Huge Dragon, Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 190 (15d12 + 100)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
25 (+7)
INT
20 (+5)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +7, CON +11, WIS +6, CHA +2
Skills Insight +8, Perception +14, Persuasion +13, Stealth +8
Damage Immunities Fire
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 30
Languages Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The dragon can breathe air and water.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Scentless. The dragon lacks any discerning scent, hiding the origins of its genealogy and making all efforts to discern it impossible.

Uncanny. Even when polymorphed into another form, this creature seems... off to any who speak with it. Though capable of intelligent speech and acting, social isolation and its unique nature make the beast act strange in any context and give it a disadvantage in persuasion and deception. It  is known for its peculiar behaviour especially while in human form, which contributes to its air of uncanniness. It displays an extraordinary knowledge of social customs, etiquette, and language, effortlessly blending into human society at a glance. However, its interactions are often marked by an almost mechanical precision, lacking the genuine warmth and emotion characteristic of human behaviour.

The dragon's speech is disconcertingly precise and devoid of emotion, as if each word is carefully calculated. It maintains a hauntingly composed demeanour at all times, never showing signs of surprise or joy, and rarely displaying any personal preferences or desires. Its eyes fixate on people with an unwavering intensity, making them feel unsettled and scrutinized.

 

Actions

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 15 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.

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

Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.

Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.

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.

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. 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 10 feet of the dragon must succeed on a DC 22 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.

Description

The Albino Dragon is a Huge Creature, measuring about 32 feet long from snout to tail. Its scales are pale and powerful, reflecting an otherworldly shimmer in various shades of white and silver. The dragon's eyes are a mesmerizing deep black, appearing as empty voids at a distance. Its elongated yet delicate and refined facial structure. 

In Human Form: When assuming a human form, the Albino Dragon presents itself as a tall and slender noble woman, standing around 6 feet tall and the most exquisite of apparel. Its ivory coloured skin carries the same pearlescent hue as its dragon form. The Albino Dragon has waist-length, silky snow white hair that cascades down like a flowing waterfall. Its eyes retain their hypnotic black colour, seemingly devoid of pupils, giving off an uncanny gaze that makes it difficult to discern its true intentions.

Lair and Lair Actions

An Albino Dragon’s Lair

Albino dragons make their homes in defensible locations, be they at the ends of caves and dungeons or within grand fortresses. Often the dragon will utilise lesser species to act as guardians, recruiting kobolds in most cases but occasionally establishing control over human armies to act as steadfast guards of their lair. 

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:

  • The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
  • One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.

Regional Effects

The region containing a albino dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • All senses are dulled near the dragon's lair, often causing light confusion and even headaches in extreme circumstances.
  • Prolonged exposure to the dragon's lair often lead to growing control from the dragon, with shorter memory spans in hostile entities and overarching confusion to strengthened resolve and devotion in allies of the beast.

If the dragon dies, these effects end immediately and the memories lost return.

Habitat: ForestGrassland

Dancal

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