Forever Active. The dragon can not be magickly put asleep.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Spellcasting. The dragon is a 16th level spellcaster. Its spellcasting ability is wisdom (spell save DC 22, +16 to hit with spell attacks). The dragon has following spells always prepared:
cantrip (at will): color spray, cure wounds, guiding bolt, inflict wounds
1/day each: dominate person, mass cure wounds, heal, true seeing
Multiattack. the dragon makes two claw attacks and casts one cantrip
Claw. Melee Weapon Attack +14 to hit, teach 15 ft., 1 targets Hit: 9(2d6+4) slashing damage
Breath Weapons (recharge 5-6). The dragon uses one of the following breath weapons 3-4 Glimmer breath 5-6 Sleep Breath:
Glimmer breath. The dragon exhales glimmering multicolored fragments of glass and earth in a 90 foot cone. Each creature in that area must make a DC 22 constitution saving throw. On a failed save, the creature takes 70 (6d12) radiant damage, and is blinded until the end of the dragons next turn. On a successful save, the creature takes half as much damage, and are not blinded
Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Glimmering Sight. the dragon makes a wisdom (perception) check at advantage.
True Blood. When the dragon loses half its hit points before its next turn it can cast cure wounds as a reaction.
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.
Claw. The dragon makes a claw attack.
Casting (Costs 2 Actions). the dragon casts either two cantrips or one 1/day spell.
Sleep Bomb (costs 3 Actions). The dragon builds a sphere of sleeping gas in its mouth that it spits out on a point it can see within 60 feet. The gas surrounds a 20 foot sphere and any creature inside the sphere must make a constitution saving throw (DC 21) or be knocked unconscious until the end of the dragons next turn. Any creature that ends its turn in the gas makes the save as well.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
When a bismuth dragon hatches it has rather dull multicolored scales. as they get older their scales start to glow and shine. the scale colors differ from their moods, when a bismuth dragon is angry their scales might glimmer maroon while when the dragon is sleepy they might glow a soft yellow. Most dragons love hoarding treasure like money or magic artifacts but the bismuth dragon prefers to hoard shiny things even when they are of no value. you may even to be able to befriend a bismuth dragon by giving them a shiny rock (nothing of value).
Lair and Lair Actions
A bismuth dragons lair is usually a old canyon or mine that had a hidden amount of minerals like silver or obviously bismuth.
Lair Actions
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:
- A strong glow appears in a 30 foot sphere on a point the dragon can see within 120 feet, any creature within the sphere makes a constitution saving throw (DC 20) or be blinded on a failed save. the sphere diminishes after only a few seconds.
- Large spikes of glimmering crystals protrude out of the ground in a 10 foot square on a point the dragon can see within 120 feet. Any creature within the square must make a strength saving (DC 19) throw or be launched 15 feet into the air and be knocked prone when landing. on a successful save the creature is pushed 5 feet out of the square.
- A wave of gas blows 60 feet in any direction starting on the dragon, each creature affected the wave must make a constitution saving throw (DC 18) or be put to sleep until the end of the dragons next turn.
Regional Effects
The region containing a legendary bismuth dragon’s lair is warped by the dragons tranquility, which creates one or more of the following effects:
- all spells that create light within a 6 mile radius is empowered from the dragons magical connection to sparkling and light. all spells that create light for example the daylight spell, the radius is doubled, if the spell says it sheds bright light for 10 feet that spell now sheds bright light in 20 feet.
- large-small crystals spurt out of the ground in a 2 mile vicinity, if a creature harvests or mines any of the crystals the dragon knows the creatures location and total hit points of the creature for the next hour.
If the dragon dies, these effects fade over the course of 1d10 days.
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