Huge Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 350 (28d12 + 168)
Speed 40 ft., Fly 80 ft.
STR
27 (+8)
DEX
12 (+1)
CON
27 (+8)
INT
16 (+3)
WIS
17 (+3)
CHA
26 (+8)
Saving Throws STR +14, CON +14, WIS +9, CHA +14
Skills Arcana +9, Insight +9, Intimidation +14, Perception +9
Damage Immunities Cold, Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
Languages Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (4/Day). If Crucible fails a saving throw, he can choose to succeed instead.

Magical Resilience. If Crucible would take damage from a spell or magical ability, he takes that damage minus 10.

Keen Senses. Crucible has advantage on Wisdom (Perception) checks.

Nomad. Crucible has advantage on Wisdom (Survival) checks.

Actions

Multiattack. Crucible can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 18 (2d8 + 8) bludgeoning damage.

Pin. If Crucible hits a creature with a claw attack, he may use Pin as a bonus action. He grabs or pins a creature with his claw. The creature moves into the same space as Crucible and is restrained. The creature moves along with him.

The creature must be Large or smaller. If the creature is Large, Crucible cannot fly and maintain Pin. The creature may make a DC 22 Strength saving throw at the end of its turn in order to break itself free. 

Frightful Presence. Each creature of Crucible's choice that is within 120 feet of him and aware of it must succeed on a DC 22 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 Crucible's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5–6). Crucible uses one of the following breath weapons.

Fire Breath. Crucible exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Liquid Fire. Crucible spews forth a liquid-like fiery substance in a 20-foot circle or a 40-foot line that is 10 ft. wide. The substance sticks to creatures and surfaces with a scalding heat enough to slowly melt rock and metals. Each creature in that area must make a DC 22 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.

The area of effect is treated as difficult terrain. Any creature ending its turn within the area of effect takes 42 (12d6) fire damage. This effect ends at the end of the dragons 3rd turn.

Translocation (1/day). Crucible casts a spell similar to plane shift. However, it cannot be used on other creatures unless Crucible himself is accompanying them. This includes the banishment of unwilling creatures.

If he attempts to use Translocation on an unwilling creature, he must make a melee spell attack against it with a +14 modifier. On a hit, the creature must make a DC 22 Charisma saving throw. If the creature fails this save, it is transported along with Crucible to a random destination or one of his choosing.

Change Shape. Crucible attempts to change his form. Roll 1d20. On a 2 through 20, he magically polymorphs into a dragonborn with a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). The dragonborn form resembles his true form but simply in a humanoid shape.

If the result of the roll is 1, Crucible magically polymorphs into a kobold with a challenge rating no higher than his own. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice). The kobold form resembles his true form but simply in a humanoid shape. Crucible remains stuck in this form until one day has passed after which he can use Change Shape without having to roll.

In a new form, Crucible retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, Magical Resilience, Keen Senses, Nomad, Translocation and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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. Crucible makes a Wisdom (Perception) check.

Tail Attack. Crucible makes a tail attack.

Wing Attack (Costs 2 Actions). Crucible beats his wings. Each creature within 10 feet of Crucible must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Crucible can then fly up to half his flying speed.

Thrash. If Crucible has a creature restrained using Pin, he may take the Thrash action. Crucible violently slams and drags the creature on the ground before throwing it up to 40 ft. away. The creature takes 26 (4d8 + 8) bludgeoning damage and is knocked prone and stunned until the end of its next turn.

Description

A large imposing adult dragon with gray scales and a powerful, heavy build. His appearance is striking with bright piercing green eyes that almost emit a dull glow with a head crowned by a pair of long, dark swept-back horns and spines running down the length of his neck. Large plates protect him along his front and belly with a subtle blueish teal hue to them.

Planar Hunter. Crucible travels the Material Plane and beyond as a wanderer seeking out anything that may interest him. Typically this includes hunting terrifying creatures for sport but may also involve participating in battles and wars or assisting groups of adventurers if it means encountering powerful creatures to defeat.

When not travelling he tends to make his lair anywhere from snow covered mountains, dank caves, or ancient ruins. He particularly likes any with a body of water as he enjoys swimming. On occasion he may even reside in civilized areas such as inns if in the company of other humanoids or searching for information.

Outcast. Crucible was born from the implausible union between a chromatic and a metallic dragon, likely a red and a silver. Due to this he was an outcast among both dragon kinds who saw him as unnatural whilst also being feared by most other races for being a dragon. Because of this he faced great animosity and alienation resulting in him becoming melancholic, apathetic, cold, and distrusting of others. He typically only tolerates company if it is to his benefit or to further his own goals. In such cases he can be a valuable ally.

For those who manage to earn his trust or even friendship he shows a far more welcoming personality. Being an individual with difficulty trusting anyone, he will deeply care for those he considers a friend and be wrathful towards anyone or anything that would threaten them.

Collector of Memories. Due to his nomadic nature, Crucible unlike most any other dragon, lacks a hoard and even the desire to have one. He has little interest in wealth or things of monetary value but retains the ability of most dragons to discern the value of items with just a glance. However, he tends to keep a very small personal collection of mementos from his travels either found, taken, or gifted to him that hold strong sentimental or personal value. A banner from a kingdom he once assisted, a tooth from a fearsome creature he hunted, or a magical sword from a friend who he once traveled with are all things he may keep. Typically these items are kept within a Bag of Holding he keeps with him at all times.

Psychologically Scarred. Crucible's early life permanently scarred him and he struggles to find a purpose for living. The only thing he's found that brings him satisfaction in life is hunting dangerous beasts and individuals. Subconsciously he hopes that if he can't find a meaning to live that he dies battling a deadly being. His few friends and relationships he has are one of the only things anchoring him from being driven to madness.

Anomaly. Most dragons magical abilities are so strong they affect the environment around them. Crucible however lacks this magical prowess and is unable to have such affects. This is due to the unique circumstance of his origins as a spawn of a metallic and chromatic dragon. He does however maintain an impressive knowledge of the arcane and how it works but is unable to wield it effectively. This can be seen when he attempts to change his form.

However, he did gain traits unusual for most dragons. Though he is considered a young adult dragon, he is rather large and bulky for a one of his age. Along with this he developed a strong resistance to magical effects and damage. This results in him being unusually tough, even for a dragon.

CrucibleSH

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