Scrivener. A Lore dragon's tail can be used as a mundane writing utensil. A Lore dragon will remember any information it has read, and can recall this information with perfect accuracy.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
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: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) slashing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) 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 16 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.
Literary Breath (Recharge 5–6). The dragon exhales pages in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) damage on a failed save, or half as much damage on a successful one. This damage is half bludgeoning, half slashing.
Scrivener. When the dragon successfully hits an enemy with it's tail attack, it can choose to forgo the damage and instead apply an Edict Rune. A target can only have one Edict Rune applied at a time. The runes apply one of the following effects:
- Reduce the target's Armor Class by 2
- Reduce the target's movement speed by half
- Impose disadvantage on the target's skill checks and attack rolls
- Impose disadvantage on the target's saving throws (does not apply to death saving throws)
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 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Lair and Lair Actions
Lore dragons dwell in nooks, crannies, and areas where knowledge of the arcane has been abandoned. A lore dragon’s lair is an old library or bookstore, or an old castle's laboratory. The lair is often well kept and organized, and has treasure troves of lost information. The lair is usually free of pests and is filled with the stench of old pages and ink.
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:
- Stacks of books that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such literature must succeed on a DC 17 Strength saving throw or be knocked prone.
- A cloud of swarming pages fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Dexterity saving throw, taking 10 (3d6) slashing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) slashing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Creatures that become illuminated in the area, or leave the area, lose all color and instead are an inky greyscale version of themselves. This color change effect wears off after 2 rounds.
Regional Effects
The region containing a legendary lore dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair is full of a distant hum of innate magical power. Any Arcana checks made within the area to identify aspects of the are are made with disadvantage.
- Books within 1 mile of the lair are supernaturally animated. Enemies of the dragon that attempt to read books will find that they resist, and require a DC 12 Strength saving throw to keep open.
If the dragon dies, these effects fade over 1d10 days.
Previous Versions
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6/9/2023 5:48:08 PM
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Coming Soon
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