Skill Profiency: Stealth- Dragons proficiency bonus is docubled for its Dexterity (Stealth) checks.
Living Shadow- While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic or radiant.
Shadow stealth- While in dim light or darkness, the dragon can take the hide action as a bonus action
Sunlight sensitivity- While in sunlight, the dragon has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) [Piercing] damage plus 5 (1d10) [radiant] damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) [Slashing] damage.
Breath weapon (recharge 5-6). The dragon uses one of the following breath weapons:
Dream Breath- The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it.
Moonlight Breath- The dragon exhales a beam of moonlight in a 60-foot line that is 5 feet wide. Each creature in that area must make a DC14 Dexterity saving throw, taking 38 (7d10) Necrotic damage on a failed save, or half as much on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon initiative count. The shadow is under the dragon's control.
Spellcasting- The dragon casts one of the following spells, requiring no material components and using charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fire
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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