Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Crystal Growing. The dragon has a special trait that allows it to grow crystals spontaneously out of its hands, the dragon can also grow out crystals that are naturally formed. the dragon also controls the shape the crystal grows in, which means the dragon can grow melee weapons and other objects.
Spellcasting. Ancient Sorcery Dragons are 5th-level spellcasters. their spellcasting ability is [Charisma] (spell save DC 23, +15 to hit with spell attacks). Ancient Sorcery Dragons have the following [Sorcerer] spells prepared:
Cantrips (at will): [Infestation], [Mind Silver]
1st level (8 slots): [Chaos Bolt], [Witch Bolt]
2nd level (7 slots): [Aganazarr's Scorcher] [Hold Person]
3rd level (6 slots): [Fireball] [Lightning Bolt]
4th Level (5 slots): [Banishment] [Dimension Door] [Storm Sphere]
5th Level (4 slots): [Animate Objects] [Cloud Kill] [Cone of Cold]
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: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 12 (2d10) force damage
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) 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 21 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.
Magic Breath (Recharge 5–6). The dragon exhales a beam of pure magic energy in a 90-foot line that is 20 feet wide. Each creature in that line must make a DC 22 Wisdom saving throw, taking 67 (18d8) force damage and are stunned on a failed save, when the creature is stunned, it will repeat the saving throw at the end of each of its turns until it succeeds the saving throw. The creature takes half as much damage on a successful save and are not stunned.
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.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 12 (2d10) force damage
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Twin Horns. The dragon can turn around as a reaction and stab the creature with its twin horns, the creature takes 8d8 piercing damage and is grappled by the horn, each turn the creature takes 4d6 piercing damage until they escape the grapple, the creature must make a DC 19 Dexterity saving throw to escape the grapple and takes 4d10 piercing damage upon escaping. If the dragon uses its breath weapon while being grappled, the creature takes half the damage (and can also halve that by succeeding on the saving throw) +20.
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 15 feet of the dragon must succeed on a DC 23 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.
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
All Sorcery Dragons come in shades of purple but mostly light purple. the dragon has two skinny horns sitting atop of its blunt snout, like that of a Blue Dragon. The dragon is not born with these horns, they start growing out of their snouts around the age of 503. Sorcery dragons always make sure to take care of their wings, for they believe they are the most important part of themselves and try to never injure them in battle. Sorcery Dragons carry tail spiks that curve to look somewhat like a tick, and a floating orb of pure magic sits on top of it, some say that the dragon speaks to its ancestors with it.
Sorcery Dragons live mostly in caves and their hordes consist of gems and stones like quartz, diamonds, rubies, emeralds etc. They mostly sleep atop their mountains of gems like kings or queens and rarely leave their lairs in case of an intruder. They are very picky about where they pick their lairs, they like to have their caves at least a mile away from a town or city. Sorcery Dragons love to watch humanoids living their everyday lives. Sorcery Dragons possess the ability to learn techniques from other spellcasters like spells, class features and even tend to accidentally cause wild magic when they cast a spell of their own. Sorcery Dragons take a liking to spellcasters and even go as far as to inviting them into their lairs to teach them more magic, even though they hate creatures coming into their lairs. They sometimes change form for years to go to wizard schools, and can learn many spells.
Lair and Lair Actions
Sorcery Dragons live in huge open caves around urban areas, the dragon doesn't care too much about what environment the cave is in, but it is typically fond of forests if it can find one with a town and a cave near it. The dragon's hoard is filled with crystals and rocks such as quartz, diamonds, rubies, emeralds and other rocks, the dragon likes the challenge of finding the rocks and gems, so it doesn't use its crystal growing trait to make it's hoard.
Lair Actions
On initiative count 20 (losing initiative ties), the [Ancient Sorcery 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:
- Gems from the dragon's hoard shatter and fly around the room hitting 4 targets of the dragon's choice, if there are less than 4 targets, the dragon can hit one or more creature multiple times. Each gem does 13 (2d10) piercing damage.
- The cave ceiling cracks, and 3 boulders fall and land on 3 creatures of the dragon's choice, each creature must make a DC 9 dexterity saving throw, taking 27 (5d10) bludgeoning damage on a failed save, and none on a successful one.
Regional Effects
The region containing a legendary [Ancient Sorcery Dragon]’s lair is [warped by the dragon's magic], which creates one or more of the following effects:
- Animals within a 1-mile radius blankly stare at humans, elves, and dwarfs for 1d10 hours before returning to their regular selves.
- Druid's wildshape and other transformation spells stop working within a 900ft cone to where the dragon is looking, the zone passes through walls and it takes 1d4 hours for the effect to disappear after leaving the zone.
- Every spell cast within 500 foot radius has a chance of going wild (roll a d20, if you roll a natural 1 then the spell goes wild).
If the [Ancient Sorcery Dragon] dies, these effects fade over the course of 2d20 days.
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