3 Headed Monstrosity: Makes 3 Initiative rolls, taking 3 turns in combat, and has 3 reactions.
Chromatic Mastery: Treats Cold, Fire and Acid Immunity as Resistance and ignores Resistance.
Magic Resistance: Has advantage on Saving Throws against spells and other magical effects.
Multi-attack:. Atramedies makes 3 attacks.
Bite. Melee Weapon Attack, 5ft Range, +17 to hit, 2d10+10 Piercing Damage.
Claw. Melee Weapon Attack, 10ft Range, +17 to hit, 2d6+10 Slashing.
Tail: Melee Weapon Attack, +17 to hit, 15ft range, 2d8+10 Bludgeoning
Flame Breath: (Recharge 5 or 6) 90ft cone, DC 24 Dex Save, 26d6 Fire Damage, half on success
Cold Breath: (Recharge 5 or 6) 90ft Cone, DC 22 Con Save, 16d8 Cold Damage, Half on Success.
Acid Breath: (Recharge 5 or 6) 90ft Cone, DC 22 Con Save, 15d8 Acid Damage, Half on success
Spit Acid: +17 to hit, 90ft range, 4d8 Acid Damage
Hypothermia: 1 Target, 90ft range, DC 22 Constitution Save, 2d10 Cold Damage and Vulnerability to Cold for 1 minute, as long as dragon maintains concentration.
Ring of Fire: All creatures within 15f of Atramedies makes a DC 24 Dex Save or take 10d4 Fire damage, or half on a sucsess
Searing Scales.When a creature hits with a melee attack, they take 10d6 Fire Damage.
Icy Reflections: When a creature declares an attack, they make the attack roll again at disadvantage if the new roll is lower than the firs they take that amount of damage as cold damage instead.
Corrosive: When a creature hits with an attack they make a DC 22 Dex save on a fail take 6d8 Acid Damage, and 1d8 Acid damage at the start of each turn until the acid is cleaned off as an action.
Atramedies has 3 legendary actions
Bite (Costs 1 Actions). Each Head makes a bite attack against a creature within range.
Elemental Chain (Costs 2 Actions): pick 3 cretures within 10 ft of each other, they each take 6d6 damage, one takes fire one cold and one acid on a DC 23 Dex Save, if any pass the previous target must make the save.
Chromatic Burst: Each creature within 60fft makes a DC 24 Dex Save on a fail taking 30 Cold, 30 Fire, 30 Acid damage or half as much on a pass.
when atramedies becomes blooded (150hp) he uses all his breath weapons immediately, and then they all recharge.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Lair action 20, roll 1d4.
1: A blanket of Ice covers the arena, each creature makes a DC 22 Con Save, on a fail taking 3d10 Cold Damage and is Paralyzed in Ice until the end of their next turn.
2: Acid bubbles up form the ground each creature makes a DC 22 Dex Save on a fail taking 5d10 Acid Damage and have disadvantage on attack rolls and saving throws til the end of their next turn.
3: A gout of flames burns the area, each creature makes a DC 22 Dex Save taking 6d8 on a fail, and 2d8 at the start of each turn for the next minute until they spend an action putting it out, half as much on a success on no setting on fire.
4. cold fire and acid fill the area each creature makes a DC 22 Dex Save on a fail taking 4d10 Acid, 4d10 Cold and 4d10 Fire Damage, this ignroes resistance and treats immunity as resistance.
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