet of it.
Unusual Nature. The greatwyrm doesn’t require food or drink.
Multiattack. The greatwyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 13 (2d12) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 19 (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the greatwyrm's choice that is within 120 feet of the greatwyrm and aware of it must succeed on a DC 22 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 greatwyrm's Frightful Presence for the next 24 hours.
Breath Weapon (Recharge 5–6). The greatwyrm uses one of the following breath weapons:
Ice Lance. The greatwyrm exhales an icy lance in a line that is 20 feet wide, and 120 feet long. Each creature in the line must make a DC 25 Constitution saving throw, taking 40 (9d8) cold damage, and 40 (9d8) piercing damage on a failed save, or half as much damage on a successful one.
Freezing Crystals. The greatwyrm exhales freezing crystals in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw, taking 40 (9d8) cold damage, and 40 (9d8) bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail their saving throw are restrained until the start of the greatwyrm's next turn.
Change Shape. The greatwyrm 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.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Detect. The greatwyrm makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
If the greatwyrm’s Metallic Awakening trait has activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Shattering Roar (Costs 2 Actions). The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.
Description
A chromium dragon's scales start as tarnished silver, and become more polished as they age to the point of having a mirror finish.
Innate Spellcasting. If a chromium dragon gains the ability to innately cast spells, it can cast each one once per day, requiring no material components. It can cast certain spells based on its age category, as shown below:
Young (spell save DC 16, +8 to hit). gust of wind, pass without trace
Adult (spell save DC 18, +10 to hit). gust of wind, pass without trace, sleet storm, stone shape (works on ice instead of stone)
Ancient (spell save DC 21, +13 to hit). flesh to stone (turns creatures to ice instead of stone, and gives them vulnerability to bludgeoning damage.), gust of wind, pass without trace, sleet storm, stone shape (works on ice instead of stone), wall of ice
Greatwyrm (spell save DC 26, +18 to hit). Same spells as ancient chromium dragons.
Telepathy. All chromium dragons have a 10% chance of being born with 60 feet of telepathy. However, once they reach adult age, they automatically gain telepathy to a range of 60 feet.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.
- Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
- The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary chromium dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Chilly fog lightly obscures the land within 6 miles of the dragon's lair.
- Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.
- Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
- If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.
If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
9/17/2022 7:27:30 PM
|
3
|
1
|
1
|
Coming Soon
|
Comments