Dragon's Immunity (Dragon or Hybrid Form Only). The weredragon has immunity to a type of damage based on the colour of dragon that it is a hybrid of (choose or roll a d10): 1-2, acid (black or copper); 3-4, cold (silver or white); 5-6, fire (brass, gold, or red); 7-8, lightning (blue or bronze); 9-10, poison (green).
Shapechanger. The weredragon can use its action to polymorph into a dragon-humanoid hybrid, into a (Red dragon) dragon wyrmling, or back into its true form, which is humanoid. Its ability scores, personality, and other game statistics, besides its size, speed, and AC, remain the same in each form. Any equipment it is wearing or carrying isn't transformed. The weredragon reverts to its humanoid form if it dies.
Keen Sight and Hearing (Hybrid Form Only). The weredragon has advantage on Wisdom (Perception) checks that rely on sight or hearing.
Multiattack (Humanoid or Hybrid Form Only). The weredragon makes two attacks: one with its bite and one with its claws, tail, or battleaxe.
Claws (Dragon or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (4d4 + 3) slashing damage.
Bite (Dragon or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with weredragon lycanthropy.
Tail (Dragon or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is the same size as the weredragon or smaller, the target must succeed on a DC 11 Strength saving throw or it falls prone.
Battleaxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if wielded in two hands.
Breath Attack (Dragon or Hybrid Form Only; Recharge 5-6). The weredragon exhales energy corresponding with the colour of dragon that it is a hybrid of in a 15-foot cone (gold, green, red, silver, or white) or a 30-foot line that is 5 feet wide (black, blue, brass, bronze, or copper). Each creature in that area must make a DC 15 Dexterity (black, blue, brass, bronze, copper, gold, or red) or Constitution (green, silver, or white) saving throw, taking 18 (4d8) damage of the type that it is immune to on a failed save, or half as much damage on a successful one.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Weredragons are some of the most powerful werecreatures found in the Material Plane. Regardless of their alignment, these unique lycanthropes are extremely proud of themselves and think of themselves as superior to all other creatures. They enjoy the challenge of being hunted down by those that hunt lycanthropes and sometimes go after these hunters themselves. In humanoid form, a weredragon has a noticeable patch of scales on the sides of its face and has particularly sharp teeth. Weredragons are heavily opposed to sharing their curse and are very selective in their decisions to spread their special strand of lycanthropy.
After they are first infected with the curse of lycanthropy, weredragons act much like the dragon of their scale's color, taking on the same personality traits as the dragon that flows in their blood. They also take a liking to caves and hoarding treasure. While in their hybrid forms, they are often confused with dragonborn due to their similar physical appearance. Strangely enough, those with dragon blood in their veins are immune to this strand of lycanthropy altogether.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments