Armor Class 17
Hit Points 95 (14d8 + 30)
Speed 30 ft., Climb 30 ft., Fly 60 ft. Crimtane can't fly while Reckless Ferocity is active.
STR
19 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws DEX +3, CON +6, WIS +4, CHA +5
Skills Intimidation +4, Perception +5
Damage Immunities Fire
Senses Blindsight Out to 10 ft., Darkvision Out to 120 ft., Passive Perception 14
Languages Common, Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Reckless Ferocity: When Crimtane is reduced to 50 percent health the following effects take place: Crimtane loses his flying speed, All of Crimtane's melee attacks are made with advantage, all attacks against Crimtane are made with advantage, Crimtane's Animate Weapons ability becomes inactive, Crimtane gains a +1 to AC.

Great Weapon Fighting: While Crimtane is weilding a two-handed weapon he can reroll any damage roll of 1 or 3 on the weapons damage die and he must use the new roll

Second Wind: As a bonus action crimtane regains 1d10+ his constitution modifier hit points

Improved Critical: Crimtanes Attack rolls voynt as critical hits on a roll of 19-20

Action surge: Crimtane makes an extra action on his turn. He can use this ability only once per day.

Actions

Animate Weapons. As an action Crimtane extends his will to two weapons within 60 feet of him. These weapons become animated weapons that take their turns immediately after Crimtane. If the weapon requires ammunition it must have a source of ammunition within 5 ft of it. This ability ends when Crimtane ends it as a bonus action, or when Reckless Ferocity activates.

Multiattack. Crimtane make one bite attack and one greatsword attack.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 9 (1d10 + 4) [piercing] damage + 3 (1d6) fire damage.

Greatsword. Melee Weapon Attack: +6 to hit, range 5 ft., 1 target. Hit: 12 (2d6 + 4) [slashing] damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Standing at 13 feet tall at the shoulder, Crimtane is far above average height for his age. Boasting a brilliant set of Jaws and a prehensile tail this dragon I not to be underestimated.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: MountainUrban

Jack_Noname

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