Huge Dragon, Chaotic Good
Armor Class 30 Natural Armor
Hit Points 658 (15d20 + 500)
Speed 120 ft., Fly 240 ft.
STR
22 (+6)
DEX
30 (+10)
CON
26 (+8)
INT
30 (+10)
WIS
22 (+6)
CHA
24 (+7)
Skills Acrobatics +20, Athletics +16, Perception +18
Damage Immunities Fire, Lightning
Senses Blindsight 120ft, Darkvision 500ft, Passive Perception 26
Languages Common, Draconic
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Hold Breath. The dragon can hold its breath for 30 minutes. 

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (4d12 + 5) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (4d8 + 5) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (4d10 + 5) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 Weapons (Recharge 3–6). The dragon exhales an explosive blast of plasma, that travels up to 200 ft, then explodes in a 30 ft radius centred on the point of the blast. All creatures within the radius must make a DC 25 Dexterity save, taking 22d12 fire damage and 4d8 force damage on a failed save, or half damage on a successful save. If the blast crosses the space of any other creature, the blast of plasma explodes prematurely, dealing an additional 2d8 force damage to the creature hit by the blast on a failed DC 25 Strength save.  

Dive Bomb- The dragon spends its entire turn to dive from a great height, firing a blast of plasma at the vertex of the dive. This counts as using a Dash action, moving up to 150 ft and then launching the fire blast. The blast uses the same attack mechanics as the normal breath weapon, with an additional 6d12 force damage due to the dive. After the blast is launched, the dragon moves up to an additional 50 ft.  

Invisibility Cloak- Once per day, the dragon can spend an action to shoot a ball of plasma in front of it then fly through said plasma ball. It then turns invisible for up to a minute, or until it casts a spell, attacks, or loses concentration.

 

 

Legendary Actions

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.

Hide. The dragon takes the hide action. 

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 19 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Description

Light Furies greatly resemble Night Furies, but they are sleeker and less heavy with lighter coloring and glimmering textures that include white, blue, and pink. They possess a long, single spine running down the center of their back and light blue eyes. They also have two pairs of ear-like appendages on the top of their heads and a pink-colored nose. They also have some very light blue on their underbelly/chest area and feet. They are also somewhat smaller than Night Furies.

Because it is not the same species as the Night Fury, there are some notable differences. Night Fury’s have very large scales covering his appendages, legs, and snout. The Light Fury does not show these traits. Also, the Night Fury has ridges going along the middle of its head, whereas the Light Fury does not. On the sides of its head, the Light Fury has two fewer appendages (or "nubs") than the Night Fury that are shorter and rounder, and the head of the Night Fury is slightly longer. The mouth of the Light Fury is shorter, and it doesn't stretch as far across its face as the mouth of the Night Fury

The wings of the Light Furies are slightly shorter than those of the Night Furies, and they possess no sharp tips at their ends. They are glittery white in coloration and have stripes of glittery light pink, purple and pale blue running down their wings- which are, in contrast to a Night Fury's bat-like wings- rounded in an almost butterfly-like fashion.

The tail flukes of the Light Furies are triangular and slightly resembles a heart, white in color, as well as shorter than those of the Night Furies. They have two smaller triangular flukes just above the main ones, these are hard to notice.

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 cannot use the same effect two rounds in a row.  

  • Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage. 
  • A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centred on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn. 

Regional Effects-  

  • Once per day, the dragon can alter the weather in a 6-mile radius centred on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell. 
  • Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. 

If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days. 

iantringolo

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