Huge Dragon, Neutral Good
Armor Class 18 (natural armor)
Hit Points 184 (16d12 + 80)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
23 (+6)
DEX
12 (+1)
CON
19 (+4)
INT
18 (+4)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +6, CON +9, WIS +10, CHA +8
Skills Deception +8, Perception +12, Stealth +6
Damage Resistances Acid
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Innate Spellcaster. The dragon can cast the following spells at will with no spell slots or components. Wisdom is used as its spellcasting modifier. (Spells with the range of touch can be cast on itself)

Guidance, Comprehend languages, Identify, Detect Thoughts, See Invisibility, Clairvoyance, Tongues, Arcane Eye, Divination, and Scrying

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: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).

In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

Spell Cast. The dragon casts one or more of the spells it has at its disposal.

Napalm Breath (Recharge 5–6).. The dragon exhales a molten green fire in an 60-foot cone. Each creature in that cone must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. Targets that fail the save continue to take 25(4d8) fire damage until they use an action to douse themselves in water. If no water is available, they can use an action to drop to the floor and roll, which serves the same purpose.

 

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.

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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Spell Cast (Costs 3 Actions). The dragon casts one of the spells available to it.

Description

Metallurgical Marvel

The unity of a Brass and Copper dragon creates a child that contains the best or worst aspects of their parents. With both parents being metallic, these dragons are normally raised with some semblance of kindness, be it the mocking kindness that an arrogant being possesses, or genuine. They are called Zinc Dragons to maintain the unity between Brass and Copper, even though in real metallurgical study, Copper and Zinc make Brass. Zinc dragons often call themselves Napalm Dragons, as their unique breath weapon allows for more devastating attacks. 

Zinc Dragon's Structure

They share the unique wing structure with their brass parents, although the wings do extend out a tad bit further, causing the dragons silhouette, to have a broad, Kite-like appearance, while their horns and facial structure resemble their copper lineage. Their coloration, however, diverges entirely from their parents, losing the metallic tans of copper and brass for a color similar to a rough and weathered silver, although, The older a Zinc dragon gets, the more brown begins to appear on their scales, with ancient zinc dragons being covered in a mottled brown color that encompasses their extremities like feet, wing tips, and horns.

At a Distance

Zinc dragons take after their parents in the regard of loving the interactions with humanoids and sentient peoples, but unlike their parents, they watch from afar, choosing not to interact with them directly, like watching a soap opera, they view the lives of their chosen mortals closely via means of magic scrying. If they do not like the path their chosen mortals are taking, they either choose a new set, or, if they believe it to be worth their time, intervene directly, either by changing their shape to a humanoid and offering guidance directly, or through subtlety. They toy in the affairs of mortals in order to sate their desire for what they call "A good and wholesome slice of life story".

Background Benefactor

This desire for simple, yet interesting personal lives leads Zinc dragons to ignore the need for adventurers, who they find to be too erratic and foolhardy. The only time they would dare call on the help of adventurers is when they themselves cannot intervene, and even then, their requests are usually odd and seemingly random. But to a Zinc dragon, it all makes sense. Be it something simple, like "Clear the inn's basement of vermin, to something ridiculously complicated and outlandish like "Head to the center of the village tomorrow at high noon, act inconspicuous, and make this individual trip and fall onto this other individual through means of magic or what have you." The requests are almost always within reason, just strange and seemingly needless, but rest assured, Zinc dragons pay handsomely if you manage to do as told, and building up a rapport with one is never a bad thing, you just have to make sure to never tell the village that they're being watched by a semi-benevolent, immortal dragon who craves slice of life romcoms. 

Lair and Lair Actions

A Zinc Dragon’s Lair

Zinc dragons normally reside in Dry and arid locations that receive little rain, such as mesas or Steppes. They live in vast and intricate tunnels with multiple breach points. But one key feature that Zinc dragons have is that their lair is almost always within 10 miles of a settlement of intelligent creatures.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:

  • Spoilers: The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • Narration: Targets within the dragons lair must make a DC 16 INT save or have their thoughts read aloud by a disembodied voice. They read the the actions, intent, and emotions of those afflicted like a narrator reading a story to an audience. This causes all attacks, spells, and persuasions to be made with disadvantage, while any attempt to deceive immediately fail, as the narrative voice exposes the deception.

Regional Effects

Unlike many other dragon lairs, the region containing a legendary Zinc dragon’s lair is not altered by magic in any way, because of their desire to remain as hidden and anonymous as possible to their humanoid neighbors.

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2023 1:50:23 AM
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