Ageless Aegis. The dragon's body is infused with Adamantine, it takes only normal damage from Critical hits and its Claws are critical hits on a roll of 19-20.
Magic Weapons. The dragon's weapon attacks are magical.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Eon Pulse. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take (6d6) force damage on a failed save, or half as much damage on a successful one. Every creature that fails the save is pushed 15 feet away from you and is knocked prone.
Roar of Time (Recharge 6). The dragon emits a roar, releasing a stream of compressed time. Each creature in a 120-foot line that is 5 feet wide must make a DC 18 Constitution saving throw, taking (10d12) necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Each successive time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the dragon and able to hear the roar must also make a saving throw.
First Roar. Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Third Roar. Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Time Walk. The Dragon briefly stops the flow of time for everyone but itself. No time passes for other creatures, while it takes 1d4-2 turns in a row, during which it can use actions and move as normal, it can not attack or affect other creatures during these extra turns.
Temporal Shunt. The Dragon causes a creature it can see to slip thru time. As a Reaction when it sees the creature make an attack roll or starts to cast a spell. The triggering creature, must succeed on a DC 18 Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn’t remember being affected by this ability.
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.
Tail Attack. The dragon makes a tail attack.
Eon Pulse (Costs 2 Actions). The dragon releases an Eon Pulse attack.
Time Heals All Wounds (Costs 3 Actions). The Dragon heals itself within a time bubble. The Dragon heals 1 Condition that is effecting it or 50 Hit Points.
Description
The Adamantine Dragon lies atop the tower of Time in its own demi plane: the Desert of Decades.
There it is know by its true title, the Draconic Incarnation of the Ancient Law, Guardian Ascendant.
The Deseret of Decades seals away the four horseman of the apocalypse; Famine, War, Pestilence and Death.
Lair and Lair Actions
An Adamantine Dragon’s Lair
An Adamantine dragon presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon can take a lair action to cause one of the following magical effects; the dragon can’t use an effect again until it finishes a short or long rest:
- The flow of time is altered such that every creature in the lair must reroll initiative. The dragon can choose not to reroll.
- The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the dragon's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
- The dragon shifts itself and up to seven other creatures it can see within in its lair to another point in time.
1. The Dawn of Time - Brilliant Sunlight is on all sides, Each creature must make a DC 18 Constitution saving throw. On a failed save, it is blinded until its next turn.
2. The Creation of the World - Lava flows from the earth in all directions, falling into the lava deals 6d10 Fire Damage, each creature takes 1d6 Fire Damage at the start of its turn.
3. The Desolation of Life - Toxic Fumes fill the air, creatures that aren't not immune to poison begin to suffocate, these creatures can't regain Hit Points.
4. The End of the Universe - Freezing Darkness surrounds everything, creatures that rely on vision are blind and all creatures take 1d8 Cold Damage at the end of its turn.
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