Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magical Immunities. If a creature damages the dragon on their turn, the damage dealt to the dragon must exceed 50 to carry over to the dragon's hit points.
Multiattack. The dragon can use its Paralyzing 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 plus 7 (2d6) psychic 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) slashing damage.
Paralyzing 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 19 Wisdom saving throw or become paralyzed 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 Paralyzing Presence for the next 24 hours.
Stunning Breath (Recharge 5–6). The dragon exhales psychic energy in a 60-foot cone. Each creature in that area must make a DC 22 Wisdom saving throw, taking 63 (18d6) psychic damage on a failed save, or half as much damage on a successful one.
Innate Counterspell. If the dragon is aware of an incoming spell, it can cast Counterspell at 3rd level. Intelligence is its spellcasting modifier for this spell.
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 odor of ink and paper surrounds a paper dragon, whose origami horns and spinal frill define its silhouette. Typically created when spell books or scrolls gain sapience through magical means, a paper dragon is a physical manifestation of pure knowledge.
Unlike their organic kin, paper dragons don't grow over time. They grow through constant additions to their bodies in the form of pages from spell books and similar sources. As such, their drive for knowledge is one of their primary motivations, and their cunning becomes as deadly as their psionic abilities.
Lair and Lair Actions
A Paper Dragon’s Lair
Paper dragons lair in massive hidden libraries or pyramids, dwelling in archives under snow-capped peaks, or within the deep halls of abandoned museums and dwarven planetariums. Their unusual hoards usually include spell tomes, ancient history and other various methods of archiving knowledge. A typical paper dragon prefers to interact with other creatures by dominating surrounding populations and bending them to its will.
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:
- Pure force erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius invisible pillar. Each creature in the pilar's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Psychic energy forms a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its turn.
Regional Effects
The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Unusually secretive or welcoming civilizations surrounding its lair.
- Dreams within 1 mile of the lair are supernaturally stressful and tainted by sleep paralysis.
- Small portals within 1 mile of the dragon’s lair lead to the Outer Plane of Sigil, allowing creatures of from that plan into the world to dwell nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
Previous Versions
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Posted Mar 19, 2021I feel water should be a vulnerability. Just my 2 cents
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Posted Mar 27, 2021I think that would be a fun idea, but because there isn't a "water" damage type, I would leave it to the DM to reconcile a situation where the party used water to slay a paper dragon. Fun fact: The slashing vulnerability is put there as kind of a fun "rock-paper-scissors" joke.
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Posted Apr 26, 2021Ironic that it is IMMUNE to fire rather than VULNERABLE to it
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Posted Apr 27, 2021omg
u right
whart
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Posted Apr 27, 2021My reasoning was that this is a magical construct with an almost godlike intelligence, so I figured one of the first things it figures out is how to not go up in flames! Its relatively low hp is meant to balance this out, but I also understand why people would take issue with this particular immunity.
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Posted Aug 8, 2022im glad you told peps that because i was confused as well