Unusual Nature. The dragon doesn’t require air, food, drink, or sleep.
Multiattack. The dragon makes one Bite or Tail Whip attack and two Claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 4) piercing damage plus 3 (1d6) necrotic damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 8 (1d6 + 5) slashing damage.
Tail Whip. Melee Weapon Attack: +7 to hit, reach 15 ft. one target. Hit: 9 (1d10 + 4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Bone Spores. On a hit, a character within 5 ft. is exposed to a small eruption of toxic spores. They must succeed on a DC 12 Constitution saving throw or take 1d6 poison damage.
Description
Making their lairs in the depths of the Underdark, deep dragons are nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black-and-gray hide is smooth like a salamander’s, and their eyes are pale. As they age, their spore breath causes fungi to bloom across their skin, especially around the head and neck. Their wings are attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of far-off lands. Many seek out new insights and tricks that they can use against other denizens of the Underdark, preferring social manipulation and crafty dealmaking to exerting themselves in combat. Deep dragons look down on any creature that isn’t useful to them, though they are willing to bargain for knowledge they lack.
This dragon has been reanimated into undeath and is tied to the place it died and the secrets that lie there. It will defend its grave agressively.
Previous Versions
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9/9/2023 10:18:48 PM
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Coming Soon
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