Magical Sight. The dragon is born with eyes that are blind to the natural world, but reveal all forms of magic to them, permanently allowing them to sense the presence of magic within 120 feet of them. If they sense magic in this way, they can use a bonus action or reaction to see a faint aura around any visible creature or object in the area that bears magic, and learn its school of magic, if any.
Breath Weapon Resistance. The dragon has resistance to dragon and dragonborn breath weapon attacks, as well as the Dragon's Breath spell.
Filtered Lungs. The dragon can breathe normally in smoke, poison, etc.
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 7 (2d6) poison 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.
Burst Breath (Recharge 5-6). The dragon exhales a gas that quickly detonates within a 15-foot cone. Each creature in that area must make a DC 18 Strength saving throw, taking 44 (11d8) force damage on a failed save, or half as much damage on a successful one. Each creature in the area will also be pushed back 30 feet on a failed save, or 10 feet on a successful one.
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.
Description
The most apathetic of the dragons, the damascus dragon prefers to sleep in its lair all day than to fly about causing chaos. The damascus dragon's preferred lairs to sleep tend to be in places where an average adventurer would not venture, such as near an active volcano, or in deep caves where fresh air is hard to come by.
The damascus dragon also tends to try and not come into conflict with other dragons, being relatively cowardly, and only fighting other dragons if they are cornered. Occasionally, multiple damascus dragons may even group up together in the same lair for convenience.
Damascus dragons will often times horde not gold nor treasure, but actual garbage, as it finds it to be a waste to throw such tasty things out, often times leaving them to lavash over a mountain of trash that it will snack on between naps. If a damascus dragon's dump heap runs dry, they will search for more, often leaving their old lair behind as it looks for a new one.
Previous Versions
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6/21/2023 5:42:35 PM
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