Automated Repairs. The Dragon regains 10 hit points at the start of each of its turns if it has at least one hit point left. This ability doesn’t activate if the dragon has taken acid damage sense its last turn
Courier. The Dragon has room to hold 8 medium creatures and 2 large creatures within itself creatures inside the dragon have full cover from attacks outside the dragon. when the dragon dies all creatures inside the dragon are expelled landing prone in the nearest unoccupied space
Constructed Nature. The Dragon dose not require air food drink or sleep. It cannot be put to sleep and cannot be persuaded to take actions contrary to its programing by nonmagical means.
Deploy. The Dragon deploys up to ten creatures from its body each creature appears in an unoccupied space five feet from the dragon
Embark. The dragon attempts to collect up to 8 medium or small creatures and up to 2 large creatures bringing them within the dragon. To collect a creature the dragon must be within five feet of the creature. A creature can attempt to resist being collected with a successful DC 16 dexterity (acrobatics) check a creature that fails the save or is willingly collected is now within the dragons space and gains the benefits of the dragons courier ability
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 4) slashing damage.
Wrist Crossbow. Ranged Weapon Attack: 3 to hit, range 120/230 ft., 1 target. Hit: 7 (1d10 + 1 ) piercing damage.
Fire Breath - (5-6). The Dragon exhales a line of flames that is five feet wide and 20 feet long each creature within the line must make a dexterity saving throw or take 15 (2d10 + 5) fire damage on a failed save, half damage on a success.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/3/2023 9:09:20 PM
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11
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1
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Coming Soon
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