Windborn. The dragon cannot be moved or knocked prone by magical or nonmagical winds of any kind.
Cloud Form. The cloud dragon can polymorph into a Huge cloud of mist, or back into its true form at will, (as an action). While in mist form, the dragon can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, it is immune to all nonmagical damage, and still benefits from its Windborn feature. While in this form it is considered invisible while in altitudes where clouds form and if it was hidden or slightly obscured while transforming.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) lightning damage.
Breath Weapons(Recharge 5–6).
Cold Breath. The dragon exhales an static blast of clouds of lightning in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
Wind Breath. The dragon exhales gale-force winds in a 30-foot line that is 5-feet wide. Creatures in this area must make a DC 14 Strength saving throw, taking 22 (5d8) force damage on a failed saving throw and are pushed 30 feet directly away from the dragon. On a successful saving throw, the creature takes half damage and is not pushed. A creature who is pushed and strikes a solid surface takes 1d6 bludgeoning damage per 10 feet traveled. Nonmagical flames are completely extinguished, and magical flames created by a spell of 4th level or lower are immediately dispelled.
Lair and Lair Actions
A Cloud Dragon's lair is amongst the cliffs of the tallest peaks or on a floating island that is generally no larger than a football field. Whether a floating island or a towering cliff, their cave entrance and lair is obscured from any vantage point by the clouds that surround it.
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:
- Fierce wind surrounds their floating island cave. Ranged attacks fail if targeting a creature that is within 120 ft of the cave entrance. Ranged attacks have disadvantage on creatures that are inside the cave itself.
- Static 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 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one. 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 shards fall from the ceiling, striking up to two creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+4 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.
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