Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shifting scale. At the start of the dragon turn roll (1d10) it sheds its current scales to reveal a new colored set underneath. Its damage immunity changes to the new scale type.
1. Red, fire
2. White, cold
3. Green, poison
4. Blue, lightning
5. Black, acid
6. Sapphire, thunder
7. Amethyst, force
8. Crystal, radiant
9. Topaz, necrotic
10. Emerald, psychic
Multiattack. The dragon can use its Chaotic Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) element damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., 1 target. Hit: 17 (2d8 + 8) bludgeoning damage.
Chaotic 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 be affected by one of its chaotic presence options. Roll (1d6) to determine which effect is used this turn.
1) Frightening: Creatures that fail the save become frightened until the end of the dragon's next turn.
2) Blinding: Creatures that fail the save become blinded until the end of the dragon's next turn.
3) Deafening: Creatures that fail the save become deafened until the end of the dragon's next turn.
4) Floating: Creatures that fail the save become affected by the levitate until the end of the dragon's next turn.
5) Confusing: Creatures that fail the save become affected by the confusion until the end of the dragon's next turn.
6) Wild: Creatures that fail the save must roll on A wild magic table.
Elemental breath (recharge 5-6). The dragon exhales an elemental breath in a 60-foot cone. Roll (1d8) to determine what type of damage the breath deals. Each creature in that area must make a DC 21 Dexterity saving throw, taking 64 (16d6) element damage on a failed save, or half as much damage on a successful one.
1) Fire
2) Cold
3) Poison
4) Lightning
5) Acid
6) Thunder
7) Necrotic
8) Radiant
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action 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 (Costs 1 Action). The dragon makes a Wisdom perception
Tail attack (Costs 1 Action). The dragon makes a tail attack.
Legendary Action Name (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone The dragon can then fly up to half its flying speed.
Description
It is unknown where chaos dragons hail from or if they are even naturally born or the object of some crazy wizard tampering. Unlike their other adult counterparts, they are less intelligent only possessing the intelligence of your average young dragon. They notably don't make lairs and tend to sleep where ever they can before moving on to the next hunting ground.
Lair and Lair Actions
Chaos pearl
Each chaos dragon has a chaos pearl embedded in the base of its brain stem. these pearls pulse with wild magic.
Regional Effects
The region in which the chaos dragon currently resides sufferers from one or more of the following effects:
- The colors of objects will randomly change when touched
- Multiple areas of reverse gravity DC 22 strength save, will appear for a minute before fading away.
- Natural pathways will begin to shift and snake and loop around on themselves. Making navigation without magic aid difficult.
If the chaos dragon dies, its death rattle activates and the region's effects fade over the course of 1d10 days.
Death rattle
When the dragon dies roll a 1d10 to determine what effects take place.
1) The dragon's body begins to swell becoming 10 times larger over the course of a minute before bursting.
2) The sound of a mariachi band can be heard playing from within the dragon.
3) The land around the dragon's body begins to sprout tall grass and vibrant trees.
4) The area around the dragon's body goes dark and becomes freezing cold.
5) The dragon's body begins to shrink becoming increasingly dense. It will eventually become heavy enough to sink through solid rock burrowing into the earth.
6) The dragon's body begins to glow with bright light.
7) All creatures within 120ft of the dragon's body must make a DC 20 Charisma saving throw or only be able to speak draconic for the next 1d10 days.
8) All rain in a mile radius from the dragon's body falls upwards.
9) A portal to the outer plane of limbo opens up inside the dragon's body
10) The dragon's body magically turns into a tavern fully staffed by the race of the creature that delivered the killing blow to the dragon.
Previous Versions
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2/28/2023 1:21:15 PM
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